First draft of A* pathfinding implementation
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@ -32,11 +32,4 @@ void AAdventureCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInput
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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void AAdventureCharacter::AStarFindPath(AHexTile* Goal)
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{
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std::priority_queue<int32> Frontier;
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TMap<AHexTile*, AHexTile*> CameFrom;
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TMap<AHexTile*, int32> CostSoFar;
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}
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@ -20,14 +20,10 @@ public:
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// Sets default values for this character's properties
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AAdventureCharacter();
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UPROPERTY(VisibleInstanceOnly, BlueprintReadWrite, Category = "Runtime")
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AHexTile* GridLocation;
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UPROPERTY(VisibleInstanceOnly, BlueprintReadWrite, Category = "Runtime")
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AHexTile* SelectedHex;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Runtime")
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TArray<AHexTile*> MovementPath;
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UFUNCTION(BlueprintCallable)
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void AStarFindPath(AHexTile* Goal);
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AHexTile* GridLocation;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Runtime")
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AHexTile* SelectedHex;
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protected:
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// Called when the game starts or when spawned
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107
AdventureMap.cpp
107
AdventureMap.cpp
@ -6,7 +6,7 @@
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#include "AdventureCameraPawn.h"
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#include "AdventureCharacter.h"
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#include "Kismet/GameplayStatics.h"
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#include "Algo/Reverse.h"
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// Sets default values
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AAdventureMap::AAdventureMap()
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@ -36,17 +36,14 @@ void AAdventureMap::MakeGrid()
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{
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float XOffset = 0.f;
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if (r % 2 != 0)
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{
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if (r > 1)
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{
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QOffset--; // The Q axis is (i.e. columns are) oriented diagonally.
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}
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}
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else
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if (r % 2 != 0)
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{
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XOffset = HexWidth / 2;
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if (r > 1)
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{
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QOffset--;
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}
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}
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else { XOffset = HexWidth / 2; }
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for (int q = 1; q <= GridSize; q++)
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{
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@ -86,35 +83,91 @@ int32 AAdventureMap::GridIndex(int32 qAxial, int32 rAxial)
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AHexTile* AAdventureMap::RandomHex()
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{
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int32 RandHex = GridIndex(FMath::RandRange(0, GridSize-1), FMath::RandRange(0, GridSize-1));
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//while (RandHex > Grid.Num())
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//{
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// RandHex = GridIndex(FMath::RandRange(0, GridSize), FMath::RandRange(0, GridSize));
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//}
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return Grid[RandHex];
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}
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TArray<AHexTile*> AAdventureMap::Neighbors(AHexTile* OfHex)
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{
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TArray<AHexTile*> Neighbors;
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int32 Index;
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int32 I;
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Index = GridIndex(OfHex->Q + 1 , OfHex->R + 0 );
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if (Index >= 0 && Index < Grid.Num() && OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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I = GridIndex(OfHex->Q + 1 , OfHex->R + 0 );
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if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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Index = GridIndex(OfHex->Q + 1 , OfHex->R - 1 );
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if (Index >= 0 && Index < Grid.Num() && OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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I = GridIndex(OfHex->Q + 1 , OfHex->R - 1 );
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if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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Index = GridIndex(OfHex->Q + 0 , OfHex->R - 1 );
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if (Index >= 0 && Index < Grid.Num() && OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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I = GridIndex(OfHex->Q + 0 , OfHex->R - 1 );
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if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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Index = GridIndex(OfHex->Q - 1 , OfHex->R + 0 );
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if (Index >= 0 && Index < Grid.Num() && OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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I = GridIndex(OfHex->Q - 1 , OfHex->R + 0 );
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if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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Index = GridIndex(OfHex->Q - 1 , OfHex->R + 1 );
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if (Index >= 0 && Index < Grid.Num() && OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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I = GridIndex(OfHex->Q - 1 , OfHex->R + 1 );
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if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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Index = GridIndex(OfHex->Q + 0 , OfHex->R + 1 );
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if (Index >= 0 && Index < Grid.Num() && OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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I = GridIndex(OfHex->Q + 0 , OfHex->R + 1 );
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if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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return Neighbors;
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}
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// Be aware that the respective character will become relevant to this function at some point
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TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal)
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{
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TArray<AHexTile*> Priorities;
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Priorities.Init(Start, 1);
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Goal->CameFrom = Start;
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// Editing Hex->CameFrom pointers, i.e. chaining Hexes
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while (Priorities.IsValidIndex(0))
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{
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AHexTile* Current = Priorities[0];
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Priorities.RemoveAt(0);
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if (*Current == *Goal) { break; }
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// Expanding the Frontier
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for (AHexTile* Next : Neighbors(Current))
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{
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int32 NewCost = Current->CostSoFar + Next->MoveCost;
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if (!Priorities.Contains(Next) || NewCost < Next->CostSoFar)
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{
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Next->CostSoFar = NewCost;
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int32 NewPrio = NewCost + Next->Distance(Goal);
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// Adjust the Priority Queue
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if (Priorities.Contains(Next)) { Priorities.Remove(Next); }
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for (AHexTile* Hex : Priorities)
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{
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int32 OldPrio = Hex->CostSoFar + Hex->Distance(Goal);
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int32 Index;
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Priorities.Find(Hex, Index);
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if (OldPrio > NewPrio)
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{
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Priorities.Insert(Next, Index);
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Next->CameFrom = Current;
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break;
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}
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if (Index == Priorities.Num() - 1 && OldPrio <= NewPrio)
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{
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Priorities.Emplace(Next);
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Next->CameFrom = Current;
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}
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}
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}
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}
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}
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TArray<AHexTile*> Path;
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AHexTile* Hex = Goal;
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while (*Hex != *Start)
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{
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Path.Emplace(Hex);
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Hex = Hex->CameFrom;
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}
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Algo::Reverse(Path);
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return Path; // currently always length of 1
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}
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@ -40,6 +40,8 @@ public:
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AHexTile* RandomHex();
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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TArray<AHexTile*> Neighbors(AHexTile* OfHex);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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TArray<AHexTile*> FindPathAStar(AHexTile* Start, AHexTile* Goal);
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// Player spawn section
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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@ -50,4 +52,4 @@ public:
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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};
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};
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39
HexTile.h
39
HexTile.h
@ -23,31 +23,48 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
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float TileSize;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Config")
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USceneComponent* SceneComponent;
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UPROPERTY(BlueprintReadWrite, Category = "Config")
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AAdventureMap* MapRef;
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UFUNCTION(BlueprintCallable, Category = "debug")
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FVector Corner(int32 i);
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "debug")
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TArray<FVector> Corners;
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UFUNCTION()
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void FillCornersArray();
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "debug")
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TArray<FVector> Corners;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Runtime")
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Coordinates")
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int32 Q;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Runtime")
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Coordinates")
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int32 R;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Runtime")
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Coordinates")
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int32 Index;
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UPROPERTY(BlueprintReadWrite, Category = "Runtime")
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AAdventureMap* MapRef;
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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UFUNCTION(BlueprintCallable, Category = "Coordinates")
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int32 Distance(AHexTile* ToHex);
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// Pathfinding
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UPROPERTY(BlueprintReadWrite, Category = "Movement")
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int32 MoveCost = 1;
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UPROPERTY(VisibleInstanceOnly, Category = "Movement")
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AHexTile* CameFrom;
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UPROPERTY(VisibleInstanceOnly, Category = "Movement")
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int32 CostSoFar = 0;
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FORCEINLINE bool operator == (const AHexTile &Other)
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{
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if (this->Q == Other.Q && this->R == Other.R) { return true; }
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else { return false; }
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}
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FORCEINLINE bool operator != (const AHexTile &Other)
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{
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if (this->Q == Other.Q && this->R == Other.R) { return false; }
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else { return true; }
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}
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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};
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