// EventTypes.h
// Fairly game-specific event declarations for use with DOMEvent.
// Creates unique (for the current target) names for each event.
// DOMEvent currently uses a preallocated array of EVENT_LAST elements,
// so these must be consecutive integers starting with 0.

#ifndef INCLUDED_EVENTTYPES
#define INCLUDED_EVENTTYPES

enum EEventType
{
    // Entity events
    EVENT_INITIALIZE = 0,
    EVENT_DEATH,
    EVENT_TICK,
    EVENT_GENERIC,
    EVENT_TARGET_EXHAUSTED,
    EVENT_START_CONSTRUCTION,
    EVENT_START_PRODUCTION,
    EVENT_CANCEL_PRODUCTION,
    EVENT_FINISH_PRODUCTION,
    EVENT_TARGET_CHANGED,
    EVENT_PREPARE_ORDER,
    EVENT_ORDER_TRANSITION,
    EVENT_NOTIFICATION,
    EVENT_FORMATION,
    EVENT_IDLE,
    EVENT_LAST,

    // Projectile events
    EVENT_IMPACT = 0,
    EVENT_MISS,

    // General events
    EVENT_GAME_START = 0,
    EVENT_GAME_TICK,
    EVENT_SELECTION_CHANGED,
    EVENT_WORLD_CLICK,
};

// Only used for entity events... (adds them as a property)
static const wchar_t* const EventNames[EVENT_LAST] =
{
    /* EVENT_INITIALIZE */ L"onInitialize",
    /* EVENT_DEATH */ L"onDeath",
    /* EVENT_TICK */ L"onTick",
    /* EVENT_GENERIC */ L"onGeneric", /* For generic contact actions on a target unit, like attack or gather */
    /* EVENT_TARGET_EXHAUSTED*/ L"onTargetExhausted",   /* Called when the target of a generic action dies */
    /* EVENT_START_CONSTRUCTION */ L"onStartConstruction", /* We were selected when the user placed a building */
    /* EVENT_START_PRODUCTION */ L"onStartProduction", /* We're about to start training/researching something (deduct resources, etc) */
    /* EVENT_CANCEL_PRODUCTION */ L"onCancelProduction", /* Something in production has been cancelled */
    /* EVENT_FINISH_PRODUCTION */ L"onFinishProduction", /* We've finished something in production */
    /* EVENT_TARGET_CHANGED */ L"onTargetChanged", /* If this unit is selected and the mouseover object changes */
    /* EVENT_PREPARE_ORDER */ L"onPrepareOrder", /* To check if a unit can execute a given order */
    /* EVENT_ORDER_TRANSITION */ L"onOrderTransition", /* When we change orders (sometimes...) */
    /* EVENT_NOTIFICATION */ L"onNotification",  /*When we receive a notification */
    /* EVENT_FORMATION */ L"onFormation", /* When this unit does something with a formation */
    /* EVENT_IDLE */ L"onIdle", /* When this unit becomes idle, do something */
};

#endif  // #ifndef INCLUDED_EVENTTYPES