rules: # mood logic - group: sim.mood match: type: character mood: happy chance: 0.1 set: mood: sad - group: sim.mood match: type: character mood: happy chance: 0.1 set: mood: neutral - group: sim.mood match: type: character mood: angry chance: 0.1 set: mood: neutral - group: sim.mood match: type: character mood: neutral chance: 0.1 set: mood: happy - group: sim.mood match: type: character mood: neutral chance: 0.1 set: mood: sad - group: sim.mood match: type: character mood: sad chance: 0.1 set: mood: angry - group: sim.mood match: type: character mood: sad chance: 0.1 set: mood: neutral # mood interactions with other systems - group: sim.mood match: type: character mood: sad sleep: rested chance: 0.2 set: sleep: tired - group: sim.mood match: type: character hunger: hungry chance: 0.2 set: mood: angry - group: sim.mood match: type: character mood: angry hunger: full chance: 0.2 set: mood: neutral - group: sim.mood match: type: character mood: neutral hunger: full chance: 0.2 set: mood: happy - group: sim.mood match: type: character mood: happy hunger: hungry chance: 0.2 set: mood: neutral - group: sim.mood match: type: character mood: neutral sleep: tired chance: 0.2 set: mood: sad # mood initialization - group: sim.mood rule: | "mood" not in attributes set: mood: happy labels: - match: type: character mood: happy backstory: You are feeling happy. description: They look happy. - match: type: character mood: sad backstory: You are feeling sad. description: They look sad. - match: type: character mood: angry backstory: You are feeling angry. description: They look angry. # neutral intentionally omitted