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settled-reach/server/content/global/enums/situations.yaml
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jpmschweitzerandClaude Opus 4.6 b2ef56440f refactor(simulation): move content/ under server/ (#669)
Content files (RON templates, YAML campaigns, gauntlet data) are consumed
exclusively by the server. Colocate them at server/content/ and update all
path references in Rust source, tooling scripts, and schema files.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-17 10:31:20 +01:00

61 lines
2.3 KiB
YAML

# 14 situation values (D-035, D-028 Layer 2)
# Situation context for dialogue line eligibility — engine-state-to-situation mapping
name: situations
decision_ref: D-035
description: >
Dialogue situation tags. The engine activates situations based on simulation
state (time of day, interaction history, NPC routine state, triangle pressure).
Content authors tag lines with situations; the engine decides which situations
are currently active for a given NPC encounter.
values:
- value: arrival
description: Player has just arrived at this location (first visit this game-day)
- value: shift_start
description: NPC is beginning their work shift — settling in, task-focused
- value: shift_end
description: NPC is wrapping up their work shift — tired, ready to leave
- value: shift_transition
description: >
The gap between shifts when oversight is thinnest. Key operational window
for the ring. People are moving, handoffs happening, attention divided.
- value: bar_evening
description: Social hours at The Last Shift — off-duty, relaxed, drinks flowing
- value: night_shift
description: Late hours, skeleton crew. Quieter, more intimate conversations.
- value: investigation
description: Player is actively asking pointed or probing questions
- value: confrontation
description: >
Triangle tension has escalated past the pressure threshold. NPCs are
agitated, defensive, or aggressive. Activated by triangle pressure system.
- value: social
description: NPC is in a social activity — bar, break room, casual conversation
- value: alone
description: NPC is by themselves, no other NPCs nearby
- value: emergency
description: An urgent event is occurring — alarm, accident, security incident
- value: routine
description: Normal daily activity, nothing notable happening
- value: observation
description: Player is watching from a distance, not directly interacting
- value: greeting
description: >
Initial contact phase of an encounter. Layer 2 (D-028) uses greeting lines
with access tier filtering to differentiate first meeting vs established vs
post-confrontation greetings. Added Sprint 8 amendment. NOTE: server
derive_situations() does not yet push Situation::Greeting — pending Rust update.