new algorithm draft for diag moves; committed missing files

This commit is contained in:
Maximilian Fajnberg 2022-02-03 01:11:06 +01:00
parent 2bf072e3c6
commit 1573598c2a
11 changed files with 316 additions and 85 deletions

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@ -18,10 +18,11 @@ AAdventureCameraPawn::AAdventureCameraPawn()
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
ESASize = .01;
BaseScrollSpeed = 20;
ScrollAccelleration = BaseScrollSpeed * 3;
ESASize = .01;
ESAMaxBoundSlope = 1 / (1 - (1-ESASize));
ESAMaxBoundIntercept = 1 - ESAMaxBoundSlope;
@ -176,7 +177,6 @@ void AAdventureCameraPawn::EdgeScrollVert(float AxisValue)
SpeedY = AxisValue * ScrollAccelleration;
AddActorLocalOffset(FVector(0, -SpeedY, 0));
}
}
}

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@ -31,5 +31,4 @@ void AAdventureCharacter::Tick(float DeltaTime)
void AAdventureCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}

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@ -36,7 +36,6 @@ void AAdventureMap::MakeGrid()
for (int r = 1; r <= GridSize; r++) {
float XOffset = 0.f;
if (r % 2 != 0) { if (r > 1) { QOffset--; } }
else { XOffset = HexWidth / 2; }
@ -45,23 +44,19 @@ void AAdventureMap::MakeGrid()
NextHexAt.Y = TileSize * 1.5f * r;
NextHexAt.Z = 0.f;
FTransform SpawnTransform = FTransform(NextHexAt);
AHexTile* Tile = World->SpawnActor<AHexTile>(BaseTileClass, SpawnTransform);
Grid.Add(Tile);
Tile->Q = q - 1 + QOffset;
Tile->R = r - 1;
}
}
for (auto& tile : Grid) {
tile->Index = GridIndex(tile->Q, tile->R);
}
bHexGridReady = true;
}
// Every Hex Tile's index within the Grid Array can be derived from its Q and R coordinates
// Every Hex Tile's index within the Grid Array can be derived from its Axial Q and R coordinates
int32 AAdventureMap::GridIndex(int32 qAxial, int32 rAxial)
{
/*
@ -78,50 +73,36 @@ AHexTile* AAdventureMap::RandomHex()
return Grid[RandHex];
}
/*
* Add two TArray<TPair<int32, int32>> members containing the Cardinal Directions
(one for immediate neighbors, one for diagonals)
{ fill them in AAdventureMap::AAdventureMap }
* This function instead returns
TMap<bool bDiag, AHexTile* Neighbor>
*/
TArray<AHexTile*> AAdventureMap::Neighbors(AHexTile* OfHex, bool bFreeOnly = false)
{
TArray<AHexTile*> Results;
for (auto& V : NeighborUnitVectors) {
int32 I = GridIndex(OfHex->Q + V.Q, OfHex->R + V.R);
if (Grid.IsValidIndex(I)) {
AHexTile* R = Grid[I];
Results.Add(Grid[I]);
if (bFreeOnly && !R->bFree) { Results.Remove(R); }
AHexTile* H = Grid[I];
if (bFreeOnly && !H->bFree) { continue; }
if (H->Distance(OfHex) == 1) { Results.Add(H); }
}
}
for (auto& R : Results) {
if (bFreeOnly && !R->bFree) { Results.Remove(R); }
}
return Results;
}
TArray<AHexTile*> AAdventureMap::FreeDiags(AHexTile* OfHex)
TArray<AHexTile*> AAdventureMap::FreeDiagonals(AHexTile* OfHex)
{
TArray<AHexTile*> Results;
for (auto& V : DiagonalUnitVectors) {
int32 I = GridIndex(OfHex->Q + V.Q, OfHex->R + V.R);
if (!Grid.IsValidIndex(I)) { continue; }
// if (!bFreeOnly) { if (Grid[I]->Distance(OfHex) == 1) { Results.Add(Grid[I]); } }
else {
bool bReachable = true;
for (auto& PotentialBlock : Neighbors(OfHex)) {
for (AHexTile* PotentialBlock : Neighbors(OfHex)) {
if (PotentialBlock->Distance(Grid[I]) != 1) { continue; }
if (!PotentialBlock->bFree) {
bReachable = false;
break;
}
}
if (bReachable) {
Results.Add(Grid[I]);
}
if (bReachable) { Results.Add(Grid[I]); }
}
}
return Results;
@ -162,7 +143,7 @@ TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal,
AHexTile* Candidate = ToExamine[0];
ToExamine.Remove(Candidate);
// try for Hex with lower estimatet (F)cost
for (auto& t : ToExamine) {
for (AHexTile* t : ToExamine) {
t->FCost = t->GCost + t->HCost;
if (t->FCost < Candidate->FCost || t->FCost == Candidate->FCost && t->HCost < Candidate->HCost) { Candidate = t; }
}
@ -173,42 +154,42 @@ TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal,
// expand frontier & adjust path data
for (AHexTile* Neighbor : Neighbors(Candidate, true)) {
if (Neighbor->Distance(Candidate) > 1) { continue; }
if (!Neighbor->bFree) { continue; }
if (Processed.Contains(Neighbor)) { continue; }
bool bInToExamine = ToExamine.Contains(Neighbor);
float NewGCost = Candidate->GCost + Neighbor->MoveCost * 10.f;
float NewGCost = Candidate->GCost + Neighbor->MoveCost;
if (NewGCost < Neighbor->GCost || !bInToExamine) {
Neighbor->GCost = NewGCost;
Neighbor->CameFrom = Candidate; // chain
Neighbor->bDiagMove = false;
if (!bInToExamine) {
Neighbor->HCost = Neighbor->Distance(Goal) * 10.f;
Neighbor->HCost = Neighbor->Distance(Goal);
ToExamine.Add(Neighbor);
}
}
} }
}
if (bDiags) { // right now the heuristic for HCost (Distance func) does NOT take diagonals into account
for (AHexTile* Diag : FreeDiags(Candidate)) {
if (Diag->Distance(Candidate) > 2) { continue; }
/*
if (bDiags) {
for (AHexTile* Diag : FreeDiagonals(Candidate)) {
if (!Diag->bFree) { continue; }
if (Processed.Contains(Diag)) { continue; }
bool bInToExamine = ToExamine.Contains(Diag);
float NewGCost = Candidate->GCost + Diag->MoveCost * 10.f;
float NewGCost = Candidate->GCost + Diag->MoveCost;
if (NewGCost < Diag->GCost || !bInToExamine) {
Diag->GCost = NewGCost;
Diag->CameFrom = Candidate; // chain
Diag->bDiagMove = true;
if (!bInToExamine) {
Diag->HCost = Diag->Distance(Goal) * 10.f;
Diag->HCost = Diag->Distance(Goal);
ToExamine.Add(Diag);
}
}
} }
}
}
}*/
}
TArray<AHexTile*> Path;
if (!IsValid(Goal->CameFrom)) { return Path; }
@ -218,5 +199,96 @@ TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal,
iPathNode = iPathNode->CameFrom;
}
Algo::Reverse(Path);
if (bDiags) {
Path = ShortcutAStar(Path);
}
return Path;
}
TArray<AHexTile*> AAdventureMap::ShortcutAStar(TArray<AHexTile*> Path)
{
TArray<AHexTile*> Shortcut;
int32 Len = Path.Num();
AHexTile* Milestone = Path[0];
int32 BeforeBend;
int32 AfterBend;
int32 HexIter = 1;
FHexVector pDir;
FHexVector DirA;
FHexVector DirB;
AHexTile* Current;
while (Milestone != Path[Len - 1]) {
// find Milestone (i.e. end of first curve) & determine curve data
BeforeBend = 1;
for (HexIter; HexIter < Len; HexIter++) {
pDir = FHexVector(Path[HexIter], Path[HexIter - 1]);
DirA = FHexVector(Path[HexIter + 1], Path[HexIter]);
if (DirA == pDir) { BeforeBend++; }
else { break; }
}
AfterBend = 1;
for (HexIter; HexIter < Len; HexIter++) {
pDir = FHexVector(Path[HexIter], Path[HexIter - 1]);
DirB = FHexVector(Path[HexIter + 1], Path[HexIter]);
if (DirB == pDir) { AfterBend++; }
else { break; }
}
FHexVector Diag = UnitDiagFromUnitNB(DirA, DirB); // (exact diagonal) cardinal direction for shortcut
TArray<AHexTile*> WorkingSegment;
for (int32 i = Path.Find(Milestone); i < HexIter; i++) { WorkingSegment.Add(Path[i]); }
Milestone = WorkingSegment.Last();
Current = WorkingSegment[0];
bool bFirstDiagTaken = false;
TArray<AHexTile*> NewSegment; // ideally the entire shortcut (ends at bBlock, whence we continue by A*)
// link from Current to Milestone
for (int32 i = 0; i < BeforeBend; i++) {
Current = WorkingSegment[i];
AHexTile* NewCandidate = Grid[GridIndex(Current->Q + Diag.Q, Current->R + Diag.R)];
if (!DiagIsReachable(Current, Diag) || !NewCandidate->bFree) {
if (bFirstDiagTaken) { break; }
NewSegment.Add(Current);
continue;
}
NewSegment.Add(NewCandidate);
bFirstDiagTaken = true;
}
// Check how much remains until we reach milestone and
// Connect the rest recursively via A* (with shortcuts)
// Consider whether the resulting path really is shorter
Shortcut.Append(NewSegment);
}
// Construct shortcut
return Shortcut;
}
FHexVector AAdventureMap::UnitDiagFromUnitNB(FHexVector InVecA, FHexVector InVecB) {
if (InVecA == NNW && InVecB == NNE||InVecB == NNW && InVecA == NNE) { return N; }
if (InVecA == NNE && InVecB == E ||InVecB == NNE && InVecA == E) { return ENE; }
if (InVecA == E && InVecB == SSE||InVecB == E && InVecA == SSE) { return ESE; }
if (InVecA == SSE && InVecB == SSW||InVecB == SSE && InVecA == SSW) { return S; }
if (InVecA == SSW && InVecB == W ||InVecB == SSW && InVecA == W) { return WSW; }
if (InVecA == W && InVecB == NNW||InVecB == W && InVecA == NNW) { return WNW; }
return FHexVector();
}
bool AAdventureMap::DiagIsReachable(AHexTile* InStart, FHexVector InDiagUnitVec) {
FHexVector BlockA;
FHexVector BlockB;
if (InDiagUnitVec == N) { BlockA = NNW, BlockB = NNE; }
if (InDiagUnitVec == ENE) { BlockA = NNE, BlockB = E; }
if (InDiagUnitVec == ESE) { BlockA = E, BlockB = SSE; }
if (InDiagUnitVec == S) { BlockA = SSE, BlockB = SSW; }
if (InDiagUnitVec == WSW) { BlockA = SSW, BlockB = W; }
if (InDiagUnitVec == WNW) { BlockA = W, BlockB = NNW; }
AHexTile* HexA = Grid[GridIndex(InStart->Q + BlockA.Q, InStart->R + BlockA.R)];
AHexTile* HexB = Grid[GridIndex(InStart->Q + BlockB.Q, InStart->R + BlockB.R)];
return (HexA->bFree && HexB->bFree);
}

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@ -26,7 +26,7 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
TSubclassOf<AHexTile> BaseTileClass;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
int32 GridSize = 100; // squared is the number of Tiles
int32 GridSize = 100;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
int32 TileSize = 100;
@ -44,43 +44,50 @@ public:
// Cardinal direction vectors
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
FHexVector N = FHexVector(1, -2);
FHexVector N = FHexVector(1, -2); //
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
FHexVector NNE = FHexVector(1, -1);
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
FHexVector ENE = FHexVector(2, -1);
FHexVector ENE = FHexVector(2, -1); //
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
FHexVector E = FHexVector(1, 0);
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
FHexVector ESE = FHexVector(1, 1);
FHexVector ESE = FHexVector(1, 1); //
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
FHexVector SSE = FHexVector(0, 1);
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
FHexVector S = FHexVector(-1, 2);
FHexVector S = FHexVector(-1, 2); //
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
FHexVector SSW = FHexVector(-1, 1);
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
FHexVector WSW = FHexVector(-2, 1);
FHexVector WSW = FHexVector(-2, 1); //
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
FHexVector W = FHexVector(-1, 0);
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
FHexVector WNW = FHexVector(-1, -1);
FHexVector WNW = FHexVector(-1, -1); //
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
FHexVector NNW = FHexVector(0, -1);
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
TArray<FHexVector> NeighborUnitVectors;
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
TArray<FHexVector> DiagonalUnitVectors;
UFUNCTION(BlueprintCallable, Category = "Utility")
FHexVector UnitDiagFromUnitNB(FHexVector InVecA, FHexVector InVecB);
UFUNCTION(BlueprintCallable, Category = "Utility")
bool DiagIsReachable(AHexTile* InStart, FHexVector InDiagUnitVec);
UFUNCTION(BlueprintCallable, Category = "Runtime")
TArray<AHexTile*> Neighbors(AHexTile* OfHex, bool bFreeOnly);
UFUNCTION(BlueprintCallable, Category = "Runtime")
TArray<AHexTile*> FreeDiags(AHexTile* OfHex);
TArray<AHexTile*> FreeDiagonals(AHexTile* OfHex);
UFUNCTION(BlueprintCallable, Category = "Runtime")
TSet<AHexTile*> BreadthFirstSearch(AHexTile* Start, int32 Radius);
UFUNCTION(BlueprintCallable, Category = "Runtime")
TArray<AHexTile*> FindPathAStar(AHexTile* Start, AHexTile* Goal, bool bDiags);
UFUNCTION(BlueprintCallable, Category = "Runtime")
TArray<AHexTile*> ShortcutAStar(TArray<AHexTile*> Path);
// considering a MapObjectManager class or moving pathfinding & search to PlayerController
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TMap<AHexTile*, AMapObject*> MapObjects;

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@ -45,10 +45,12 @@ void AAdventurePlayerController::LeftClick()
if (bInPlacementMode) { PlaceObject(PlaceObjClass, HoveredHex); }
}
TArray<AHexTile*> AAdventurePlayerController::Vision()
TArray<AHexTile*> AAdventurePlayerController::Vision(int32 Radius)
{
TArray<AHexTile*> Results;
TSet<AHexTile*> Visible = MapRef->BreadthFirstSearch(CurrentHex, 4);
TSet<AHexTile*> Visible;
if (CurrentHex->bDiagMove) { Radius = FMath::FloorToInt(float(Radius) * (2.f / 3.f)); }
Visible = MapRef->BreadthFirstSearch(CurrentHex, Radius);
for (auto& Hex : Visible) {
if (ExploredHexes.Contains(Hex)) { continue; }
Results.Add(Hex);
@ -60,31 +62,25 @@ TArray<AHexTile*> AAdventurePlayerController::Vision()
void AAdventurePlayerController::TogglePlacing()
{
bInPlacementMode = !bInPlacementMode;
if (bInPlacementMode) {
PlaceObj = World->SpawnActor<AMapObject>(PlaceObjClass, FTransform());
}
if (bInPlacementMode) { PlaceObj = World->SpawnActor<AMapObject>(PlaceObjClass, FTransform()); }
else { if (IsValid(PlaceObj)) { PlaceObj->Destroy(); } }
}
void AAdventurePlayerController::FitOnGrid(AMapObject* MapObject)
{
if (!IsValid(HoveredHex)) { return; }
if (HoveredHex->bFree) {
MapObject->SetActorLocation(FVector(HoveredHex->GetActorLocation()));
}
if (HoveredHex->bFree) { MapObject->SetActorLocation(FVector(HoveredHex->GetActorLocation())); }
}
// called from BP; generally takes the Hex under the player cursor as argument
void AAdventurePlayerController::PlaceObject(TSubclassOf<AMapObject> MapObjClass, AHexTile* OnHex)
{
// spawn this Actor at World location of Origin Hex;
AMapObject* SpawnedObj = World->SpawnActor<AMapObject>(MapObjClass, FTransform(OnHex->GetActorTransform().GetLocation()));
SpawnedObj->Origin = OnHex;
OnHex->bFree = false;
SpawnedObj->Occupy();
// set Hexes to bOccupied according to BlockVectors;
OnHex->bFree = false; // exact Hexes are eventually to be determined by MapObjectClass's BlockingVectors
MapRef->MapObjects.Add(OnHex, SpawnedObj); // maybe this as well
MapRef->MapObjects.Add(OnHex, SpawnedObj);
MapRef->IncID++;
SpawnedObj->ID = MapRef->IncID;
MapRef->MapObjectsByID.Add(MapRef->IncID, SpawnedObj);

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@ -42,9 +42,9 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSet<AHexTile*> ExploredHexes;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 VisionRadius = 7;
int32 VisionRadius = 6;
UFUNCTION(BlueprintCallable)
TArray<AHexTile*> Vision();
TArray<AHexTile*> Vision(int32 Radius);
protected:
virtual void BeginPlay() override;

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@ -10,40 +10,26 @@
AHexTile::AHexTile()
{
TileSize = 100.f;
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Scene"));
this->FillCornersArray();
}
void AHexTile::BeginPlay()
{
Super::BeginPlay();
}
void AHexTile::BeginPlay() { Super::BeginPlay(); }
FVector AHexTile::Corner(int32 i)
{
FVector TileCenter = this->GetActorTransform().GetLocation();
int32 Angle_Deg = 60 * i - 30;
float Angle_Rad = UKismetMathLibrary::GetPI()/180 * Angle_Deg;
float X = TileCenter.X + TileSize * cos(Angle_Rad);
float Y = TileCenter.Y + TileSize * sin(Angle_Rad);
return FVector(X, Y, 0.f);
}
void AHexTile::FillCornersArray()
{
for (int32 i = 0 ; i < 6; i++)
{
Corners.Emplace(Corner(i + 1));
}
}
void AHexTile::FillCornersArray() { for (int32 i = 0 ; i < 6; i++) { Corners.Emplace(Corner(i + 1)); } }
int32 AHexTile::Distance(AHexTile* ToHex)
{
int32 CubeS1 = -this->Q - this->R;
int32 CubeS2 = -ToHex->Q - ToHex->R;
return (abs(this->Q - ToHex->Q) + abs(this->R - ToHex->R) + abs(CubeS1 - CubeS2)) / 2;
}

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@ -45,10 +45,14 @@ public:
int32 Distance(AHexTile* ToHex);
// Pathfinding
UPROPERTY(BlueprintReadWrite, Category = "Movement")
UPROPERTY(BlueprintReadWrite)
float MoveCost = 10;
UPROPERTY(BlueprintReadWrite, VisibleInstanceOnly, Category = "Movement")
UPROPERTY(BlueprintReadWrite, VisibleInstanceOnly, Category = "Runtime")
AHexTile* CameFrom;
UPROPERTY(BlueprintReadWrite, VisibleInstanceOnly, Category = "Runtime")
AHexTile* LeadsTo;
UPROPERTY(BlueprintReadWrite, VisibleInstanceOnly, Category = "Runtime")
bool bDiagMove = false;
UPROPERTY()
float FCost;
UPROPERTY()
@ -59,6 +63,10 @@ public:
// MapObject Placement
UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
bool bFree = true;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool bTouchable = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool bSteptivatable = false;
FORCEINLINE bool operator == (const AHexTile &Other)
{

58
HexVector.h Normal file
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@ -0,0 +1,58 @@
#pragma once
#include "HexTile.h"
#include "HexVector.generated.h"
USTRUCT(BlueprintType)
struct FHexVector
{
GENERATED_BODY()
FORCEINLINE FHexVector();
FORCEINLINE explicit FHexVector(int32 InQ, int32 InR);
FORCEINLINE explicit FHexVector(int32 InQ, int32 InR, bool bInDiag, bool bInUnit);
FORCEINLINE explicit FHexVector(AHexTile* InHex);
FORCEINLINE explicit FHexVector(AHexTile* InHexA, AHexTile* InHexB);
UPROPERTY(BlueprintReadWrite)
int32 Q;
UPROPERTY(BlueprintReadWrite)
int32 R;
UPROPERTY(BlueprintReadWrite)
int32 S;
UPROPERTY(BlueprintReadWrite)
bool bIsDiagonal;
UPROPERTY(BlueprintReadWrite)
bool bUnit;
TArray<FHexVector> Related;
};
FORCEINLINE FHexVector::FHexVector()
{}
FORCEINLINE FHexVector::FHexVector(int32 InQ, int32 InR)
: Q(InQ), R(InR) {}
FORCEINLINE FHexVector::FHexVector(int32 InQ, int32 InR, bool InIsDiag, bool InIsUnit)
: Q(InQ), R(InR), bIsDiagonal(InIsDiag), bUnit(InIsUnit) {}
FORCEINLINE FHexVector::FHexVector(AHexTile* InHex)
: Q(InHex->Q), R(InHex->R) {}
FORCEINLINE FHexVector::FHexVector(AHexTile* InHexA, AHexTile* InHexB)
: Q(InHexA->Q - InHexB->Q), R(InHexA->R - InHexB->R) {}
FORCEINLINE bool operator==(const FHexVector& A, const FHexVector& B)
{
if (A.Q == B.Q && A.R == B.R) { return true; }
else { return false; }
}
FORCEINLINE bool operator!=(const FHexVector& A, const FHexVector& B)
{
if (A.Q == B.Q && A.R == B.R) { return false; }
else { return true; }
}

46
MapObject.cpp Normal file
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@ -0,0 +1,46 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "MapObject.h"
#include "AdventureMap.h"
#include "HexTile.h"
// Sets default values
AMapObject::AMapObject()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
SceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Scene"));
RootComponent = SceneComponent;
OrientHexMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Orient"));
OrientHexMesh->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepWorldTransform);
}
// Called when the game starts or when spawned
void AMapObject::BeginPlay()
{
Super::BeginPlay();
Occupy();
}
// Called every frame
void AMapObject::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void AMapObject::Touch()
{
}
void AMapObject::Activate()
{
}
void AMapObject::Occupy()
{
for (auto& V : Occupying) {
MapRef->Grid[MapRef->GridIndex(Origin->Q + V.Q, Origin->R + V.R)]->bFree = false;
}
}

59
MapObject.h Normal file
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@ -0,0 +1,59 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "HexVector.h"
#include "MapObject.generated.h"
class USceneComponent;
class UStaticMeshComponent;
class AAdventureMap;
UCLASS()
class FRAY_API AMapObject : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AMapObject();
UPROPERTY(BlueprintReadOnly, Category = "Config")
AAdventureMap* MapRef;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Config")
USceneComponent* SceneComponent;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Config")
UStaticMeshComponent* OrientHexMesh;
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Config")
bool bCollectable;
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Config")
bool bActivatable;
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Generation")
int32 ID;
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Generation")
class AHexTile* Origin; // very important
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Generation")
TArray<FHexVector> Occupying;
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Runtime")
AController* FlaggedBy;
UFUNCTION()
virtual void Touch();
UFUNCTION()
virtual void Activate();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
void Occupy();
};