src-forbus-2001-programming-objects-sims source
Some notes on programming objects in The Sims
locator
https://www.qrg.northwestern.edu/papers/Files/Programming_Objects_in_The_Sims.pdf
notes
Objects hold behaviors whose advertisements state which of nine motives (energy, comfort, hunger, hygiene, bladder, room, social, fun, mood) they satisfy; values fixed or scaled by personality points in opposing pairs such as nice/grouchy; distance attenuation presets high, moderate, low, none; check trees hide unavailable interactions; Sims choose the behavior that maximizes happiness. Examples: toilet 0-70 Bladder, Feed Fish 1-11 Fun by Playful.