Move goal weights into BehaviorDef so a pack can rebalance decisions without a fork.
Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -1,6 +1,6 @@
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{
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"defName": "Behavior",
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// A need at or below this is urgent. Phase 21 turns that into a goal weight.
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// A need at or below this is urgent. The planner turns that into a goal weight.
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"needThreshold": 0.35,
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// Skill points a lesson adds per game hour, before traits and need state.
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"lessonSkillPerHour": 0.05,
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@@ -9,4 +9,16 @@
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"commuteSlackMin": 0,
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"commuteSlackMax": 6,
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"switchMargin": 0.15,
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// Lesson or posted work. Beats leisure (3) and a need that only just crossed
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// the threshold; a toilet at zero (20) still leaves class.
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"dutyLessonWeight": 10,
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// Walk to the next room on a break. Beats chatting in the corridor you are
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// standing in; below lunch so a sitting still pulls people to the canteen.
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"dutyTravelWeight": 5,
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// Need at zero. Beats a lesson so a desperate toilet trip leaves class.
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"needWeightAtZero": 20,
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// A sitting during this parallel's own lunch break. Above travel so lunch
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// beats walking on to the next room, below the lesson so it never pulls
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// anybody out of class. Raise it past dutyLessonWeight and they will.
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"lunchWeight": 6,
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}
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