small changes to pathfinding; plan to fix bad performance
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180207f441
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32f4c6a278
@ -118,44 +118,64 @@ TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal)
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TArray<AHexTile*> Priorities;
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Priorities.Init(Start, 1);
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Goal->CameFrom = Start;
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// Editing Hex->CameFrom pointers, i.e. chaining Hexes
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while (Priorities.IsValidIndex(0))
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while (!Priorities.IsEmpty())
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{
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AHexTile* Current = Priorities[0];
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Priorities.RemoveAt(0);
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if (*Current == *Goal) { break; }
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if (*Current == *Goal)
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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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}
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// Expanding the Frontier
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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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int32 NewCost = Current->CostSoFar + Next->MoveCost;
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// UE_LOG(LogTemp, Warning, TEXT("Cost calculated.")); // debug
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if (!Priorities.Contains(Next) || NewCost < Next->CostSoFar)
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{
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// UE_LOG(LogTemp, Warning, TEXT("New candidate found.")); // debug
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Next->CostSoFar = NewCost;
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int32 NewPrio = NewCost + Next->Distance(Goal);
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// Adjust the Priority Queue
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if (Priorities.Contains(Next)) { Priorities.Remove(Next); }
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for (AHexTile* Hex : Priorities)
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for (AHexTile* Hex : Priorities) // at this point Priorities is empty, need to make sure it's not.
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{
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int32 OldPrio = Hex->CostSoFar + Hex->Distance(Goal);
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int32 Index;
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Priorities.Find(Hex, Index);
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// UE_LOG(LogTemp, Warning, TEXT("Comparing priorities...")); // debug
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if (OldPrio > NewPrio)
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{
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{
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Priorities.Insert(Next, Index);
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Next->CameFrom = Current;
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// UE_LOG(LogTemp, Warning, TEXT("Looks promising!")); // debug
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break;
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}
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if (Index == Priorities.Num() - 1 && OldPrio <= NewPrio)
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{
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Priorities.Emplace(Next);
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Next->CameFrom = Current;
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// UE_LOG(LogTemp, Warning, TEXT("Low prio added")); // debug
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break;
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}
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}
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if (Priorities.IsEmpty())
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{
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Priorities.Emplace(Next);
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}
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}
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}
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}
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@ -169,5 +189,5 @@ TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal)
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}
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Algo::Reverse(Path);
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return Path; // currently always length of 1
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return Path;
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}
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@ -13,4 +13,31 @@ AAdventurePlayerController::AAdventurePlayerController()
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bStartWithTickEnabled = true;
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}
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void AAdventurePlayerController::BeginPlay()
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{
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Super::BeginPlay();
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World = GetWorld();
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}
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void AAdventurePlayerController::SetupInputComponent()
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{
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// Always call this.
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Super::SetupInputComponent();
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// This is initialized on startup, you can go straight to binding
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InputComponent->BindAction("LeftClick", IE_Pressed, this, &AAdventurePlayerController::AdvClick);
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}
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void AAdventurePlayerController::AdvClick()
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{
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FHitResult Hit;
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GetHitResultUnderCursor(ECollisionChannel::ECC_Vehicle,false,Hit);
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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); // this would currently cause a crash...
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UE_LOG(LogTemp, Warning, TEXT("%d"), HitHex->Index);
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}
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}
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@ -23,5 +23,19 @@ class FRAY_API AAdventurePlayerController : public APlayerController
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public:
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AAdventurePlayerController();
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UPROPERTY()
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UWorld* World;
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UPROPERTY()
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AAdventureMap* MapRef;
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UPROPERTY()
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AHexTile* SpawnHex;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Runtime")
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AHexTile* CurrentHex;
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protected:
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virtual void BeginPlay() override;
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virtual void SetupInputComponent() override;
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public:
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void AdvClick();
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};
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