示例#1
0
 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);
 }
示例#2
0
    /*
     * 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)]);
    }
示例#3
0
    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);
    }