public Person() { sex = (UnityEngine.Random.Range(0, 2) == 0)? "male" : "female"; name = GameUtil.NameGen(this); effort = UnityEngine.Random.Range(0, 10); ability = UnityEngine.Random.Range(0, 10); major = "Undecided"; rand = GameUtil.BellCurveGen(ModelController.modelController.admissionsAvg, ModelController.modelController.admissionsDev); }
/* * Generate Interests */ private void GenInterests(float randNum) { int numInterest = Math.Abs(Convert.ToInt32(GameUtil.BellCurveGen(1.0f + (randNum / 100 * 2.0f), 0.5f))); int interestPoints = Math.Abs(Convert.ToInt32(GameUtil.BellCurveGen(1.0f + (randNum / 100 * 3.0f), 0.5f))); trstInt = interestPoints; // Assign interests for (int i = 0; i < numInterest; i++) { this.interests.Add(GameUtil.interests[UnityEngine.Random.Range(0, GameUtil.interests.Count)]); } // Add together duplicate interests List <Interest> newInterest = new List <Interest>(); foreach (Interest interest in this.interests) { if (!newInterest.Contains(interest)) { interest.exp = 1; newInterest.Add(interest); } else { int index = newInterest.FindIndex(listInterest => listInterest.name.Equals(interest.name, StringComparison.Ordinal)); newInterest[index].exp = 2; } } interests = newInterest; // Assign interest strengths if (numInterest > 0 && interestPoints > 0) { for (int i = 1; i == interestPoints; i++) { int intCount = i % interests.Count(); interests[intCount].exp++; } } //interests.Add(GameUtil.interests[UnityEngine.Random.Range(0, GameUtil.interests.Count)]); //interests.Add(GameUtil.interests[UnityEngine.Random.Range(0, GameUtil.interests.Count)]); }
public Student() { effort = UnityEngine.Random.Range(0, 10); ability = UnityEngine.Random.Range(0, 10); major = "Undecided"; float admAvg = ModelController.modelController.admissionsAvg; float admStd = ModelController.modelController.admissionsDev; rand = GameUtil.BellCurveGen(admAvg, admStd); float satRand = (float)GameUtil.BellCurveGen(admAvg, admStd); satVerbal = Convert.ToInt32((GameUtil.BellCurveGen(satRand, admStd / 4) - 50d) * 6d + 500d); satMath = Convert.ToInt32((GameUtil.BellCurveGen(satRand, admStd / 4) - 50d) * 6d + 500d); gpa = (float)((GameUtil.BellCurveGen(satRand, admStd / 4) - 50d) * 0.02d + 3d); //Determine Race based on stats for decade race = GenRace(); // Generate Interests GenInterests(satRand); }