Merged Launch/RestartSession into SessionManager
- Renamed isRestartSession to isFinishedSession
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1 changed files with 31 additions and 71 deletions
102
Program.cs
102
Program.cs
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@ -1,10 +1,9 @@
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using SimsPersonalityGenerator;
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var isRestartSession = false;
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var isFinishedSession = false;
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void GenerateTraits()
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{
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Console.WriteLine("Welcome to the Sim Personality Generator!");
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Console.WriteLine("You can prioritize one or more traits to be above 8 by entering them.");
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Console.Write("Enter traits separated by commas (e.g., Outgoing, Nice), or press Enter to generate a random personality: ");
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var prioritizedTraitsInput = Console.ReadLine()?.Trim();
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@ -32,87 +31,48 @@ void GenerateTraits()
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}
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Sim.DisplayPersonality(traits);
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RestartSession();
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isFinishedSession = true;
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SessionManager();
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}
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// TODO: Refactor to fix code duplication for both Session methods
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// Method to restart the session based on user input
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void RestartSession()
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string? GetUserInput(string message)
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{
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// Prompt the user to decide if they want to try again
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Console.WriteLine("Would you like to try again?");
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// Prompt the user to generate a random personality
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Console.WriteLine(message);
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// Read the user input
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var input = Console.ReadLine();
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// Check if the input is null or whitespace
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if (string.IsNullOrWhiteSpace(input))
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{
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// If the input is invalid or empty, exit the application
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Environment.Exit(Environment.ExitCode);
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}
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else
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{
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// Convert the input to lowercase to handle case insensitivity
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switch (input.ToLower())
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{
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case "y": // If the user enters 'y'
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// Set the flag to restart the session
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isRestartSession = true;
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// Clear the console for a fresh start
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Console.Clear();
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// Call the method to launch a new session
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LaunchSession();
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break;
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default: // If the user enters anything other than 'y'
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// Exit the application with the current exit code
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Environment.Exit(Environment.ExitCode);
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break;
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}
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}
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return input;
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}
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// Method to launch a new session
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void LaunchSession()
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void SessionManager()
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{
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// Check if the session should be restarted
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if (isRestartSession)
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{
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// Reset the restart flag after the session is launched
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isRestartSession = false;
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// Generate traits (presumably some form of random data)
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GenerateTraits();
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}
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if (!isFinishedSession)
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Console.WriteLine("Welcome to the Sim Personality Generator!");
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// Prompt the user to generate a random personality
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Console.WriteLine("Would you like to generate a random personality? [y/n]");
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var message = "Would you like to generate a random personality? [y/n]";
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if (isFinishedSession)
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message = "Would you like to generate a new personality? [y/n]";
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// Read the user input
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var input = Console.ReadLine();
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// Check if the input is null or whitespace
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if (string.IsNullOrWhiteSpace(input))
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var input = GetUserInput(message);
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// Convert the input to lowercase to handle case insensitivity
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switch (input?.ToLower())
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{
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// If the input is invalid or empty, exit the application
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Environment.Exit(Environment.ExitCode);
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}
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else
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{
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// Convert the input to lowercase to handle case insensitivity
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switch (input.ToLower())
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{
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case "y": // If the user enters 'y'
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// Clear the console for a fresh start
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Console.Clear();
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// Generate traits (presumably some form of random data)
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GenerateTraits();
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break;
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default: // If the user enters anything other than 'y'
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// Exit the application with the current exit code
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Environment.Exit(Environment.ExitCode);
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break;
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}
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case "y": // If the user enters 'y'
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if (isFinishedSession) isFinishedSession = false;
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// Clear the console for a fresh start
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Console.Clear();
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// Generate traits (presumably some form of random data)
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GenerateTraits();
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break;
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default: // If the user enters anything other than 'y'
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// Exit the application with the current exit code
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Environment.Exit(Environment.ExitCode);
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break;
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}
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}
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LaunchSession();
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SessionManager();
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