My goals:
- Have it even more normalized. (more similar wait times - linear growth)
- Scale up to XXX and maybe even XXXX number of monsters and npcs.
- Have all of you Java gurus out there give me some ideas :D
My issues are the following:
- It never hits the second iteration loop(npc)
- The 'wasted' time is too random; there will be hundreds(if not more) of mobs/npcs to iterate through, this solution will not scale at all
- I have many other 'events' my server will do in the main loop, some of which use the same HashMaps, hence the use of ConcurrentHashMap(calculate hit damage/etc)
Code: I hope this is SSCCE enough. I tried to trim the fat as much as possible...
import java.util.Iterator;
import java.util.Map.Entry;
import java.util.concurrent.ConcurrentHashMap;
public class WaitTime {
static ConcurrentHashMap<String, Integer> mobInstanceMap = new ConcurrentHashMap<String, Integer>();
static ConcurrentHashMap<String, Integer> npcInstanceMap = new ConcurrentHashMap<String, Integer>();
public static void main(String[] args){
mobInstanceMap.put("mob1", 0);
mobInstanceMap.put("mob2", 0);
mobInstanceMap.put("mob3", 0);
npcInstanceMap.put("npc1", 0);
npcInstanceMap.put("npc2", 0);
npcInstanceMap.put("npc3", 0);
while(true){
updateEntityLocations();
try {
Thread.sleep(20);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
private static void updateEntityLocations() {
long entityMovementLoopStartTime = System.nanoTime();
Iterator<Entry<String, Integer>> it = mobInstanceMap.entrySet().iterator();
while (it.hasNext()) {
Entry<String, Integer> mobEntity = it.next();
String mobName = mobEntity.getKey();
int lastWalkTime = mobEntity.getValue();
int mobWalkSpeed = 4000;
long walkWaitTime = lastWalkTime;
long elapsedTime = (long) ((System.nanoTime() - entityMovementLoopStartTime) / 100.0);
walkWaitTime += elapsedTime;
if (walkWaitTime >= mobWalkSpeed){
System.out.println("Wasted time(walking)(" + mobName + "): " + (walkWaitTime - mobWalkSpeed));
//mobInstanceMap.put(mobName, 0);
mobInstanceMap.replace(mobName, 0);
} else { //!(walkWaitTime >= walkSpeed)
//mobInstanceMap.put(mobName, (int) walkWaitTime);
mobInstanceMap.replace(mobName, (int) walkWaitTime);
}
}
Iterator<Entry<String, Integer>> it1 = npcInstanceMap.entrySet().iterator();
while (it.hasNext()) {
Entry<String, Integer> npcEntity = it1.next();
String npcCoords = npcEntity.getKey();
int lastWalkTime = npcEntity.getValue();
int npcWalkSpeed = 4000;
long walkWaitTime = lastWalkTime;
long elapsedTime = (long) ((System.nanoTime() - entityMovementLoopStartTime) / 100.0);
walkWaitTime += elapsedTime;
if (walkWaitTime >= npcWalkSpeed){
System.out.println("Wasted time(walking)(" + npcCoords + "): " + (walkWaitTime - npcWalkSpeed));
npcInstanceMap.put(npcCoords, 0);
} else { //!(walkWaitTime >= walkSpeed)
npcInstanceMap.put(npcCoords, (int) walkWaitTime);
}
}
}
}
Console:
Wasted time(walking)(mob2): 58
Wasted time(walking)(mob1): 1983
Wasted time(walking)(mob3): 2288
Wasted time(walking)(mob3): 266
Wasted time(walking)(mob1): 122
Wasted time(walking)(mob3): 232
Wasted time(walking)(mob2): 23
Wasted time(walking)(mob1): 674
Wasted time(walking)(mob3): 27
Wasted time(walking)(mob1): 159
Wasted time(walking)(mob3): 1723
Wasted time(walking)(mob2): 119
Wasted time(walking)(mob1): 676
Wasted time(walking)(mob3): 1698
Wasted time(walking)(mob3): 3983
Wasted time(walking)(mob1): 182
As you can see if you run it with put(commented out) instead of replace it runs slightly slower and more erratic.