Big rework to A*; factored out path linking
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AdventureMap.cpp
116
AdventureMap.cpp
@ -7,7 +7,6 @@
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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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#include <unordered_map>
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// Sets default values
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AAdventureMap::AAdventureMap()
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@ -32,21 +31,17 @@ void AAdventureMap::MakeGrid()
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float HexWidth = sqrt(3) * TileSize;
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int QOffset = 0;
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for (int r = 1; r <= GridSize; r++)
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{
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for (int r = 1; r <= GridSize; r++) {
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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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if (r % 2 != 0) {
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if (r > 1) {
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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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for (int q = 1; q <= GridSize; q++) {
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NextHexAt.X = XOffset + (HexWidth * q);
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NextHexAt.Y = TileSize * 1.5f * r;
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NextHexAt.Z = 0.f;
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@ -61,8 +56,7 @@ void AAdventureMap::MakeGrid()
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}
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}
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for (auto& tile : Grid)
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{
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for (auto& tile : Grid) {
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tile->Index = GridIndex(tile->Q, tile->R);
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}
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@ -95,77 +89,69 @@ TArray<AHexTile*> AAdventureMap::Neighbors(AHexTile* OfHex)
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TArray<int32> Indeces;
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Indeces.Append(Arr, UE_ARRAY_COUNT(Arr));
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Neighbors.Add(RandomHex());
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Neighbors.Add(RandomHex()); // pathetic but necessary
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for (auto& I : Indeces) { 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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TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal)
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TArray<AHexTile*> AAdventureMap::AStar(AHexTile* Start, AHexTile* Goal)
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{
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TArray<AHexTile*> PQ; // Makeshift Priority Queue. (High value = Low priority)
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PQ.Add(Start);
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TArray<AHexTile*> ToExamine;
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TArray<AHexTile*> Processed;
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ToExamine.Add(Start);
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// The goal of this loop is to edit the Hex->CameFrom pointers, So as to chain Hexes from Goal to Start
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while (!PQ.IsEmpty())
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{
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AHexTile* Current = PQ[0];
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PQ.RemoveAt(0);
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// UE_LOG(LogTemp, Warning, TEXT("Popping top priority Hex %d:%d"), Current->Q, Current->R); // debug
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while (!ToExamine.IsEmpty()) {
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AHexTile* Candidate = ToExamine[0];
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if (Current == Goal) // early exit
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{
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// UE_LOG(LogTemp, Warning, TEXT("Goal found!!!")); // debug
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break;
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// estimate closest known Hex to Goal
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for (auto& t : ToExamine) {
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int32 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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}
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// UE_LOG(LogTemp, Warning, TEXT("Expanding the frontier...")); // debug
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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 (NewCost < Next->CostSoFar || !PQ.Contains(Next))
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{
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Next->CostSoFar = NewCost;
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Next->CameFrom = Current;
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PQ.Remove(Next);
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int32 NewPrio = NewCost + Next->Distance(Goal); // Higher value = Lower priority
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Processed.Add(Candidate);
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ToExamine.Remove(Candidate);
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// no crash up to this point
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// exit
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if (Candidate == Goal) { break; }
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// UE_LOG(LogTemp, Warning, TEXT("Hex %d:%d path info updated. Readjusting priorities..."), Next->Q, Next->R); // debug
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if (!PQ.IsEmpty())
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{
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int32 OldPrio;
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int32 OldIndex = PQ.Num() - 1; // default to lowest priority
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// expand frontier & adjust path data
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for (AHexTile* Neighbor : Neighbors(Candidate)) {
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if (Processed.Contains(Neighbor)) { continue; }
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for (auto& Hex : PQ)
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{
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OldPrio = Hex->CostSoFar + Hex->Distance(Goal);
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if (NewPrio <= OldPrio) // looking for 1. Hex in "PQ" with a lower priority than that of "Next"
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{
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PQ.Find(Hex, OldIndex); // redefine OldIndex
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break;
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}
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}
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// UE_LOG(LogTemp, Warning, TEXT("Saving at PQ index %d"), OldIndex); // debug
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PQ.Insert(Next, OldIndex);
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}
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else
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{
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PQ.Add(Next);
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// UE_LOG(LogTemp, Warning, TEXT("Adding (PQ was empty)")); // debug
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bool bInToExamine = ToExamine.Contains(Neighbor);
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int32 NewGCost = Candidate->GCost + Neighbor->MoveCost;
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if (NewGCost < Neighbor->GCost || !bInToExamine) {
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Neighbor->GCost = NewGCost;
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Neighbor->CameFrom = Candidate; // chain
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if (!bInToExamine) {
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Neighbor->HCost = Neighbor->Distance(Goal);
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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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return LinkPath(Start, Goal);
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}
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TArray<AHexTile*> AAdventureMap::LinkPath(AHexTile* Start, AHexTile* Goal)
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{
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TArray<AHexTile*> Path;
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/*
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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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AHexTile* iPathNode = Goal;
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while (iPathNode != Start) {
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Path.Emplace(iPathNode);
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if (iPathNode->Distance(iPathNode->CameFrom) > 1) {
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bChainBroken = true;
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UE_LOG(LogTemp, Warning, TEXT("Chain is broken in LinkPath function..."));
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}
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iPathNode = iPathNode->CameFrom;
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}
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Algo::Reverse(Path);
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*/
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return Path;
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}
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@ -43,9 +43,13 @@ public:
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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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//UFUNCTION(BlueprintCallable, Category = "Runtime")
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// TArray<AHexTile*> FindPathAStarPQ(AHexTile* Start, AHexTile* Goal);
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TArray<AHexTile*> AStar(AHexTile* Start, AHexTile* Goal);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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TArray<AHexTile*> LinkPath(AHexTile* Start, AHexTile* Goal);
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UPROPERTY(BlueprintReadOnly, Category = "debug")
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bool bChainBroken;
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// Player spawn section
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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@ -37,7 +37,7 @@ void AAdventurePlayerController::AdvClick()
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if (IsValid(Hit.GetActor()))
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{
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AHexTile* HitHex = (AHexTile*)Hit.GetActor();
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MapRef->FindPathAStar(CurrentHex, HitHex);
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// MapRef->FindPathAStar(CurrentHex, HitHex);
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// UE_LOG(LogTemp, Warning, TEXT("%d"), HitHex->Index);
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}
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}
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@ -47,10 +47,16 @@ public:
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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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UPROPERTY(BlueprintReadWrite, 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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UPROPERTY()
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int32 FCost;
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UPROPERTY()
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int32 GCost;
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UPROPERTY()
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int32 HCost;
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FORCEINLINE bool operator == (const AHexTile &Other)
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{
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