port to UE5 and new development environment; consequential leeway
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1485621698
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21f7dd4e67
@ -55,6 +55,14 @@ void AAdventureCameraPawn::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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// quick fix for edgescrolling after viewport resizing.
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//
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//TickIncrement++;
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//if (TickIncrement >= 60) {
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// TickIncrement = 0;
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// ViewSize = Viewport->Viewport->GetSizeXY();
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//}
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if (IsValid(FollowPawn)) { if (FollowPawn->bIsMoving) { FollowAdvPawn(DeltaTime); } }
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}
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@ -19,6 +19,8 @@ public:
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UGameViewportClient* Viewport;
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UPROPERTY()
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FIntPoint ViewSize;
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UPROPERTY()
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int32 TickIncrement = 0;
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UPROPERTY(BlueprintReadWrite, Category = "Config")
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class AAdventureMap* AdvMapRef;
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@ -63,7 +63,7 @@ int32 AAdventureMap::GridIndex(int32 qAxial, int32 rAxial)
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* The Q axis is (i.e. columns are) oriented diagonally.
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* The Hex Grid has a rough square shape, hence the Q coordinates must be offset by -1 every other row.
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*/
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int32 column = qAxial + FMath::FloorToInt(rAxial / 2);
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int32 column = qAxial + FMath::FloorToInt(rAxial / 2.);
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return (rAxial * GridSize) + column;
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}
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@ -142,7 +142,7 @@ TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal,
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while (!ToExamine.IsEmpty()) {
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AHexTile* Candidate = ToExamine[0];
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ToExamine.Remove(Candidate);
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// try for Hex with lower estimatet (F)cost
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// find Hex with lower estimatet F-cost
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for (AHexTile* t : ToExamine) {
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t->FCost = t->GCost + t->HCost;
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if (t->FCost < Candidate->FCost || t->FCost == Candidate->FCost && t->HCost < Candidate->HCost) { Candidate = t; }
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@ -181,64 +181,88 @@ TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal,
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Algo::Reverse(Path);
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if (bDiags) {
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TArray<AHexTile*> PathS = ShortcutAStar(Path);
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Path = ShortcutAStar(Path);
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}
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return Path;
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}
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// very bro-sciency approach to pathfinding for diagonal Hex-movement
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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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TArray<AHexTile*> WorkingSegment;
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AHexTile* Start = PCRef->CurrentHex;
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WorkingSegment.Add(Start);
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int32 i = 0;
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AHexTile* CurrentHex = PCRef->CurrentHex;
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WorkingSegment.Add(CurrentHex);
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int32 h = 0;
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FHexVector PrevDir = FHexVector(Path[0], Start);
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// create segments for each bend
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FHexVector PrevDir = FHexVector(Path[0], CurrentHex);
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FHexVector DirASave = PrevDir;
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FHexVector DirA;
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int32 HexesBeforeBend = 1;
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for (i; i < Len-1; i++) {
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WorkingSegment.Add(Path[i]);
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DirA = FHexVector(Path[i+1], Path[i]);
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if (DirA != PrevDir) { break; }
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for (h; h < Len-1; h++) {
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WorkingSegment.Add(Path[h]);
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DirA = FHexVector(Path[h+1], Path[h]);
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if (DirA != PrevDir) { break; } // save Path[h] into Array of Bends
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HexesBeforeBend++;
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PrevDir = DirA;
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}
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PrevDir = DirA;
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FHexVector DirB;
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int32 HexesAfterBend = 0;
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for (i; i < Len - 1; i++) {
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WorkingSegment.Add(Path[i+1]);
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DirB = FHexVector(Path[i+1], Path[i]);
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for (h; h < Len - 1; h++) {
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WorkingSegment.Add(Path[h+1]);
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DirB = FHexVector(Path[h+1], Path[h]);
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if (DirB != PrevDir) { break; }
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HexesAfterBend++;
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PrevDir = DirB;
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}
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if (HexesAfterBend == 0) { return Path; }
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// debug
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UE_LOG(LogTemp, Warning, TEXT("Before bend: %d"), HexesBeforeBend);
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UE_LOG(LogTemp, Warning, TEXT("After bend: %d"), HexesAfterBend);
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UE_LOG(LogTemp, Warning, TEXT("Working segment length: %d"), WorkingSegment.Num());
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for (AHexTile* HexDebug : WorkingSegment) { UE_LOG(LogTemp, Warning, TEXT("HexID: %d"), HexDebug->Index); }
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FHexVector UnitDiag = UnitDiagFromUnitNB(DirA, DirB);
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if (HexesAfterBend == 0)
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{ return Path; }
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FHexVector UnitDiag = UnitDiagFromUnitNB(DirASave, DirB);
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AHexTile* Milestone = WorkingSegment.Last();
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int32 NumDiags = (HexesBeforeBend >= HexesAfterBend) ? HexesAfterBend : HexesBeforeBend;
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int32 NumTries = (HexesBeforeBend >= HexesAfterBend) ? HexesBeforeBend : HexesAfterBend;
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// Try adding diagonal Hexes to Shortcut from Start until Milestone (if BeforeBend>=AferBend: do this AfterBend times, else: BeforeBend)
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// Set a bool to 'true' as soon as the first Hex is added; Set CurrentHex to that;
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// if the path is blocked and the bool is 'false': Set CurrentHex to the next in WorkingSegment; Retry.
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// if the path is blocked and the bool is 'true': Append the rest recursively calling A*(Shortcut.Last(), Path.Last(), true);
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// when iterated AfterBend (or BeforeBend) times: Append the rest recursively calling A*(Shortcut.Last(), Path.Last(), true);
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bool bDiagAdded = false;
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for (int i = 0; i < NumTries; i++) {
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if (NumDiags == 0) {
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Shortcut.Append(FindPathAStar(CurrentHex, Milestone, false));
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break;
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}
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if (DiagIsReachable(CurrentHex, UnitDiag)) {
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int32 CanIndex = GridIndex(CurrentHex->Q + UnitDiag.Q, CurrentHex->R + UnitDiag.R);
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if (Grid.IsValidIndex(CanIndex)) {
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AHexTile* Candidate = Grid[CanIndex];
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if (Candidate->bFree) {
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Shortcut.Add(Candidate);
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bDiagAdded = true;
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CurrentHex = Candidate;
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NumDiags--;
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continue;
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} } }
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if (!bDiagAdded && !DiagIsReachable(CurrentHex, UnitDiag)) {
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Shortcut.Add(CurrentHex);
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CurrentHex = WorkingSegment[i + 1];
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NumDiags--;
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continue;
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}
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if (bDiagAdded && !DiagIsReachable(CurrentHex, UnitDiag)) {
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Shortcut.Append(FindPathAStar(CurrentHex, Milestone, true));
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break;
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}
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}
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if (Milestone != Path.Last()) { Shortcut.Append(FindPathAStar(Milestone, Path.Last(), true)); }
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UE_LOG(LogTemp, Warning, TEXT("Hexes before bend: %d"), HexesBeforeBend);
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UE_LOG(LogTemp, Warning, TEXT("Hexes after bend: %d"), HexesAfterBend);
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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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@ -248,6 +272,7 @@ FHexVector AAdventureMap::UnitDiagFromUnitNB(FHexVector InVecA, FHexVector InVec
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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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@ -257,7 +282,10 @@ bool AAdventureMap::DiagIsReachable(AHexTile* InStart, FHexVector InDiagUnitVec)
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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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int32 IndexA = GridIndex(InStart->Q + BlockA.Q, InStart->R + BlockA.R);
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int32 IndexB = GridIndex(InStart->Q + BlockB.Q, InStart->R + BlockB.R);
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if (!Grid.IsValidIndex(IndexA) || !Grid.IsValidIndex(IndexB)) { return false; }
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AHexTile* HexA = Grid[IndexA];
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AHexTile* HexB = Grid[IndexB];
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return (HexA->bFree && HexB->bFree);
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}
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@ -26,7 +26,7 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
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TSubclassOf<AHexTile> BaseTileClass;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
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int32 GridSize = 100;
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int32 GridSize = 60;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
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int32 TileSize = 100;
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@ -90,6 +90,7 @@ public:
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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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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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@ -26,9 +26,9 @@ public:
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USceneComponent* SceneComponent;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Config")
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UStaticMeshComponent* OrientHexMesh;
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Config")
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UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "Config")
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bool bCollectable;
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Config")
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UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "Config")
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bool bActivatable;
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Generation")
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