using PersonalityGenerator; var isFinishedSession = false; void GenerateTraits() { // Prompt the user to enter traits they want to prioritize. Console.WriteLine("You can prioritize one or more traits to be above 8 by entering them."); Console.Write("Enter traits separated by commas (e.g., Outgoing, Nice), or press Enter to generate a random personality: "); // Read the user input and trim any leading or trailing whitespace. var prioritizedTraitsInput = Console.ReadLine()?.Trim(); // Initialize a dictionary with predefined traits and their initial values set to 0. var traits = new Dictionary { { "Outgoing", 0 }, { "Nice", 0 }, { "Playful", 0 }, { "Neat", 0 }, { "Active", 0 } }; // Process the prioritized traits input: // 1. Split the input string by commas. // 2. Trim whitespace from each resulting trait. // 3. Filter out any empty or invalid traits (traits that are not in the predefined list). var prioritizedTraits = new HashSet(prioritizedTraitsInput.Split(',') .Select(t => t.Trim()).Where(t => !string.IsNullOrEmpty(t) && traits.ContainsKey(t))); // Check if there are any prioritized traits provided by the user. if (prioritizedTraits.Count > 0) { // Assign values to the prioritized traits. TraitGenerator.AssignPrioritizedTraits(traits, prioritizedTraits); } else { // If no prioritized traits are provided, assign random values to all traits. TraitGenerator.AssignRandomTraits(traits); } // Display the generated personality traits. TraitGenerator.DisplayPersonality(traits); // Mark the session as finished. isFinishedSession = true; // Re-enter the session manager to allow for another session or to exit. SessionManager(); } // Retrieves user input from the console with a given prompt. string? GetUserInput(string prompt) { Console.WriteLine(prompt); var input = Console.ReadLine(); return input; } // Manages the personality generator session. It checks if a previous session is finished // and prompts the user to either generate a new personality or exit the application. void SessionManager() { // Greet the user at the start of a new session only if the previous session wasn't finished. if (!isFinishedSession) Console.WriteLine("Welcome to the Sim Personality Generator!"); // Define a message to prompt the user about generating a personality. // The message differs slightly if a previous session was already finished. var message = "Would you like to generate a random personality? [y/n]"; if (isFinishedSession) message = "Would you like to generate a new personality? [y/n]"; // Retrieve the user's input through a prompt specified by 'message'. var input = GetUserInput(message); // Convert the input to lowercase to handle user input in a case-insensitive manner. switch (input?.ToLower()) { case "y": // Reset the session status if the previous session was finished. if (isFinishedSession) isFinishedSession = false; // Clear the console to provide a clean interface for generating a new personality. Console.Clear(); // Generate a new set of personality traits GenerateTraits(); break; default: // If the user enters anything other than 'y', terminate the application gracefully. Environment.Exit(Environment.ExitCode); break; } } SessionManager();