Game.Triggers.TriggerType
Assembly:
{{ Unknown (not provided). Likely part of the game's core assemblies (e.g. Game.dll). }}
Namespace:
Game.Triggers
Type:
enum
Base:
System.Enum
Summary:
{{ Enumeration of all trigger/event types used by the game to signal gameplay, simulation, UI and statistical events (citizen lifecycle, building level changes, weather, happiness factors, service changes, etc.). Modders can use these values when subscribing to or emitting triggers within the game's trigger system. }}
Fields
-
NewNotification = 0
{{ Trigger emitted when a new notification is created (e.g., popup or UI notification). }} -
NotificationResolved = 1
{{ Trigger emitted when a notification is resolved or dismissed. }} -
LevelUpResidentialBuilding = 2
{{ Trigger when a residential building increases in level. }} -
LevelUpCommercialBuilding = 3
{{ Trigger when a commercial building increases in level. }} -
LevelUpIndustrialBuilding = 4
{{ Trigger when an industrial building increases in level. }} -
LevelUpOfficeBuilding = 5
{{ Trigger when an office building increases in level. }} -
LevelDownResidentialBuilding = 6
{{ Trigger when a residential building decreases in level. }} -
LevelDownCommercialBuilding = 7
{{ Trigger when a commercial building decreases in level. }} -
LevelDownIndustrialBuilding = 8
{{ Trigger when an industrial building decreases in level. }} -
LevelDownOfficeBuilding = 9
{{ Trigger when an office building decreases in level. }} -
CitizenStartedWorking = 10
{{ Trigger when a citizen starts working at a job. }} -
CitizenStartedSchool = 11
{{ Trigger when a citizen starts attending school. }} -
CitizenFailedSchool = 12
{{ Trigger when a citizen fails at school (drops out/fails grade). }} -
CitizenGraduated = 13
{{ Trigger when a citizen graduates (education level increased). }} -
CitizenBecameUnemployed = 14
{{ Trigger when a citizen loses their job / becomes unemployed. }} -
CitizenDied = 15
{{ Trigger when a citizen dies. }} -
CitizenGotSick = 16
{{ Trigger when a citizen becomes sick. }} -
CitizenGotInjured = 17
{{ Trigger when a citizen is injured. }} -
CitizenGotTrapped = 18
{{ Trigger when a citizen becomes trapped (e.g., by disaster). }} -
CitizenGotInDanger = 19
{{ Trigger when a citizen is in danger (general emergency). }} -
CitizenPartneredUp = 20
{{ Trigger when a citizen enters a partnership/marriage. }} -
CitizenDivorced = 21
{{ Trigger when a citizen divorces/separates. }} -
CitizenMovedHouse = 22
{{ Trigger when a citizen moves house within the city. }} -
CitizenMovedOutOfCity = 23
{{ Trigger when a citizen moves out of the city. }} -
CitizenSingleMadeBaby = 24
{{ Trigger when a single citizen has a baby. }} -
CitizensFamilyMemberDied = 25
{{ Trigger when a family member of a citizen dies (affects family). }} -
TouristLeftCity = 26
{{ Trigger when a tourist leaves the city. }} -
CitizenCommitedCrime = 27
{{ Trigger when a citizen commits a crime. }} -
CitizenGotArrested = 28
{{ Trigger when a citizen is arrested. }} -
CitizenGotSentencedToPrison = 29
{{ Trigger when a citizen is sentenced to prison. }} -
PolicyActivated = 30
{{ Trigger when a city policy is activated. }} -
MapTilePurchased = 31
{{ Trigger when a map tile (expansion) is purchased. }} -
BrandRented = 32
{{ Trigger when a brand (advertising) slot is rented. }} -
FreePublicTransport = 33
{{ Trigger indicating free public transport policy/setting changed or applied. }} -
EventHappened = 34
{{ Generic trigger for a special event occurrence. }} -
AverageAirPollution = 35
{{ Trigger related to the average air pollution statistic (e.g., threshold reached). }} -
ObjectCreated = 36
{{ Trigger when a game object is created (generic creation event). }} -
Temperature = 37
{{ Trigger related to temperature changes or thresholds. }} -
WeatherStormy = 38
{{ Trigger when stormy weather occurs. }} -
WeatherClear = 39
{{ Trigger when clear weather occurs. }} -
WeatherRainy = 40
{{ Trigger when rainy weather occurs. }} -
WeatherSunny = 41
{{ Trigger when sunny weather occurs. }} -
WeatherCloudy = 42
{{ Trigger when cloudy weather occurs. }} -
AuroraBorealis = 43
{{ Trigger when aurora borealis effect occurs. }} -
UnpaidLoan = 44
{{ Trigger when the city has an unpaid loan condition. }} -
StatisticsValue = 45
{{ Generic trigger for when a tracked statistic reaches/changes value. }} -
ResidentialDemand = 46
{{ Trigger when residential demand changes (e.g., for zoning UI). }} -
NoisePollutionHappinessFactor = 47
{{ Trigger related to the happiness factor derived from noise pollution. }} -
WeatherSnowy = 48
{{ Trigger when snowy weather occurs. }} -
NoOutsideConnection = 49
{{ Trigger when the city lacks outside connections (e.g., no incoming/outgoing traffic). }} -
ServiceTradeBalance = 50
{{ Trigger related to service trade balance changes (economy of service exports/imports). }} -
TrafficBottleneck = 51
{{ Trigger when a traffic bottleneck is detected. }} -
TelecomHappinessFactor = 52
{{ Trigger related to happiness factor caused by telecom services. }} -
CrimeHappinessFactor = 53
{{ Trigger related to happiness factor caused by crime levels. }} -
AirPollutionHappinessFactor = 54
{{ Trigger related to happiness factor caused by air pollution. }} -
ApartmentHappinessFactor = 55
{{ Trigger related to happiness factor from apartment conditions. }} -
ElectricityHappinessFactor = 56
{{ Trigger related to happiness factor due to electricity supply/quality. }} -
HealthcareHappinessFactor = 57
{{ Trigger related to happiness factor due to healthcare services. }} -
GroundPollutionHappinessFactor = 58
{{ Trigger related to happiness factor due to ground pollution. }} -
WaterHappinessFactor = 59
{{ Trigger related to happiness factor due to water supply. }} -
WaterPollutionHappinessFactor = 60
{{ Trigger related to happiness factor due to water pollution. }} -
SewageHappinessFactor = 61
{{ Trigger related to happiness factor due to sewage services. }} -
GarbageHappinessFactor = 62
{{ Trigger related to happiness factor due to garbage collection/service. }} -
EntertainmentHappinessFactor = 63
{{ Trigger related to happiness factor due to entertainment/amenities. }} -
EducationHappinessFactor = 64
{{ Trigger related to happiness factor due to education services. }} -
MailHappinessFactor = 65
{{ Trigger related to happiness factor due to mail/postal services. }} -
WelfareHappinessFactor = 66
{{ Trigger related to happiness factor due to welfare/social services. }} -
LeisureHappinessFactor = 67
{{ Trigger related to happiness factor due to leisure opportunities. }} -
CityServicePost = 68
{{ Trigger when post/mail city service state changes. }} -
CityServiceEducation = 69
{{ Trigger when education city service state changes. }} -
CityServiceElectricity = 70
{{ Trigger when electrical service state changes. }} -
CityServiceFireAndRescue = 71
{{ Trigger when fire & rescue service state changes. }} -
CityServiceGarbage = 72
{{ Trigger when garbage service state changes. }} -
CityServiceHealthcare = 73
{{ Trigger when healthcare service state changes. }} -
CityServicePolice = 74
{{ Trigger when police service state changes. }} -
CityServiceWaterSewage = 75
{{ Trigger when water & sewage service state changes. }} -
TaxHappinessFactor = 76
{{ Trigger related to happiness factor due to taxation level. }} -
BuildingsHappinessFactor = 77
{{ Trigger related to happiness factor from general building conditions. }} -
WealthHappinessFactor = 78
{{ Trigger related to happiness factor due to wealth distribution. }} -
TrafficPenaltyHappinessFactor = 79
{{ Trigger related to happiness factor due to traffic penalties/inconvenience. }} -
DeathPenaltyHappinessFactor = 80
{{ Trigger related to happiness factor due to mortality/death penalties. }} -
CitizenCoupleMadeBaby = 81
{{ Trigger when a couple (two citizens) has a baby. }} -
HomelessnessHappinessFactor = 82
{{ Trigger related to happiness factor caused by homelessness. }} -
CitizenDroppedOutSchool = 84
{{ Trigger when a citizen drops out of school. Note: 83 is unused/omitted in this enum snapshot. }} -
ElectricityFeeHappinessFactor = 85
{{ Trigger related to happiness factor due to electricity fees/costs. }} -
WaterFeeHappinessFactor = 86
{{ Trigger related to happiness factor due to water fees/costs. }}
Properties
{{ This is an enum type and does not expose properties. Use the enum values directly. }}
Constructors
{{ Enums do not declare explicit constructors in C#. The underlying value type and default behavior are provided by the runtime. You can cast numeric values to this enum type (e.g., (TriggerType)2). }}
Methods
{{ No methods are defined on this enum. Standard System.Enum methods (ToString, HasFlag, etc.) are available. }}
Usage Example
// Example: handling triggers in a hypothetical trigger dispatcher/handler.
void OnTriggerReceived(TriggerType trigger, object payload)
{
switch (trigger)
{
case TriggerType.CitizenDied:
// handle citizen death
break;
case TriggerType.LevelUpResidentialBuilding:
// handle residential level up
break;
case TriggerType.WeatherRainy:
// handle rainy weather (e.g., update UI)
break;
default:
// generic handling
break;
}
}
// Emitting a trigger (example)
void EmitExample()
{
TriggerType t = TriggerType.NewNotification;
// send the trigger into whatever trigger system your mod integrates with
}
{{ Notes for modders: Subscribe to the game's trigger/event system using the appropriate API (not shown here). Use the TriggerType enum values to identify events, and consult the game's runtime for what payload/data accompanies each trigger. }}