Personality Archetypes
Swapped old code (was an AI-generated template, anyway) for the new PersonalityGen-based one.
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3 changed files with 40 additions and 56 deletions
36
PersonalityArchetype.cs
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36
PersonalityArchetype.cs
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@ -0,0 +1,36 @@
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namespace PersonaForge;
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public class PersonalityArchetype
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{
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public string Name { get; set; }
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public Dictionary<string, double> TraitBiases { get; set; } = new();
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// TODO: Load default archetypes from a file or database
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public static List<PersonalityArchetype> DefaultArchetypes() => new()
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{
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new PersonalityArchetype
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{
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Name = "Grumpy",
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TraitBiases = new Dictionary<string, double>
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{
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{ "Nice", 0.2 },
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{ "Playful", 0.4 },
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{ "Outgoing", 0.6 },
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{ "Neat", 0.7 },
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{ "Active", 0.5 }
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}
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},
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new PersonalityArchetype
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{
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Name = "Party Animal",
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TraitBiases = new Dictionary<string, double>
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{
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{ "Outgoing", 0.9 },
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{ "Playful", 0.8 },
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{ "Active", 0.7 },
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{ "Nice", 0.5 },
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{ "Neat", 0.3 }
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}
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}
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};
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}
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@ -6,7 +6,7 @@ public static class PersonalityGen
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const int TotalBudget = 25;
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static readonly Random rng = new();
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public static PersonalityProfile GeneratePersonalityProfile()
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public static PersonalityProfile GenerateRandom()
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{
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var profile = PersonalityProfile.Create();
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var traits = new List<string> { "Outgoing", "Nice", "Playful", "Neat", "Active" };
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58
Program.cs
58
Program.cs
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@ -1,59 +1,7 @@
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// .NET 8 C# - Random Sims 2 Personality Allocator
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// Clear, minimal, portable, with basic validation.
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var totalPoints = 25;
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const int MaxPointsPerTrait = 10;
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string[] traits = ["Outgoing", "Nice", "Playful", "Neat", "Active"];
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Dictionary<string, int> personality = new();
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Random rng = new();
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using PersonaForge;
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// Shuffle traits to prevent boring patterns
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traits = traits.OrderBy(_ => rng.Next()).ToArray();
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// Initialize
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foreach (var trait in traits)
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{
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personality[trait] = 0;
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}
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// Assign points while respecting max constraints
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while (totalPoints > 0)
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{
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var availableTraits = new List<string>();
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foreach (var trait in traits)
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{
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if (personality[trait] < MaxPointsPerTrait)
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availableTraits.Add(trait);
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}
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if (availableTraits.Count == 0)
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{
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// No available traits left to increment - something's off
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Console.WriteLine("Warning: No traits available to increment.");
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break;
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}
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var selectedTrait = availableTraits[rng.Next(availableTraits.Count)];
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// "Extremes" are rare: only allow adding 1 point usually, maybe 2 points if random chance
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var pointsToAdd = (rng.NextDouble() < 0.1) ? Math.Min(2, MaxPointsPerTrait - personality[selectedTrait]) : 1;
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pointsToAdd = Math.Min(pointsToAdd, totalPoints);
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personality[selectedTrait] += pointsToAdd;
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totalPoints -= pointsToAdd;
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}
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// Display results
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Console.WriteLine("=== Sims 2 Personality Points ===");
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foreach (var kvp in personality)
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{
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Console.WriteLine($"{kvp.Key}: {kvp.Value}");
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}
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Console.WriteLine($"Remaining Budget (should be 0): {totalPoints}");
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// Safety check
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if (totalPoints != 0)
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{
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Console.WriteLine("⚠️ Budget mismatch detected! Something funky happened.");
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}
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var profile = PersonalityGen.GenerateRandom();
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Console.WriteLine(profile.ToJson());
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