Fixed freezes on controller calling MarkPath() to invalid locations
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28a226e35d
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26d3289962
146
AdventureMap.cpp
146
AdventureMap.cpp
@ -7,6 +7,7 @@
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#include "AdventurePlayerController.h"
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#include "Kismet/GameplayStatics.h"
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#include "Algo/Reverse.h"
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#include "Util/IndexPriorityQueue.h"
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// Sets default values
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AAdventureMap::AAdventureMap()
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@ -85,12 +86,12 @@ AHexTile* AAdventureMap::RandomHex()
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TArray<AHexTile*> AAdventureMap::Neighbors(AHexTile* OfHex, bool bFreeOnly = false)
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{
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TArray<AHexTile*> Results;
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for (auto& V : UnitVectors) {
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int32 I = GridIndex(OfHex->Q + V.Q, OfHex->R + V.R);
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if (Grid.IsValidIndex(I)) {
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AHexTile* H = Grid[I];
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if (bFreeOnly && !H->bFree) { continue; }
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if (H->Distance(OfHex) == 1) { Results.Add(H); }
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for (FHexVector NeighborVector : UnitVectors) {
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int32 Index = GridIndex(OfHex->Q + NeighborVector.Q, OfHex->R + NeighborVector.R);
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if (Grid.IsValidIndex(Index)) {
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AHexTile* Hex = Grid[Index];
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if (bFreeOnly && !Hex->bFree) { continue; }
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if (Hex->Distance(OfHex) == 1) { Results.Add(Hex); }
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}
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}
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return Results;
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@ -120,66 +121,66 @@ TArray<AHexTile*> AAdventureMap::FreeDiagonals(AHexTile* OfHex)
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TSet<AHexTile*> AAdventureMap::BreadthFirstSearch(AHexTile* Start, int32 Radius)
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{
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TSet<AHexTile*> Results;
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TArray<AHexTile*> ToExamine;
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TArray<AHexTile*> Frontier;
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TSet<AHexTile*> Processed;
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Results.Add(Start);
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ToExamine.Add(Start);
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Frontier.Add(Start);
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while (!ToExamine.IsEmpty()) {
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AHexTile* Candidate = ToExamine[0];
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Processed.Add(Candidate);
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ToExamine.Remove(Candidate);
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while (!Frontier.IsEmpty()) {
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AHexTile* Current = Frontier[0];
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Processed.Add(Current);
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Frontier.Remove(Current);
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for (AHexTile* Neighbor : Neighbors(Candidate)) {
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if (Neighbor->Distance(Candidate) > 1) { continue; }
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for (AHexTile* Neighbor : Neighbors(Current)) {
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if (Neighbor->Distance(Current) > 1) { continue; }
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if (Processed.Contains(Neighbor)) { continue; }
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if (Neighbor->Distance(Start) > Radius) { continue; }
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ToExamine.Add(Neighbor);
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Frontier.Add(Neighbor);
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Results.Add(Neighbor);
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}
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}
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return Results;
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}
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/* // Faulty implementation which uses an actual PriorityQueue
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TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal, bool bDiags)
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{
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TArray<AHexTile*> ToExamine;
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TSet<AHexTile*> Processed;
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ToExamine.Add(Start);
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TSet<AHexTile*> ToSearch;
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TPriorityQueue<AHexTile*> Frontier;
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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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// 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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}
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Start->GCost = 0;
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Frontier.Push(Start, .0f);
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ToSearch.Add(Start);
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Processed.Add(Candidate);
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// exit
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if (Candidate == Goal) { break; }
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while (!Frontier.IsEmpty()) {
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AHexTile* Current = Frontier.Pop();
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ToSearch.Remove(Current);
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// expand frontier & adjust path data
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for (AHexTile* Neighbor : Neighbors(Candidate, true)) {
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if (!Neighbor->bFree) { continue; }
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if (Current == Goal) { break; }
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Processed.Add(Current);
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for (AHexTile* Neighbor : Neighbors(Current, true)) {
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if (Processed.Contains(Neighbor)) { continue; }
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bool bInToSearch = ToSearch.Contains(Start);
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bool bInToExamine = ToExamine.Contains(Neighbor);
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float NewGCost = Candidate->GCost + Neighbor->MoveCost;
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int32 NewGCost = Current->GCost + Neighbor->MoveCost;
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if (NewGCost < Neighbor->GCost || !bInToExamine) {
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if (!bInToSearch || NewGCost < Neighbor->GCost) {
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Neighbor->GCost = NewGCost;
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Neighbor->CameFrom = Candidate; // chain
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Neighbor->bDiagMove = false;
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Neighbor->CameFrom = Current;
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if (!bInToExamine) {
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if (!bInToSearch) {
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Neighbor->HCost = Neighbor->Distance(Goal);
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ToExamine.Add(Neighbor);
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} }
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Frontier.Push(Neighbor, NewGCost + Neighbor->HCost);
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ToSearch.Add(Neighbor);
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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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if (!IsValid(Goal->CameFrom)) { return Path; }
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AHexTile* iPathNode = Goal;
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@ -188,10 +189,62 @@ TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal,
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iPathNode = iPathNode->CameFrom;
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}
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Algo::Reverse(Path);
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return Path;
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}
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*/
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if (bDiags) { // DO NOT USE
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Path = ShortcutAStar(Path);
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TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile * Start, AHexTile * Goal, bool bDiags)
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{
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TArray<AHexTile*> Frontier;
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TSet<AHexTile*> Processed;
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Frontier.Add(Start);
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while (!Frontier.IsEmpty()) {
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// Pop
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AHexTile* Candidate = Frontier[0];
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// Exit
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if (Candidate == Goal) { break; }
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// Find contender with an even lower F-cost
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for (AHexTile* Other : Frontier) {
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if (Other->FCost < Candidate->FCost
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|| Other->FCost == Candidate->FCost && Other->HCost < Candidate->HCost)
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{ Candidate = Other; }
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}
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Frontier.Remove(Candidate);
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Processed.Add(Candidate);
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// Expand frontier, make connections when appropriate
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for (AHexTile* Neighbor : Neighbors(Candidate, true)) {
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if (Processed.Contains(Neighbor)) { continue; }
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bool bInFrontier = Frontier.Contains(Neighbor);
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int32 NewGCost = Candidate->GCost + Neighbor->MoveCost;
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if (NewGCost < Neighbor->GCost || !bInFrontier) {
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Neighbor->GCost = NewGCost;
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Neighbor->HCost = Neighbor->Distance(Goal);
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Neighbor->FCost = Neighbor->GCost + Neighbor->HCost;
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Neighbor->CameFrom = Candidate; // chain
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if (!bInFrontier) {
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Frontier.Add(Neighbor);
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}
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}
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}
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}
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// Build and return path
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TArray<AHexTile*> Path;
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AHexTile* iPathNode = Goal;
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while (iPathNode != Start) {
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if (!IsValid(iPathNode->CameFrom) || !iPathNode->bFree) {
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Path.Empty();
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return Path;
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}
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Path.Emplace(iPathNode);
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iPathNode = iPathNode->CameFrom;
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}
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Algo::Reverse(Path);
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return Path;
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}
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@ -246,11 +299,11 @@ TArray<AHexTile*> AAdventureMap::ShortcutAStar(TArray<AHexTile*> Path)
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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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AHexTile* Current = Grid[CanIndex];
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if (Current->bFree) {
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Shortcut.Add(Current);
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bDiagAdded = true;
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CurrentHex = Candidate;
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CurrentHex = Current;
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NumDiags--;
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continue;
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} } }
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@ -298,4 +351,5 @@ bool AAdventureMap::DiagIsReachable(AHexTile* InStart, FHexVector InDiagUnitVec)
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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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}
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@ -106,3 +106,63 @@ protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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};
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// only used for an experimental implementation of A*
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template <typename InElementType>
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struct TPriorityQueueNode {
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InElementType Element;
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float Priority;
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TPriorityQueueNode()
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{
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}
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TPriorityQueueNode(InElementType InElement, float InPriority)
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{
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Element = InElement;
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Priority = InPriority;
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}
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bool operator<(const TPriorityQueueNode<InElementType> Other) const
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{
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return Priority < Other.Priority;
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}
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};
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template <typename InElementType>
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class TPriorityQueue {
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public:
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TPriorityQueue()
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{
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Array.Heapify();
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}
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public:
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// Always check if IsEmpty() before Pop-ing!
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InElementType Pop()
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{
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TPriorityQueueNode<InElementType> Node;
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Array.HeapPop(Node);
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return Node.Element;
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}
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TPriorityQueueNode<InElementType> PopNode()
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{
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TPriorityQueueNode<InElementType> Node;
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Array.HeapPop(Node);
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return Node;
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}
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void Push(InElementType Element, float Priority)
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{
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Array.HeapPush(TPriorityQueueNode<InElementType>(Element, Priority));
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}
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bool IsEmpty() const
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{
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return Array.Num() == 0;
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}
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public: // make private later on
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TArray<TPriorityQueueNode<InElementType>> Array;
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};
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@ -59,7 +59,6 @@ TArray<AHexTile*> AAdventurePlayerController::Vision(int32 Radius)
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{
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TArray<AHexTile*> Results;
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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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if (ExploredHexes.Contains(Hex)) { continue; }
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@ -71,6 +70,10 @@ TArray<AHexTile*> AAdventurePlayerController::Vision(int32 Radius)
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void AAdventurePlayerController::MarkPath(TArray<AHexTile*> Path)
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{
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if (Path.IsEmpty()) { return; }
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else if (!IsValid(Path[0])) { return; }
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else if (CurrentHex->Distance(Path[0])>1) { return; }
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FHexVector DirA = FHexVector(Path[0]->Q - CurrentHex->Q, Path[0]->R - CurrentHex->R);
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FHexVector DirB;
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for (int32 i = 0; i < Path.Num() - 1; i++)
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18
HexTile.h
18
HexTile.h
@ -48,19 +48,15 @@ public:
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// Pathfinding
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UPROPERTY(BlueprintReadWrite)
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float MoveCost = 10;
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int32 MoveCost = 1;
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UPROPERTY()
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int32 FCost;
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UPROPERTY()
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int32 GCost = 9999;
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UPROPERTY()
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int32 HCost;
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UPROPERTY(BlueprintReadWrite, VisibleInstanceOnly, Category = "Runtime")
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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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float FCost;
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UPROPERTY()
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float GCost;
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UPROPERTY()
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float HCost = 9999;
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// MapObject Placement
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UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
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@ -26,60 +26,51 @@ AMovementArrow::AMovementArrow()
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}
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void AMovementArrow::SetVariant(FHexVector InVector, FHexVector OutVector) {
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int32 InVectorIndex = MapRef->UnitVectors.Find(InVector);
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int32 OutVectorIndex = MapRef->UnitVectors.Find(OutVector);
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int32 VariantIndex;
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if (InVectorIndex == 0)
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{
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if (InVectorIndex == 0) {
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if (OutVectorIndex == 0) { VariantIndex = 0; }
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if (OutVectorIndex == 1) { VariantIndex = 1; }
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if (OutVectorIndex == 2) { VariantIndex = 2; }
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if (OutVectorIndex == 4) { VariantIndex = 3; }
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if (OutVectorIndex == 5) { VariantIndex = 4; }
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}
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if (InVectorIndex == 1)
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{
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if (InVectorIndex == 1) {
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if (OutVectorIndex == 0) { VariantIndex = 4; }
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if (OutVectorIndex == 1) { VariantIndex = 0; }
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if (OutVectorIndex == 2) { VariantIndex = 1; }
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if (OutVectorIndex == 3) { VariantIndex = 2; }
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if (OutVectorIndex == 5) { VariantIndex = 3; }
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}
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if (InVectorIndex == 2)
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{
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if (InVectorIndex == 2) {
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if (OutVectorIndex == 0) { VariantIndex = 3; }
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if (OutVectorIndex == 1) { VariantIndex = 4; }
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if (OutVectorIndex == 2) { VariantIndex = 0; }
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if (OutVectorIndex == 3) { VariantIndex = 1; }
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if (OutVectorIndex == 4) { VariantIndex = 2; }
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}
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if (InVectorIndex == 3)
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{
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if (InVectorIndex == 3) {
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if (OutVectorIndex == 1) { VariantIndex = 3; }
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if (OutVectorIndex == 2) { VariantIndex = 4; }
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if (OutVectorIndex == 3) { VariantIndex = 0; }
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if (OutVectorIndex == 4) { VariantIndex = 1; }
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if (OutVectorIndex == 5) { VariantIndex = 2; }
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}
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if (InVectorIndex == 4)
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{
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if (InVectorIndex == 4) {
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if (OutVectorIndex == 0) { VariantIndex = 2; }
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if (OutVectorIndex == 2) { VariantIndex = 3; }
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if (OutVectorIndex == 3) { VariantIndex = 4; }
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if (OutVectorIndex == 4) { VariantIndex = 0; }
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if (OutVectorIndex == 5) { VariantIndex = 1; }
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}
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if (InVectorIndex == 5)
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{
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if (InVectorIndex == 5) {
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if (OutVectorIndex == 0) { VariantIndex = 1; }
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if (OutVectorIndex == 1) { VariantIndex = 2; }
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if (OutVectorIndex == 3) { VariantIndex = 3; }
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if (OutVectorIndex == 4) { VariantIndex = 4; }
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if (OutVectorIndex == 5) { VariantIndex = 0; }
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}
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SceneComponent->SetRelativeRotation(FRotator(0, InVectorIndex * 60.f, 0));
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MeshVariants[VariantIndex]->ToggleVisibility();
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}
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