Drafted Vision blocking functionality and respective MapRef->HelperFunctions
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@ -8,6 +8,7 @@
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#include "Kismet/GameplayStatics.h"
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#include "Algo/Reverse.h"
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#include "Util/IndexPriorityQueue.h"
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#include <cmath.h>
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// Sets default values
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AAdventureMap::AAdventureMap()
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@ -83,6 +84,36 @@ AHexTile* AAdventureMap::RandomHex()
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return Grid[RandHex];
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}
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FHexVector AAdventureMap::AxialRound(float qf, float rf)
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{
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float sf = -qf - rf;
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int32 q = round(qf);
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int32 r = round(rf);
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int32 s = round(sf);
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float q_diff = abs(q - qf);
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float r_diff = abs(r - rf);
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float s_diff = abs(s - sf);
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if (q_diff > r_diff && q_diff > s_diff)
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{ q = -r - s; }
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else if (r_diff > s_diff)
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{ r = -q - s; }
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else
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{ s = -q - r; }
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return FHexVector(q, r);
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}
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float AAdventureMap::Lerp(int32 a, int32 b, int32 t)
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{
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return float(a + (b - a) * t);
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}
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// FHexVector SampleHex = MapRef->AxialRound(Lerpl(a, b, t), Lerp(x, y, z));
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//
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TArray<AHexTile*> AAdventureMap::Neighbors(AHexTile* OfHex, bool bFreeOnly = false)
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{
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TArray<AHexTile*> Results;
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@ -143,6 +174,8 @@ TSet<AHexTile*> AAdventureMap::BreadthFirstSearch(AHexTile* Start, int32 Radius)
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return Results;
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}
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/* // Faulty implementation which uses an actual PriorityQueue
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TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal, bool bDiags)
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{
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@ -80,11 +80,16 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Utility")
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bool DiagIsReachable(AHexTile* InStart, FHexVector InDiagUnitVec);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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UFUNCTION(BlueprintCallable, Category = "Utility")
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float Lerp(int32 a, int32 b, int32 t);
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UFUNCTION(BlueprintCallable, Category = "Utility")
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FHexVector AxialRound(float q, float r)
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UFUNCTION(BlueprintCallable, Category = "Utility")
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TArray<AHexTile*> Neighbors(AHexTile* OfHex, bool bFreeOnly);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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UFUNCTION(BlueprintCallable, Category = "Utility")
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TArray<AHexTile*> FreeDiagonals(AHexTile* OfHex);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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UFUNCTION(BlueprintCallable, Category = "Utility")
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TSet<AHexTile*> BreadthFirstSearch(AHexTile* Start, int32 Radius);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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TArray<AHexTile*> FindPathAStar(AHexTile* Start, AHexTile* Goal, bool bDiags);
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@ -55,15 +55,30 @@ void AAdventurePlayerController::LeftClick()
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else { return; }
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}
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TArray<AHexTile*> AAdventurePlayerController::Vision(int32 Radius)
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{
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TArray<AHexTile*> Results;
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TSet<AHexTile*> Visible;
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Visible = MapRef->BreadthFirstSearch(CurrentHex, Radius);
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for (auto& Hex : Visible) {
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if (ExploredHexes.Contains(Hex)) { continue; }
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Results.Add(Hex);
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ExploredHexes.Add(Hex);
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TSet<AHexTile*> AAdventurePlayerController::Vision(int32 Radius)
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{
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TSet<AHexTile*> InRange = MapRef->BreadthFirstSearch(CurrentHex, Radius);
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TSet<AHexTile*> Results;
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for (auto& Hex : InRange) {
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if (Hex->Distance(CurrentHex) == Radius)
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{
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AHexTile* Target;
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for (int32 i = 1; i <= Radius; i++)
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{
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float t = 1.0f / Radius * i;
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FHexVector Sample;
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Sample = MapRef->AxialRound(MapRef->Lerp(CurrentHex->Q, Hex->Q, t), MapRef->Lerp(CurrentHex->R, Hex->R, t));
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AHexTile* SampleHex = MapRef->Grid[MapRef->GridIndex(Sample.Q, Sample.R)];
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Results.Add(SampleHex);
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ExploredHexes.Add(Hex);
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if (!SampleHex->bFree || ExploredHexes.Contains(SampleHex))
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{ break; }
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}
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}
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}
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return Results;
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}
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@ -57,7 +57,7 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 VisionRadius = 6;
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UFUNCTION(BlueprintCallable)
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TArray<AHexTile*> Vision(int32 Radius);
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TSet<AHexTile*> Vision(int32 Radius);
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TSet<AHexTile*> ExploredHexes;
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