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Programming / question regarding time management
« on: November 15, 2015, 05:24:22 AM »
Hello there!
Although I'm in an environment which access to programming tools are almost impossible(I'm currently in mandatory service in army), I'm trying to design my own RL-thing.
So I'm now thinking about time management(Or turn scheduling, whatever) with global variable for turns. Say, one "turn" is 10 "clicks". And every action has [ready time],[wait time], [click-based total cost]. For example when @ moves A to adjacent tile B, action "MOVE" will be executed. And "MOVE" is consists of 8 clicks of ready time and 12 clicks of wait time for standard. Total cost is 20 clicks = 2.0 turns. @ spends 8 clicks at A, and then spends 12 clicks at B.
Other monsters or NPCs will use same click based actions simultaneously, so time will passes 1 click at a time for everyone. I think this is quite good, and I want to stick with this system. So problem is, which data structure should I use to implement this? I have some little experience in C++, but not so fluent. Thanks!
Although I'm in an environment which access to programming tools are almost impossible(I'm currently in mandatory service in army), I'm trying to design my own RL-thing.
So I'm now thinking about time management(Or turn scheduling, whatever) with global variable for turns. Say, one "turn" is 10 "clicks". And every action has [ready time],[wait time], [click-based total cost]. For example when @ moves A to adjacent tile B, action "MOVE" will be executed. And "MOVE" is consists of 8 clicks of ready time and 12 clicks of wait time for standard. Total cost is 20 clicks = 2.0 turns. @ spends 8 clicks at A, and then spends 12 clicks at B.
Other monsters or NPCs will use same click based actions simultaneously, so time will passes 1 click at a time for everyone. I think this is quite good, and I want to stick with this system. So problem is, which data structure should I use to implement this? I have some little experience in C++, but not so fluent. Thanks!