Chapter 5 — The Event System
Part II — Engine Architecture
Events are the bloodstream of AI RPG Engine.
Topics
Section titled “Topics”- Event structure — domain, object, verb, payload
- Event vocabulary — naming conventions and patterns
- Event routing — specific listeners, domain wildcards, catch-all
- Event presentation channels — how events reach the player
Event Examples
Section titled “Event Examples”combat.contact.hitcombat.entity.defeatedstatus.applieddialogue.node.enteredworld.zone.enteredaudio.cue.requestedenvironment.noise.changedprogression.node.unlockedHow Modules Subscribe
Section titled “How Modules Subscribe”Modules receive an EventRegistry during initialization. They subscribe to specific event types, domain wildcards (combat.*), or the catch-all (*) to respond to simulation changes.
Events are processed synchronously in subscription order, ensuring deterministic behavior across replays.