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PersonalityGenerator.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using TUNING;
namespace Dupery
{
class PersonalityGenerator
{
public static string DEFAULT_GENDER = "NB";
public static string DEFAULT_PERSONALITY_TYPE = "Doofy";
public static string DEFAULT_STRESS_TRAIT = "Aggressive";
public static string DEFAULT_JOY_TRAIT = "BalloonArtist";
public static string DEFAULT_STICKER_TYPE = "sticker";
public static string RollGender()
{
string[] genders = new string[3] { "Female", "NB", "Male" };
int randomIndex = UnityEngine.Random.Range(0, genders.Length);
return genders[randomIndex];
}
public static string RollPersonalityType()
{
string[] personalityTypes = new string[4] { "Doofy", "Cool", "Grumpy", "Sweet" };
int randomIndex = UnityEngine.Random.Range(0, personalityTypes.Length);
return personalityTypes[randomIndex];
}
public static string RollStressTrait()
{
int randomIndex = UnityEngine.Random.Range(0, DUPLICANTSTATS.STRESSTRAITS.Count);
return DUPLICANTSTATS.STRESSTRAITS[randomIndex].id;
}
public static string RollJoyTrait()
{
int randomIndex = UnityEngine.Random.Range(0, DUPLICANTSTATS.JOYTRAITS.Count);
return DUPLICANTSTATS.JOYTRAITS[randomIndex].id;
}
public static string RollStickerType()
{
string[] stickerTypes = new string[3] { "sticker", "glitter", "glowinthedark" };
int randomIndex = UnityEngine.Random.Range(0, stickerTypes.Length);
return stickerTypes[randomIndex];
}
public static int RollAccessory(AccessorySlot accessorySlot)
{
return UnityEngine.Random.Range(0, accessorySlot.accessories.Count) + 1;
}
public static Personality RandomPersonality()
{
string nameStringKey = string.Format("{0:00000}", UnityEngine.Random.Range(0, 100000));
string name = $"No. {nameStringKey}";
if (!DuperyPatches.Localizer.TryGet("Dupery.STRINGS.RANDOM_DUPLICANT_DESCRIPTION", out string description))
description = STRINGS.RANDOM_DUPLICANT_DESCRIPTION;
PersonalityOutline outline = new PersonalityOutline()
{
Randomize = true,
Name = name,
Description = description
};
return outline.ToPersonality(nameStringKey);
}
}
}