Hytale Modding
Hytale Modding
Fundamentos do Java

11 — HashMap e armazenamento de chaves-Valor

Aprenda a armazenar e recuperar dados usando pares de chave-valor.

Um HashMap armazena dados em pares de chave-valor, como um dicionário no mundo real. Você busca por uma palavra (chave) para encontrar a sua definição (valor). Isso é perfeito para dados de jogadores, propriedades de itens e configurações.

Noções básicas de HashMap

import java.util.HashMap;

public class Main {
    public static void main(String[] args) {
        // Cria uma HashMap (String keys, Integer values)
        HashMap<String, Integer> playerLevels = new HashMap<>();
        
        // Adiciona pares de valor-chave
        playerLevels.put("Alice", 10);
        playerLevels.put("Bob", 15);
        playerLevels.put("Charlie", 8);
        
        // Obtém um valor por chave
        int aliceLevel = playerLevels.get("Alice");  // 10
        
        System.out.println("O nível de Alice é: " + aliceLevel);
    }
}
HashMap vs. ArrayList
HashMapArrayList
Não ordenadoOrdenado por índice (0, 1, 2...)
Acesso por chave (de qualquer tipo)Acesso por posição
Bom para procurar valoresBom para listas de itens
Cada chave é únicaPode haver duplicatas
// ArrayList — acesso por número
ArrayList<String> players = new ArrayList<>();
players.add("Alice");
String player = players.get(0);  // Obtém o primeiro jogador

// HashMap — acesso por nome
HashMap<String, Integer> levels = new HashMap<>();
levels.put("Alice", 10);
int level = levels.get("Alice");  // Obtém o nível de Alice

Métodos comuns de HashMap

Adicionar e atualizar

HashMap<String, Integer> scores = new HashMap<>();

scores.put("Alice", 100);     // Add new entry
scores.put("Bob", 150);
scores.put("Alice", 200);     // Update existing (Alice now 200)

Obtendo valores

HashMap<String, Integer> scores = new HashMap<>();
scores.put("Alice", 100);

int score = scores.get("Alice");        // 100
Integer missing = scores.get("Dave");   // null (doesn't exist)

// Get with default value
int score2 = scores.getOrDefault("Dave", 0);  // 0 (returns default)

Verificando chaves/valores

HashMap<String, Integer> scores = new HashMap<>();
scores.put("Alice", 100);

boolean hasAlice = scores.containsKey("Alice");    // true
boolean hasDave = scores.containsKey("Dave");      // false

boolean has100 = scores.containsValue(100);        // true
boolean has200 = scores.containsValue(200);        // false

Removendo entradas

HashMap<String, Integer> scores = new HashMap<>();
scores.put("Alice", 100);
scores.put("Bob", 150);

scores.remove("Alice");           // Remove by key
System.out.println(scores);       // {Bob=150}

scores.clear();                   // Remove everything
System.out.println(scores);       // {}

Verificação de tamanho e espaço vazio

HashMap<String, Integer> scores = new HashMap<>();
scores.put("Alice", 100);

int size = scores.size();         // 1
boolean empty = scores.isEmpty(); // false

Repetição por HashMaps

Por chaves

HashMap<String, Integer> scores = new HashMap<>();
scores.put("Alice", 100);
scores.put("Bob", 150);
scores.put("Charlie", 75);

for (String name : scores.keySet()) {
    System.out.println(name);
}
// Output: Alice, Bob, Charlie (order may vary)

Por valores

for (Integer score : scores.values()) {
    System.out.println(score);
}
// Output: 100, 150, 75 (order may vary)

Por chaves e valores

for (String name : scores.keySet()) {
    int score = scores.get(name);
    System.out.println(name + ": " + score);
}

// Or using entrySet (more efficient)
for (var entry : scores.entrySet()) {
    String name = entry.getKey();
    int score = entry.getValue();
    System.out.println(name + ": " + score);
}
Ordem do HashMap

HashMap does not maintain insertion order! If you need order, use LinkedHashMap:

import java.util.LinkedHashMap;

LinkedHashMap<String, Integer> orderedScores = new LinkedHashMap<>();
orderedScores.put("Alice", 100);
orderedScores.put("Bob", 150);
orderedScores.put("Charlie", 75);

// Will print in insertion order
for (String name : orderedScores.keySet()) {
    System.out.println(name);
}
// Output: Alice, Bob, Charlie (guaranteed order)

Exemplos práticos

Sistema de estatísticas do jogador

import java.util.HashMap;

public class PlayerStats {
    private HashMap<String, Integer> stats;
    
    public PlayerStats() {
        this.stats = new HashMap<>();
        // Initialize default stats
        stats.put("health", 100);
        stats.put("mana", 50);
        stats.put("strength", 10);
        stats.put("defense", 5);
        stats.put("speed", 8);
    }
    
    public int getStat(String statName) {
        return stats.getOrDefault(statName, 0);
    }
    
    public void setStat(String statName, int value) {
        stats.put(statName, value);
    }
    
    public void modifyStat(String statName, int amount) {
        int current = getStat(statName);
        stats.put(statName, current + amount);
    }
    
    public void displayStats() {
        System.out.println("=== Player Stats ===");
        for (var entry : stats.entrySet()) {
            System.out.println(entry.getKey() + ": " + entry.getValue());
        }
    }
}

// Usage
public class Main {
    public static void main(String[] args) {
        PlayerStats stats = new PlayerStats();
        stats.displayStats();
        
        stats.modifyStat("strength", 5);
        stats.modifyStat("health", -20);
        
        System.out.println("\nAfter modifications:");
        stats.displayStats();
    }
}

Banco de dados de propriedades de itens

import java.util.HashMap;

public class ItemDatabase {
    private HashMap<String, HashMap<String, Object>> items;
    
    public ItemDatabase() {
        this.items = new HashMap<>();
    }
    
    public void addItem(String itemName) {
        HashMap<String, Object> properties = new HashMap<>();
        properties.put("damage", 0);
        properties.put("durability", 100);
        properties.put("rarity", "Common");
        properties.put("stackable", true);
        
        items.put(itemName, properties);
    }
    
    public void setProperty(String itemName, String property, Object value) {
        if (items.containsKey(itemName)) {
            items.get(itemName).put(property, value);
        }
    }
    
    public Object getProperty(String itemName, String property) {
        if (items.containsKey(itemName)) {
            return items.get(itemName).get(property);
        }
        return null;
    }
    
    public void displayItem(String itemName) {
        if (!items.containsKey(itemName)) {
            System.out.println("Item not found!");
            return;
        }
        
        System.out.println("=== " + itemName + " ===");
        HashMap<String, Object> props = items.get(itemName);
        for (var entry : props.entrySet()) {
            System.out.println(entry.getKey() + ": " + entry.getValue());
        }
    }
}

// Usage
public class Main {
    public static void main(String[] args) {
        ItemDatabase db = new ItemDatabase();
        
        db.addItem("Iron Sword");
        db.setProperty("Iron Sword", "damage", 15);
        db.setProperty("Iron Sword", "rarity", "Uncommon");
        
        db.displayItem("Iron Sword");
    }
}

Gerenciador de configuração

import java.util.HashMap;

public class GameConfig {
    private HashMap<String, String> settings;
    
    public GameConfig() {
        this.settings = new HashMap<>();
        loadDefaults();
    }
    
    private void loadDefaults() {
        settings.put("difficulty", "normal");
        settings.put("musicVolume", "50");
        settings.put("sfxVolume", "50");
        settings.put("renderDistance", "10");
        settings.put("showFPS", "false");
    }
    
    public String getSetting(String key) {
        return settings.getOrDefault(key, "");
    }
    
    public void setSetting(String key, String value) {
        settings.put(key, value);
        System.out.println("Set " + key + " to " + value);
    }
    
    public int getIntSetting(String key) {
        String value = getSetting(key);
        try {
            return Integer.parseInt(value);
        } catch (NumberFormatException e) {
            return 0;
        }
    }
    
    public boolean getBooleanSetting(String key) {
        return "true".equalsIgnoreCase(getSetting(key));
    }
    
    public void displaySettings() {
        System.out.println("=== Game Settings ===");
        for (var entry : settings.entrySet()) {
            System.out.println(entry.getKey() + " = " + entry.getValue());
        }
    }
}

Inventário do jogador com quantidades

import java.util.HashMap;

public class Inventory {
    private HashMap<String, Integer> items;
    private int maxSlots;
    
    public Inventory(int maxSlots) {
        this.items = new HashMap<>();
        this.maxSlots = maxSlots;
    }
    
    public boolean addItem(String itemName, int quantity) {
        if (items.size() >= maxSlots && !items.containsKey(itemName)) {
            System.out.println("Inventory full!");
            return false;
        }
        
        int current = items.getOrDefault(itemName, 0);
        items.put(itemName, current + quantity);
        System.out.println("Added " + quantity + "x " + itemName);
        return true;
    }
    
    public boolean removeItem(String itemName, int quantity) {
        if (!items.containsKey(itemName)) {
            System.out.println("Don't have that item!");
            return false;
        }
        
        int current = items.get(itemName);
        if (current < quantity) {
            System.out.println("Not enough " + itemName);
            return false;
        }
        
        if (current == quantity) {
            items.remove(itemName);
        } else {
            items.put(itemName, current - quantity);
        }
        
        System.out.println("Removed " + quantity + "x " + itemName);
        return true;
    }
    
    public int getQuantity(String itemName) {
        return items.getOrDefault(itemName, 0);
    }
    
    public boolean hasItem(String itemName) {
        return items.containsKey(itemName);
    }
    
    public void displayInventory() {
        System.out.println("\n=== Inventory (" + items.size() + "/" + maxSlots + " slots) ===");
        if (items.isEmpty()) {
            System.out.println("Empty");
        } else {
            for (var entry : items.entrySet()) {
                System.out.println(entry.getKey() + " x" + entry.getValue());
            }
        }
    }
}

// Usage
public class Main {
    public static void main(String[] args) {
        Inventory inv = new Inventory(10);
        
        inv.addItem("Wood", 64);
        inv.addItem("Stone", 32);
        inv.addItem("Wood", 20);  // Adds to existing
        
        inv.displayInventory();
        
        inv.removeItem("Wood", 50);
        inv.displayInventory();
    }
}

Gerenciador de tempo de recarga

import java.util.HashMap;

public class CooldownManager {
    private HashMap<String, Long> cooldowns;
    
    public CooldownManager() {
        this.cooldowns = new HashMap<>();
    }
    
    public void startCooldown(String ability, long durationMs) {
        long endTime = System.currentTimeMillis() + durationMs;
        cooldowns.put(ability, endTime);
        System.out.println(ability + " on cooldown for " + (durationMs / 1000) + " seconds");
    }
    
    public boolean isOnCooldown(String ability) {
        if (!cooldowns.containsKey(ability)) {
            return false;
        }
        
        long endTime = cooldowns.get(ability);
        long now = System.currentTimeMillis();
        
        if (now >= endTime) {
            cooldowns.remove(ability);
            return false;
        }
        
        return true;
    }
    
    public long getRemainingTime(String ability) {
        if (!isOnCooldown(ability)) {
            return 0;
        }
        
        long endTime = cooldowns.get(ability);
        long now = System.currentTimeMillis();
        return (endTime - now) / 1000;  // Return seconds
    }
    
    public boolean useAbility(String ability, long cooldownSeconds) {
        if (isOnCooldown(ability)) {
            long remaining = getRemainingTime(ability);
            System.out.println(ability + " is on cooldown (" + remaining + "s remaining)");
            return false;
        }
        
        System.out.println("Used " + ability + "!");
        startCooldown(ability, cooldownSeconds * 1000);
        return true;
    }
}

HashMap com objetos personalizados

Armazene suas próprias classes como valores:

public class Player {
    private String name;
    private int level;
    private int health;
    
    public Player(String name, int level) {
        this.name = name;
        this.level = level;
        this.health = 100;
    }
    
    // Getters and setters...
    
    @Override
    public String toString() {
        return name + " (Lv. " + level + ", HP: " + health + ")";
    }
}

public class Main {
    public static void main(String[] args) {
        HashMap<String, Player> players = new HashMap<>();
        
        players.put("player1", new Player("Alice", 10));
        players.put("player2", new Player("Bob", 15));
        
        // Get and use player
        Player alice = players.get("player1");
        System.out.println(alice);
    }
}

HashMaps aninhadas

HashMaps can contain other HashMaps:

// Store multiple properties per player
HashMap<String, HashMap<String, Integer>> playerData = new HashMap<>();

// Add player with stats
HashMap<String, Integer> aliceStats = new HashMap<>();
aliceStats.put("level", 10);
aliceStats.put("health", 100);
aliceStats.put("mana", 50);
playerData.put("Alice", aliceStats);

// Access nested data
int aliceLevel = playerData.get("Alice").get("level");
System.out.println("Alice's level: " + aliceLevel);

Exercícios práticos

  1. Phone Book: Create a phone book that stores names and phone numbers. Add methods to:

    • Add contact
    • Find number by name
    • Delete contact
    • Display all contacts
  2. Grade Manager: Store student names and grades. Create methods to:

    • Add student with grade
    • Update grade
    • Calculate class average
    • Find highest grade
  3. Word Counter: Write a program that counts how many times each word appears in a sentence using a HashMap.

  4. Item Shop: Create a shop where items have names and prices. Add methods to:

    • Add item with price
    • Get item price
    • Apply discount to all items
    • Display all items and prices