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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return Neighbors; // currently wrapping from corner to corner --> rectify this with a manhattan distance check
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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;
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}
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@ -34,12 +34,12 @@ public:
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UPROPERTY(VisibleInstanceOnly, BlueprintReadWrite, Category = "Generation")
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TArray<AHexTile*> Grid;
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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int32 GridIndex(int32 q, int32 r);
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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AHexTile* RandomHex();
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UFUNCTION(BlueprintCallable)
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TArray<AHexTile*> Neighbors(AHexTile* OfHexTile);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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TArray<AHexTile*> Neighbors(AHexTile* OfHex);
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// Player spawn section
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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@ -39,3 +39,11 @@ void AHexTile::FillCornersArray()
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Corners.Emplace(Corner(i + 1));
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}
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}
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int32 AHexTile::Distance(AHexTile* ToHex)
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{
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int32 CubeS1 = -this->Q - this->R;
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int32 CubeS2 = -ToHex->Q - ToHex->R;
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return (abs(this->Q - ToHex->Q) + abs(this->R - ToHex->R) + abs(CubeS1 - CubeS2)) / 2;
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}
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@ -23,10 +23,11 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
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float TileSize;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
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USceneComponent* SceneComponent;
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category = "debug")
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FVector Corner(int32 i);
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "debug")
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TArray<FVector> Corners;
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@ -39,9 +40,11 @@ public:
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int32 R;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Runtime")
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int32 Index;
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UPROPERTY(BlueprintReadWrite, Category = "Runtime")
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AAdventureMap* MapRef;
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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int32 Distance(AHexTile* ToHex);
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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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