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Posted 05 April 2013 - 03:29 PM
Posted 05 April 2013 - 10:05 PM
I might be misunderstanding what you're trying to accomplish, but to me it seems like it might be better to focus on a very precise way of recording the information you want, and then using functions to analyze it on demand. I don't see why you want to record an ongoing, real-time analysis of your data along with the data itself.
So you might track information in general as a KeyValuePair<GameTime, MetricType>, or a custom structure that can hold the same types of information, and then each time an action is taken in the game it gets added to a list for the acting character. As long as the time is recorded along with the other data, you can generate custom lists of data for anything you want to review be it by activity type, activities over any given period of time, or whatever else.
The idea is a very clear and direct data object that stores all of the information you might want to review later, and then pull only the data you want to look at at any given time. This keeps your code design clear and limits its complexity. You have flexibility in how the data is analyzed by writing a routine to cull whatever specific data you want, so you can always write new ones or alter existing ones. But you don't have to change the underlying data structures to do so.
~Too Late - Too Soon~
Posted 05 April 2013 - 10:10 PM
make a hash table, they're spectacular
I should've read everything before i posted
Edited by Muzzy A, 05 April 2013 - 10:11 PM.