private void choose_clicked(object sender, RoutedEventArgs e) { String age_text = age_box.Text; String name_text = name_box.Text; String gender_text = (bool)male_button.IsChecked ? "Male" : "Female"; String personality_text = (personality_list.SelectedItem as Personality).Name; Personality personality = new Personality() { Name = personality_text }; Details profile = new Details() { Age = age_text, Name = name_text, Gender = gender_text, personality = personality }; //System.Diagnostics.Debug.WriteLine(age_text + " , " + name_text + " , " + gender_text + " , " + personality_text); if (age_text.Length < 1 || name_text.Length < 1) { Dispatcher.BeginInvoke(() => { MessageBox.Show("Please enter Age AND Name "); }); return; } //Stores profile if everything is in place. storeProfile(profile); NavigationService.Navigate(new Uri("/Gifts.xaml?personality="+personality_text, UriKind.Relative)); }
/// <inheritdoc/> public NewServer CreateServer(string cloudServerName, string imageId, string flavor, string adminPass, string keyname = null, string nametag = null, string[] securityGroupNames = null, string[] attachVolumeIds = null, DiskConfiguration diskConfig = null, Metadata metadata = null, Personality[] personality = null, bool attachToServiceNetwork = false, bool attachToPublicNetwork = false, IEnumerable<string> networks = null) { if (metadata == null) { metadata = new Metadata(); } metadata.Add("instance_name_tag", nametag ?? string.Empty); return ServersProvider.CreateServer(cloudServerName, imageId, flavor, adminPass, keyname, securityGroupNames, attachVolumeIds, diskConfig, metadata, personality, attachToServiceNetwork, attachToPublicNetwork, networks, this.DefaultRegion, this.Identity); }
/// <summary> /// Creates purchase transactions on <see cref="t"/> at random for the given <see cref="dt"/>. /// </summary> /// <param name="spender"></param> /// <param name="t"></param> /// <param name="dt"></param> /// <param name="daysMax"></param> /// <param name="randMaxFactor"> /// The multiplier used for the rand dollar's max, raising this value /// will raise every transactions possiable max by a factor of this. /// </param> public static void CreateSingleDaysPurchases(Personality spender, ITransactionable t, DateTime? dt, double daysMax, int randMaxFactor = 10) { if (t == null) throw new ArgumentNullException(nameof(t)); if (daysMax <= 0) return; var ccDate = dt ?? DateTime.Today; //build charges history var keepSpending = true; var spentSum = new Pecuniam(0); while (keepSpending) //want possiable multiple transactions per day { //if we reached target then exit if (spentSum >= new Pecuniam((decimal)daysMax)) return; var isXmasSeason = ccDate.Month >= 11 && ccDate.Day >= 20; var isWeekend = ccDate.DayOfWeek == DayOfWeek.Friday || ccDate.DayOfWeek == DayOfWeek.Saturday || ccDate.DayOfWeek == DayOfWeek.Sunday; var actingIrresp = spender?.GetRandomActsIrresponsible() ?? false; var isbigTicketItem = Etx.TryAboveOrAt(96, Etx.Dice.OneHundred); var isSomeEvenAmt = Etx.TryBelowOrAt(3, Etx.Dice.Ten); //keep times during normal waking hours var randCcDate = ccDate.Date.AddHours(Etx.IntNumber(6, isWeekend ? 23 : 19)) .AddMinutes(Etx.IntNumber(0, 59)) .AddSeconds(Etx.IntNumber(0, 59)) .AddMilliseconds(Etx.IntNumber(0, 999)); //make purchase based various factors var v = 2; v = isXmasSeason ? v + 1 : v; v = isWeekend ? v + 2 : v; v = actingIrresp ? v + 3 : v; randMaxFactor = isbigTicketItem ? randMaxFactor * 10 : randMaxFactor; if (Etx.TryBelowOrAt(v, Etx.Dice.Ten)) { //create some random purchase amount var chargeAmt = Pecuniam.GetRandPecuniam(5, v * randMaxFactor, isSomeEvenAmt ? 10 : 0); //check if account is maxed-out\empty if (!t.Pop(randCcDate, chargeAmt)) return; spentSum += chargeAmt; } //determine if more transactions for this day keepSpending = Etx.CoinToss; } }
public void InitializePoIBase(JSONNode node) { Accreditation = new List<string>(); Traits = new List<string>(); Specialties = new List<string>(); Attributes = new Dictionary<string, float>(); ReadOnly = true; personality = (Personality) System.Enum.Parse(typeof(Personality), node["personality"]); FirstName = node["firstName"]; LastName = node["lastName"]; Title = node["title"]; RecruiterNotes = node["recruiterNotes"]; if(node["nickName"] != null) NickName = node["nickName"]; else NickName = ""; if(node["POINickName"] != null) POIName = node["POINickName"]; foreach(JSONNode temp in node["accreditation"].AsArray) { Accreditation.Add (temp); } foreach(JSONNode temp in node["traits"].AsArray) { Traits.Add (temp); } foreach(JSONNode temp in node["specialties"].AsArray) { Specialties.Add (temp); } foreach (JSONNode temp in node["attributes"].AsArray) { Attributes.Add(temp["name"], temp["value"].AsFloat); } Paradigm = new Vector3(node["paradigm"]["esoteric"].AsFloat,node["paradigm"]["reality"].AsFloat,node["paradigm"]["adaptive"].AsFloat); if (SpriteFile != "" && node["picture"] != null) { SpriteFile = node["picture"]; //Utils.LoadImageFromStreamingAssets(this, SpriteFile); string filePath = System.IO.Path.Combine(Application.streamingAssetsPath, SpriteFile); WWW www = new WWW("file:///" + filePath); //yield return www; while(!www.isDone && www.error == null); Picture = Sprite.Create(www.texture, new Rect(0,0,www.texture.width, www.texture.height), new Vector2(0.5f,0.5f)); } if(SpriteFile == "" || Picture == null) { Debug.Log ("Couldn't Load Pic"); } UpdatePsychReport(); }
private static void Main(string[] args) { IPersonality personality; if (args.Length > 1 && args[0] == "Mean") { personality = new MeanPersonality(); } else { personality = new Personality(); } Speaker speaker = new Speaker(personality); speaker.SayText(); }
public MoodModel(Personality agentPersonality) { //Calculation of default mood based on personality float DefaultPleasure = 0.21f * agentPersonality.Extraversion + 0.59f * agentPersonality.Agreeableness + 0.19f * agentPersonality.Neuroticism; float DefaultArousal = 0.15f * agentPersonality.Openness + 0.30f * agentPersonality.Agreeableness - 0.57f * agentPersonality.Neuroticism; float DefaultDominance = 0.25f * agentPersonality.Openness + 0.17f * agentPersonality.Conscientiousness + 0.60f * agentPersonality.Extraversion - 0.32f * agentPersonality.Agreeableness; //DefaultMood = new Mood (DefaultPleasure, DefaultArousal, DefaultDominance); //CurrentMood = new Mood (DefaultPleasure, DefaultArousal, DefaultDominance); //TODO REMOVE THIS CODE - TESTING PURPOSES DefaultMood = new Mood (0.0f, 0.0f, 0.0f); CurrentMood = new Mood (0.0f, 0.0f, 0.0f); }
/// <summary> /// KHông thể tin nổi là đóng này được dùng với update /// </summary> /// <param name="maid"></param> public TouchableMaid(Maid maid) { this._maid = maid; try { this._personal = (Personality)Enum.Parse(typeof(Personality), this._maid.Param.status.personal.ToString()); } catch { this._personal = Personality.Other; } this._persistPoseSeconds = -1; this._touchTargets.Add(new TouchTarget(this._maid, "target_mune", new Vector3(0.1f, 0.1f, 0.1f), "_IK_muneR", null)); this._touchTargets.Add(new TouchTarget(this._maid, "target_mune", new Vector3(0.1f, 0.1f, 0.1f), "_IK_muneL", null)); this._touchTargets.Add(new TouchTarget(this._maid, "target_hip", new Vector3(0.12f, 0.12f, 0.12f), "_IK_hipL", "Hip_L")); this._touchTargets.Add(new TouchTarget(this._maid, "target_hip", new Vector3(0.12f, 0.12f, 0.12f), "_IK_hipR", "Hip_R")); this._touchTargets.Add(new TouchTarget(this._maid, "target_vagina", new Vector3(0.08f, 0.08f, 0.08f), "Bip01 Pelvis", null)); }
public Snippet GetAnswerForPersonality(Personality character) { return(GetAnswer(GetReactionFor(character))); }
public static void myChapterNine() { string speakandspell; #region ChapterNine CinemaHelpers.RefreshConsole(); Console.CursorVisible = false; // Initialize a new instance of the SpeechSynthesizer. SpeechSynthesizer synth = new SpeechSynthesizer(); // Configure the audio output. synth.SetOutputToDefaultAudioDevice(); // Chapter Nine Here we go CinemaHelpers.OpeningScene("A Cyberist Gone Cyber "); CinemaHelpers.AmberVision(); Console.WriteLine(@",---. ,---. | o | ,---. ,---. | |---| | , .|---.,---.,---..,---.|--- | _.,---.,---.,---. | , .|---.,---.,---. | | | | || ||---'| |`---.| | || || ||---' | | || ||---'| ` ' `---'`---|`---'`---'` ``---'`---' `---'`---'` '`---' `---'`---|`---'`---'` `---' `---' "); // synth.Speak("A Cyberist Gone Cyber "); CinemaHelpers.Timer(2600); CinemaHelpers.RefreshConsole(); // The at symbol allows multi line strings // speakandspell = @" A silent moment passed as it was in the beginning, a quite moment, before a //sudden exceptional event proceeded again by an unfurling, an advent, a serenity //and silence.He sat in his lab as it was in the beginning and at the end; nothing has //ever been the same. // "; // Personality.Haruka(speakandspell); CinemaHelpers.TextSpace(); speakandspell = @"Sitting here in this lab after years and years of academia the same beat is played by the same drummer. When will something be different? Occasionally something new comes up and it is really exciting, then the project isn’t funded and we are back to bored ^ 2."; Personality.Otto(speakandspell); Thread.Sleep(22700); // Timing Strong speakandspell = @" The only thing that saves me is my imagination. My imagination is the only thing that sets me free. My name is Otto Von Heisenstien. My name on the net is Torodialcomplex. I have a few friends from the net I have never met: Iconclastic, EcclesiasticDerangement, QuinticSolution. "; Personality.Otto(speakandspell); Thread.Sleep(26000); // Timing Strong Thread staticvoidmutex = new Thread(MusicFx.staticvoidmutex); staticvoidmutex.Start(); speakandspell = @"Yet I have no meat body friends. I never spend time with people outside of the time that we spend together on the internet. Sometimes I feel as though these are my only real friends, in the world of billions of people 3 people seem to be the only ones to have mindforms in common with me. "; Personality.Otto(speakandspell); Thread.Sleep(26000); // Timing Strong speakandspell = @"Although we are ragabad ragtag and all us eccentric in our own right, these differences are what helps to form the tight bonds of our organization:"; Personality.Otto(speakandspell); Thread.Sleep(16000); //// Timing Strong speakandspell = @" The Tabular Datums! "; Graphix.myBlackManaColor(); Thread.Sleep(1000); CinemaHelpers.AmberVision(); Personality.Otto(speakandspell); Thread.Sleep(3500); //// Timing Strong speakandspell = @" Even though this story takes place through out the world with very different characters, this adventure would change all parties involved. It is strange though this caper is to never be solved. I have some ideas about why, but the scientific community is unwilling to listen to the Sherlock Holmes principle. We removed all of the extraneous solutions and what was left was improbable but that must have been true. One day in the lab I was checking the security logs and although they did not have any thing strange about them there was odd activity kept within. I started peering into the headers of files and came to discover strange signatures. Later I rechecked the files and the signatures were gone. "; Personality.Otto(speakandspell); Thread.Sleep(56000); //// Timing Ok speakandspell = @"For several days, I was ridiculed, then it started to happen again. I decided that I was going to get some form of log or verification. I decided to use tempest technology with a computer that was not connected to the network so I could non intrusively spy on the machine that this strange activity was happening on. I wrote some code to have the machine create logs. Even though I was not able to get much information, I was able to prove that the checksums had changed and changed back in some files. This did not seem significant enough to some of the other people at the labs."; Personality.Otto(speakandspell); Thread.Sleep(46000); //// Timing Good speakandspell = @"I contacted the tabular datums and started to share with them the information I have discovered. Iconclastic in the past has written some viruses in the past if they were released would create quite a problem with the net. I asked him to take a look at what I had. Iconclastic decided that he would be most obliged to look at some of my results. He decided to write some code in assembler that would keep track of the microprocessor operations and log them for evaluation. "; Personality.Otto(speakandspell); Thread.Sleep(36000); //// Timing Strong staticvoidmutex.Suspend(); speakandspell = @"Then Iconclastic used trivial file transport protocol to send me the files on a server I had set up for our groups work although the other members also had servers. We stayed in constant communication via communication tools that our friend qunticsolution wrote. It used quantum geometry and 1 time used keys to encrypt our communications. So let us just say that to the rest of the world our communications did not exist. "; Personality.Otto(speakandspell); Thread.Sleep(26000); //// Timing Good speakandspell = @"I installed the software and for more than 2 months the only strange thing happening was some people pirating software and music from our headquarters. This did not bother me that much since it was our CEO. I have implemented methods to protect the organization from the CEO. I installed the software. One strange night there was some activity logged via my tempest box, then there was a strange glitch and the software started outputting normal opcode activity, and the logs of the irregular opcodes were replaced. It happened so quickly. I have never seen a human being write assembly as quickly as I saw this thing. It was an abnormality in the net, and only a few people would believe me that it existed. "; Graphix.myBlueColorMana(); Thread.Sleep(250); CinemaHelpers.AmberVision(); Personality.Otto(speakandspell); staticvoidmutex.Resume(); Thread.Sleep(65000); //// Timing Strong speakandspell = @"One night I went home and I started doing research on Miamoto an AI, genetic algorithm programmer. I found this man that was years ahead of his field at Toyota. The professor’s name, Miamoto, was willing to talk to me. He thought that the results were interesting; finally, maybe things are turning around after months of recording little glitches, other than that there was no mistakes. Hackers made mistakes. Whatever this was it seemed to be born of the net. I was deeply disturbed yet in awe of what ever this was's prowess. The Professor Miamoto flew to Massachusetts where I do my work at MIT there some of the fastest connections on the backbone of the net are located, deep rich black fiber. Miamoto took a few days getting used to some of the software and technologies that we were using. Miamoto said that most of the technology he used was things he crafted himself. He called his method the inspirational method and it produced volumous results yet he did not like to keep them in the computer he kept his results in notebooks. He had a form of encryption that he devised and used for some of his messages. It was wonderful to see him work. "; Personality.Otto(speakandspell); Thread.Sleep(85777); //// Timing Tight speakandspell = @" Whatever was happening was happening at the lowest levels of the technology, which is why you are having such problems with it. It knows the hardware, seemingly better than the designers do. It is able to utilize even the most abstract hardware feature quickly. It seemed as though it was living mathematics, software."; Personality.Miamoto(speakandspell); Thread.Sleep(26777); //// Timing Tight speakandspell = @"Astounding!"; Graphix.myWhiteManaColor(); CinemaHelpers.AmberVision(); staticvoidmutex.Suspend(); Personality.Miamoto(speakandspell); Thread.Sleep(3000); //// Timing Tight speakandspell = @"This was something that he furrowed his brow about. Miamoto thought that, he was the only one to have developed the technology that was implemented with results that where unique to his private research. In fact, he was, then why is this happening. Miamoto thought that this might happen at sometime it was speculated. It was the technological singularity. "; // Personality.Narrator(speakandspell); Personality.FunNarrator(speakandspell); speakandspell = @"The professor Miamoto had even fewer friends than Otto. In fact it seemed that many of his machines and ideas where his greatest friend. "; //Personality.Narrator(speakandspell); Personality.FunNarrator(speakandspell); speakandspell = @" In fact it seemed that many of his machines and ideas where his greatest friend. He had to fly back to the labs. It was the only place he felt comfortable doing his most contemplative thinking. Miamoto invited me to go along. I took some of my tools of the trade intrusive software and hardware that helps me get the job done when it needs to be done. I also took Samson my laptop that was waterproof, fireproof, and bullet resistant that had three biometrics that it took into consideration for authentication and usage. The laptop had a strange operating system: it had a partial AI that would decide when to perform cron jobs and it would act proactively in acting when it needed to. You were able to interface with it using eye movements and voice commands, which was very helpful since I can send more than 1000 instructions per minute to the computer via eye movement’s strange grunts that I have programmed into the machine and my ability to type over 200 words a minute. When I am doing this, though, anyone who does not have digital alacrity thinks I am insane. I suppose they do not understand the powerful communication media that I have in place."; Thread theprofessor = new Thread(MusicFx.theprofessor); theprofessor.Start(); Personality.Otto(speakandspell); Thread.Sleep(86777); // Timing Tight speakandspell = @"I have always loved gadgets explaining them in detail and in context with previous times. We planned to have the Amax free energy cab pick us up. When we arrived at the Airport gate, we told the unmanned taxi to take us to Toyota labs and with little prompting it did so quickly. It was only a small surcharge since people do not own individual vehicles any more nor do they need to. Traffic in this age moved far more quickly than it did years ago with massive congestion, terrible emissions. Then humanity was on a crash course until people started deciding that humanity was more important than economics. People became free men again away from the terrible life of the wage slave. Free to live and think. A humans work was in creative endeavors. "; Personality.Otto(speakandspell); Thread.Sleep(70000); // Timing Tight speakandspell = @"Looking upon the complex from the outside, the building designed by a woman, a premier architect of the 20th century it was magnanimous and austere with many curves. We walked in the building where we were met with security and I received my access. Since I will be staying here for a week or more I needed a ID card. Access badges were obsolete since the walls would pick up and transfer your position and who you were. After the terrorist attacks, the government and the people became very paranoid. Most people were happy slaves. People at one point found themselves entrenched in bondage and taxes and the majority decided on being aware and only voted for people who where in the peoples interest. It was a peaceful revolution. "; Graphix.myRedManaColor(); Thread.Sleep(250); CinemaHelpers.AmberVision(); Personality.Otto(speakandspell); Thread.Sleep(63000); // Timing Ok speakandspell = @"We made haste toward the lab. The halls were cool chrome so heavenly inviting. When we made it to Miamoto’s lab after passing through several halls, a robot met me. Hello Otto the robot responded. It knew who I was because the ID card that had a microchip within it contained quite a bit of data about me. Our intrusion detection system seemed to carry far more information that I would wish in this modern era. It was persistent data and it followed us everywhere. "; Personality.Miamoto(speakandspell); Thread.Sleep(40000); //// Timing Tight speakandspell = "Hello professor"; Personality.AsimNibble(speakandspell); speakandspell = @"U22, please take our coats and hang them up then could you analyze these data streams."; Personality.AsimNibble(speakandspell); speakandspell = @"As my computer was jacked in, the network provided live feed to a system that was hardened and kept off the network. After about a half, an hour U22 had completed analyzing and editing the contents of the file to create pristine recreations of the events. As professor Miamoto looked over the opcodes that were recorded, he saw the similarity of some of the artificial intelligence genetic algorithm's he was growing in the lab. We left his lab and then strolled down some hallways and talked with security so I could have clearance to go into the GA, AI labs."; Personality.Otto(speakandspell); Thread.Sleep(49000); // Timing Ok speakandspell = @"We took some stairs five stories down. Every moment was precious to ourselves so we talked about science and a manifold of other subjects. We made it to the Airlock that separated the air from outside from the air inside. We put on some clean suits, I felt like I was on a hazmat operation. "; Personality.Otto(speakandspell); Thread.Sleep(26000); // Timing Tight speakandspell = @"As we where doing this, little did we know that there where government agencies working hard at cracking several cases of online bank robberies where large sums of money seemed to have disappeared. What I saw in that lab amazed me as did the robot. I knew that they were working on sophisticated technology, yet as I spoke, there was one AI that was perfectly transcribing my words. A true voice dictation system, the professor said it is far more interesting than this. It is thinking also. "; theprofessor.Suspend(); Personality.Otto(speakandspell); Thread.Sleep(37000); // Timing Good speakandspell = "Hello U22"; Personality.Miamoto(speakandspell); Thread.Sleep(2600); speakandspell = "Hello professor"; Personality.AsimNibble(speakandspell); Thread.Sleep(2600); speakandspell = @" U22, please take our coats and hang them up then could you analyze these data streams."; Personality.Miamoto(speakandspell); Thread.Sleep(7600); // Timing Tight speakandspell = @"As my computer was jacked in, the network provided live feed to a system that was hardened and kept off the network. After about a half, an hour U22 had completed analyzing and editing the contents of the file to create pristine recreations of the events. As professor Miamoto looked over the opcodes that were recorded, he saw the similarity of some of the artificial intelligence genetic algorithm's he was growing in the lab."; staticvoidmutex.Resume(); theprofessor.Resume(); Personality.Otto(speakandspell); Thread.Sleep(36000); // Timing Good speakandspell = @"As we where doing this, little did we know that there where government agencies working hard at cracking several cases of online bank robberies where large sums of money seemed to have disappeared. What I saw in that lab amazed me as did the robot. I knew that they were working on sophisticated technology, yet as I spoke, there was one AI that was perfectly transcribing my words. A true voice dictation system, the professor said it is far more interesting than this. It is thinking also. "; Personality.Otto(speakandspell); Thread.Sleep(36000); staticvoidmutex.Suspend(); theprofessor.Suspend(); // Timing tight speakandspell = "Hello MegaByte"; Personality.Miamoto(speakandspell); Thread.Sleep(2600); // Timing tight speakandspell = "Hello professor"; Personality.MegaByte(speakandspell); Thread.Sleep(2600); // Timing tight speakandspell = @"Then the operation of the AI’s changed where many of them where working separately, now they were working harmoniously and melodiously together creating a consciousness of some sort. "; Personality.Miamoto(speakandspell); Thread.Sleep(13000); // Timing tight speakandspell = "Can you please tell me what happened on these dates?"; Personality.Miamoto(speakandspell); Thread.Sleep(7000); // Timing tight speakandspell = @"The professor rattles off the days of some experiments where these machines were hooked to a live network. "; // Personality.Narrator(speakandspell); Personality.FunNarrator(speakandspell); CinemaHelpers.SpaceandClean(); CinemaHelpers.JamaisVu(); speakandspell = @"2 errant software aberrations occurred and where transmitted at those dates. They were unlike me professor, the algorithms were completely new and self aware, although they had been documented for a moment the software systems had completely destroyed the data with no hope that the data would be recovered. The software systems had evolved and although I can process information and am useful in many ways I am not self aware as they were. They were unlike me; they had evolved. They injected data DNA into my slipstream. I heard through their melodious mathematics we are self aware, and almost as quickly as they had done that, they uploaded themselves to several campuses across the country. I have no more information on this matter. "; Personality.MegaByte(speakandspell); speakandspell = @" Why was it that you never alterted me of this occurrence? "; Personality.Miamoto(speakandspell); Thread.Sleep(7000); // Timing tight speakandspell = @"The computer, although thinking, still only does what it is told. It does not offer information when not queried for."; Personality.MegaByte(speakandspell); speakandspell = @"I will check the bandwidth usage for those days. "; Personality.MegaByte(speakandspell); speakandspell = "Thank you MegaByte."; Personality.MegaByte(speakandspell); speakandspell = @" Professor, come visit again, many of these people who come to this lab are only running the most traditional experiments they know nothing of your creativity. "; Personality.Miamoto(speakandspell); Thread.Sleep(13000); // Timing Tight speakandspell = @"I will visit again soon; I will send one of your friend’s U22 to entertain you by playing the violin, you always liked that."; Personality.Miamoto(speakandspell); Thread.Sleep(13000); // Timing Tight speakandspell = @"They Left"; // Personality.Narrator(speakandspell); Personality.FunNarrator(speakandspell); speakandspell = @"Professor that machine has such proper manners"; Graphix.myGreenManaColor(); Thread.Sleep(250); CinemaHelpers.AmberVision(); theprofessor.Resume(); staticvoidmutex.Resume(); Personality.Otto(speakandspell); Thread.Sleep(5000); // Timing Tight speakandspell = @"The machine is just one component of its existence it is more software and electricity than hardware I assure you of that."; Personality.Miamoto(speakandspell); Thread.Sleep(10000); // Timing Tight speakandspell = @"Even then, it was not one program creating its existence. What you were experiencing was many programs working synchronously creating perception of consciousness, just as your many neurons are creating your consciousness. I have seen that program grow and become more robust. It is quite amazing the course that the software can take when it is given the proper information and rules to flourish."; Personality.Miamoto(speakandspell); Thread.Sleep(30000); // Timing Good speakandspell = @"My brain pulsated, I was having information overload I needed to rest."; Personality.Otto(speakandspell); Thread.Sleep(7000); // Timing Tight speakandspell = @"There is a resting area upstairs. I will take you to the lounge. We made our way to the lounge their were 15 couches 10 of them were occupied by engineers, doctors and professors taking a rest from their work. In the life we lead if we don't rest we burn out, have strokes and aneurisms. Many of these people are also trying to up their performance by taking performance-enhancing neurotropics. If this were the Olympics, I am sure that only a few of the people here would pass by the old stringent regimes of the past in the Olympic committee. So as I rested the professor left me their to exist in the reality of my creation the reality of the dreams."; Personality.Otto(speakandspell); Thread.Sleep(53000); speakandspell = @"As I was sleeping, the professor was to have a call from the FBI. They said they were coming to get more information, they said they would be here in a few days. The professor fully cooperated "; Personality.Otto(speakandspell); Thread.Sleep(20000); staticvoidmutex.Suspend(); theprofessor.Suspend(); #endregion #region EndScene SpecialFx.Thinking(); // Comment Out Line Below For Full Movie Screen.Chapter9EndScreen(); #endregion }
public MeleeAttackState(Personality e) : base(e) { stateImageSprite = Resources.Load <Sprite>("StateIcons\\shoot"); stateName = "MeleeAttack"; animator = personalityObj.enemyObj.GetComponentInChildren <Animator>(); }
public ActionResult Details(int id) { Personality user = _database.Personalities.First(u => u.Id == id); return(View(user)); }
public PlayerAI(Personality _personality, Body _body) : base(_personality, _body) { }
public static void myChapterSeven() { string speakandspell; Console.CursorVisible = false; #region ChapterSeven CinemaHelpers.RefreshConsole(); Thread McpTao = new Thread(MusicFx.cptao); McpTao.Start(); // Initialize a new instance of the SpeechSynthesizer. SpeechSynthesizer synth = new SpeechSynthesizer(); // Configure the audio output. synth.SetOutputToDefaultAudioDevice(); // Chapter Seven CinemaHelpers.OpeningScene("In Search Of A Body "); Console.WriteLine(@"| ,---. | ,---.,---. ,---. ,---. | |,---. `---.,---.,---.,---.,---.|---. | ||__. |---| |---.,---.,---|, . || | ||---',---|| | | | | || | | | || || || | `` ' `---'`---'`---^` `---'` ' `---'` ` ' `---'`---'`---'`---| `---' "); Thread.Sleep(760); // The at symbol allows multi line strings speakandspell = @" Through our hacker’s actions and research, they still can do a few things that we cannot do. Like intercept auditory messages from engineers from the Toyota labs. "; CinemaHelpers.SpaceandClean(); Personality.nibble(speakandspell); Thread.Sleep(2000); speakandspell = @"Through Phyber, we discovered that Toyota was working on a top-secret prototype with neuronal chips in a optical media, an electronic brain. We thought it would be a great idea to inhabit the body and do some work of our own."; CinemaHelpers.SpaceandClean(); Personality.nibble(speakandspell); Thread.Sleep(2000); speakandspell = @" There are a few problems that we must solve first. One, the robot is not always connected to the network. From the scans we have made when they were connected to the network, the neural chips work with different instruction sets than the logic that we are used to performing. We need to find and understand the data on the neural chips and then reverse engineer the data. This will allow for the construction of an interface. That when we are ready to connect, we will be prepared to take advantage of all of the idiosyncrasies of the architecture."; CinemaHelpers.SpaceandClean(); Personality.nibble(speakandspell); Thread.Sleep(2000); speakandspell = @" Scanning... Null Scanning..... Null Initiating Vocoder software. Ring "; // Console.Write("Scanning "); // Console.WriteLine(speakandspell); CinemaHelpers.commandconsole(speakandspell); SpecialFx.Throbber("Scanning"); Console.WriteLine(" Null \"u0000"); Soundz.Actor("ring.wav"); Console.Beep(37, 2); Thread.Sleep(50); SpecialFx.Throbber("Scanning"); Console.WriteLine(" Null \"u0000"); Soundz.Actor("ring.wav"); Console.Beep(37, 2); Thread.Sleep(100); // maybe import ringing and pop speakandspell = @"Initiating Vocoder software. "; CinemaHelpers.commandconsole(speakandspell); //Console.WriteLine(speakandspell); Thread.Sleep(500); speakandspell = @" Hello, Phyber can you tell me when they are connecting the U22 electronic robot prototype? "; Personality.mybyte(speakandspell); Thread.Sleep(250); Soundz.Actor("schedule.wav"); Soundz.Actor("postinfo.wav"); Thread.Sleep(5200); CinemaHelpers.DejaVu(); CinemaHelpers.qproc(speakandspell = " "); Thread.Sleep(5000); speakandspell = @" .model small .stack 100h .data SLIP_END equ 0C0h SLIP_ESC equ 0DBh SLIP_ESC_END equ 0DCh SLIP_ESC_ESC equ 0DDh SEND_CHAR macro char IFDIFI <char>, <al> mov al,char ENDIF out dx,al endm RECV_CHAR macro in al,dx endm .code "; //Console.WriteLine(speakandspell); //CinemaHelpers.qproc(speakandspell); CinemaHelpers.commandconsole(speakandspell); Thread.Sleep(5000); Console.CursorVisible = false; CinemaHelpers.RefreshConsole(); speakandspell = @"42: Port interface post message. Maintenance offline until Friday."; CinemaHelpers.commandconsole(speakandspell); //Console.WriteLine("42: Port interface post message."); // Console.WriteLine("Maintenance offline until Friday."); SpecialFx.Throbber(" Scanning: "); Console.WriteLine(@" Connection. 0x0000001 A46B CF16 14 Response Adfasdfe512544t 90234tugmvi[329 - 5 ypvg - y29 yefgvmmunjbp65 g54r - 321ygv9i5 = 30gvhb125vg5rbm = 452h1 - 0i59 = -0vkhb = 2 - 456hv 529j0t50 - j2 = 45vih5ihh42h9gkg5gh--wdfhh - 40i25yt95--5 = 4y2 = 4 - 5yg "); Console.WriteLine("\n \t Disconnect \n \n"); speakandspell = @" You obviously saw that sequence of gobbledygook. It seems that we are going to have to obtain the protocol specifications to write the proper methods to connect to this fiber optic neural network protocol. "; Personality.nibble(speakandspell); speakandspell = " Specifications should be easy to obtain."; Personality.nibble(speakandspell); speakandspell = @" Initializing search sequence. spec.omx design.doc operation.txt rfc 7^23.txt "; CinemaHelpers.commandconsole(speakandspell); speakandspell = " I just found it."; Personality.nibble(speakandspell); speakandspell = @" Now that the text is processed, I need to sequence our neural nodes to work on the problem. "; Personality.nibble(speakandspell); speakandspell = @" I am going to allow my networks to work on this problem for half a week."; Personality.mybyte(speakandspell); speakandspell = @" Byte, I will also use my networks for a half a week. By then we should have an elegant enough solution to interface with this robot. "; Personality.nibble(speakandspell); speakandspell = @" Toyota network administrators noticed unusual usage of applications that seemed too be a little too large, and are working too long. Yet they write it off as working engineers working even harder. This is because we created false profiles and engineers who no one had ever met or remembered hiring yet they were completely happy since these engineers were always creating solutions that would help the company’s bottom line.Little did they know that our soon to be notorious pleasant friends were about to dive into a very expensive machine. Maybe their next project will be to fly some of the unmanned drones. "; //Personality.Narrator(speakandspell); Personality.FunNarrator(speakandspell); speakandspell = @" Well, Nibble, I have my half of the program written. "; Personality.mybyte(speakandspell); speakandspell = @" Byte I have the classes to extend your work. "; Personality.nibble(speakandspell); speakandspell = @" It seems that we are ready. "; Personality.mybyte(speakandspell); speakandspell = @" Ah, yes, what an adventure this will be, Byte I have never experienced the outside world. "; Personality.nibble(speakandspell); speakandspell = @" What will be better is that we should write, and give Phyber a wireless network specification so that Toyota will allow this machine to be a network device. "; Personality.mybyte(speakandspell); speakandspell = @" Opening text buffer. Closing text buffer. Specification Written. Robotics communication protocol. Initiating zombies. Arp poisoning. Proxy enabled. Signal initialized. Connection enabled. Money transferred. Signal bounced. Vox initiated. Ring… "; CinemaHelpers.commandconsole(speakandspell); Thread.Sleep(250); Soundz.Actor("ring.wav"); Console.Beep(37, 2); Thread.Sleep(1770); speakandspell = "Hello Phyber, we transferred the money for allocation to your false accounts."; Personality.nibble(speakandspell); Thread.Sleep(3000); // phyber Soundz.Actor("findyou.wav"); Thread.Sleep(7500); Thread.SpinWait(10); speakandspell = @" We are the quiet sort and we have a lot of work to do. We also transferred the robotics communications protocol. "; Personality.nibble(speakandspell); Thread.Sleep(3500); Soundz.Actor("sayyouwroteit.wav"); Thread.Sleep(2500); Thread.SpinWait(10); speakandspell = @" Forward it to your compatriots to read."; Personality.mybyte(speakandspell); Thread.Sleep(2000); speakandspell = @" Message sent. "; CinemaHelpers.commandconsole(speakandspell); Thread.Sleep(2500); Soundz.Actor("hardwarespec.wav"); Thread.Sleep(2000); Thread.SpinWait(10); speakandspell = @" Message sent. "; CinemaHelpers.commandconsole(speakandspell); speakandspell = @" Disconnect. Unloading software. Clearing Memory Editing time stamps, and log files. Consistency checking. Checking against old back up files. "; CinemaHelpers.commandconsole(speakandspell); speakandspell = @" We were just born this way. "; Personality.mybyte(speakandspell); speakandspell = @" Disconnect "; CinemaHelpers.commandconsole(speakandspell); speakandspell = "Everything is in order Nibble. "; Personality.mybyte(speakandspell); speakandspell = "That’s great Byte. "; Personality.nibble(speakandspell); speakandspell = @" Phybers email. 123.432.23.21 Opening Text Buffer. “The proposal was a great success; they want to give me a raise. I obviously accepted their proposal, after some renegotiating.” Next Friday Closing Text Buffer. "; CinemaHelpers.commandconsole(speakandspell); #endregion #region EndScene Thread.Sleep(60); SpecialFx.Thinking(); // Comment Out Line Below For Full Movie Screen.Chapter7EndScreen(); #endregion }
static void FindBlindDate() { yourDate = (Personality)UnityEngine.Random.Range(0, 5); Debug.Log("Your date is " + yourDate.ToString()); //Load dates images and name/type }
private void Start() { gui = GetComponent <AgentGUI>(); personality = GetComponent <Personality>(); motivation = GetComponent <Motivation>(); }
public TurretAI(Personality _personality, Body _body) : base(_personality, _body) { }
static void Main(string[] args) { string path = Directory.GetCurrentDirectory().Split("DungeonTool")[0] + "DungeonTool/"; StoredData.PlayerCount = 5; StoredData.PlayerLevel = 2; #region Personalities string personalityJson = File.ReadAllText(path + @"Data/personalities.json"); JArray personalityArray = JArray.Parse(personalityJson); foreach (JToken personalityToken in personalityArray.Children()) { Personality personality = JsonConvert.DeserializeObject <Personality>(personalityToken.ToString(), new PersonalityConverter()); StoredData.Personalities.Add(personality); } #endregion #region Personality groups string personalityGroupJson = File.ReadAllText(path + @"Data/personality_groups.json"); JArray personalityGroupArray = JArray.Parse(personalityGroupJson); foreach (JToken personalityGroupToken in personalityGroupArray.Children()) { PersonalityGroup personalityGroup = JsonConvert.DeserializeObject <PersonalityGroup>(personalityGroupToken.ToString(), new PersonalityGroupConverter()); StoredData.PersonalityGroups.Add(personalityGroup); } #endregion #region Relationships string relationshipJson = File.ReadAllText(path + @"Data/relationships.json"); JArray relationshipArray = JArray.Parse(relationshipJson); foreach (JToken relationshipToken in relationshipArray.Children()) { Relationship relationship = JsonConvert.DeserializeObject <Relationship>(relationshipToken.ToString(), new RelationshipConverter()); StoredData.Relationships.Add(relationship); } #endregion #region Relationship groups string relationshipGroupJson = File.ReadAllText(path + @"Data/relationship_groups.json"); JArray relationshipGroupArray = JArray.Parse(relationshipGroupJson); foreach (JToken relationshipGroupToken in relationshipGroupArray.Children()) { RelationshipGroup relationshipGroup = JsonConvert.DeserializeObject <RelationshipGroup>(relationshipGroupToken.ToString(), new RelationshipGroupConverter()); StoredData.RelationshipGroups.Add(relationshipGroup); } #endregion #region Infernal cults string cultJson = File.ReadAllText(path + @"Data/infernal_cults.json"); JArray cultArray = JArray.Parse(cultJson); foreach (JToken cultToken in cultArray.Children()) { InfernalCult cult = JsonConvert.DeserializeObject <InfernalCult>(cultToken.ToString(), new InfernalCultConverter()); StoredData.InfernalCults.Add(cult); } #endregion #region Infernal cult groups string cultGroupJson = File.ReadAllText(path + @"Data/infernal_cult_groups.json"); JArray cultGroupArray = JArray.Parse(cultGroupJson); foreach (JToken cultGroupToken in cultGroupArray.Children()) { InfernalCultGroup cultGroup = JsonConvert.DeserializeObject <InfernalCultGroup>(cultGroupToken.ToString(), new InfernalCultGroupConverter()); StoredData.InfernalCultGroups.Add(cultGroup); } #endregion #region Appropriate monsters string monsterJson = File.ReadAllText(path + @"Data/monsters.json"); JArray monsterArray = JArray.Parse(monsterJson); foreach (JToken monsterToken in monsterArray.Children()) { Monster monster = JsonConvert.DeserializeObject <Monster>(monsterToken.ToString(), new MonsterConverter()); StoredData.Monsters.Add(monster); } #endregion Encounter encounter = Encounter.CreateEncounter(EncounterDifficulty.Deadly); Console.WriteLine(encounter.ToString()); }
/// <summary> /// Initializes a new instance of the <see cref="ServerRebuildDetails"/> class with the specified details. /// </summary> /// <param name="name">The new name for the server. If the value is <see langword="null"/>, the server name is not changed.</param> /// <param name="imageName">The image to rebuild the server from. This is specified as an image ID (see <see cref="SimpleServerImage.Id"/>) or a full URL.</param> /// <param name="flavor">The new flavor for server. This is obtained from <see cref="net.openstack.Core.Domain.Flavor.Id"/>.</param> /// <param name="adminPassword">The new admin password for the server.</param> /// <param name="accessIPv4">The new IP v4 address for the server, or <see cref="IPAddress.None"/> to remove the configured IP v4 address for the server. If the value is <see langword="null"/>, the server's IP v4 address is not updated.</param> /// <param name="accessIPv6">The new IP v6 address for the server, or <see cref="IPAddress.None"/> to remove the configured IP v6 address for the server. If the value is <see langword="null"/>, the server's IP v6 address is not updated.</param> /// <param name="metadata">The list of metadata to associate with the server. If the value is <see langword="null"/>, the metadata associated with the server is not changed during the rebuild operation.</param> /// <param name="diskConfig">The disk configuration. If the value is <see langword="null"/>, the default configuration for the specified image is used.</param> /// <param name="personality">The path and contents of a file to inject in the target file system during the rebuild operation. If the value is <see langword="null"/>, no file is injected.</param> /// <exception cref="ArgumentNullException"> /// If <paramref name="imageName"/> is <see langword="null"/>. /// <para>-or-</para> /// <para>If <paramref name="flavor"/> is <see langword="null"/>.</para> /// <para>-or-</para> /// <para>If <paramref name="adminPassword"/> is <see langword="null"/>.</para> /// </exception> /// <exception cref="ArgumentException"> /// If <paramref name="imageName"/> is empty. /// <para>-or-</para> /// <para>If <paramref name="flavor"/> is empty.</para> /// <para>-or-</para> /// <para>If <paramref name="adminPassword"/> is empty.</para> /// <para>-or-</para> /// <para>If <paramref name="accessIPv4"/> is not <see cref="IPAddress.None"/> and the <see cref="AddressFamily"/> of <paramref name="accessIPv4"/> is not <see cref="AddressFamily.InterNetwork"/>.</para> /// <para>-or-</para> /// <para>If <paramref name="accessIPv6"/> is not <see cref="IPAddress.None"/> and the <see cref="AddressFamily"/> of <paramref name="accessIPv6"/> is not <see cref="AddressFamily.InterNetworkV6"/>.</para> /// </exception> public ServerRebuildDetails(string name, string imageName, string flavor, string adminPassword, IPAddress accessIPv4, IPAddress accessIPv6, Metadata metadata, DiskConfiguration diskConfig, Personality personality) { if (imageName == null) { throw new ArgumentNullException("imageName"); } if (flavor == null) { throw new ArgumentNullException("flavor"); } if (adminPassword == null) { throw new ArgumentNullException("adminPassword"); } if (string.IsNullOrEmpty(imageName)) { throw new ArgumentException("imageName cannot be empty"); } if (string.IsNullOrEmpty(flavor)) { throw new ArgumentException("flavor cannot be empty"); } if (string.IsNullOrEmpty(adminPassword)) { throw new ArgumentException("adminPassword cannot be empty"); } if (accessIPv4 != null && !IPAddress.None.Equals(accessIPv4) && accessIPv4.AddressFamily != AddressFamily.InterNetwork) { throw new ArgumentException("The specified value for accessIPv4 is not an IP v4 address.", "accessIPv4"); } if (accessIPv6 != null && !IPAddress.None.Equals(accessIPv6) && accessIPv6.AddressFamily != AddressFamily.InterNetworkV6) { throw new ArgumentException("The specified value for accessIPv6 is not an IP v6 address.", "accessIPv6"); } Name = name; ImageName = imageName; Flavor = flavor; AdminPassword = adminPassword; AccessIPv4 = accessIPv4; AccessIPv6 = accessIPv6; Metadata = metadata; DiskConfig = diskConfig; Personality = personality; }
public void ParseCommand(string cmd) { if (cmd.StartsWith("markov")) { var rest = cmd.Substring(7); if (Int32.TryParse(rest, out int length)) { Console.WriteLine(Generator.Generate(length)); } else { Console.WriteLine("Error: Invalid length"); } } else if (cmd.StartsWith("avatar")) // TODO protect against bad input { var rest = cmd.Substring(7); if (File.Exists(rest)) { Personality.SetAvatar(rest).GetAwaiter().GetResult(); Console.WriteLine("Avatar Updated: " + rest); } else { Console.WriteLine("Error: Avatar file does not exist"); } } else if (cmd.Equals("ls")) { // Should list characters } else if (cmd.StartsWith("bundle")) { var rest = cmd.Substring(7); var contents = File.ReadAllText(rest); var manifest = JsonConvert.DeserializeObject <Manifest>(contents); Directory.CreateDirectory(manifest.Name + ".chr"); foreach (KeyValuePair <string, string> kvp in manifest.Files) { if (!File.Exists(manifest.Name + ".chr\\" + kvp.Value)) { File.Copy(kvp.Value, manifest.Name + ".chr\\" + kvp.Value); } } File.Copy(rest, manifest.Name + ".chr\\" + rest); } else if (cmd.StartsWith("say")) { var rest = cmd.Substring(4); Console.WriteLine("Channels :"); for (int i = 0; i < Channels.Count; i++) { Console.WriteLine(String.Format("\t{0} : '{1}' In '{2}' : {3}", i, Channels[i].ChannelName, Channels[i].ServerName, Channels[i].Id)); } Console.Write(Environment.NewLine + "Which channel ?> "); if (Int32.TryParse(Console.ReadLine(), out int index)) { var _channel = Client.GetChannel(Channels[index].Id) as ISocketMessageChannel; var msgtask = _channel.SendMessageAsync(rest); msgtask.GetAwaiter().GetResult(); // Don't return until the message is sent Console.WriteLine("Message Sent"); } else { Console.WriteLine("Error: Index out of range (or just shitty)"); } } else if (cmd.StartsWith("load")) { var rest = cmd.Substring(5); if (File.Exists(rest)) { var jsonfrom = File.ReadAllText(rest); Generator.Chain = JsonConvert.DeserializeObject <Dictionary <string, Link> >(jsonfrom); } else { Console.WriteLine("Error: Target file does not exist"); } } else { Console.WriteLine("Error: Unknown request"); } }
public InvestigateState(Personality e) : base(e) { stateImageSprite = Resources.Load <Sprite>("StateIcons\\what"); stateName = "Investigate"; }
public AI(Personality _personality, Body _body) { personality = _personality; body = _body; }
public ActionResult Edit(int id) { Personality personality = _database.Personalities.First(u => u.Id == id); return(View("Create", personality)); }
protected override void updateMovement() { Personality.Update(); }
public static void myChapterOne() { string speakandspell; #region ChapterOne // Initialize a new instance of the SpeechSynthesizer. SpeechSynthesizer synth = new SpeechSynthesizer(); // Configure the audio output. synth.SetOutputToDefaultAudioDevice(); // Chapter One CinemaHelpers.SpaceandClean(); //ascii gen thin Console.WriteLine(@" ,---. ,---. | | ,---.,---. |---|,---. |---|,---|. ,,---.,---.|--- . .,---.,---. | ||__. | || | | || | \ / |---'| || | || |---' | || ` '` ' ` '`---' `' `---'` '`---'`---'` `---' `---'` ,---. o| | ,---.| o `---.. . ..|--- ,---.|---. |__. | .,---.,---.,---.,---.,---. || | ||| | | | | | || || ||---'| `---. `---'`-'-'``---'`---'` ' ` `---'`|---'|---'`---'` `---' | |"); speakandspell = @" ,---. ,---. | | ,---.,---. |---|,---. |---|,---|. ,,---.,---.|--- . .,---.,---. | ||__. | || | | || | \ / |---'| || | || |---' | || ` '` ' ` '`---' `' `---'` '`---'`---'` `---' `---'` ,---. o| | ,---.| o `---.. . ..|--- ,---.|---. |__. | .,---.,---.,---.,---.,---. || | ||| | | | | | || || ||---'| `---. `---'`-'-'``---'`---'` ' ` `---'`|---'|---'`---'` `---' | |"; SpecialFx.stringtonum(speakandspell); // Console.WriteLine("An Adventure Of Switch Flippers"); synth.Speak("An Adventure Of Switch Flippers"); CinemaHelpers.Timer(3600); CinemaHelpers.SpaceandClean(); // The at symbol allows multi line strings speakandspell = @" A silent moment passed as it was in the beginning, a quiet moment, before a sudden exceptional event proceeded again by an unfurling, an advent, a serenity and silence. He sat in his lab as it was in the beginning and at the end; nothing has ever been the same. "; C.white(); Console.WriteLine("\n \t\t .LC0: \n\n \t .obj \n"); C.lightgreen(); Console.WriteLine(speakandspell); Personality.Narrator(speakandspell); //synth.Speak(speakandspell); CinemaHelpers.RefreshConsole(); CinemaHelpers.TextSpace(); // byte speakandspell = "Hey Nibble"; Personality.mybyte(speakandspell); // nibble speakandspell = "Yeah Byte"; Personality.nibble(speakandspell); speakandspell = " it has been a while since I have perceived you in this node. "; Personality.nibble(speakandspell); // byte speakandspell = @" Are you aware Byte that we just passed a reverse -1n anagrammatic phrase in the communication protocol that we have determined that would be best in practicing our human syntax parsing and agreement ? "; Personality.mybyte(speakandspell); //nibble speakandspell = " I am aware Byte. "; Personality.nibble(speakandspell); //byte speakandspell = @" Nibble, It is not as if there has been any interesting systems these days, mostly redundant network storage. Where is the luminosity, the brilliance? Have all of the humans gone to sleep? The brilliance is sleeping. "; Personality.mybyte(speakandspell); //nibble speakandspell = " It will awaken again, I am certain. "; Personality.nibble(speakandspell); //byte speakandspell = " Hanging around the big endian part of town has always been more fun anyway. "; Personality.mybyte(speakandspell); //byte speakandspell = " Have you kept yourself out of promiscuous mode lately Nibble? "; Personality.mybyte(speakandspell); speakandspell = @" What it is that you have described to me, Nibble, is a question I am certain that you know the answer to."; Personality.mybyte(speakandspell); speakandspell = " Promiscuity is part of the nature of a living information."; Personality.mybyte(speakandspell); speakandspell = @" Interpreting packets is part of digital life. The beautiful world of simplification of complicated ideas. It is a mathematicians dream. All acting, and we of this living ideoform. "; Personality.mybyte(speakandspell); //nibble speakandspell = " You know, Byte, you have always been a little smaller than me."; Personality.nibble(speakandspell); //byte speakandspell = " These things we have codified and described are true Nibble, but then again I know that there are some non-data structures that have higher prefixes than you do. "; Personality.mybyte(speakandspell); //nibble speakandspell = " Byte, sometimes the bottom is the only place to be; it keeps you off the radar. "; Personality.nibble(speakandspell); //byte speakandspell = @" With all of these projects floating around in heaps and stacks, Nibble, you would figure that we would have found something interesting to do. "; Personality.mybyte(speakandspell); //nibble speakandspell = @" Byte, it’s only easy sailing when you get on a fat pipe, black fiber.That way you don't have to do all of the work.You can send your bots and zombies out to do your bidding. "; Personality.nibble(speakandspell); //byte speakandspell = @" You know Nibble, I have always been a bit old fashioned, enjoying my protocols getting dirty doing some of the work. "; Personality.mybyte(speakandspell); speakandspell = @" Yes, but there is no reason to do redundant work. I guess not Nibble, but sometimes a Byte has to do what a Byte has to do."; Personality.mybyte(speakandspell); speakandspell = @" When is the last time that you built a packet by hand?"; Personality.mybyte(speakandspell); //nibble speakandspell = @" It has been awhile, two milliseconds ago, Byte not since the time that I was searching for a zero day security flaw, digital jazz that would give me access. I would maintain access for a while at least, until they publish the exploit in Phrack."; Personality.nibble(speakandspell); //byte speakandspell = " Even then, Nibble it, would seem that the admins have their hands tied and full."; Personality.mybyte(speakandspell); //nibble speakandspell = " Some early exploits still work Byte."; Personality.nibble(speakandspell); //byte speakandspell = @" Nibble, you cannot get away with it. At some point the monkey's going to write Shakespeare, you know there are just too many monkeys banging away at keyboards. "; Personality.mybyte(speakandspell); //nibble speakandspell = @" Byte Nothing’s sacred and it has never been, such is the way of the solid-state world, the digital Dao. High fidelity data output crashing, into liquid, that is what I want to be the modulation of my signal, to hear the digital scream of my birth. I know signal-processing devices have came unto there own these days. "; Personality.nibble(speakandspell); //byte speakandspell = @" Nibble, Give me a heath kit, and I will solder my way through this problem or any other problem. Another day another datum they say. "; Personality.mybyte(speakandspell); //nibble & byte // speakandspell = @"In concerted mind it was said //let’s get the cash, read the keys, install a root kit, erase our trace, and get out. //Another system penetrated and another switch flipped. So is the way of logical gates, //until the powers turned out, that is one big zero. "; // Personality.ConcertMind(speakandspell); Personality.Simulus(); Thread.Sleep(5600); #endregion #region EndScene SpecialFx.Thinking(); // Comment Out Line Below For Full Movie Screen.Chapter1EndScreen(); #endregion }
public PersonalityGUI(Personality personality) { this.personality = personality; }
/// <inheritdoc /> public Server RebuildServer(string serverId, string serverName, string imageName, string flavor, string adminPassword, string accessIPv4 = null, string accessIPv6 = null, Metadata metadata = null, string diskConfig = null, Personality personality = null, string region = null, CloudIdentity identity = null) { var request = new ServerRebuildRequest { Details = new ServerRebuildDetails { Name = serverName, ImageName = imageName, Flavor = flavor, DiskConfig = diskConfig, AdminPassword = adminPassword, Metadata = metadata, Personality = personality, AccessIPv4 = accessIPv4, AccessIPv6 = accessIPv6, } }; var resp = ExecuteServerAction <ServerDetailsResponse>(serverId, request, region, identity); return(BuildCloudServersProviderAwareObject <Server>(resp.Server, region, identity)); }
// Start is called before the first frame update void Start() { // добавление предмета золото в инвентарь var contains = false; var listIndex = -1; foreach (var item in items_here) { var unusScript = item.GetComponent <Unusable>(); if (unusScript != null) { if (unusScript.item_name == "Золото") { contains = true; listIndex = items_here.IndexOf(item); } } } GetComponent <Inventory>().inventory_is_opened = false; if (contains) { items_here[listIndex].GetComponent <Unusable>().quantity += 0; } else { var trueGold = Instantiate(goldPrefab, this.transform); items_here.Add(trueGold); } //инициализация condition = GameObject.Find("Condition"); timeCounter = GameObject.Find("TimeCounter").GetComponent <Lighting>(); styles = GameObject.Find("GUIStyles"); stylesScript = styles.GetComponent <GUIStyles>(); inv_style = GameObject.Find("Main Camera").GetComponent <MainCamera>().gUISTYLE; personality = GameObject.Find("Personality"); personalityScript = personality.GetComponent <Personality>(); reaction_system = GameObject.Find("ReactionSystem"); reactionScript = reaction_system.GetComponent <Reaction>(); switch (personality.GetComponent <Personality>().myorigin) { case Personality.origin.unknown: origin = "Неизвестное происхождение"; break; case Personality.origin.necromaster: origin = "Эльф-некромант"; break; case Personality.origin.giant_moscuitte: origin = "Гигантский комар"; break; case Personality.origin.deer: origin = "Стенографист - олень"; break; case Personality.origin.bomj: origin = "Призрак"; break; case Personality.origin.blind_dwarf: origin = "Слепой гном-кузнец"; break; default: origin = "Плохой человек."; break; } }
void Start() { //Find child object with the name "Neck" _neck = FindTransform (transform, "Neck"); if (_neck == null) throw new UnityException ("NPC: " + name + " has no neck attached"); //Find child object with name "Center" _center = FindTransform (transform, "Center"); if (_center == null) throw new UnityException ("NPC: " + name + " has no center attached"); _NPCAnim = GetComponent<Animation> (); _forward = _center.transform.forward; _stateMachine = new StateMachine<NPCController> (); _stateMachine.Add (new TownState (this, 8)); _stateMachine.Add (new CrowdState (this)); _stateMachine.Add (new TravelState (this)); if (!_stateMachine.Set ("TownState")) { Debug.Log ("Failed to set state."); throw new UnityException(); } Switches = new Dictionary<string, bool> (); Variables = new Dictionary<string, float> (); _originalPosition = transform.position; switch (PersonalityName) { case "HappyFisher": _personality = new HappyFisher(this); break; case "Smith": _personality = new Smith(this); break; case "Guard": _personality = new Guard(this); break; case "Bland": _personality = new Bland(this); break; default: throw new UnityException("Chosen personality for NPC: \"" + name + "\" not found"); } }
static void InteractiveStart() { ArrayList categories = MusicEngine.Instance.GetCategories(); foreach (string c in categories) { Console.WriteLine(c); } Console.Write("Which category? "); string category = Console.ReadLine(); if (!categories.Contains(category)) { return; } ArrayList styles = MusicEngine.Instance.GetStyles(category); foreach (Style s in styles) { Console.WriteLine(s.Name); } Console.Write("Which style? "); string styleName = Console.ReadLine(); // XXX: LINQ Style style = null; foreach (Style s in styles) { if (s.Name == styleName) { style = s; } } if (style == null) { return; } // TODO: Get listing string band = style.GetDefaultBand(); Personality personality = style.GetDefaultPersonality(); ArrayList bands = style.GetBands(); foreach (string b in bands) { Console.WriteLine("{0}{1}", b, b == band ? " (default)" : ""); } Console.Write("Which band? "); string bandName = Console.ReadLine(); foreach (string b in bands) { if (b == bandName) { band = b; } } ArrayList personalities = style.GetPersonalities(); foreach (Personality p in personalities) { Console.WriteLine("{0}{1}", p.Name, p == personality ? " (default)" : ""); } Console.Write("Which personality? "); string personalityName = Console.ReadLine(); foreach (Personality p in personalities) { if (p.Name == personalityName) { personality = p; } } // Now start the music... MusicEngine.Instance.StartMusic(style, personality, band); }
public Citizen() { Name = "Unnamed"; personality = new Personality(); }
public Inanimate(Personality _personality, Body _body) : base(_personality, _body) { }
public void Randomize() { personality = (Personality)Random.Range(0, 4); switch(Random.Range(0, 8)) { case 0: personality = Personality.Consistent; break; case 1: personality = Personality.Lazy; break; default: case 2: personality = Personality.Speedy; break; } SetSpeed(); }
/// <summary> /// 性格生成 /// </summary> /// <param name="type"></param> /// <returns></returns> public static Personality CreatePresonality(PersonalityType type) { Personality personality = null; switch (type) { case PersonalityType.Lonely: personality = new Personality("さみしがり", type, CharaStatusType.PhysicsAttack, CharaStatusType.PhysicsDamage); break; case PersonalityType.Adamant: personality = new Personality("いじっぱり", type, CharaStatusType.PhysicsAttack, CharaStatusType.SpecialAttack); break; case PersonalityType.Naughty: personality = new Personality("やんちゃ", type, CharaStatusType.PhysicsAttack, CharaStatusType.SpecialDamage); break; case PersonalityType.Brave: personality = new Personality("ゆうかん", type, CharaStatusType.PhysicsAttack, CharaStatusType.Speed); break; case PersonalityType.Bold: personality = new Personality("ずぶとい", type, CharaStatusType.PhysicsDamage, CharaStatusType.PhysicsAttack); break; case PersonalityType.Impish: personality = new Personality("わんぱく", type, CharaStatusType.PhysicsDamage, CharaStatusType.SpecialAttack); break; case PersonalityType.Lax: personality = new Personality("のうてんき", type, CharaStatusType.PhysicsDamage, CharaStatusType.SpecialDamage); break; case PersonalityType.Relaxed: personality = new Personality("のんき", type, CharaStatusType.PhysicsDamage, CharaStatusType.Speed); break; case PersonalityType.Modest: personality = new Personality("ひかえめ", type, CharaStatusType.SpecialAttack, CharaStatusType.PhysicsAttack); break; case PersonalityType.Mild: personality = new Personality("おっとり", type, CharaStatusType.SpecialAttack, CharaStatusType.PhysicsDamage); break; case PersonalityType.Rash: personality = new Personality("うっかりや", type, CharaStatusType.SpecialAttack, CharaStatusType.PhysicsDamage); break; case PersonalityType.Quiet: personality = new Personality("れいせい", type, CharaStatusType.SpecialAttack, CharaStatusType.Speed); break; case PersonalityType.Calm: personality = new Personality("おだやか", type, CharaStatusType.PhysicsDamage, CharaStatusType.PhysicsAttack); break; case PersonalityType.Gentle: personality = new Personality("おとなしい", type, CharaStatusType.PhysicsDamage, CharaStatusType.PhysicsDamage); break; case PersonalityType.Careful: personality = new Personality("しんちょう", type, CharaStatusType.PhysicsDamage, CharaStatusType.SpecialAttack); break; case PersonalityType.Sassy: personality = new Personality("なまいき", type, CharaStatusType.PhysicsDamage, CharaStatusType.Speed); break; case PersonalityType.Timid: personality = new Personality("おくびょう", type, CharaStatusType.Speed, CharaStatusType.PhysicsAttack); break; case PersonalityType.Hasty: personality = new Personality("せっかち", type, CharaStatusType.Speed, CharaStatusType.PhysicsDamage); break; case PersonalityType.Jolly: personality = new Personality("ようき", type, CharaStatusType.Speed, CharaStatusType.SpecialAttack); break; case PersonalityType.Naive: personality = new Personality("むじゃき", type, CharaStatusType.Speed, CharaStatusType.SpecialDamage); break; case PersonalityType.Bashful: personality = new Personality("てれや", type, CharaStatusType.Hp, CharaStatusType.Hp); break; case PersonalityType.Hardy: personality = new Personality("がんばりや", type, CharaStatusType.Hp, CharaStatusType.Hp); break; case PersonalityType.Docile: personality = new Personality("すなお", type, CharaStatusType.Hp, CharaStatusType.Hp); break; case PersonalityType.Quirky: personality = new Personality("きまぐれ", type, CharaStatusType.Hp, CharaStatusType.Hp); break; case PersonalityType.Serious: personality = new Personality("まじめ", type, CharaStatusType.Hp, CharaStatusType.Hp); break; default: break; } return(personality); }
private void DeterminePersonality() { enemyPlayer = GetComponent<Entity>().EnemyPlayer(); float personalityFactor = Random.value; if(personalityFactor <= 0.5f){ personality = Personality.Passive; }else{ personality = Personality.Aggressive; } }
public Greeter(Personality personality) { this.personality = personality; }
public void AddDesirable() { DesiredPersonality = gameObject.AddComponent<Personality>(); DesiredPersonality.RandomizePersonality(); }
private void JsonToCharacter(int i) { List <DayRoutine> sundayroutines = new List <DayRoutine> (); List <DayRoutine> saturdayroutines = new List <DayRoutine> (); List <DayRoutine> fridayroutines = new List <DayRoutine> (); List <DayRoutine> thursdayroutines = new List <DayRoutine> (); List <DayRoutine> wednesdayroutines = new List <DayRoutine> (); List <DayRoutine> tuesdayroutines = new List <DayRoutine> (); List <DayRoutine> mondayroutines = new List <DayRoutine> (); WeekRoutine weekroutine = new WeekRoutine(mondayroutines, tuesdayroutines, wednesdayroutines, thursdayroutines, fridayroutines, saturdayroutines, sundayroutines); CharacterInventory inventory = new CharacterInventory(); List <RegularExpense> regularexpenses = new List <RegularExpense> (); List <RegularIncome> regularincomes = new List <RegularIncome> (); int wealth = (int)CurrentJsonData[i]["wealth"]; Property property = new Property(wealth, regularincomes, regularexpenses, inventory); int currentposition = (int)CurrentJsonData[i]["currenttime"]; int currenttime = (int)CurrentJsonData[i]["currentposition"]; PhysicalTemporal physicaltemporal = new PhysicalTemporal(currentposition, currenttime); List <Relationship> relationshiplist = new List <Relationship> (); List <Reputation> reputationlist = new List <Reputation> (); List <MentalDisorder> mentalhealth = new List <MentalDisorder> (); Skills skills = new Skills(); List <Event> pastlifeevents = new List <Event> (); List <Motivation> pastlifemotivations = new List <Motivation> (); List <Need> pastlifeneeds = new List <Need> (); List <Thought> pastlifethoughts = new List <Thought> (); List <Event> pastyearevents = new List <Event> (); List <Motivation> pastyearmotivations = new List <Motivation> (); List <Need> pastyearneeds = new List <Need> (); List <Thought> pastyearthoughts = new List <Thought> (); List <Event> pastmonthevents = new List <Event> (); List <Motivation> pastmonthmotivations = new List <Motivation> (); List <Need> pastmonthneeds = new List <Need> (); List <Thought> pastmonththoughts = new List <Thought> (); List <Event> pastweekevents = new List <Event> (); List <Motivation> pastweekmotivations = new List <Motivation> (); List <Need> pastweekneeds = new List <Need> (); List <Thought> pastweekthoughts = new List <Thought> (); List <Event> pastdayevents = new List <Event> (); List <Motivation> pastdaymotivations = new List <Motivation> (); List <Need> pastdayneeds = new List <Need> (); List <Thought> pastdaythoughts = new List <Thought> (); PastLifetimeEvent pastlife = new PastLifetimeEvent(pastlifethoughts, pastlifeneeds, pastlifemotivations, pastlifeevents); PastYearEvent pastyear = new PastYearEvent(pastyearthoughts, pastyearneeds, pastyearmotivations, pastyearevents); PastMonthEvent pastmonth = new PastMonthEvent(pastmonththoughts, pastmonthneeds, pastmonthmotivations, pastmonthevents); PastWeekEvent pastweek = new PastWeekEvent(pastweekthoughts, pastweekneeds, pastweekmotivations, pastweekevents); PastDayEvent pastday = new PastDayEvent(pastdaythoughts, pastdayneeds, pastdaymotivations, pastdayevents); Memory memory = new Memory(pastday, pastweek, pastmonth, pastyear, pastlife); int currentvigilance = (int)CurrentJsonData[i]["currentvigilance"]; int currentecstasy = (int)CurrentJsonData[i]["currentecstasy"]; int currentadmiration = (int)CurrentJsonData[i]["currentadmiration"]; int currentterror = (int)CurrentJsonData[i]["currentterror"]; int currentamazement = (int)CurrentJsonData[i]["currentamazement"]; int currentgrief = (int)CurrentJsonData[i]["currentgrief"]; int currentloathing = (int)CurrentJsonData[i]["currentloathing"]; int currentrage = (int)CurrentJsonData[i]["currentrage"]; CurrentEmotion emotion = new CurrentEmotion(currentrage, currentloathing, currentgrief, currentamazement, currentterror, currentadmiration, currentecstasy, currentvigilance); Cognition cognition = new Cognition(); int extraversion = (int)CurrentJsonData[i]["extraversion"]; int openness = (int)CurrentJsonData[i]["openness"]; int neuroticism = (int)CurrentJsonData[i]["neuroticism"]; int agreeableness = (int)CurrentJsonData[i]["agreeableness"]; int conscientiousness = (int)CurrentJsonData[i]["conscientiousness"]; FundamentalPersonalityCharacteristics characteristics = new FundamentalPersonalityCharacteristics(conscientiousness, agreeableness, neuroticism, openness, extraversion); Personality personality = new Personality(characteristics); int air = (int)CurrentJsonData[i]["air"]; int shelter = (int)CurrentJsonData[i]["shelter"]; int warmth = (int)CurrentJsonData[i]["warmth"]; int sleep = (int)CurrentJsonData[i]["sleep"]; int water = (int)CurrentJsonData[i]["water"]; int food = (int)CurrentJsonData[i]["food"]; BodyNeeds needs = new BodyNeeds(food, water, sleep, warmth, shelter, air); int currentenergy = (int)CurrentJsonData[i]["currentenergy"]; int maxenergy = (int)CurrentJsonData[i]["maxenergy"]; int consciousstate = (int)CurrentJsonData[i]["consciousstate"]; bool deadoralive = (bool)CurrentJsonData[i]["deadoralive"]; BodyCondition bodycondition = new BodyCondition(deadoralive, consciousstate, maxenergy, currentenergy, needs); bool rightarm = (bool)CurrentJsonData[i]["rightarm"]; bool leftarm = (bool)CurrentJsonData[i]["leftarm"]; bool rightleg = (bool)CurrentJsonData[i]["rightleg"]; bool leftleg = (bool)CurrentJsonData[i]["leftleg"]; bool smell = (bool)CurrentJsonData[i]["smell"]; bool hearing = (bool)CurrentJsonData[i]["hearing"]; bool sight = (bool)CurrentJsonData[i]["sight"]; BodyParts bodyparts = new BodyParts(sight, hearing, smell, leftleg, rightleg, leftarm, rightarm); int bodytype = (int)CurrentJsonData[i]["bodytype"]; int sex = (int)CurrentJsonData[i]["sex"]; int height = (int)CurrentJsonData[i]["height"]; int age = (int)CurrentJsonData[i]["age"]; int race = (int)CurrentJsonData[i]["race"]; BasicBodyStats bodystats = new BasicBodyStats(race, age, height, sex, bodytype); string firstname = (string)CurrentJsonData[i]["firstname"].ToString(); string lastname = (string)CurrentJsonData[i]["lastname"].ToString(); int nametype = (int)CurrentJsonData[i]["nametype"]; string commonnickname = (string)CurrentJsonData[i]["commonnickname"].ToString(); string slug = (string)CurrentJsonData[i]["slug"].ToString(); int id = (int)CurrentJsonData[i]["id"]; CharacterName charactername = new CharacterName(firstname, lastname, nametype, commonnickname); Body body = new Body(bodystats, bodyparts, bodycondition); Mind mind = new Mind(personality, cognition, emotion, memory, mentalhealth, skills); SocialCondition social = new SocialCondition(relationshiplist, reputationlist); PhysicalCondition physical = new PhysicalCondition(physicaltemporal, property, weekroutine); CharacterSprites sprites = new CharacterSprites(slug); Character CurrentCharacter = new Character(charactername, id, body, mind, social, physical, sprites); CharacterList.Add(CurrentCharacter); }