unreal/AdventureMap.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
#include "AdventureMap.h"
#include "HexTile.h"
#include "AdventureCameraPawn.h"
#include "AdventureCharacter.h"
#include "Kismet/GameplayStatics.h"
// Sets default values
AAdventureMap::AAdventureMap()
{
}
// Called when the game starts or when spawned
void AAdventureMap::BeginPlay()
{
Super::BeginPlay();
UWorld* World = GetWorld();
if (IsValid(BaseTileClass))
{
MakeGrid();
}
}
// Called once on Begin Play
void AAdventureMap::MakeGrid()
{
UWorld* World = GetWorld();
FVector NextHexAt = FVector();
float HexWidth = sqrt(3) * TileSize;
int QOffset = 0;
for (int r = 1; r <= GridSize; r++)
{
float XOffset = 0.f;
if (r % 2 != 0)
{
if (r > 1)
{
QOffset--; // The Q axis is (i.e. columns are) oriented diagonally.
}
}
else
{
XOffset = HexWidth / 2;
}
for (int q = 1; q <= GridSize; q++)
{
NextHexAt.X = XOffset + (HexWidth * q);
NextHexAt.Y = TileSize * 1.5f * r;
NextHexAt.Z = 0.f;
FTransform SpawnTransform = FTransform(NextHexAt);
AHexTile* Tile = World->SpawnActor<AHexTile>(BaseTileClass, SpawnTransform);
Tile->Q = q - 1 + QOffset;
Tile->R = r - 1;
Grid.Add(Tile);
}
}
for (auto& tile : Grid)
{
tile->Index = GridIndex(tile->Q, tile->R);
}
bHexGridReady = true;
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}
// Every Hex Tile's index within the Grid Array can be derived from its Q and R coordinates
int32 AAdventureMap::GridIndex(int32 qAxial, int32 rAxial)
{
/*
* The Q axis is (i.e. columns are) oriented diagonally.
* The Hex Grid has a rough square shape, hence the Q coordinates must be offset by -1 every other row.
*/
int32 column = qAxial + FMath::FloorToInt(rAxial / 2);
return (rAxial * GridSize) + column;
}
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AHexTile* AAdventureMap::RandomHex()
{
int32 RandHex = GridIndex(FMath::RandRange(0, GridSize), FMath::RandRange(0, GridSize));
while (RandHex > Grid.Num())
{
RandHex = GridIndex(FMath::RandRange(0, GridSize), FMath::RandRange(0, GridSize));
}
return Grid[RandHex];
}
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TArray<AHexTile*> AAdventureMap::Neighbors(AHexTile* OfHex)
{
TArray<AHexTile*> Neighbors;
int32 Index;
Index = GridIndex(OfHex->Q + 1 , OfHex->R + 0 );
if (Index < Grid.Num() && Index >= 0) { Neighbors.Add(Grid[Index]); }
Index = GridIndex(OfHex->Q + 1 , OfHex->R - 1 );
if (Index < Grid.Num() && Index >= 0) { Neighbors.Add(Grid[Index]); }
Index = GridIndex(OfHex->Q + 0 , OfHex->R - 1 );
if (Index < Grid.Num() && Index >= 0) { Neighbors.Add(Grid[Index]); }
Index = GridIndex(OfHex->Q - 1 , OfHex->R + 0 );
if (Index < Grid.Num() && Index >= 0) { Neighbors.Add(Grid[Index]); }
Index = GridIndex(OfHex->Q - 1 , OfHex->R + 1 );
if (Index < Grid.Num() && Index >= 0) { Neighbors.Add(Grid[Index]); }
Index = GridIndex(OfHex->Q + 0 , OfHex->R + 1 );
if (Index < Grid.Num() && Index >= 0) { Neighbors.Add(Grid[Index]); }
return Neighbors; // currently wrapping from corner to corner --> rectify this with a manhattan distance check
}