Adjusted the personality algorithm

- Use traits enum in example instead of strings
- Moved traits enum to separate file
- Asked AI for some documentation comments
This commit is contained in:
Tony Bark 2025-02-02 03:09:17 -05:00
parent 3d6a9d0bbf
commit f6ef83fd91
3 changed files with 61 additions and 36 deletions

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@ -1,14 +1,14 @@
using SimsPersonalityGenerator;
var character = new Sim();
var sim = new Sim();
Console.WriteLine("Generated Personality:");
Console.WriteLine(character);
Console.WriteLine(sim);
// Example of setting one trait higher and compensating for the differences
Console.WriteLine("\nSetting Niceness higher...");
character.SetTraitHigher("niceness", true);
Console.WriteLine(character);
sim.SetTraitHigher(Traits.Nice, true);
Console.WriteLine(sim);
Console.WriteLine("\nSetting Neatness lower...");
character.SetTraitHigher("neatness", false);
Console.WriteLine(character);
sim.SetTraitHigher(Traits.Neat, false);
Console.WriteLine(sim);

82
Sim.cs
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@ -1,22 +1,29 @@
namespace SimsPersonalityGenerator;
public enum Traits { Nice, Neat, Outgoing, Active, Playful }
using System.Text.Json;
public class Sim
{
public int Niceness { get; private set; }
public int Neatness { get; private set; }
public int Outgoingness { get; private set; }
public int Activeness { get; private set; }
public int Laziness { get; private set; }
public int Playfulness { get; private set; }
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; }
/// <summary>
/// Initializes a new instance of the Sim class with a random personality.
/// </summary>
public Sim()
{
GenerateRandomPersonality();
}
/// <summary>
/// Sets one personality trait higher or lower and compensates by adjusting another trait.
/// </summary>
/// <param name="trait">The name of the trait to adjust.</param>
/// <param name="isHigh">True if the trait should be set higher, false if it should be set lower.</param>
// TODO: Fix trait mix up
public void SetTraitHigher(Traits trait, bool isHigh)
{
@ -24,67 +31,82 @@ public class Sim
{
case Traits.Nice:
if (isHigh)
Niceness = Math.Min(10, Neatness + 5);
Nice = Math.Min(8, Neat + 5);
else
Neatness = Math.Min(10, Niceness + 5);
Neat = Math.Min(8, Nice + 5);
break;
case Traits.Neat:
if (isHigh)
Neatness = Math.Min(10, Activeness + 5);
Neat = Math.Min(8, Active + 5);
else
Activeness = Math.Min(10, Neatness + 5);
Active = Math.Min(8, Neat + 5);
break;
case Traits.Outgoing:
if (isHigh)
Outgoingness = Math.Min(10, Playfulness + 5);
Outgoing = Math.Min(8, Playful + 5);
else
Playfulness = Math.Min(10, Outgoingness + 5);
Playful = Math.Min(8, Outgoing + 5);
break;
case Traits.Active:
if (isHigh)
Activeness = Math.Min(10, Niceness + 5);
Active = Math.Min(8, Nice + 5);
else
Niceness = Math.Min(10, Activeness + 5);
Nice = Math.Min(8, Active + 5);
break;
case Traits.Playful:
if (isHigh)
Playfulness = Math.Min(10, Outgoingness + 5);
Playful = Math.Min(8, Outgoing + 5);
else
Outgoingness = Math.Min(10, Playfulness + 5);
Outgoing = Math.Min(8, Playful + 5);
break;
default:
throw new ArgumentException("Invalid trait name.");
}
}
/// <summary>
/// Generates a random personality with balanced traits.
/// </summary>
private void GenerateRandomPersonality()
{
Random rand = new Random();
Niceness = rand.Next(11);
Neatness = rand.Next(11);
Outgoingness = rand.Next(11);
Activeness = rand.Next(11);
Playfulness = rand.Next(11);
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 = Niceness + Neatness + Outgoingness + Activeness + Playfulness;
int totalSum = Nice + Neat + Outgoing + Active + Playful;
if (totalSum > 50)
{
int overage = totalSum - 50;
int average = totalSum - 50;
int traitToReduce = rand.Next(5);
switch (traitToReduce)
{
case 0: Niceness -= Math.Min(Niceness, overage); break;
case 1: Neatness -= Math.Min(Neatness, overage); break;
case 2: Outgoingness -= Math.Min(Outgoingness, overage); break;
case 3: Activeness -= Math.Min(Activeness, overage); break;
case 4: Playfulness -= Math.Min(Playfulness, overage); break;
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()
{
return $"Niceness: {Niceness}, Neatness: {Neatness}, Outgoingness: {Outgoingness}, Activeness: {Activeness}, Playfulness: {Playfulness}";
var sim = new Sim();
{
Nice = Nice;
Neat = Neat;
Outgoing = Outgoing;
Playful = Playful;
Active = Active;
};
return JsonSerializer.Serialize<Sim>(sim);
}
}

3
Traits.cs Normal file
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@ -0,0 +1,3 @@
namespace SimsPersonalityGenerator;
public enum Traits { Nice, Neat, Outgoing, Active, Playful }