Live Event Tree
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.
Loading the cade engine…
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 3advances 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:Nand 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>.startedwhile still active, collapsing tomode.<name> <points> (<duration>)once it ends, interleaved withball.<n>andgameprogression entries.