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settled-reach/server/content/global/enums/triggers.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

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YAML

# 9 monologue trigger types (D-035, D-032)
# What causes an internal monologue line to fire
name: triggers
decision_ref: D-035
description: >
Monologue trigger types. The observation event generator detects simulation
events and fires triggers consumed by the monologue system. Each trigger type
selects from character-specific pools (D-032 hard partition) and applies
prerequisite knowledge gates before selection.
values:
- value: enter_location
description: >
Player enters a new area. First impressions, atmosphere, spatial awareness.
"The Last Shift. Lera's already got my usual poured."
- value: observe_npc
description: >
Player sees an NPC doing something notable — an activity, a posture, a
tell. "Kael's at the corner booth. He looks rough tonight."
- value: hear_sound
description: >
Sound event from fog edge — voices through walls, footsteps in corridors,
machinery changes. The player interprets what they can't see.
- value: observe_anomaly
description: >
NPC deviates from known routine. The character notices something out of
place. "That's not where they usually go." Requires prerequisite knowledge
of the NPC's normal pattern.
- value: post_conversation
description: >
After dialogue ends. The character reflects on what was said, what wasn't
said, what felt off. Processing and interpretation.
- value: discover_evidence
description: >
Player examines an informational object — a manifest, a terminal, a
personal item. The character interprets what they find.
- value: witness_interaction
description: >
Player sees two NPCs interacting with each other. The character reads the
body language, the tone, the context. Social observation.
- value: time_idle
description: >
Player hasn't acted for a while. The character's mind wanders — ambient
thoughts, rumination, noticing background details.
- value: return_visit
description: >
Player returns to a previously visited area. Changed perspective, new
details noticed, comparison to last time. "Something's different."