the ids that fired on exactly this call, in rule order - empty when nothing newly crossed, so a game can react ("play this sound", "show this toast") to each rule exactly once per crossing rather than re-deriving what changed itself
whether a rule fired and has not since left its condition (an edge-triggered rule)
drops a rule and forgets it was ever active, so a rule id can be reused later
clears every active/spent rule, as if check had never been called
Staticfromrebuilds a table from save data - rules are supplied fresh, the same as Achievements
Evaluates every rule against
state, firing whichever just turned true.