/// <summary> /// Generates random Character using all of the other functions in this class /// </summary> /// <returns>Character</returns> public static Character GenerateRandomNPC(int points) { Character res = new Character(); res.points = points; Random rnd = new Random(); res.male = rnd.Next(0, 2) != 0; res.name = RandomNameGenerator(res.male); res.role = Role.roles[Role.IntToRoleName(rnd.Next(0, 11))]; res.style.RandomlySelectStyle(); res.motivation = Motivation.RandomlyGenerateMotivation(); rnd.Next(1, 10); //temp.role = Role.roles[Role.IntToRoleName(rnd.Next(1, 10)).ToLower()]; //temp.stats = Stats.GenerateStatsForNpc(points, temp); res.NPC = true; res.age = 16 + rnd.Next(1, 6) + rnd.Next(1, 6); return(res); }
/// <summary> /// Randomly generates a Motivation /// </summary> /// <returns></returns> public static Motivation RandomlyGenerateMotivation() { Random rnd = new Random(); Motivation temp = new Motivation(); //Reads text file full of motivations string[] lines = Properties.Resources.Motivation.Split('\n'); int random = rnd.Next(1, 10); temp._personalityTraits = lines[random]; random = rnd.Next(1, 10); temp._mostValuedPerson = lines[random + 10]; random = rnd.Next(1, 10); temp._mostValued = lines[random + 20]; random = rnd.Next(1, 10); temp._feelingAbout = lines[random + 30]; random = rnd.Next(1, 10); temp._mostValuedPossesion = lines[random + 40]; return(temp); }