2022-01-11 11:07:17 +01:00
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "HexTile.generated.h"
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class USceneComponent;
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class UStaticMeshComponent;
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2022-01-13 16:34:06 +01:00
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class AAdventureMap;
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2022-01-11 11:07:17 +01:00
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class AAdventurePlayerController;
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UCLASS()
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class FRAY_API AHexTile : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default value for this actor's properties
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AHexTile();
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
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float TileSize;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Config")
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USceneComponent* SceneComponent;
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UPROPERTY(BlueprintReadWrite, Category = "Config")
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AAdventureMap* MapRef;
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2022-01-11 11:07:17 +01:00
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2022-01-13 16:54:37 +01:00
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UFUNCTION(BlueprintCallable, Category = "debug")
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2022-01-11 11:07:17 +01:00
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FVector Corner(int32 i);
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UFUNCTION()
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void FillCornersArray();
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "debug")
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TArray<FVector> Corners;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Coordinates")
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int32 Q;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Coordinates")
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int32 R;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Coordinates")
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int32 Index;
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UFUNCTION(BlueprintCallable, Category = "Coordinates")
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int32 Distance(AHexTile* ToHex);
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// Pathfinding
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UPROPERTY(BlueprintReadWrite)
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float MoveCost = 10;
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2022-02-03 01:11:06 +01:00
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UPROPERTY(BlueprintReadWrite, VisibleInstanceOnly, Category = "Runtime")
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AHexTile* CameFrom;
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UPROPERTY(BlueprintReadWrite, VisibleInstanceOnly, Category = "Runtime")
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AHexTile* LeadsTo;
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UPROPERTY(BlueprintReadWrite, VisibleInstanceOnly, Category = "Runtime")
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bool bDiagMove = false;
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UPROPERTY()
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float FCost;
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UPROPERTY()
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float GCost;
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UPROPERTY()
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float HCost;
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// MapObject Placement
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UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
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bool bFree = true;
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2022-02-03 01:11:06 +01:00
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool bTouchable = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool bSteptivatable = false;
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FORCEINLINE bool operator == (const AHexTile &Other)
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{
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if (this->Q == Other.Q && this->R == Other.R) { return true; }
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else { return false; }
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}
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FORCEINLINE bool operator != (const AHexTile &Other)
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{
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if (this->Q == Other.Q && this->R == Other.R) { return false; }
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else { return true; }
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}
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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};
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