new algorithm draft for diag moves; committed missing files
This commit is contained in:
parent
2bf072e3c6
commit
1573598c2a
@ -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.
|
// 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;
|
PrimaryActorTick.bCanEverTick = true;
|
||||||
|
|
||||||
ESASize = .01;
|
|
||||||
BaseScrollSpeed = 20;
|
BaseScrollSpeed = 20;
|
||||||
ScrollAccelleration = BaseScrollSpeed * 3;
|
ScrollAccelleration = BaseScrollSpeed * 3;
|
||||||
|
|
||||||
|
ESASize = .01;
|
||||||
|
|
||||||
ESAMaxBoundSlope = 1 / (1 - (1-ESASize));
|
ESAMaxBoundSlope = 1 / (1 - (1-ESASize));
|
||||||
ESAMaxBoundIntercept = 1 - ESAMaxBoundSlope;
|
ESAMaxBoundIntercept = 1 - ESAMaxBoundSlope;
|
||||||
|
|
||||||
@ -176,7 +177,6 @@ void AAdventureCameraPawn::EdgeScrollVert(float AxisValue)
|
|||||||
SpeedY = AxisValue * ScrollAccelleration;
|
SpeedY = AxisValue * ScrollAccelleration;
|
||||||
AddActorLocalOffset(FVector(0, -SpeedY, 0));
|
AddActorLocalOffset(FVector(0, -SpeedY, 0));
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -31,5 +31,4 @@ void AAdventureCharacter::Tick(float DeltaTime)
|
|||||||
void AAdventureCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
|
void AAdventureCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
|
||||||
{
|
{
|
||||||
Super::SetupPlayerInputComponent(PlayerInputComponent);
|
Super::SetupPlayerInputComponent(PlayerInputComponent);
|
||||||
|
|
||||||
}
|
}
|
152
AdventureMap.cpp
152
AdventureMap.cpp
@ -36,7 +36,6 @@ void AAdventureMap::MakeGrid()
|
|||||||
|
|
||||||
for (int r = 1; r <= GridSize; r++) {
|
for (int r = 1; r <= GridSize; r++) {
|
||||||
float XOffset = 0.f;
|
float XOffset = 0.f;
|
||||||
|
|
||||||
if (r % 2 != 0) { if (r > 1) { QOffset--; } }
|
if (r % 2 != 0) { if (r > 1) { QOffset--; } }
|
||||||
else { XOffset = HexWidth / 2; }
|
else { XOffset = HexWidth / 2; }
|
||||||
|
|
||||||
@ -45,23 +44,19 @@ void AAdventureMap::MakeGrid()
|
|||||||
NextHexAt.Y = TileSize * 1.5f * r;
|
NextHexAt.Y = TileSize * 1.5f * r;
|
||||||
NextHexAt.Z = 0.f;
|
NextHexAt.Z = 0.f;
|
||||||
FTransform SpawnTransform = FTransform(NextHexAt);
|
FTransform SpawnTransform = FTransform(NextHexAt);
|
||||||
|
|
||||||
AHexTile* Tile = World->SpawnActor<AHexTile>(BaseTileClass, SpawnTransform);
|
AHexTile* Tile = World->SpawnActor<AHexTile>(BaseTileClass, SpawnTransform);
|
||||||
Grid.Add(Tile);
|
Grid.Add(Tile);
|
||||||
|
|
||||||
Tile->Q = q - 1 + QOffset;
|
Tile->Q = q - 1 + QOffset;
|
||||||
Tile->R = r - 1;
|
Tile->R = r - 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for (auto& tile : Grid) {
|
for (auto& tile : Grid) {
|
||||||
tile->Index = GridIndex(tile->Q, tile->R);
|
tile->Index = GridIndex(tile->Q, tile->R);
|
||||||
}
|
}
|
||||||
|
|
||||||
bHexGridReady = true;
|
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)
|
int32 AAdventureMap::GridIndex(int32 qAxial, int32 rAxial)
|
||||||
{
|
{
|
||||||
/*
|
/*
|
||||||
@ -78,50 +73,36 @@ AHexTile* AAdventureMap::RandomHex()
|
|||||||
return Grid[RandHex];
|
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*> AAdventureMap::Neighbors(AHexTile* OfHex, bool bFreeOnly = false)
|
||||||
{
|
{
|
||||||
TArray<AHexTile*> Results;
|
TArray<AHexTile*> Results;
|
||||||
for (auto& V : NeighborUnitVectors) {
|
for (auto& V : NeighborUnitVectors) {
|
||||||
int32 I = GridIndex(OfHex->Q + V.Q, OfHex->R + V.R);
|
int32 I = GridIndex(OfHex->Q + V.Q, OfHex->R + V.R);
|
||||||
if (Grid.IsValidIndex(I)) {
|
if (Grid.IsValidIndex(I)) {
|
||||||
AHexTile* R = Grid[I];
|
AHexTile* H = Grid[I];
|
||||||
Results.Add(Grid[I]);
|
if (bFreeOnly && !H->bFree) { continue; }
|
||||||
if (bFreeOnly && !R->bFree) { Results.Remove(R); }
|
if (H->Distance(OfHex) == 1) { Results.Add(H); }
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
for (auto& R : Results) {
|
|
||||||
if (bFreeOnly && !R->bFree) { Results.Remove(R); }
|
|
||||||
}
|
|
||||||
return Results;
|
return Results;
|
||||||
}
|
}
|
||||||
|
|
||||||
TArray<AHexTile*> AAdventureMap::FreeDiags(AHexTile* OfHex)
|
TArray<AHexTile*> AAdventureMap::FreeDiagonals(AHexTile* OfHex)
|
||||||
{
|
{
|
||||||
TArray<AHexTile*> Results;
|
TArray<AHexTile*> Results;
|
||||||
for (auto& V : DiagonalUnitVectors) {
|
for (auto& V : DiagonalUnitVectors) {
|
||||||
int32 I = GridIndex(OfHex->Q + V.Q, OfHex->R + V.R);
|
int32 I = GridIndex(OfHex->Q + V.Q, OfHex->R + V.R);
|
||||||
if (!Grid.IsValidIndex(I)) { continue; }
|
if (!Grid.IsValidIndex(I)) { continue; }
|
||||||
// if (!bFreeOnly) { if (Grid[I]->Distance(OfHex) == 1) { Results.Add(Grid[I]); } }
|
|
||||||
else {
|
else {
|
||||||
bool bReachable = true;
|
bool bReachable = true;
|
||||||
for (auto& PotentialBlock : Neighbors(OfHex)) {
|
for (AHexTile* PotentialBlock : Neighbors(OfHex)) {
|
||||||
if (PotentialBlock->Distance(Grid[I]) != 1) { continue; }
|
if (PotentialBlock->Distance(Grid[I]) != 1) { continue; }
|
||||||
if (!PotentialBlock->bFree) {
|
if (!PotentialBlock->bFree) {
|
||||||
bReachable = false;
|
bReachable = false;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (bReachable) {
|
if (bReachable) { Results.Add(Grid[I]); }
|
||||||
Results.Add(Grid[I]);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return Results;
|
return Results;
|
||||||
@ -162,7 +143,7 @@ TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal,
|
|||||||
AHexTile* Candidate = ToExamine[0];
|
AHexTile* Candidate = ToExamine[0];
|
||||||
ToExamine.Remove(Candidate);
|
ToExamine.Remove(Candidate);
|
||||||
// try for Hex with lower estimatet (F)cost
|
// try for Hex with lower estimatet (F)cost
|
||||||
for (auto& t : ToExamine) {
|
for (AHexTile* t : ToExamine) {
|
||||||
t->FCost = t->GCost + t->HCost;
|
t->FCost = t->GCost + t->HCost;
|
||||||
if (t->FCost < Candidate->FCost || t->FCost == Candidate->FCost && t->HCost < Candidate->HCost) { Candidate = t; }
|
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
|
// expand frontier & adjust path data
|
||||||
for (AHexTile* Neighbor : Neighbors(Candidate, true)) {
|
for (AHexTile* Neighbor : Neighbors(Candidate, true)) {
|
||||||
if (Neighbor->Distance(Candidate) > 1) { continue; }
|
if (!Neighbor->bFree) { continue; }
|
||||||
if (Processed.Contains(Neighbor)) { continue; }
|
if (Processed.Contains(Neighbor)) { continue; }
|
||||||
|
|
||||||
bool bInToExamine = ToExamine.Contains(Neighbor);
|
bool bInToExamine = ToExamine.Contains(Neighbor);
|
||||||
float NewGCost = Candidate->GCost + Neighbor->MoveCost * 10.f;
|
float NewGCost = Candidate->GCost + Neighbor->MoveCost;
|
||||||
|
|
||||||
if (NewGCost < Neighbor->GCost || !bInToExamine) {
|
if (NewGCost < Neighbor->GCost || !bInToExamine) {
|
||||||
Neighbor->GCost = NewGCost;
|
Neighbor->GCost = NewGCost;
|
||||||
Neighbor->CameFrom = Candidate; // chain
|
Neighbor->CameFrom = Candidate; // chain
|
||||||
|
Neighbor->bDiagMove = false;
|
||||||
|
|
||||||
if (!bInToExamine) {
|
if (!bInToExamine) {
|
||||||
Neighbor->HCost = Neighbor->Distance(Goal) * 10.f;
|
Neighbor->HCost = Neighbor->Distance(Goal);
|
||||||
ToExamine.Add(Neighbor);
|
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 (bDiags) {
|
||||||
if (Diag->Distance(Candidate) > 2) { continue; }
|
for (AHexTile* Diag : FreeDiagonals(Candidate)) {
|
||||||
if (!Diag->bFree) { continue; }
|
if (!Diag->bFree) { continue; }
|
||||||
if (Processed.Contains(Diag)) { continue; }
|
if (Processed.Contains(Diag)) { continue; }
|
||||||
|
|
||||||
bool bInToExamine = ToExamine.Contains(Diag);
|
bool bInToExamine = ToExamine.Contains(Diag);
|
||||||
float NewGCost = Candidate->GCost + Diag->MoveCost * 10.f;
|
float NewGCost = Candidate->GCost + Diag->MoveCost;
|
||||||
|
|
||||||
if (NewGCost < Diag->GCost || !bInToExamine) {
|
if (NewGCost < Diag->GCost || !bInToExamine) {
|
||||||
Diag->GCost = NewGCost;
|
Diag->GCost = NewGCost;
|
||||||
Diag->CameFrom = Candidate; // chain
|
Diag->CameFrom = Candidate; // chain
|
||||||
|
Diag->bDiagMove = true;
|
||||||
|
|
||||||
if (!bInToExamine) {
|
if (!bInToExamine) {
|
||||||
Diag->HCost = Diag->Distance(Goal) * 10.f;
|
Diag->HCost = Diag->Distance(Goal);
|
||||||
ToExamine.Add(Diag);
|
ToExamine.Add(Diag);
|
||||||
}
|
} }
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}*/
|
||||||
}
|
}
|
||||||
TArray<AHexTile*> Path;
|
TArray<AHexTile*> Path;
|
||||||
if (!IsValid(Goal->CameFrom)) { return Path; }
|
if (!IsValid(Goal->CameFrom)) { return Path; }
|
||||||
@ -218,5 +199,96 @@ TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal,
|
|||||||
iPathNode = iPathNode->CameFrom;
|
iPathNode = iPathNode->CameFrom;
|
||||||
}
|
}
|
||||||
Algo::Reverse(Path);
|
Algo::Reverse(Path);
|
||||||
|
|
||||||
|
if (bDiags) {
|
||||||
|
Path = ShortcutAStar(Path);
|
||||||
|
}
|
||||||
|
|
||||||
return 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);
|
||||||
|
}
|
@ -26,7 +26,7 @@ public:
|
|||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
|
||||||
TSubclassOf<AHexTile> BaseTileClass;
|
TSubclassOf<AHexTile> BaseTileClass;
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
|
||||||
int32 GridSize = 100; // squared is the number of Tiles
|
int32 GridSize = 100;
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
|
||||||
int32 TileSize = 100;
|
int32 TileSize = 100;
|
||||||
|
|
||||||
@ -44,43 +44,50 @@ public:
|
|||||||
|
|
||||||
// Cardinal direction vectors
|
// Cardinal direction vectors
|
||||||
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
|
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
|
||||||
FHexVector N = FHexVector(1, -2);
|
FHexVector N = FHexVector(1, -2); //
|
||||||
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
|
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
|
||||||
FHexVector NNE = FHexVector(1, -1);
|
FHexVector NNE = FHexVector(1, -1);
|
||||||
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
|
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
|
||||||
FHexVector ENE = FHexVector(2, -1);
|
FHexVector ENE = FHexVector(2, -1); //
|
||||||
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
|
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
|
||||||
FHexVector E = FHexVector(1, 0);
|
FHexVector E = FHexVector(1, 0);
|
||||||
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
|
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
|
||||||
FHexVector ESE = FHexVector(1, 1);
|
FHexVector ESE = FHexVector(1, 1); //
|
||||||
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
|
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
|
||||||
FHexVector SSE = FHexVector(0, 1);
|
FHexVector SSE = FHexVector(0, 1);
|
||||||
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
|
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
|
||||||
FHexVector S = FHexVector(-1, 2);
|
FHexVector S = FHexVector(-1, 2); //
|
||||||
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
|
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
|
||||||
FHexVector SSW = FHexVector(-1, 1);
|
FHexVector SSW = FHexVector(-1, 1);
|
||||||
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
|
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
|
||||||
FHexVector WSW = FHexVector(-2, 1);
|
FHexVector WSW = FHexVector(-2, 1); //
|
||||||
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
|
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
|
||||||
FHexVector W = FHexVector(-1, 0);
|
FHexVector W = FHexVector(-1, 0);
|
||||||
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
|
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
|
||||||
FHexVector WNW = FHexVector(-1, -1);
|
FHexVector WNW = FHexVector(-1, -1); //
|
||||||
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
|
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
|
||||||
FHexVector NNW = FHexVector(0, -1);
|
FHexVector NNW = FHexVector(0, -1);
|
||||||
|
|
||||||
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
|
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
|
||||||
TArray<FHexVector> NeighborUnitVectors;
|
TArray<FHexVector> NeighborUnitVectors;
|
||||||
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
|
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
|
||||||
TArray<FHexVector> DiagonalUnitVectors;
|
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")
|
UFUNCTION(BlueprintCallable, Category = "Runtime")
|
||||||
TArray<AHexTile*> Neighbors(AHexTile* OfHex, bool bFreeOnly);
|
TArray<AHexTile*> Neighbors(AHexTile* OfHex, bool bFreeOnly);
|
||||||
UFUNCTION(BlueprintCallable, Category = "Runtime")
|
UFUNCTION(BlueprintCallable, Category = "Runtime")
|
||||||
TArray<AHexTile*> FreeDiags(AHexTile* OfHex);
|
TArray<AHexTile*> FreeDiagonals(AHexTile* OfHex);
|
||||||
UFUNCTION(BlueprintCallable, Category = "Runtime")
|
UFUNCTION(BlueprintCallable, Category = "Runtime")
|
||||||
TSet<AHexTile*> BreadthFirstSearch(AHexTile* Start, int32 Radius);
|
TSet<AHexTile*> BreadthFirstSearch(AHexTile* Start, int32 Radius);
|
||||||
UFUNCTION(BlueprintCallable, Category = "Runtime")
|
UFUNCTION(BlueprintCallable, Category = "Runtime")
|
||||||
TArray<AHexTile*> FindPathAStar(AHexTile* Start, AHexTile* Goal, bool bDiags);
|
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)
|
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||||
TMap<AHexTile*, AMapObject*> MapObjects;
|
TMap<AHexTile*, AMapObject*> MapObjects;
|
||||||
|
@ -45,10 +45,12 @@ void AAdventurePlayerController::LeftClick()
|
|||||||
if (bInPlacementMode) { PlaceObject(PlaceObjClass, HoveredHex); }
|
if (bInPlacementMode) { PlaceObject(PlaceObjClass, HoveredHex); }
|
||||||
}
|
}
|
||||||
|
|
||||||
TArray<AHexTile*> AAdventurePlayerController::Vision()
|
TArray<AHexTile*> AAdventurePlayerController::Vision(int32 Radius)
|
||||||
{
|
{
|
||||||
TArray<AHexTile*> Results;
|
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) {
|
for (auto& Hex : Visible) {
|
||||||
if (ExploredHexes.Contains(Hex)) { continue; }
|
if (ExploredHexes.Contains(Hex)) { continue; }
|
||||||
Results.Add(Hex);
|
Results.Add(Hex);
|
||||||
@ -60,31 +62,25 @@ TArray<AHexTile*> AAdventurePlayerController::Vision()
|
|||||||
void AAdventurePlayerController::TogglePlacing()
|
void AAdventurePlayerController::TogglePlacing()
|
||||||
{
|
{
|
||||||
bInPlacementMode = !bInPlacementMode;
|
bInPlacementMode = !bInPlacementMode;
|
||||||
if (bInPlacementMode) {
|
if (bInPlacementMode) { PlaceObj = World->SpawnActor<AMapObject>(PlaceObjClass, FTransform()); }
|
||||||
PlaceObj = World->SpawnActor<AMapObject>(PlaceObjClass, FTransform());
|
|
||||||
}
|
|
||||||
else { if (IsValid(PlaceObj)) { PlaceObj->Destroy(); } }
|
else { if (IsValid(PlaceObj)) { PlaceObj->Destroy(); } }
|
||||||
}
|
}
|
||||||
|
|
||||||
void AAdventurePlayerController::FitOnGrid(AMapObject* MapObject)
|
void AAdventurePlayerController::FitOnGrid(AMapObject* MapObject)
|
||||||
{
|
{
|
||||||
if (!IsValid(HoveredHex)) { return; }
|
if (!IsValid(HoveredHex)) { return; }
|
||||||
if (HoveredHex->bFree) {
|
if (HoveredHex->bFree) { MapObject->SetActorLocation(FVector(HoveredHex->GetActorLocation())); }
|
||||||
MapObject->SetActorLocation(FVector(HoveredHex->GetActorLocation()));
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// called from BP; generally takes the Hex under the player cursor as argument
|
// called from BP; generally takes the Hex under the player cursor as argument
|
||||||
void AAdventurePlayerController::PlaceObject(TSubclassOf<AMapObject> MapObjClass, AHexTile* OnHex)
|
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()));
|
AMapObject* SpawnedObj = World->SpawnActor<AMapObject>(MapObjClass, FTransform(OnHex->GetActorTransform().GetLocation()));
|
||||||
SpawnedObj->Origin = OnHex;
|
SpawnedObj->Origin = OnHex;
|
||||||
|
OnHex->bFree = false;
|
||||||
|
SpawnedObj->Occupy();
|
||||||
|
|
||||||
// set Hexes to bOccupied according to BlockVectors;
|
MapRef->MapObjects.Add(OnHex, SpawnedObj);
|
||||||
OnHex->bFree = false; // exact Hexes are eventually to be determined by MapObjectClass's BlockingVectors
|
|
||||||
|
|
||||||
MapRef->MapObjects.Add(OnHex, SpawnedObj); // maybe this as well
|
|
||||||
MapRef->IncID++;
|
MapRef->IncID++;
|
||||||
SpawnedObj->ID = MapRef->IncID;
|
SpawnedObj->ID = MapRef->IncID;
|
||||||
MapRef->MapObjectsByID.Add(MapRef->IncID, SpawnedObj);
|
MapRef->MapObjectsByID.Add(MapRef->IncID, SpawnedObj);
|
||||||
|
@ -42,9 +42,9 @@ public:
|
|||||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||||
TSet<AHexTile*> ExploredHexes;
|
TSet<AHexTile*> ExploredHexes;
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||||
int32 VisionRadius = 7;
|
int32 VisionRadius = 6;
|
||||||
UFUNCTION(BlueprintCallable)
|
UFUNCTION(BlueprintCallable)
|
||||||
TArray<AHexTile*> Vision();
|
TArray<AHexTile*> Vision(int32 Radius);
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
virtual void BeginPlay() override;
|
virtual void BeginPlay() override;
|
||||||
|
18
HexTile.cpp
18
HexTile.cpp
@ -10,40 +10,26 @@
|
|||||||
AHexTile::AHexTile()
|
AHexTile::AHexTile()
|
||||||
{
|
{
|
||||||
TileSize = 100.f;
|
TileSize = 100.f;
|
||||||
|
|
||||||
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Scene"));
|
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Scene"));
|
||||||
|
|
||||||
this->FillCornersArray();
|
this->FillCornersArray();
|
||||||
}
|
}
|
||||||
|
|
||||||
void AHexTile::BeginPlay()
|
void AHexTile::BeginPlay() { Super::BeginPlay(); }
|
||||||
{
|
|
||||||
Super::BeginPlay();
|
|
||||||
}
|
|
||||||
|
|
||||||
FVector AHexTile::Corner(int32 i)
|
FVector AHexTile::Corner(int32 i)
|
||||||
{
|
{
|
||||||
FVector TileCenter = this->GetActorTransform().GetLocation();
|
FVector TileCenter = this->GetActorTransform().GetLocation();
|
||||||
|
|
||||||
int32 Angle_Deg = 60 * i - 30;
|
int32 Angle_Deg = 60 * i - 30;
|
||||||
float Angle_Rad = UKismetMathLibrary::GetPI()/180 * Angle_Deg;
|
float Angle_Rad = UKismetMathLibrary::GetPI()/180 * Angle_Deg;
|
||||||
float X = TileCenter.X + TileSize * cos(Angle_Rad);
|
float X = TileCenter.X + TileSize * cos(Angle_Rad);
|
||||||
float Y = TileCenter.Y + TileSize * sin(Angle_Rad);
|
float Y = TileCenter.Y + TileSize * sin(Angle_Rad);
|
||||||
|
|
||||||
return FVector(X, Y, 0.f);
|
return FVector(X, Y, 0.f);
|
||||||
}
|
}
|
||||||
void AHexTile::FillCornersArray()
|
void AHexTile::FillCornersArray() { for (int32 i = 0 ; i < 6; i++) { Corners.Emplace(Corner(i + 1)); } }
|
||||||
{
|
|
||||||
for (int32 i = 0 ; i < 6; i++)
|
|
||||||
{
|
|
||||||
Corners.Emplace(Corner(i + 1));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
int32 AHexTile::Distance(AHexTile* ToHex)
|
int32 AHexTile::Distance(AHexTile* ToHex)
|
||||||
{
|
{
|
||||||
int32 CubeS1 = -this->Q - this->R;
|
int32 CubeS1 = -this->Q - this->R;
|
||||||
int32 CubeS2 = -ToHex->Q - ToHex->R;
|
int32 CubeS2 = -ToHex->Q - ToHex->R;
|
||||||
|
|
||||||
return (abs(this->Q - ToHex->Q) + abs(this->R - ToHex->R) + abs(CubeS1 - CubeS2)) / 2;
|
return (abs(this->Q - ToHex->Q) + abs(this->R - ToHex->R) + abs(CubeS1 - CubeS2)) / 2;
|
||||||
}
|
}
|
12
HexTile.h
12
HexTile.h
@ -45,10 +45,14 @@ public:
|
|||||||
int32 Distance(AHexTile* ToHex);
|
int32 Distance(AHexTile* ToHex);
|
||||||
|
|
||||||
// Pathfinding
|
// Pathfinding
|
||||||
UPROPERTY(BlueprintReadWrite, Category = "Movement")
|
UPROPERTY(BlueprintReadWrite)
|
||||||
float MoveCost = 10;
|
float MoveCost = 10;
|
||||||
UPROPERTY(BlueprintReadWrite, VisibleInstanceOnly, Category = "Movement")
|
UPROPERTY(BlueprintReadWrite, VisibleInstanceOnly, Category = "Runtime")
|
||||||
AHexTile* CameFrom;
|
AHexTile* CameFrom;
|
||||||
|
UPROPERTY(BlueprintReadWrite, VisibleInstanceOnly, Category = "Runtime")
|
||||||
|
AHexTile* LeadsTo;
|
||||||
|
UPROPERTY(BlueprintReadWrite, VisibleInstanceOnly, Category = "Runtime")
|
||||||
|
bool bDiagMove = false;
|
||||||
UPROPERTY()
|
UPROPERTY()
|
||||||
float FCost;
|
float FCost;
|
||||||
UPROPERTY()
|
UPROPERTY()
|
||||||
@ -59,6 +63,10 @@ public:
|
|||||||
// MapObject Placement
|
// MapObject Placement
|
||||||
UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
|
UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
|
||||||
bool bFree = true;
|
bool bFree = true;
|
||||||
|
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||||
|
bool bTouchable = false;
|
||||||
|
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||||
|
bool bSteptivatable = false;
|
||||||
|
|
||||||
FORCEINLINE bool operator == (const AHexTile &Other)
|
FORCEINLINE bool operator == (const AHexTile &Other)
|
||||||
{
|
{
|
||||||
|
58
HexVector.h
Normal file
58
HexVector.h
Normal file
@ -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
46
MapObject.cpp
Normal file
@ -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
59
MapObject.h
Normal file
@ -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();
|
||||||
|
|
||||||
|
};
|
Loading…
Reference in New Issue
Block a user