personaforge/Program.cs
2025-04-28 05:09:30 -04:00

59 lines
1.7 KiB
C#

// .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<string, int> 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<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.");
}