unreal/AdventureMap.cpp

194 lines
4.7 KiB
C++
Raw Normal View History

2022-01-11 11:07:17 +01:00
// 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"
#include "Algo/Reverse.h"
2022-01-11 11:07:17 +01:00
// 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)
2022-01-11 11:07:17 +01:00
{
if (r > 1)
{
QOffset--;
}
2022-01-11 11:07:17 +01:00
}
else { XOffset = HexWidth / 2; }
2022-01-11 11:07:17 +01:00
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;
2022-01-11 11:07:17 +01:00
}
// 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;
}
2022-01-11 11:07:17 +01:00
AHexTile* AAdventureMap::RandomHex()
{
2022-01-13 17:07:28 +01:00
int32 RandHex = GridIndex(FMath::RandRange(0, GridSize-1), FMath::RandRange(0, GridSize-1));
return Grid[RandHex];
}
2022-01-13 16:34:06 +01:00
TArray<AHexTile*> AAdventureMap::Neighbors(AHexTile* OfHex)
{
TArray<AHexTile*> Neighbors;
int32 I;
2022-01-13 16:34:06 +01:00
I = GridIndex(OfHex->Q + 1 , OfHex->R + 0 );
if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
2022-01-13 16:34:06 +01:00
I = GridIndex(OfHex->Q + 1 , OfHex->R - 1 );
if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
2022-01-13 16:34:06 +01:00
I = GridIndex(OfHex->Q + 0 , OfHex->R - 1 );
if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
2022-01-13 16:34:06 +01:00
I = GridIndex(OfHex->Q - 1 , OfHex->R + 0 );
if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
2022-01-13 16:34:06 +01:00
I = GridIndex(OfHex->Q - 1 , OfHex->R + 1 );
if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
2022-01-13 16:34:06 +01:00
I = GridIndex(OfHex->Q + 0 , OfHex->R + 1 );
if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
2022-01-13 16:34:06 +01:00
return Neighbors;
2022-01-13 16:34:06 +01:00
}
// Be aware that the respective character will become relevant to this function at some point
TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal)
{
TArray<AHexTile*> Priorities;
Priorities.Init(Start, 1);
// Editing Hex->CameFrom pointers, i.e. chaining Hexes
while (!Priorities.IsEmpty())
{
AHexTile* Current = Priorities[0];
Priorities.RemoveAt(0);
if (*Current == *Goal)
{
// UE_LOG(LogTemp, Warning, TEXT("Goal found!")); // debug
break;
}
// Expanding the Frontier
for (AHexTile* Next : Neighbors(Current))
{
int32 NewCost = Current->CostSoFar + Next->MoveCost;
// UE_LOG(LogTemp, Warning, TEXT("Cost calculated.")); // debug
if (!Priorities.Contains(Next) || NewCost < Next->CostSoFar)
{
// UE_LOG(LogTemp, Warning, TEXT("New candidate found.")); // debug
Next->CostSoFar = NewCost;
int32 NewPrio = NewCost + Next->Distance(Goal);
// Adjust the Priority Queue
if (Priorities.Contains(Next)) { Priorities.Remove(Next); }
for (AHexTile* Hex : Priorities) // at this point Priorities is empty, need to make sure it's not.
{
int32 OldPrio = Hex->CostSoFar + Hex->Distance(Goal);
int32 Index;
Priorities.Find(Hex, Index);
// UE_LOG(LogTemp, Warning, TEXT("Comparing priorities...")); // debug
if (OldPrio > NewPrio)
{
Priorities.Insert(Next, Index);
Next->CameFrom = Current;
// UE_LOG(LogTemp, Warning, TEXT("Looks promising!")); // debug
break;
}
if (Index == Priorities.Num() - 1 && OldPrio <= NewPrio)
{
Priorities.Emplace(Next);
Next->CameFrom = Current;
// UE_LOG(LogTemp, Warning, TEXT("Low prio added")); // debug
break;
}
}
if (Priorities.IsEmpty())
{
Priorities.Emplace(Next);
}
}
}
}
TArray<AHexTile*> Path;
AHexTile* Hex = Goal;
while (*Hex != *Start)
{
Path.Emplace(Hex);
Hex = Hex->CameFrom;
}
Algo::Reverse(Path);
return Path;
}