CreateExplanationFor authorsApplies from 4.3.0
Flags, variables and events: which to use
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A flag is a state: the door is open. An event is a moment: the bell just rang. quest'n'click has no separate "variable": a flag holds a value (a boolean, a number or a string), so a counter or a choice is a flag too. This page says what each one is, what the engine keeps of it, and how to choose.
What each one is
A flag is a named value in the save (GameState.flags), set by commands and read by
conditions:
| Write | Read |
|---|---|
{ set: 'door_open' } (true) | 'door_open', '!door_open' |
{ set: ['guess', 'grandpa'] } (a string), { set: ['tries', 3] } (a number) | { flag: 'guess', eq: 'grandpa' }, { flag: 'tries', gte: 3 }, { flag: 'tries', lt: 3 } |
{ inc: 'tries' }, { inc: 'tries', by: -1 } (an absent or non-number flag counts from 0) | the same |
{ unset: 'door_open' } (removed: false, absent) |
A flag stays until something changes it; a save keeps it, a load restores it. Flags are named however you like; the
validator warns about one read and never set, or set and never read. A minigame that says how it ended writes the
reserved flag minigame.<id> (4.1.16). A text can show a flag's value through a text switch,
{form?gull=e|*=} (translations).
An event is a name fired by { emit: 'bell_rang' }. Right there, in order, it moves on every script paused on
{ waitEvent: 'bell_rang' }, then runs the listeners of the current room, then the game's
(scripts and events):
// market.ts, in a rule: { gain: 'key' }, { emit: 'key_found' }
// game.ts:
events: [
{ id: 'grandpa.goes-home', on: 'key_found', once: true, do: [{ moveActor: ['grandpa', 'house'] }, { toast: 'Grandpa went home.' }] },
],if and once work as on a rule. An event is not remembered: once its listeners have run, nothing of it is left,
except what they changed (and a once listener's mark that it fired). A listener of a room the player is not in does
not hear it.
Other parts of the state answer "has it happened?" without a flag: a prop's state ({ prop: ['lamp', 'on'] }), the
inventory ({ has }), a room visited ({ visited }), where a moving character is ({ actorIn }), a topic heard
({ seen }), the count of a once, nth, cycle or random block.
How to choose
| You want | Use |
|---|---|
| To remember that something happened, and test it later (next room, next session) | a flag: { set: 'x' }, then 'x' |
| A counter (tries, coins, a price that goes down) | a numeric flag: { inc }, { flag, gte/lt } |
| A choice among several (the player's guess, the hero picked) | a string flag: { set: ['guess', 'grandpa'] }, { flag, eq } |
| Something that shows on screen (a lamp on, a drawer open) | a prop state, not a flag: the picture and the condition stay one thing |
| Several places to react now to one moment, without each rule knowing the others | an event: { emit } and listeners |
| A script that waits for a moment (the cook comes when the gong rings) | an event: { waitEvent } |
| A script that waits for a state | a flag or any condition: { waitUntil: COND } |
| Something said only the first time | { once: […], id }, no flag needed |
| A room that reacts later to an event that happened elsewhere | the listener sets a flag; the room's onEnter tests it |
The last row is the usual pattern: an event is not remembered, so to react the next time the player enters a room,
set a flag in the listener and test it in onEnter.
events: [{ id: 'bell.heard', on: 'bell_rang', do: [{ set: 'bell_rang_once' }] }],
// hall.ts
onEnter: [{ if: 'bell_rang_once', then: [{ say: ['butler', 'You rang?'] }] }],Alternatives set aside
- Typed variables beside flags. A second store would be one more thing to save, migrate, show in the DEV panel and explain; a flag that holds a value covers counters and choices.
- Remembered events (a log of moments that conditions could query). Conditions would then depend on history, and the solver's states would grow with it. A flag set by a listener says exactly what is worth remembering.
- Code in listeners. Listeners are data, like rules, so the validator, the solver and the save understand them (principles).
Trade-offs
- Every flag the solver can see is part of the state it explores: a flag nobody needs to read makes proofs slower.
npm run lintandvalidatepoint at flags never read. { flag, lt }is true for an absent flag: testgtefirst, or set the flag at the start (start.flagsingame.ts), when absent must mean "zero tries".- Renaming a flag breaks old saves unless a migration renames it too (
migrations: [{ from, renameFlag }], state and saves).
Decisions and ADRs
- ADR 0002, content is data: listeners and flags are data the tools read.
- ADR 0003, the solver runs the real engine: every flag is part of the state it explores.
- References: commands, logic, conditions, scripts and events, the generated DSL reference.