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jammyfujammyfu/open-game-skills/skills/disciplines/aggro-table/SKILL.md

aggro-table

Skill12 starsChanged 22 days agoMITView on GitHub

Use when an AI must rank multiple hostile or support targets and target changes feel arbitrary, oscillate, ignore threat history, or cannot be explained in debug output.

The file

Files
SKILL.md

Aggro Table

This skill owns AI threat scores and AI target-switch policy. enemy-perception decides who is currently observable/eligible; enemy-ai consumes the selected target state. Player lock-on selection belongs to target-priority.

Modes

ModeScore source
nearestdistance or authored proximity score
damage-tableaccumulated authored threat events such as damage/support
scriptedphase/script supplies target or score override
noneactor does not use a threat table

There is no universal default. Preserve the project's existing target policy when one already exists.

Stable selection

Each candidate has a stable entity ID, eligibility state, score components and last-selection metadata. Publish deterministic tie-breaking when scores are equal.

Publish switch hysteresis: for example minimum score advantage, minimum hold time, explicit taunt/phase override, or immediate invalidation on death. Do not switch merely because floating-point noise changes rank by an insignificant amount.

Stealth/death/disconnect/phase changes remove or decay candidates according to authored rules. Line of sight can be an eligibility or score input, but the geometry query itself belongs to enemy-perception/collision systems.

Acceptance

For two or more candidates, log score components, stable IDs, winner and switch reason. Reorder candidate containers and replay equal-score/tiny-delta cases; the selected target must remain deterministic. Test target death, stealth/ineligibility and explicit scripted override. A boss turn animation is not enough evidence; the reason must be inspectable.

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