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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#include "AdventureMap.h"
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#include "HexTile.h"
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#include "AdventureCameraPawn.h"
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#include "AdventureCharacter.h"
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#include "Kismet/GameplayStatics.h"
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2022-01-16 18:33:43 +01:00
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#include "Algo/Reverse.h"
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2022-01-11 11:07:17 +01:00
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// Sets default values
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AAdventureMap::AAdventureMap()
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{
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}
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// Called when the game starts or when spawned
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void AAdventureMap::BeginPlay()
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{
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Super::BeginPlay();
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UWorld* World = GetWorld();
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if (IsValid(BaseTileClass))
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{
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MakeGrid();
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}
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}
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// Called once on Begin Play
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void AAdventureMap::MakeGrid()
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{
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UWorld* World = GetWorld();
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FVector NextHexAt = FVector();
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float HexWidth = sqrt(3) * TileSize;
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int QOffset = 0;
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for (int r = 1; r <= GridSize; r++)
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{
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float XOffset = 0.f;
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if (r % 2 != 0)
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{
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if (r > 1)
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{
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QOffset--;
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}
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}
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else { XOffset = HexWidth / 2; }
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for (int q = 1; q <= GridSize; q++)
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{
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NextHexAt.X = XOffset + (HexWidth * q);
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NextHexAt.Y = TileSize * 1.5f * r;
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NextHexAt.Z = 0.f;
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FTransform SpawnTransform = FTransform(NextHexAt);
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AHexTile* Tile = World->SpawnActor<AHexTile>(BaseTileClass, SpawnTransform);
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Tile->Q = q - 1 + QOffset;
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Tile->R = r - 1;
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Grid.Add(Tile);
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}
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}
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for (auto& tile : Grid)
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{
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tile->Index = GridIndex(tile->Q, tile->R);
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}
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2022-01-11 18:16:26 +01:00
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bHexGridReady = true;
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2022-01-11 11:07:17 +01:00
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}
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2022-01-12 18:22:16 +01:00
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// Every Hex Tile's index within the Grid Array can be derived from its Q and R coordinates
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int32 AAdventureMap::GridIndex(int32 qAxial, int32 rAxial)
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{
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/*
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* The Q axis is (i.e. columns are) oriented diagonally.
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* The Hex Grid has a rough square shape, hence the Q coordinates must be offset by -1 every other row.
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*/
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int32 column = qAxial + FMath::FloorToInt(rAxial / 2);
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return (rAxial * GridSize) + column;
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}
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2022-01-11 11:07:17 +01:00
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AHexTile* AAdventureMap::RandomHex()
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{
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int32 RandHex = GridIndex(FMath::RandRange(0, GridSize-1), FMath::RandRange(0, GridSize-1));
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return Grid[RandHex];
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}
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2022-01-13 16:34:06 +01:00
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TArray<AHexTile*> AAdventureMap::Neighbors(AHexTile* OfHex)
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{
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TArray<AHexTile*> Neighbors;
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int32 I;
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I = GridIndex(OfHex->Q + 1 , OfHex->R + 0 );
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if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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I = GridIndex(OfHex->Q + 1 , OfHex->R - 1 );
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if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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I = GridIndex(OfHex->Q + 0 , OfHex->R - 1 );
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if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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I = GridIndex(OfHex->Q - 1 , OfHex->R + 0 );
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if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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I = GridIndex(OfHex->Q - 1 , OfHex->R + 1 );
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if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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I = GridIndex(OfHex->Q + 0 , OfHex->R + 1 );
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if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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2022-01-13 16:34:06 +01:00
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2022-01-13 16:54:37 +01:00
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return Neighbors;
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}
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// Be aware that the respective character will become relevant to this function at some point
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TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal)
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{
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TArray<AHexTile*> Priorities;
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Priorities.Init(Start, 1);
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Goal->CameFrom = Start;
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// Editing Hex->CameFrom pointers, i.e. chaining Hexes
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while (Priorities.IsValidIndex(0))
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{
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AHexTile* Current = Priorities[0];
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Priorities.RemoveAt(0);
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if (*Current == *Goal) { break; }
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// Expanding the Frontier
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for (AHexTile* Next : Neighbors(Current))
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{
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int32 NewCost = Current->CostSoFar + Next->MoveCost;
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if (!Priorities.Contains(Next) || NewCost < Next->CostSoFar)
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{
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Next->CostSoFar = NewCost;
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int32 NewPrio = NewCost + Next->Distance(Goal);
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// Adjust the Priority Queue
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if (Priorities.Contains(Next)) { Priorities.Remove(Next); }
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for (AHexTile* Hex : Priorities)
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{
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int32 OldPrio = Hex->CostSoFar + Hex->Distance(Goal);
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int32 Index;
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Priorities.Find(Hex, Index);
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if (OldPrio > NewPrio)
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{
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Priorities.Insert(Next, Index);
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Next->CameFrom = Current;
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break;
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}
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if (Index == Priorities.Num() - 1 && OldPrio <= NewPrio)
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{
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Priorities.Emplace(Next);
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Next->CameFrom = Current;
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}
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}
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}
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}
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}
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TArray<AHexTile*> Path;
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AHexTile* Hex = Goal;
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while (*Hex != *Start)
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{
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Path.Emplace(Hex);
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Hex = Hex->CameFrom;
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}
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Algo::Reverse(Path);
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return Path; // currently always length of 1
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}
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