Neighbors function draft; refactoring
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@ -20,7 +20,7 @@ AAdventureCameraPawn::AAdventureCameraPawn()
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ESASize = .01;
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ESASize = .01;
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BaseScrollSpeed = 16;
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BaseScrollSpeed = 16;
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ScrollAccelleration = BaseScrollSpeed * 2.2;
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ScrollAccelleration = BaseScrollSpeed * 2.4;
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ESAMaxBoundSlope = 1 / (1 - (1-ESASize));
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ESAMaxBoundSlope = 1 / (1 - (1-ESASize));
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ESAMaxBoundIntercept = 1 - ESAMaxBoundSlope;
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ESAMaxBoundIntercept = 1 - ESAMaxBoundSlope;
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@ -34,10 +34,9 @@ void AAdventureCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInput
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}
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}
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void AAdventureCharacter::AStarFindPath(AHexTile*)
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void AAdventureCharacter::AStarFindPath(AHexTile* Goal)
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{
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{
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std::priority_queue<int32> Frontier;
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std::priority_queue<int32> Frontier;
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TMap<AHexTile*, AHexTile*> CameFrom;
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TMap<AHexTile*, AHexTile*> CameFrom;
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TMap<AHexTile*, int32> CostSoFar;
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TMap<AHexTile*, int32> CostSoFar;
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}
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}
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@ -92,3 +92,29 @@ AHexTile* AAdventureMap::RandomHex()
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}
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}
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return Grid[RandHex];
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return Grid[RandHex];
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}
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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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Index = GridIndex(OfHex->Q + 1 , OfHex->R + 0 );
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if (Index < Grid.Num() && Index >= 0) { Neighbors.Add(Grid[Index]); }
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Index = GridIndex(OfHex->Q + 1 , OfHex->R - 1 );
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if (Index < Grid.Num() && Index >= 0) { Neighbors.Add(Grid[Index]); }
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Index = GridIndex(OfHex->Q + 0 , OfHex->R - 1 );
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if (Index < Grid.Num() && Index >= 0) { Neighbors.Add(Grid[Index]); }
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Index = GridIndex(OfHex->Q - 1 , OfHex->R + 0 );
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if (Index < Grid.Num() && Index >= 0) { Neighbors.Add(Grid[Index]); }
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Index = GridIndex(OfHex->Q - 1 , OfHex->R + 1 );
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if (Index < Grid.Num() && Index >= 0) { Neighbors.Add(Grid[Index]); }
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Index = GridIndex(OfHex->Q + 0 , OfHex->R + 1 );
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if (Index < Grid.Num() && Index >= 0) { Neighbors.Add(Grid[Index]); }
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return Neighbors; // currently wrapping from corner to corner --> rectify this with a manhattan distance check
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}
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@ -38,6 +38,8 @@ public:
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int32 GridIndex(int32 q, int32 r);
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int32 GridIndex(int32 q, int32 r);
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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AHexTile* RandomHex();
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AHexTile* RandomHex();
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UFUNCTION(BlueprintCallable)
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TArray<AHexTile*> Neighbors(AHexTile* OfHexTile);
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// Player spawn section
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// Player spawn section
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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@ -3,7 +3,7 @@
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#include "HexTile.h"
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#include "HexTile.h"
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#include "AdventurePlayerController.h"
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#include "AdventurePlayerController.h"
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#include "AdventureMap.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Kismet/KismetMathLibrary.h"
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// Sets default values
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// Sets default values
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@ -39,9 +39,3 @@ void AHexTile::FillCornersArray()
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Corners.Emplace(Corner(i + 1));
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Corners.Emplace(Corner(i + 1));
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}
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}
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}
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}
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TArray<AHexTile*> AHexTile::Neighbors(AHexTile* OfHexTile)
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{
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return TArray<AHexTile*>();
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}
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@ -9,7 +9,7 @@
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class USceneComponent;
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class USceneComponent;
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class UStaticMeshComponent;
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class UStaticMeshComponent;
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class AAdventureMap;
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class AAdventurePlayerController;
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class AAdventurePlayerController;
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UCLASS()
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UCLASS()
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@ -40,9 +40,8 @@ public:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Runtime")
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Runtime")
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int32 Index;
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int32 Index;
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UFUNCTION(BlueprintCallable)
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UPROPERTY(BlueprintReadWrite, Category = "Runtime")
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TArray<AHexTile*> Neighbors(AHexTile* OfHexTile);
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AAdventureMap* MapRef;
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protected:
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protected:
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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