// .NET 8 C# - Random Sims 2 Personality Allocator // Clear, minimal, portable, with basic validation. var totalPoints = 25; const int MaxPointsPerTrait = 10; string[] traits = ["Outgoing", "Nice", "Playful", "Neat", "Active"]; Dictionary personality = new(); Random rng = new(); // Shuffle traits to prevent boring patterns traits = traits.OrderBy(_ => rng.Next()).ToArray(); // Initialize foreach (var trait in traits) { personality[trait] = 0; } // Assign points while respecting max constraints while (totalPoints > 0) { var availableTraits = new List(); 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."); }