Decided to generate new code because the last had balancing issues.
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LICENSE-EUPL
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LICENSE-EUPL
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@ -0,0 +1,291 @@
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EUROPEAN UNION PUBLIC LICENCE v. 1.2
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EUPL © the European Union 2007, 2016
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Appendix
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‘Compatible Licences’ according to Article 5 EUPL are:
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- GNU General Public License (GPL) v. 2, v. 3
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33
Program.cs
33
Program.cs
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@ -1,11 +1,30 @@
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using SimsPersonalityGenerator;
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var sim = new Sim();
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var traits = new Dictionary<string, int>
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{
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{ "Outgoing", 0 },
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{ "Nice", 0 },
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{ "Playful", 0 },
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{ "Neat", 0 },
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{ "Active", 0 }
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};
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Console.WriteLine("Generated Personality:");
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Console.WriteLine(sim);
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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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// Example of setting one trait higher and compensating for the differences
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Console.WriteLine("\nSetting niceness higher...");
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sim.RebalanceTraits(Traits.Nice, true);
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Console.WriteLine(sim);
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// Process the prioritized traits
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var prioritizedTraits = new HashSet<string>(prioritizedTraitsInput.Split(',')
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.Select(t => t.Trim()).Where(t => !string.IsNullOrEmpty(t) && traits.ContainsKey(t)));
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if (prioritizedTraits.Count > 0)
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{
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Sim.AssignPrioritizedTraits(traits, prioritizedTraits);
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}
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else
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{
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Sim.AssignRandomTraits(traits);
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}
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Sim.DisplayPersonality(traits);
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# Sims Personality Generator
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As the name suggests, this will generate a personality for The Sims 1 and 2. If you choose to have a bias towards one trait being higher over the others, it will automatically compensate for the difference. It is recommended to only set a bias towards one trait at a time.
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As the name suggests, this will generate a personality for The Sims 2. If you choose to have a bias towards one trait being higher over the others, it will automatically compensate for the difference. It is recommended to only set a bias towards one trait at a time.
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## Background
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I wanted to play The Sims 2 with my characters. Problem was I've been spoiled by traits. How do I create an ideal personality within these limitations? What if I have a random generator that gives me some options but also is smart enough to let me set some bias towards Playfulness or Nice?
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The code itself was initially generated using the [Qwen Coder](https://qwenlm.github.io/blog/qwen2.5-coder-family/) model because I wouldn't know to begin. While it is easy to generate random numbers, I also had to have it to account for one being higher than the other. How? That was the point in asking the AI for a template, with that taken into consideration.
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The code itself was initially generated using the [Qwen Coder](https://qwenlm.github.io/blog/qwen2.5-coder-family/) model because I wouldn't know to begin. While it is easy to generate random numbers, I didn't know how make it compensate for one trait being higher than the other. How? That was the point in asking the AI for a template, with that taken into consideration.
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||||
## License
|
||||
|
||||
I license this project under the GPL-3.0 license - see [LICENSE](LICENSE) for details.
|
||||
I license this project under either the GPL-3.0 or the EUPL-1.2 license – your choice. See [LICENSE-GPL](LICNESE-GPL) or [LICENSE-EUPL](LICENSE-EUPL) for details.
|
161
Sim.cs
161
Sim.cs
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namespace SimsPersonalityGenerator;
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using System.Text.Json;
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public class Sim
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static class Sim
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{
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public int Nice { get; private set; }
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public int Neat { get; private set; }
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public int Outgoing { get; private set; }
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public int Active { get; private set; }
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public int Playful { get; private set; }
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const int MIN_HIGHEST_POINT = 8;
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const int MAX_LOWEST_POINT = 5;
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/// <summary>
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/// Initializes a new instance of the Sim class with a random personality.
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/// </summary>
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||||
public Sim()
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private const int Target = 8;
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private static readonly Random Random = new Random();
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public static void AssignPrioritizedTraits(Dictionary<string, int> traits, HashSet<string> prioritizedTraits)
|
||||
{
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GenerateRandomPersonality();
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Console.WriteLine("Assigning high values to prioritized traits...");
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||||
var remainingPoints = 50; // Sum of all traits should be <= 50
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||||
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||||
// Assign high values to prioritized traits (8, 9, or 10)
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||||
foreach (var trait in prioritizedTraits)
|
||||
{
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||||
var value = Math.Min(Target + Random.Next(3), 10);
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||||
remainingPoints -= value;
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||||
traits[trait] = value;
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||||
Console.WriteLine($"Setting {trait} to {value}.");
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||||
}
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// Adjust remaining traits
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||||
var nonPrioritizedTraits = traits.Keys.Except(prioritizedTraits).ToList();
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||||
foreach (var trait in nonPrioritizedTraits)
|
||||
{
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||||
var maxPossibleValue = Math.Min(remainingPoints, 10);
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||||
var value = Random.Next(maxPossibleValue + 1);
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remainingPoints -= value;
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traits[trait] = value;
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Console.WriteLine($"Setting {trait} to {value}.");
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}
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Console.WriteLine("Adjusted remaining traits to maintain balance.");
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||||
}
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/// <summary>
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||||
/// Sets one personality trait higher or lower and compensates by adjusting another trait.
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||||
/// </summary>
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||||
/// <param name="trait">The name of the trait to adjust.</param>
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/// <param name="isHigh">True if the trait should be set higher, false if it should be set lower.</param>
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||||
public void RebalanceTraits(Traits trait, bool isHigh = false)
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public static void AssignRandomTraits(Dictionary<string, int> traits)
|
||||
{
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||||
switch (trait)
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Console.WriteLine("Generating random personality...");
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||||
var remainingPoints = 50; // Sum of all traits should be <= 50
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||||
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||||
foreach (var trait in traits.Keys)
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{
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case Traits.Nice:
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if (isHigh && Nice >= MAX_LOWEST_POINT)
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Nice = Math.Min(MIN_HIGHEST_POINT, Neat + 5);
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else
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Neat = Math.Min(MIN_HIGHEST_POINT, Nice + 5);
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break;
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case Traits.Neat:
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||||
if (isHigh && Neat >= MAX_LOWEST_POINT)
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||||
Neat = Math.Min(MIN_HIGHEST_POINT, Active + 5);
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||||
else
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Active = Math.Min(MIN_HIGHEST_POINT, Neat + 5);
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break;
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||||
case Traits.Outgoing:
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if (isHigh && Outgoing >= MAX_LOWEST_POINT)
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Outgoing = Math.Min(MIN_HIGHEST_POINT, Playful + 5);
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||||
else
|
||||
Playful = Math.Min(MIN_HIGHEST_POINT, Outgoing + 5);
|
||||
break;
|
||||
case Traits.Active:
|
||||
if (isHigh && Active >= MAX_LOWEST_POINT)
|
||||
Active = Math.Min(MIN_HIGHEST_POINT, Nice + 5);
|
||||
else
|
||||
Nice = Math.Min(MIN_HIGHEST_POINT, Active + 5);
|
||||
break;
|
||||
case Traits.Playful:
|
||||
if (isHigh && Playful >= MAX_LOWEST_POINT)
|
||||
Playful = Math.Min(MIN_HIGHEST_POINT, Outgoing + 5);
|
||||
else
|
||||
Outgoing = Math.Min(MIN_HIGHEST_POINT, Playful + 5);
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentException("Invalid trait name.");
|
||||
var maxPossibleValue = Math.Min(remainingPoints, 10);
|
||||
var value = Random.Next(maxPossibleValue + 1);
|
||||
remainingPoints -= value;
|
||||
traits[trait] = value;
|
||||
Console.WriteLine($"Setting {trait} to {value}.");
|
||||
}
|
||||
|
||||
Console.WriteLine("Random personality generation complete.");
|
||||
}
|
||||
|
||||
public static void DisplayPersonality(Dictionary<string, int> traits)
|
||||
{
|
||||
Console.WriteLine("\nGenerated Sim Personality:");
|
||||
foreach (var trait in traits)
|
||||
{
|
||||
Console.WriteLine($"{trait.Key}: {trait.Value}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates a random personality with balanced traits.
|
||||
/// </summary>
|
||||
public void GenerateRandomPersonality()
|
||||
{
|
||||
Random rand = new Random();
|
||||
Nice = rand.Next(11);
|
||||
Neat = rand.Next(11);
|
||||
Outgoing = rand.Next(11);
|
||||
Active = rand.Next(11);
|
||||
Playful = rand.Next(11);
|
||||
|
||||
// Ensure that the sum of traits is balanced
|
||||
int totalSum = Nice + Neat + Outgoing + Active + Playful;
|
||||
if (totalSum > 50)
|
||||
{
|
||||
int average = totalSum - 50;
|
||||
int traitToReduce = rand.Next(5);
|
||||
switch (traitToReduce)
|
||||
{
|
||||
case 0: Nice -= Math.Min(Nice, average); break;
|
||||
case 1: Neat -= Math.Min(Neat, average); break;
|
||||
case 2: Outgoing -= Math.Min(Outgoing, average); break;
|
||||
case 3: Active -= Math.Min(Active, average); break;
|
||||
case 4: Playful -= Math.Min(Playful, average); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a JSON representation of the character's personality traits.
|
||||
/// </summary>
|
||||
/// <returns>A JSON containing the values of all personality traits.</returns>
|
||||
public override string ToString()
|
||||
{
|
||||
var sim = new Sim();
|
||||
{
|
||||
Nice = Nice;
|
||||
Neat = Neat;
|
||||
Outgoing = Outgoing;
|
||||
Playful = Playful;
|
||||
Active = Active;
|
||||
};
|
||||
|
||||
var options = new JsonSerializerOptions()
|
||||
{
|
||||
WriteIndented = true,
|
||||
};
|
||||
|
||||
return JsonSerializer.Serialize<Sim>(sim, options);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -2,6 +2,7 @@
|
|||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<Version>0.1.100</Version>
|
||||
<TargetFramework>net9.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
|
|
|
@ -1,3 +0,0 @@
|
|||
namespace SimsPersonalityGenerator;
|
||||
|
||||
public enum Traits { Nice, Neat, Outgoing, Active, Playful }
|
Loading…
Add table
Reference in a new issue