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AdventureMap.cpp
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88
AdventureMap.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "AdventureMap.h"
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#include "HexTile.h"
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#include "AdventureCameraPawn.h"
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#include "AdventureCharacter.h"
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#include "Kismet/GameplayStatics.h"
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// Sets default values
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AAdventureMap::AAdventureMap()
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{
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}
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// Called when the game starts or when spawned
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void AAdventureMap::BeginPlay()
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{
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Super::BeginPlay();
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UWorld* World = GetWorld();
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if (IsValid(BaseTileClass))
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{
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MakeGrid();
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}
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}
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// Every Hex Tile's index within the Grid Array can be derived from its Q and R coordinates
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int32 AAdventureMap::GridIndex(int32 qAxial, int32 rAxial)
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{
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/*
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* The Q axis is (i.e. columns are) oriented diagonally.
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* The Hex Grid has a rough square shape, hence the Q coordinates must be offset by -1 every other row.
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*/
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int32 column = qAxial + FMath::FloorToInt(rAxial / 2);
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return (rAxial * GridSize) + column;
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}
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// Called once on Begin Play
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void AAdventureMap::MakeGrid()
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{
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UWorld* World = GetWorld();
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FVector NextHexAt = FVector();
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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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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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QOffset--; // The Q axis is (i.e. columns are) oriented diagonally.
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}
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}
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else
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{
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XOffset = HexWidth / 2;
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}
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for (int q = 1; q <= GridSize; q++)
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{
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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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FTransform SpawnTransform = FTransform(NextHexAt);
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AHexTile* Tile = World->SpawnActor<AHexTile>(BaseTileClass, SpawnTransform);
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Tile->Q = q - 1 + QOffset;
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Tile->R = r - 1;
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Grid.Add(Tile);
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}
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}
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for (auto& tile : Grid)
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{
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tile->Index = GridIndex(tile->Q, tile->R);
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}
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}
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AHexTile* AAdventureMap::RandomHex()
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{
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int32 SpawnHex = GridIndex(FMath::RandRange(0, GridSize), FMath::RandRange(0, GridSize));
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return Grid[SpawnHex];
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}
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