Personality Archetypes

Swapped old code (was an AI-generated template, anyway) for the new PersonalityGen-based one.
This commit is contained in:
Tony Bark 2025-04-28 05:58:37 -04:00
parent 83784d2c00
commit eeb30cf67d
3 changed files with 40 additions and 56 deletions

36
PersonalityArchetype.cs Normal file
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@ -0,0 +1,36 @@
namespace PersonaForge;
public class PersonalityArchetype
{
public string Name { get; set; }
public Dictionary<string, double> TraitBiases { get; set; } = new();
// TODO: Load default archetypes from a file or database
public static List<PersonalityArchetype> DefaultArchetypes() => new()
{
new PersonalityArchetype
{
Name = "Grumpy",
TraitBiases = new Dictionary<string, double>
{
{ "Nice", 0.2 },
{ "Playful", 0.4 },
{ "Outgoing", 0.6 },
{ "Neat", 0.7 },
{ "Active", 0.5 }
}
},
new PersonalityArchetype
{
Name = "Party Animal",
TraitBiases = new Dictionary<string, double>
{
{ "Outgoing", 0.9 },
{ "Playful", 0.8 },
{ "Active", 0.7 },
{ "Nice", 0.5 },
{ "Neat", 0.3 }
}
}
};
}

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@ -6,7 +6,7 @@ public static class PersonalityGen
const int TotalBudget = 25; const int TotalBudget = 25;
static readonly Random rng = new(); static readonly Random rng = new();
public static PersonalityProfile GeneratePersonalityProfile() public static PersonalityProfile GenerateRandom()
{ {
var profile = PersonalityProfile.Create(); var profile = PersonalityProfile.Create();
var traits = new List<string> { "Outgoing", "Nice", "Playful", "Neat", "Active" }; var traits = new List<string> { "Outgoing", "Nice", "Playful", "Neat", "Active" };

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@ -1,59 +1,7 @@
// .NET 8 C# - Random Sims 2 Personality Allocator // .NET 8 C# - Random Sims 2 Personality Allocator
// Clear, minimal, portable, with basic validation. // Clear, minimal, portable, with basic validation.
var totalPoints = 25; using PersonaForge;
const int MaxPointsPerTrait = 10;
string[] traits = ["Outgoing", "Nice", "Playful", "Neat", "Active"];
Dictionary<string, int> personality = new();
Random rng = new();
// Shuffle traits to prevent boring patterns var profile = PersonalityGen.GenerateRandom();
traits = traits.OrderBy(_ => rng.Next()).ToArray(); Console.WriteLine(profile.ToJson());
// Initialize
foreach (var trait in traits)
{
personality[trait] = 0;
}
// Assign points while respecting max constraints
while (totalPoints > 0)
{
var availableTraits = new List<string>();
foreach (var trait in traits)
{
if (personality[trait] < MaxPointsPerTrait)
availableTraits.Add(trait);
}
if (availableTraits.Count == 0)
{
// No available traits left to increment - something's off
Console.WriteLine("Warning: No traits available to increment.");
break;
}
var selectedTrait = availableTraits[rng.Next(availableTraits.Count)];
// "Extremes" are rare: only allow adding 1 point usually, maybe 2 points if random chance
var pointsToAdd = (rng.NextDouble() < 0.1) ? Math.Min(2, MaxPointsPerTrait - personality[selectedTrait]) : 1;
pointsToAdd = Math.Min(pointsToAdd, totalPoints);
personality[selectedTrait] += pointsToAdd;
totalPoints -= pointsToAdd;
}
// Display results
Console.WriteLine("=== Sims 2 Personality Points ===");
foreach (var kvp in personality)
{
Console.WriteLine($"{kvp.Key}: {kvp.Value}");
}
Console.WriteLine($"Remaining Budget (should be 0): {totalPoints}");
// Safety check
if (totalPoints != 0)
{
Console.WriteLine("⚠️ Budget mismatch detected! Something funky happened.");
}