Comment
Comment by DaiPlusPlus
I noticed this (the original code, and your implementation) seems to only describe the "state of feelings" for a simulant and how they generally only get worse over time. I'm now keen to see the code that then provides direction and action for the sim based on this state; e.g. "I'm feeling hungry, I should eat, what should I eat?" and the process that determines what it should eat - and how to go about it. I know The Sims employed more than just A*-towards-nearest-unoccupied-food-source, but what makes a Sim choose hamburgers from the outdoor grill over making dinner in the kitchen?