From d0be21733f0957d9941e4db214ca647cfb2f25f8 Mon Sep 17 00:00:00 2001 From: Tony Bark Date: Fri, 7 Feb 2025 04:04:44 -0500 Subject: [PATCH] Decided to generate new code because the last had balancing issues. --- LICENSE-EUPL | 291 ++++++++++++++++++++++++++++++++ LICENSE => LICENSE-GPL | 0 Program.cs | 33 +++- README.md | 6 +- Sim.cs | 161 ++++++------------ SimsPersonalityGenerator.csproj | 1 + Traits.cs | 3 - 7 files changed, 372 insertions(+), 123 deletions(-) create mode 100644 LICENSE-EUPL rename LICENSE => LICENSE-GPL (100%) delete mode 100644 Traits.cs diff --git a/LICENSE-EUPL b/LICENSE-EUPL new file mode 100644 index 0000000..22953c3 --- /dev/null +++ b/LICENSE-EUPL @@ -0,0 +1,291 @@ + EUROPEAN UNION PUBLIC LICENCE v. 1.2 + EUPL © the European Union 2007, 2016 + +This European Union Public Licence (the ‘EUPL’) applies to the Work (as +defined below) which is provided under the terms of this Licence. 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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. +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. ## Background 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? -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. +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. ## License -I license this project under the GPL-3.0 license - see [LICENSE](LICENSE) for details. \ No newline at end of file +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. \ No newline at end of file diff --git a/Sim.cs b/Sim.cs index 2d30c78..efa1cfc 100644 --- a/Sim.cs +++ b/Sim.cs @@ -1,120 +1,61 @@ namespace SimsPersonalityGenerator; -using System.Text.Json; - -public class Sim +static class Sim { - - public int Nice { get; private set; } - public int Neat { get; private set; } - public int Outgoing { get; private set; } - public int Active { get; private set; } - public int Playful { get; private set; } - - const int MIN_HIGHEST_POINT = 8; - const int MAX_LOWEST_POINT = 5; - - /// - /// Initializes a new instance of the Sim class with a random personality. - /// - public Sim() + private const int Target = 8; + private static readonly Random Random = new Random(); + + public static void AssignPrioritizedTraits(Dictionary traits, HashSet prioritizedTraits) { - GenerateRandomPersonality(); + Console.WriteLine("Assigning high values to prioritized traits..."); + var remainingPoints = 50; // Sum of all traits should be <= 50 + + // Assign high values to prioritized traits (8, 9, or 10) + foreach (var trait in prioritizedTraits) + { + var value = Math.Min(Target + Random.Next(3), 10); + remainingPoints -= value; + traits[trait] = value; + Console.WriteLine($"Setting {trait} to {value}."); + } + + // Adjust remaining traits + var nonPrioritizedTraits = traits.Keys.Except(prioritizedTraits).ToList(); + foreach (var trait in nonPrioritizedTraits) + { + var maxPossibleValue = Math.Min(remainingPoints, 10); + var value = Random.Next(maxPossibleValue + 1); + remainingPoints -= value; + traits[trait] = value; + Console.WriteLine($"Setting {trait} to {value}."); + } + + Console.WriteLine("Adjusted remaining traits to maintain balance."); } - /// - /// Sets one personality trait higher or lower and compensates by adjusting another trait. - /// - /// The name of the trait to adjust. - /// True if the trait should be set higher, false if it should be set lower. - public void RebalanceTraits(Traits trait, bool isHigh = false) + public static void AssignRandomTraits(Dictionary traits) { - switch (trait) + Console.WriteLine("Generating random personality..."); + var remainingPoints = 50; // Sum of all traits should be <= 50 + + foreach (var trait in traits.Keys) { - case Traits.Nice: - if (isHigh && Nice >= MAX_LOWEST_POINT) - Nice = Math.Min(MIN_HIGHEST_POINT, Neat + 5); - else - Neat = Math.Min(MIN_HIGHEST_POINT, Nice + 5); - break; - case Traits.Neat: - if (isHigh && Neat >= MAX_LOWEST_POINT) - Neat = Math.Min(MIN_HIGHEST_POINT, Active + 5); - else - Active = Math.Min(MIN_HIGHEST_POINT, Neat + 5); - break; - case Traits.Outgoing: - if (isHigh && Outgoing >= MAX_LOWEST_POINT) - Outgoing = Math.Min(MIN_HIGHEST_POINT, Playful + 5); - 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($"Setting {trait} to {value}."); + } + + Console.WriteLine("Random personality generation complete."); + } + + public static void DisplayPersonality(Dictionary traits) + { + Console.WriteLine("\nGenerated Sim Personality:"); + foreach (var trait in traits) + { + Console.WriteLine($"{trait.Key}: {trait.Value}"); } } - - /// - /// Generates a random personality with balanced traits. - /// - 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; - } - } - } - - /// - /// Returns a JSON representation of the character's personality traits. - /// - /// A JSON containing the values of all personality traits. - 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, options); - } -} +} \ No newline at end of file diff --git a/SimsPersonalityGenerator.csproj b/SimsPersonalityGenerator.csproj index fd4bd08..fae91b8 100644 --- a/SimsPersonalityGenerator.csproj +++ b/SimsPersonalityGenerator.csproj @@ -2,6 +2,7 @@ Exe + 0.1.100 net9.0 enable enable diff --git a/Traits.cs b/Traits.cs deleted file mode 100644 index ed077da..0000000 --- a/Traits.cs +++ /dev/null @@ -1,3 +0,0 @@ -namespace SimsPersonalityGenerator; - -public enum Traits { Nice, Neat, Outgoing, Active, Playful }