added Distance function, quick fix for Neighbors function
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@ -99,22 +99,40 @@ TArray<AHexTile*> AAdventureMap::Neighbors(AHexTile* OfHex)
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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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if ( Index >= 0&& Index < Grid.Num() )
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{
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if (OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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}
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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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if (Index >= 0 && Index < Grid.Num())
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{
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if (OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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}
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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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if (Index >= 0 && Index < Grid.Num())
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{
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if (OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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}
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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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if (Index >= 0 && Index < Grid.Num())
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{
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if (OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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}
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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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if (Index >= 0 && Index < Grid.Num())
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{
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if (OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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}
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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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if (Index >= 0 && Index < Grid.Num())
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{
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if (OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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}
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return Neighbors; // currently wrapping from corner to corner --> rectify this with a manhattan distance check
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return Neighbors;
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}
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