#StackBounty: #unity #data-structure #text #localization How to store and update presentation strings describing effects with parameters?

Bounty: 50

Consider this spell:

Drain Life

As you can see in my design a Spell is a composition of one or more Effects. An Effect has properties on it like value, range, etc. So, I can say that the Spell Description is an aggregate description of the composition of effects.

Presentation Layer

In my presentation, I want to decorate part of the description string in HTML tags and display as rich text. I also want to ensure that my string’s numeric values come from data.

Solution 1

Simply hard code the string. In this case the spell description would look like: Choose a target within <#f4b350>4</color> squares. Deal <#f33613>4</color> damage to that target and restore your HP by <#3cf73c>50%</color> of the damage done.

This approach has some obvious issues, namely:

  • Changing the color value of a particular tag would be a nightmare when there are hundreds of abilities
  • Changing the damage value of a spell means updating it in two places, the string and the data

Solution 2

Create a tag series separated by _ that indicates various properties. I could for example, do something like Deal {subtractive_value} damage to that target with the idea that when I go to parse the string, subtractive could be a tag indicating a red color, and value can be a tag indicating that its the effect’s value that should go there.

This is all fine except that a spell can have multiple effects. I need a way to associate the part of the description with the specific effect that drives it.

Modification to Solution 2

So then I suppose I could just add IDs to the spell effects such that the string defined in data becomes:

Choose a target within {neutral_damageEffect_range} squares. Deal {subtractive_damageEffect_value} damage to that target and restore your HP by {additive_healEffect_value}.

But now you see that its getting a bit cumbersome and I’m dubious of how scalable that solution is.


Lastly I figured I’d mention a non-goal. If you take my approach thus far to its ultimate conclusion, you would probably end up with trying to find a way to generate your description text from the effect themselves. While this is an interesting idea, I think it’s a bit too ambitious, so I’m specifically not trying to do that. That said, if you feel like that’s easier than I think it is, feel free to make that suggestion!


So, given what I’ve tried and the problem I’m trying to solve, there’s no way this is a unique problem to me. Is there a battle-tested solution to this problem? What’s a good way to go about it or some patterns to use I might not know about?


Some have asked for some code, it is lengthy though so I can just link to a gist here:

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#StackBounty: #computational-geometry #geometry #mesh #data-structure Smart half edge iteration?

Bounty: 50

In my HE implementation, half edges are stored in an array. When I iterate over the edges, I color all the HE black, and when I do an operation on an edge (e.g edge splitting) I mark both the current half edge and its pair blue. And in the loop I skip blue edges.

This essentially stops me from applying the same operation to an edge twice.
This however requires O(n) additional memory and iterating over every edge twice (once for each of the HE that compose the edge.)

    for(uint i=0; i < edge_num; i++)
        if(mesh.edges[i].color != BLUE)
            /*Do stuff*/
           mesh.edges[i].color = BLUE;
           mesh.edges[i].pair.color = BLUE;

I am wondering if there is a smarter way. In particular, a way that avoids branching. I know I could do something like depth first search or breath first search, but that’s likely to be slower than just skipping over edges.

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