new algorithm draft for diag moves; committed missing files

This commit is contained in:
Maximilian Fajnberg 2022-02-03 00:56:31 +01:00
parent 429ce51805
commit 1b4fe0634d
8 changed files with 296 additions and 20 deletions

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@ -154,41 +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 (!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) { if (bDiags) {
for (AHexTile* Diag : FreeDiagonals(Candidate)) { for (AHexTile* Diag : FreeDiagonals(Candidate)) {
if (Diag->Distance(Candidate) > 2) { continue; }
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 + 1 + 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; // not accounting for diagonals 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; }
@ -198,5 +199,106 @@ 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;
int32 BeforeBend;
int32 AfterBend;
int32 HexIter = 1;
FHexVector pDir;
FHexVector DirA;
FHexVector DirB;
AHexTile* Current = Path[0]; // beginning of curve (starts at Start)
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); // cardinal direction for potential shortcut
TArray<AHexTile*> WorkingSegment; // current curve
for (int32 i = Path.Find(Current); i < HexIter; i++) { WorkingSegment.Add(Path[i]); }
Milestone = Path[HexIter]; // end of curve
int32 ShoCutLen;
int32 NumDiags; // max number of tries to take a Diagonal
if (BeforeBend >= AfterBend) {
ShoCutLen = BeforeBend;
NumDiags = AfterBend;
}
if (BeforeBend < AfterBend) {
ShoCutLen = AfterBend;
NumDiags = BeforeBend;
}
TArray<AHexTile*> NewSegment;
// link from Current to Milestone with diagonals
for (int32 i = 0; i < NumDiags; i++) {
AHexTile* NewCandidate = Grid[GridIndex(Current->Q + Diag.Q, Current->R + Diag.R)];
if (i==0 && !DiagIsReachable(Current, Diag) || i==0 && !NewCandidate->bFree) {
Current = WorkingSegment[i + 1];
i++;
continue;
}
NewSegment.Add(NewCandidate);
}
// connect the rest via A* probably, think about checking whether the result is really shorter
int32 CIndex = WorkingSegment.Find(Current);
while (Current != Milestone) {
Current = WorkingSegment[CIndex];
NewSegment.Add(Current);
CIndex++;
}
}
// 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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@ -44,34 +44,37 @@ 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);
@ -81,6 +84,8 @@ public:
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 // considering a MapObjectManager class or moving pathfinding & search to PlayerController

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@ -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);

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@ -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;

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@ -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()

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();
};