Live Event Tree

demo event-tree console autoplay

Live Event Tree

A recording of cade console running a small table in autoplay mode. A synthetic switch-activity driver feeds raw switch events into the engine; the table’s own on <switch> rules handle the rest — a target hit lights bonus_mode, a bumper escalates to frenzy_mode, a slingshot pops back to base. The session runs a full game (Ball 1 → 2 → 3 → new game) automatically.

cade — live mode stack
Loading the cade engine…
feed a switch:
move · collapse/expand · [] jump section · enter inspect · P pause · or click a node

You can run the same thing yourself:

cade console -d <table-dir> --autoplay

--autoplay bootstraps a game through the normal path and injects synthetic switch activity through the same event path the trigger command uses. Tune the pace with --autoplay-speed and per-ball length with --autoplay-ball-time. Press F2 for the events tree, then navigate with / (move), / (expand/collapse), [/] (jump between top-level nodes), and Enter to inspect a node.

What you’re looking at

  • Game → Player → Ball — the session hierarchy. Ball N of 3 advances as the ball drains, and the player’s score climbs as the engine scores switch events.
  • active modes — modes currently active on this ball, plus any that just ended still fading out (greyed out, elapsed time and score frozen, removed after a couple seconds). Each entry shows its pri:N and how long it’s been active.
  • switch events — recent switch hits scored on this ball, each with the points awarded. The log is scoped to the ball in play and clears when the next ball starts.
  • lifecycle — a timeline of mode runs: mode.<name>.started while still active, collapsing to mode.<name> <points> (<duration>) once it ends, interleaved with ball.<n> and game progression entries.