I have to admit, I couldn’t resist.
The RandomPersonNameGenerator was a very good starting point to create the RandomItemNameGenerator, which creates role play game item names in DeathSpank style.
Here are some of the results this class generates:
- Failing Manual of Failing
- Fluffy Rocket of Impending Doom
- Epic Dynamite Kit
- Functional Bacon of Function
- Sparkling Fly Swatter of Impending Doom
- OMG Dynamite of Awesomeness
- Glowing Chicken of Function
- Fluffy Rocket of Function
- Heroic Crowbar Kit
- OMG Orb Kit
- Fluffy Manual of Awesomeness
- Normal Crowbar of Function
- Epic Bacon Kit
- Functional Fly Swatter of Function
- Sparkling Anvil of Failing
- Fluffy Orb of CAPSLOCK
Yes, this does not make any sense. And no, there is for sure no project where you can use it. And yes, it was a total waste of time. But for the fun, it was worth it :-).
using System;
using System.Collections.Generic;
#region License
//For an explanation see http://www.opensource.org/licenses/bsd-license.php
/*
Copyright (c) 2010, TeX HeX / Xteq Systems
http://www.texhex.info/ http://www.xteq.com/
All rights reserved.
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name of the Xteq Systems nor the names of its contributors may
be used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#endregion
namespace RandomGenerator
{
public class RandomItemName
{
public string Prefix { get; set; } // Epic
public string Name { get; set; } // Chest
public string Suffix { get; set; } // of Awesomeness
public string Full { get; set; } // Epic Chest of Awesomeness
public override string ToString()
{
return Full;
}
}
public class RandomItemNameGenerator
{
#region Name arrays
static readonly string[] _prefixNameSet = new string[] {
"Epic", "Heroic", "Normal", "Glowing", "Functional",
"Sparkling", "Fluffy", "OMG", "Failing"
};
static readonly int _prefixNameSetCount = _prefixNameSet.GetUpperBound(0) + 1;
static readonly string[] _itemNameSet = new string[] {
"Chest", "Dynamite", "Chicken", "Orb", "Bacon", "Manual" ,
"Crowbar", "Anvil", "Fly Swatter", "Rocket", "Scarab"
};
static readonly int _itemNameSetCount = _itemNameSet.GetUpperBound(0) + 1;
static readonly string[] _suffixNameSet = new string[] {
"of Impending Doom" , "of Function", "of Awesomeness", "Kit",
"of CAPSLOCK", "of Failing"
};
#endregion
static readonly int _suffixNameSetCount = _suffixNameSet.GetUpperBound(0) + 1;
RandomItemName GenerateOne(Random rndm)
{
int iRandomValuePrefix = rndm.Next(0, _prefixNameSetCount);
int iRandomValueName = rndm.Next(0, _itemNameSetCount);
int iRandomValueSuffix = rndm.Next(0, _suffixNameSetCount);
RandomItemName rpi = new RandomItemName();
rpi.Prefix=_prefixNameSet[iRandomValuePrefix];
rpi.Name=_itemNameSet[iRandomValueName];
rpi.Suffix=_suffixNameSet[iRandomValueSuffix];
rpi.Full = rpi.Prefix + " " + rpi.Name + " " + rpi.Suffix;
return rpi;
}
public List<RandomItemName> Generate(int Count)
{
List<RandomItemName> list = new List<RandomItemName>();
Random rndm = new Random();
for (int i = 0; i < Count; i++)
{
list.Add(GenerateOne(rndm));
}
return list;
}
public static List<RandomItemName> StaticGenerate(int Count)
{
RandomItemNameGenerator ring_ring = new RandomItemNameGenerator();
return ring_ring.Generate(Count);
}
}
}
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