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Posted

I am currently working on a chunk based energy system, however every chunk will have its own different energy value and max value, in addition I am making splitting the energy into different types, meaning that each chunk would have a energy value and a max energy value. I plan on using a Hashmap for each energy type which stores arraylists containing the current energy value and the max energy value of the chunk it is tied to. My concern is that this could cause a lot of lag, so my question is if there is a better way to do this, and even if there is a better way, is it just better to simplify the energy system and leave out some of what I am planing(I am planing on have 5 to 7 different energy types).

Posted

"How to do it" depends on other design criteria, such as needing data when chunks are not loaded, and how do chunks affect their neighbors.

 

If each chunk is independent, and if its values are only needed when loaded, then things stay simple. Otherwise things get messy.

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

Posted (edited)

I'd use encapsulation. Make a class for each energy type that contains within it the data. The following code is an example from mind and I have not tested it. It is just to show the idea. It's been a while since I have written Java code so forgive if I forget a keyword in the following example.

 

Interface CustomEnergy.java

 

public interface CustomEnergy {
    public int getCurrentEnergyValue();
    public int getMaxEnergyValue();
}

 

Class FireEnergy.java

 

public class FireEnergy implements CustomEnergy {
    private int currentEnergyValue;
    private int maxEnergyValue;

    public FireEnergy(int currentEnergyValue, int maxEnergyValue) {
        this.currentEnergyValue = currentEnergyValue;
        this.maxEnergyValue = maxEnergyValue;
    }

    //Getters
    @Override
    public int getCurrentEnergyValue(){
        return this.currentEnergyValue;
    }
    @Override
    public int getMaxEnergyValue(){
        return this.maxEnergyValue;
    }
}

 

Class WaterEnergy.java

 

public class WaterEnergy implements CustomEnergy {
    private int currentEnergyValue;
    private int maxEnergyValue;

    public WaterEnergy(int currentEnergyValue, int maxEnergyValue) {
        this.currentEnergyValue = currentEnergyValue;
        this.maxEnergyValue = maxEnergyValue;
    }

    //Getters
    @Override
    public int getCurrentEnergyValue(){
        return this.currentEnergyValue;
    }
    @Override
    public int getMaxEnergyValue(){
        return this.maxEnergyValue;
    }
}

 

Then you would do anywhere else in your code the following

 

Map<Chunk, CustomEnergy> hashMap = new HashMap<Chunk, CustomEnergy>();
BlockPos somePos = new BlockPos(30, 20, 10);
BlockPos anotherPos = new BlockPos(100, 64, 100);
Chunk someChunk = world.getChunkFromBlockCoords(pos);
Chunk anotherChunk = world.getChunkFromBlockCoords(anotherPos);
FireEnergy someFireEnergy = new FireEnergy(10, 100);
WaterEnergy someWaterEnergy = new WaterEnergy(5, 100);
hashMap.put(someChunk, someFireEnergy);
hashMap.put(anotherChunk, someWaterEnergy);

 

And handle it that way. One thing I am not sure though is if each Chunk will get the same hash if you for example query it once from the world and then query it again to pass it to the get() function of the HashMap. If it is the case, then the HashMap would allow for an efficient find. Otherwise it won't work at all. Also you cannot use CustomEnergy as a key, it always has to be a value in the HashMap. If you want to use it as key, then each energy class would need to implement the hashCode() and equals() methods.

I hope this helps.

 

As to how you would save that data between game sessions I have no idea. 

Edited by ctbe
Add semicolon in code
Posted

Similar questions have been asked (and answered) here and here.

 

I implemented a solution the to the latter thread myself, you can see the API here and the implementation here. This uses a World capability to store the Map<ChunkPos, IChunkEnergy> at runtime, but loads the IChunkEnergy and saves it to the chunk's data using ChunkDataEvent.Load/Save.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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