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 = FMath::RandRange(0, GridSize*GridSize-1);
return Grid[RandHex];
}
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TArray<AHexTile*> AAdventureMap::Neighbors(AHexTile* OfHex)
{
TArray<AHexTile*> Neighbors;
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int32 Arr[] = { GridIndex(OfHex->Q+1, OfHex->R), GridIndex(OfHex->Q+1, OfHex->R-1),
GridIndex(OfHex->Q, OfHex->R-1), GridIndex(OfHex->Q-1, OfHex->R),
GridIndex(OfHex->Q-1, OfHex->R+1), GridIndex(OfHex->Q, OfHex->R+1) };
TArray<int32> Indeces;
Indeces.Append(Arr, UE_ARRAY_COUNT(Arr));
Neighbors.Add(RandomHex());
for (auto& I : Indeces) { if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); } }
return Neighbors;
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}
TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal)
{
TArray<AHexTile*> PQ; // Makeshift Priority Queue. (High value = Low priority)
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PQ.Add(Start);
// 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);
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// UE_LOG(LogTemp, Warning, TEXT("Popping top priority Hex %d:%d"), Current->Q, Current->R); // debug
if (Current == Goal) // early exit
{
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// UE_LOG(LogTemp, Warning, TEXT("Goal found!!!")); // debug
break;
}
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// 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
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// no crash up to this point
// UE_LOG(LogTemp, Warning, TEXT("Hex %d:%d path info updated. Readjusting priorities..."), Next->Q, Next->R); // debug
if (!PQ.IsEmpty())
{
int32 OldPrio;
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int32 OldIndex = PQ.Num() - 1; // default to lowest priority
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for (auto& 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"
{
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PQ.Find(Hex, OldIndex); // redefine OldIndex
break;
}
}
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// UE_LOG(LogTemp, Warning, TEXT("Saving at PQ index %d"), OldIndex); // debug
PQ.Insert(Next, OldIndex);
}
else
{
PQ.Add(Next);
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// UE_LOG(LogTemp, Warning, TEXT("Adding (PQ was empty)")); // debug
}
}
}
}
TArray<AHexTile*> Path;
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/*
AHexTile* Hex = Goal;
while (Hex != Start)
{
Path.Emplace(Hex);
Hex = Hex->CameFrom;
}
Algo::Reverse(Path);
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*/
return Path;
}