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Module events

Module events 

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Emergencies and the choices they put to the player.

When a fire breaks out or a bomb threat arrives, the engine sets EventSystem::pending on Simulation::events and writes the offer to the log; the frame’s header flags it too. The game keeps running. A host shows the offer and sends the player’s answer with Simulation::resolve_choice.

Structs§

EventSystem
The tower’s emergencies. A host reads pending; the rest is the engine’s own state.
PendingChoice
An offer waiting for the player’s answer.

Enums§

FilmRefusal
Why Simulation::change_film refused, kept here beside the other cinema command, Simulation::set_film_policy. Why a theatre’s film did not change.