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"
#include "Algo/Reverse.h"
#include <unordered_map>
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// Sets default values
AAdventureMap::AAdventureMap()
{
}
// Called when the game starts or when spawned
void AAdventureMap::BeginPlay()
{
Super::BeginPlay();
World = GetWorld();
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if (IsValid(BaseTileClass))
{
MakeGrid();
}
}
// Called once on Begin Play
void AAdventureMap::MakeGrid()
{
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)
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{
if (r > 1)
{
QOffset--;
}
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}
else { XOffset = HexWidth / 2; }
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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()
{
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int32 RandHex = GridIndex(FMath::RandRange(0, GridSize-1), FMath::RandRange(0, GridSize-1));
return Grid[RandHex];
}
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TArray<AHexTile*> AAdventureMap::Neighbors(AHexTile* OfHex)
{
TArray<AHexTile*> Neighbors;
int32 I;
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I = GridIndex(OfHex->Q + 1 , OfHex->R + 0 );
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 );
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 );
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 );
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 );
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 );
if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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return Neighbors;
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}
// Massive memory leak when Goal is more than 2 distance away from Start (leading to the Editor freezing)
// Also freezes when the Goal is on the Edge of the map (i.e. has only 3 Neighbors)
TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal)
{
TArray<AHexTile*> PQ; // Makeshift Priority Queue. (High value = Low priority)
PQ.Init(Start, 1);
// The goal of this loop is to edit the Hex->CameFrom pointers, So as to chain Hexes from Goal to Start
while (!PQ.IsEmpty())
{
AHexTile* Current = PQ[0];
PQ.RemoveAt(0);
UE_LOG(LogTemp, Warning, TEXT("Popping top priority Hex Q:%d|R:%d"), Current->Q, Current->R);
if (Current == Goal) // early exit
{
UE_LOG(LogTemp, Warning, TEXT("Goal found!!!")); // debug
break;
}
UE_LOG(LogTemp, Warning, TEXT("Expanding the frontier...")); // debug
for (AHexTile* Next : Neighbors(Current))
{
int32 NewCost = Current->CostSoFar + Next->MoveCost;
if (NewCost < Next->CostSoFar || !PQ.Contains(Next))
{
Next->CostSoFar = NewCost;
Next->CameFrom = Current;
PQ.Remove(Next);
int32 NewPrio = NewCost + Next->Distance(Goal); // Higher value = Lower priority
UE_LOG(LogTemp, Warning, TEXT("Hex Q:%d|R:%d pathing updated. Readjusting priorities..."), Next->Q, Next->R); // debug
if (!PQ.IsEmpty())
{
int32 OldPrio;
int32 OldIndex = PQ.Num() - 1; // To be inserted as lowest priority by default
for (AHexTile* Hex : PQ)
{
OldPrio = Hex->CostSoFar + Hex->Distance(Goal);
if (NewPrio <= OldPrio) // looking for 1. Hex in "PQ" with a lower priority than that of "Next"
{
PQ.Find(Hex, OldIndex); // redefining of "OldIndex"
break;
}
}
UE_LOG(LogTemp, Warning, TEXT("Inserting Hex at priority %d"), OldIndex); // debug
PQ.Insert(Next, OldIndex);
}
else
{
PQ.Add(Next);
UE_LOG(LogTemp, Warning, TEXT("Adding one last Candidate.")); // debug
}
}
}
}
TArray<AHexTile*> Path;
AHexTile* Hex = Goal;
while (Hex != Start)
{
Path.Emplace(Hex);
Hex = Hex->CameFrom;
}
Algo::Reverse(Path);
return Path;
}
/*
// alternative implementation using faster built in priority queue data structure
TArray<AHexTile*> AAdventureMap::FindPathAStarPQ(AHexTile* Start, AHexTile* Goal)
{
// TArray<AHexTile*> PQ;
std::priority_queue<AHexTile*, std::vector<AHexTile*>> PQ; // currently missing a custom comparator as third template arg (designating effective priority of pq elements)
std::unordered_map<AHexTile*, AHexTile*> CameFrom; // if in doubt: switch to templates instead of predefined hex types
// PQ.Init(Start, 1);
PQ.push(Start);
CameFrom[Start] = Start;
// while (!PQ.IsEmpty())
while (!PQ.empty())
{
AHexTile* Current = PQ.top();
// PQ.RemoveAt(0);
PQ.pop();
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 (!PQ.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 (PQ.Contains(Next)) { PQ.Remove(Next); }
for (AHexTile* Hex : PQ) // at this point PQ is empty, need to make sure it's not.
{
int32 OldPrio = Hex->CostSoFar + Hex->Distance(Goal);
int32 Index;
PQ.Find(Hex, Index);
// UE_LOG(LogTemp, Warning, TEXT("Comparing priorities...")); // debug
if (OldPrio > NewPrio)
{
PQ.Insert(Next, Index);
Next->CameFrom = Current;
// UE_LOG(LogTemp, Warning, TEXT("Looks promising!")); // debug
break;
}
if (Index == PQ.Num() - 1 && OldPrio <= NewPrio)
{
PQ.Emplace(Next);
Next->CameFrom = Current;
// UE_LOG(LogTemp, Warning, TEXT("Low prio added")); // debug
break;
}
}
if (PQ.IsEmpty()) { PQ.Emplace(Next); }
}
}
}
TArray<AHexTile*> Path;
AHexTile* Hex = Goal;
while (Hex != Start)
{
Path.Emplace(Hex);
Hex = Hex->CameFrom;
}
Algo::Reverse(Path);
return Path;
}
*/