private void initialize() { //Sad Topics Topic sadTopics = new Topic(TopicType.Player, 0.55f, 0.0f, 0.2f); sadTopics.Subjects.Add(new Subject(SubjectType.Cave, sadTopics.comfortThreshold, sadTopics.considerationThreshold, sadTopics.curiosityThreshold)); sadTopics.Subjects.Add(new Subject(SubjectType.Girl, sadTopics.comfortThreshold, sadTopics.considerationThreshold, sadTopics.curiosityThreshold)); sadTopics.Subjects.Add(new Subject(SubjectType.Player, sadTopics.comfortThreshold, sadTopics.considerationThreshold, sadTopics.curiosityThreshold)); sadTopics.addSubject(SubjectType.Mushrooms, sadTopics.comfortThreshold, sadTopics.considerationThreshold, sadTopics.curiosityThreshold); //Fun Topics Topic funTopics = new Topic(TopicType.Fun, 0.0f, 0.0f, 0.1f); funTopics.addSubject(SubjectType.Party, funTopics.comfortThreshold, funTopics.considerationThreshold, funTopics.curiosityThreshold); funTopics.addSubject(SubjectType.Games, funTopics.comfortThreshold, funTopics.considerationThreshold, funTopics.curiosityThreshold); funTopics.addSubject(SubjectType.Festival, funTopics.comfortThreshold, funTopics.considerationThreshold, funTopics.curiosityThreshold); //Friendly Topics Topic friendlyTopics = new Topic(TopicType.Friendly, 0.1f, 0.0f, 0.2f); friendlyTopics.addSubject(SubjectType.Gifts, friendlyTopics.comfortThreshold, friendlyTopics.considerationThreshold, friendlyTopics.curiosityThreshold); friendlyTopics.addSubject(SubjectType.Flowers, friendlyTopics.comfortThreshold, friendlyTopics.considerationThreshold, friendlyTopics.curiosityThreshold); //Scary Topics Topic scaryTopics = new Topic(TopicType.Scary, 0.4f, 0.0f, 0.2f); scaryTopics.addSubject(SubjectType.Forest, scaryTopics.comfortThreshold, scaryTopics.considerationThreshold, scaryTopics.curiosityThreshold); scaryTopics.addSubject(SubjectType.Ghosts, scaryTopics.comfortThreshold, scaryTopics.considerationThreshold, scaryTopics.curiosityThreshold); TopicList.Add(sadTopics); TopicList.Add(funTopics); TopicList.Add(friendlyTopics); TopicList.Add(scaryTopics); }
private static void printSubjects(Topic t) { List<Subject> subjects = t.Subjects; foreach (Subject subName in subjects) { if (subName.SubjectName == SubjectType.Cave) { Console.WriteLine("Subject: Cave"); } else if (subName.SubjectName == SubjectType.Festival) { Console.WriteLine("Subject: Festival"); } else if (subName.SubjectName == SubjectType.Flowers) { Console.WriteLine("Subject: Flowers"); } else if (subName.SubjectName == SubjectType.Forest) { Console.WriteLine("Subject: Forest"); } else if (subName.SubjectName == SubjectType.Games) { Console.WriteLine("Subject: Games"); } else if (subName.SubjectName == SubjectType.Ghosts) { Console.WriteLine("Subject: Ghosts"); } else if (subName.SubjectName == SubjectType.Gifts) { Console.WriteLine("Subject: Gifts"); } else if (subName.SubjectName == SubjectType.Girl) { Console.WriteLine("Subject: Girl"); } else if (subName.SubjectName == SubjectType.Mushrooms) { Console.WriteLine("Subject: Mushrooms"); } else if (subName.SubjectName == SubjectType.Party) { Console.WriteLine("Subject: Party"); } else if (subName.SubjectName == SubjectType.Player) { Console.WriteLine("Subject: Player"); } } Console.WriteLine(""); }
public Topic getTopic(Subject s) { Topic t = new Topic(); foreach (Topic tt in TopicList) { if (tt.Subjects.Contains(s)) { s.comfortThreshold = tt.comfortThreshold; s.considerationThreshold = tt.considerationThreshold; s.curiosityThreshold = tt.curiosityThreshold; t = tt; } } return t; }
public Topic TopicOfNetwork; //The topic that is relevant to the social network #endregion Fields #region Constructors public SocialNetwork(Topic t) { TopicOfNetwork = t; allPairs = new List<SocialPair>(); }