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!