new algorithm draft for diag moves; committed missing files
This commit is contained in:
parent
429ce51805
commit
1b4fe0634d
116
AdventureMap.cpp
116
AdventureMap.cpp
@ -154,41 +154,42 @@ TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal,
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// expand frontier & adjust path data
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// expand frontier & adjust path data
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for (AHexTile* Neighbor : Neighbors(Candidate, true)) {
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for (AHexTile* Neighbor : Neighbors(Candidate, true)) {
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if (Neighbor->Distance(Candidate) > 1) { continue; }
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if (!Neighbor->bFree) { continue; }
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if (!Neighbor->bFree) { continue; }
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if (Processed.Contains(Neighbor)) { continue; }
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if (Processed.Contains(Neighbor)) { continue; }
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bool bInToExamine = ToExamine.Contains(Neighbor);
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bool bInToExamine = ToExamine.Contains(Neighbor);
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float NewGCost = Candidate->GCost + Neighbor->MoveCost * 10.f;
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float NewGCost = Candidate->GCost + Neighbor->MoveCost;
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if (NewGCost < Neighbor->GCost || !bInToExamine) {
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if (NewGCost < Neighbor->GCost || !bInToExamine) {
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Neighbor->GCost = NewGCost;
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Neighbor->GCost = NewGCost;
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Neighbor->CameFrom = Candidate; // chain
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Neighbor->CameFrom = Candidate; // chain
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Neighbor->bDiagMove = false;
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if (!bInToExamine) {
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if (!bInToExamine) {
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Neighbor->HCost = Neighbor->Distance(Goal) * 10.f;
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Neighbor->HCost = Neighbor->Distance(Goal);
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ToExamine.Add(Neighbor);
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ToExamine.Add(Neighbor);
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} }
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} }
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}
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}
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/*
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if (bDiags) {
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if (bDiags) {
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for (AHexTile* Diag : FreeDiagonals(Candidate)) {
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for (AHexTile* Diag : FreeDiagonals(Candidate)) {
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if (Diag->Distance(Candidate) > 2) { continue; }
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if (!Diag->bFree) { continue; }
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if (!Diag->bFree) { continue; }
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if (Processed.Contains(Diag)) { continue; }
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if (Processed.Contains(Diag)) { continue; }
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bool bInToExamine = ToExamine.Contains(Diag);
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bool bInToExamine = ToExamine.Contains(Diag);
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float NewGCost = Candidate->GCost + 1 + Diag->MoveCost * 10.f;
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float NewGCost = Candidate->GCost + Diag->MoveCost;
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if (NewGCost < Diag->GCost || !bInToExamine) {
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if (NewGCost < Diag->GCost || !bInToExamine) {
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Diag->GCost = NewGCost;
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Diag->GCost = NewGCost;
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Diag->CameFrom = Candidate; // chain
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Diag->CameFrom = Candidate; // chain
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Diag->bDiagMove = true;
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if (!bInToExamine) {
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if (!bInToExamine) {
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Diag->HCost = Diag->Distance(Goal) * 10.f; // not accounting for diagonals
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Diag->HCost = Diag->Distance(Goal);
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ToExamine.Add(Diag);
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ToExamine.Add(Diag);
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} }
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} }
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}
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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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TArray<AHexTile*> Path;
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if (!IsValid(Goal->CameFrom)) { return Path; }
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if (!IsValid(Goal->CameFrom)) { return Path; }
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@ -198,5 +199,106 @@ TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal,
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iPathNode = iPathNode->CameFrom;
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iPathNode = iPathNode->CameFrom;
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}
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}
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Algo::Reverse(Path);
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Algo::Reverse(Path);
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if (bDiags) {
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Path = ShortcutAStar(Path);
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}
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return Path;
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return Path;
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}
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TArray<AHexTile*> AAdventureMap::ShortcutAStar(TArray<AHexTile*> Path)
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{
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TArray<AHexTile*> Shortcut;
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int32 Len = Path.Num();
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AHexTile* Milestone;
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int32 BeforeBend;
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int32 AfterBend;
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int32 HexIter = 1;
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FHexVector pDir;
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FHexVector DirA;
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FHexVector DirB;
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AHexTile* Current = Path[0]; // beginning of curve (starts at Start)
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while (Milestone != Path[Len - 1]) {
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// find Milestone (i.e. end of first curve) & determine curve data
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BeforeBend = 1;
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for (HexIter; HexIter < Len; HexIter++) {
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pDir = FHexVector(Path[HexIter], Path[HexIter - 1]);
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DirA = FHexVector(Path[HexIter + 1], Path[HexIter]);
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if (DirA == pDir) { BeforeBend++; }
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else { break; }
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}
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AfterBend = 1;
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for (HexIter; HexIter < Len; HexIter++) {
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pDir = FHexVector(Path[HexIter], Path[HexIter - 1]);
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DirB = FHexVector(Path[HexIter + 1], Path[HexIter]);
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if (DirB == pDir) { AfterBend++; }
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else { break; }
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}
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FHexVector Diag = UnitDiagFromUnitNB(DirA, DirB); // cardinal direction for potential shortcut
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TArray<AHexTile*> WorkingSegment; // current curve
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for (int32 i = Path.Find(Current); i < HexIter; i++) { WorkingSegment.Add(Path[i]); }
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Milestone = Path[HexIter]; // end of curve
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int32 ShoCutLen;
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int32 NumDiags; // max number of tries to take a Diagonal
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if (BeforeBend >= AfterBend) {
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ShoCutLen = BeforeBend;
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NumDiags = AfterBend;
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}
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if (BeforeBend < AfterBend) {
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ShoCutLen = AfterBend;
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NumDiags = BeforeBend;
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}
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TArray<AHexTile*> NewSegment;
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// link from Current to Milestone with diagonals
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for (int32 i = 0; i < NumDiags; i++) {
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AHexTile* NewCandidate = Grid[GridIndex(Current->Q + Diag.Q, Current->R + Diag.R)];
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if (i==0 && !DiagIsReachable(Current, Diag) || i==0 && !NewCandidate->bFree) {
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Current = WorkingSegment[i + 1];
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i++;
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continue;
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}
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NewSegment.Add(NewCandidate);
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}
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// connect the rest via A* probably, think about checking whether the result is really shorter
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int32 CIndex = WorkingSegment.Find(Current);
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while (Current != Milestone) {
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Current = WorkingSegment[CIndex];
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NewSegment.Add(Current);
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CIndex++;
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}
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}
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// Construct shortcut
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return Shortcut;
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}
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FHexVector AAdventureMap::UnitDiagFromUnitNB(FHexVector InVecA, FHexVector InVecB) {
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if (InVecA == NNW && InVecB == NNE||InVecB == NNW && InVecA == NNE) { return N; }
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if (InVecA == NNE && InVecB == E ||InVecB == NNE && InVecA == E) { return ENE; }
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if (InVecA == E && InVecB == SSE||InVecB == E && InVecA == SSE) { return ESE; }
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if (InVecA == SSE && InVecB == SSW||InVecB == SSE && InVecA == SSW) { return S; }
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if (InVecA == SSW && InVecB == W ||InVecB == SSW && InVecA == W) { return WSW; }
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if (InVecA == W && InVecB == NNW||InVecB == W && InVecA == NNW) { return WNW; }
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return FHexVector();
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}
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bool AAdventureMap::DiagIsReachable(AHexTile* InStart, FHexVector InDiagUnitVec) {
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FHexVector BlockA;
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FHexVector BlockB;
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if (InDiagUnitVec == N) { BlockA = NNW, BlockB = NNE; }
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if (InDiagUnitVec == ENE) { BlockA = NNE, BlockB = E; }
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if (InDiagUnitVec == ESE) { BlockA = E, BlockB = SSE; }
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if (InDiagUnitVec == S) { BlockA = SSE, BlockB = SSW; }
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if (InDiagUnitVec == WSW) { BlockA = SSW, BlockB = W; }
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if (InDiagUnitVec == WNW) { BlockA = W, BlockB = NNW; }
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AHexTile* HexA = Grid[GridIndex(InStart->Q + BlockA.Q, InStart->R + BlockA.R)];
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AHexTile* HexB = Grid[GridIndex(InStart->Q + BlockB.Q, InStart->R + BlockB.R)];
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return (HexA->bFree && HexB->bFree);
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}
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}
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@ -44,34 +44,37 @@ public:
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// Cardinal direction vectors
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// Cardinal direction vectors
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
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FHexVector N = FHexVector(1, -2);
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FHexVector N = FHexVector(1, -2); //
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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FHexVector NNE = FHexVector(1, -1);
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FHexVector NNE = FHexVector(1, -1);
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
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FHexVector ENE = FHexVector(2, -1);
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FHexVector ENE = FHexVector(2, -1); //
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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FHexVector E = FHexVector(1, 0);
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FHexVector E = FHexVector(1, 0);
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
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FHexVector ESE = FHexVector(1, 1);
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FHexVector ESE = FHexVector(1, 1); //
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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FHexVector SSE = FHexVector(0, 1);
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FHexVector SSE = FHexVector(0, 1);
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
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FHexVector S = FHexVector(-1, 2);
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FHexVector S = FHexVector(-1, 2); //
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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FHexVector SSW = FHexVector(-1, 1);
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FHexVector SSW = FHexVector(-1, 1);
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
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FHexVector WSW = FHexVector(-2, 1);
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FHexVector WSW = FHexVector(-2, 1); //
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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FHexVector W = FHexVector(-1, 0);
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FHexVector W = FHexVector(-1, 0);
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
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FHexVector WNW = FHexVector(-1, -1);
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FHexVector WNW = FHexVector(-1, -1); //
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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FHexVector NNW = FHexVector(0, -1);
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FHexVector NNW = FHexVector(0, -1);
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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TArray<FHexVector> NeighborUnitVectors;
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TArray<FHexVector> NeighborUnitVectors;
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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TArray<FHexVector> DiagonalUnitVectors;
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TArray<FHexVector> DiagonalUnitVectors;
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UFUNCTION(BlueprintCallable, Category = "Utility")
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FHexVector UnitDiagFromUnitNB(FHexVector InVecA, FHexVector InVecB);
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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 = "Runtime")
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TArray<AHexTile*> Neighbors(AHexTile* OfHex, bool bFreeOnly);
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TArray<AHexTile*> Neighbors(AHexTile* OfHex, bool bFreeOnly);
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@ -81,6 +84,8 @@ public:
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TSet<AHexTile*> BreadthFirstSearch(AHexTile* Start, int32 Radius);
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TSet<AHexTile*> BreadthFirstSearch(AHexTile* Start, int32 Radius);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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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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TArray<AHexTile*> FindPathAStar(AHexTile* Start, AHexTile* Goal, bool bDiags);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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TArray<AHexTile*> ShortcutAStar(TArray<AHexTile*> Path);
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// considering a MapObjectManager class or moving pathfinding & search to PlayerController
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// considering a MapObjectManager class or moving pathfinding & search to PlayerController
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@ -45,10 +45,12 @@ void AAdventurePlayerController::LeftClick()
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if (bInPlacementMode) { PlaceObject(PlaceObjClass, HoveredHex); }
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if (bInPlacementMode) { PlaceObject(PlaceObjClass, HoveredHex); }
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}
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}
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TArray<AHexTile*> AAdventurePlayerController::Vision()
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TArray<AHexTile*> AAdventurePlayerController::Vision(int32 Radius)
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{
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{
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TArray<AHexTile*> Results;
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TArray<AHexTile*> Results;
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TSet<AHexTile*> Visible = MapRef->BreadthFirstSearch(CurrentHex, 4);
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TSet<AHexTile*> Visible;
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if (CurrentHex->bDiagMove) { Radius = FMath::FloorToInt(float(Radius) * (2.f / 3.f)); }
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Visible = MapRef->BreadthFirstSearch(CurrentHex, Radius);
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for (auto& Hex : Visible) {
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for (auto& Hex : Visible) {
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if (ExploredHexes.Contains(Hex)) { continue; }
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if (ExploredHexes.Contains(Hex)) { continue; }
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Results.Add(Hex);
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Results.Add(Hex);
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TSet<AHexTile*> ExploredHexes;
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TSet<AHexTile*> ExploredHexes;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 VisionRadius = 7;
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int32 VisionRadius = 6;
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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TArray<AHexTile*> Vision();
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TArray<AHexTile*> Vision(int32 Radius);
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protected:
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protected:
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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int32 Distance(AHexTile* ToHex);
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int32 Distance(AHexTile* ToHex);
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// Pathfinding
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// Pathfinding
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UPROPERTY(BlueprintReadWrite, Category = "Movement")
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UPROPERTY(BlueprintReadWrite)
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float MoveCost = 10;
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float MoveCost = 10;
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UPROPERTY(BlueprintReadWrite, VisibleInstanceOnly, Category = "Movement")
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UPROPERTY(BlueprintReadWrite, VisibleInstanceOnly, Category = "Runtime")
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AHexTile* CameFrom;
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AHexTile* CameFrom;
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UPROPERTY(BlueprintReadWrite, VisibleInstanceOnly, Category = "Runtime")
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AHexTile* LeadsTo;
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UPROPERTY(BlueprintReadWrite, VisibleInstanceOnly, Category = "Runtime")
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bool bDiagMove = false;
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UPROPERTY()
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UPROPERTY()
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float FCost;
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float FCost;
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UPROPERTY()
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UPROPERTY()
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58
HexVector.h
Normal file
58
HexVector.h
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@ -0,0 +1,58 @@
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#pragma once
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#include "HexTile.h"
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#include "HexVector.generated.h"
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USTRUCT(BlueprintType)
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struct FHexVector
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{
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GENERATED_BODY()
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FORCEINLINE FHexVector();
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FORCEINLINE explicit FHexVector(int32 InQ, int32 InR);
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FORCEINLINE explicit FHexVector(int32 InQ, int32 InR, bool bInDiag, bool bInUnit);
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FORCEINLINE explicit FHexVector(AHexTile* InHex);
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FORCEINLINE explicit FHexVector(AHexTile* InHexA, AHexTile* InHexB);
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UPROPERTY(BlueprintReadWrite)
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int32 Q;
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UPROPERTY(BlueprintReadWrite)
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int32 R;
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UPROPERTY(BlueprintReadWrite)
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int32 S;
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UPROPERTY(BlueprintReadWrite)
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bool bIsDiagonal;
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UPROPERTY(BlueprintReadWrite)
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bool bUnit;
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TArray<FHexVector> Related;
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};
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FORCEINLINE FHexVector::FHexVector()
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{}
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FORCEINLINE FHexVector::FHexVector(int32 InQ, int32 InR)
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: Q(InQ), R(InR) {}
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FORCEINLINE FHexVector::FHexVector(int32 InQ, int32 InR, bool InIsDiag, bool InIsUnit)
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: Q(InQ), R(InR), bIsDiagonal(InIsDiag), bUnit(InIsUnit) {}
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FORCEINLINE FHexVector::FHexVector(AHexTile* InHex)
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: Q(InHex->Q), R(InHex->R) {}
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FORCEINLINE FHexVector::FHexVector(AHexTile* InHexA, AHexTile* InHexB)
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||||||
|
: 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