A* algorithm now working as intended
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5c1535da32
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80e990c432
@ -78,39 +78,39 @@ void AAdventureCameraPawn::EdgeScrollSide(float AxisValue)
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if (mousePosX <= ESASize) // if in LEFT area
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{
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////// Scroll LEFT with Vert Accelleration
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////// Scroll LEFT
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float SpeedX = (mousePosX * ESAMinBoundSlope + ESAMinBoundIntercept) * BaseScrollSpeed;
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AddActorLocalOffset(FVector(0, -SpeedX, 0));
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AddActorLocalOffset(FVector(-SpeedX, 0, 0));
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if (mousePosY > .005) // if not touching EDGE
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if (mousePosY > .005) // if not touching TOP EDGE
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{
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AddActorLocalOffset(FVector(VertAccelleration, 0, 0));
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AddActorLocalOffset(FVector(0, -VertAccelleration, 0));
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}
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if (AxisValue < .0 && mousePosX <= .005) // if mouse moving LEFT and touching EDGE
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{
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////// Add LEFT accelleration
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SpeedX = AxisValue * ScrollAccelleration;
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AddActorLocalOffset(FVector(0, SpeedX, 0));
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AddActorLocalOffset(FVector(SpeedX, 0, 0));
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}
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}
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if (mousePosX >= 1-ESASize) // if in RIGHT area
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{
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////// Scroll RIGHT with Vert Accelleration
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////// Scroll RIGHT
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float SpeedX = (mousePosX * ESAMaxBoundSlope + ESAMaxBoundIntercept) * BaseScrollSpeed;
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AddActorLocalOffset(FVector(0, SpeedX, 0));
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AddActorLocalOffset(FVector(SpeedX, 0, 0));
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if (mousePosY < .995) // if not touching EDGE
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if (mousePosY < .995) // if not touching BOT EDGE
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{
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AddActorLocalOffset(FVector(VertAccelleration, 0, 0));
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AddActorLocalOffset(FVector(0, -VertAccelleration, 0));
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}
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if (AxisValue > .0 && mousePosX >= .995) // if mouse moving RIGHT and touching EDGE
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{
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////// Add RIGHT accelleration
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SpeedX = AxisValue * ScrollAccelleration;
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AddActorLocalOffset(FVector(0, SpeedX, 0));
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AddActorLocalOffset(FVector(SpeedX, 0, 0));
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}
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}
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}
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@ -126,39 +126,39 @@ void AAdventureCameraPawn::EdgeScrollVert(float AxisValue)
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if (mousePosY <= ESASize) // if in TOP area
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{
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////// Scroll TOP with Side Accelleration
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////// Scroll TOP
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float SpeedY = (mousePosY * ESAMinBoundSlope + ESAMinBoundIntercept) * BaseScrollSpeed;
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AddActorLocalOffset(FVector(SpeedY, SideAccelleration, 0));
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AddActorLocalOffset(FVector(0, -SpeedY, 0));
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if (mousePosX > .005) // if not touching EDGE
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{
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AddActorLocalOffset(FVector(0, SideAccelleration, 0));
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AddActorLocalOffset(FVector(SideAccelleration, 0, 0));
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}
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if (AxisValue > .0 && mousePosY <= .005) // if mouse moving TOP and touching EDGE
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{
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////// Add TOP accelleration
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SpeedY = AxisValue * ScrollAccelleration;
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AddActorLocalOffset(FVector(SpeedY, 0, 0));
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AddActorLocalOffset(FVector(0, -SpeedY, 0));
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}
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}
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if (mousePosY >= 1-ESASize) // if in BOTTOM area
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{
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////// Scroll BOTTOM with Side Accelleration
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////// Scroll BOTTOM
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float SpeedY = (mousePosY * ESAMaxBoundSlope + ESAMaxBoundIntercept) * BaseScrollSpeed;
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AddActorLocalOffset(FVector(-SpeedY, SideAccelleration, 0));
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AddActorLocalOffset(FVector(0, SpeedY, 0));
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if (mousePosX < .995) // if not touching EDGE
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if (mousePosX < .995) // if not touching BOT EDGE
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{
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AddActorLocalOffset(FVector(0, SideAccelleration, 0));
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AddActorLocalOffset(FVector(SideAccelleration, 0, 0));
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}
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if (AxisValue < .0 && mousePosY >= .995) // if mouse moving BOTTOM and touching EDGE
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{
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////// add BOTTOM accelleration
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SpeedY = AxisValue * ScrollAccelleration;
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AddActorLocalOffset(FVector(SpeedY, 0, 0));
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AddActorLocalOffset(FVector(0, -SpeedY, 0));
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}
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}
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@ -82,57 +82,43 @@ int32 AAdventureMap::GridIndex(int32 qAxial, int32 rAxial)
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AHexTile* AAdventureMap::RandomHex()
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{
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int32 RandHex = GridIndex(FMath::RandRange(0, GridSize-1), FMath::RandRange(0, GridSize-1));
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int32 RandHex = FMath::RandRange(0, GridSize*GridSize-1);
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return Grid[RandHex];
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}
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TArray<AHexTile*> AAdventureMap::Neighbors(AHexTile* OfHex)
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{
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TArray<AHexTile*> Neighbors;
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int32 I;
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I = GridIndex(OfHex->Q + 1 , OfHex->R + 0 );
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if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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I = GridIndex(OfHex->Q + 1 , OfHex->R - 1 );
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if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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I = GridIndex(OfHex->Q + 0 , OfHex->R - 1 );
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if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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I = GridIndex(OfHex->Q - 1 , OfHex->R + 0 );
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if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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I = GridIndex(OfHex->Q - 1 , OfHex->R + 1 );
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if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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I = GridIndex(OfHex->Q + 0 , OfHex->R + 1 );
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if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); }
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int32 Arr[] = { GridIndex(OfHex->Q+1, OfHex->R), GridIndex(OfHex->Q+1, OfHex->R-1),
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GridIndex(OfHex->Q, OfHex->R-1), GridIndex(OfHex->Q-1, OfHex->R),
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GridIndex(OfHex->Q-1, OfHex->R+1), GridIndex(OfHex->Q, OfHex->R+1) };
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TArray<int32> Indeces;
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Indeces.Append(Arr, UE_ARRAY_COUNT(Arr));
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Neighbors.Add(RandomHex());
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for (auto& I : Indeces) { if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); } }
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return Neighbors;
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}
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// Massive memory leak when Goal is more than 2 distance away from Start (leading to the Editor freezing)
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// Also freezes when the Goal is on the Edge of the map (i.e. has only 3 Neighbors)
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TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal)
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{
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TArray<AHexTile*> PQ; // Makeshift Priority Queue. (High value = Low priority)
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PQ.Init(Start, 1);
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PQ.Add(Start);
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// The goal of this loop is to edit the Hex->CameFrom pointers, So as to chain Hexes from Goal to Start
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while (!PQ.IsEmpty())
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{
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AHexTile* Current = PQ[0];
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PQ.RemoveAt(0);
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UE_LOG(LogTemp, Warning, TEXT("Popping top priority Hex Q:%d|R:%d"), Current->Q, Current->R);
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// UE_LOG(LogTemp, Warning, TEXT("Popping top priority Hex %d:%d"), Current->Q, Current->R); // debug
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if (Current == Goal) // early exit
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{
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UE_LOG(LogTemp, Warning, TEXT("Goal found!!!")); // debug
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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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UE_LOG(LogTemp, Warning, TEXT("Expanding the frontier...")); // debug
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// UE_LOG(LogTemp, Warning, TEXT("Expanding the frontier...")); // debug
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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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@ -143,33 +129,36 @@ TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal)
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PQ.Remove(Next);
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int32 NewPrio = NewCost + Next->Distance(Goal); // Higher value = Lower priority
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UE_LOG(LogTemp, Warning, TEXT("Hex Q:%d|R:%d pathing updated. Readjusting priorities..."), Next->Q, Next->R); // debug
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// no crash up to this point
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// UE_LOG(LogTemp, Warning, TEXT("Hex %d:%d path info updated. Readjusting priorities..."), Next->Q, Next->R); // debug
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if (!PQ.IsEmpty())
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{
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int32 OldPrio;
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int32 OldIndex = PQ.Num() - 1; // To be inserted as lowest priority by default
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int32 OldIndex = PQ.Num() - 1; // default to lowest priority
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for (AHexTile* Hex : PQ)
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for (auto& Hex : PQ)
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{
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OldPrio = Hex->CostSoFar + Hex->Distance(Goal);
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if (NewPrio <= OldPrio) // looking for 1. Hex in "PQ" with a lower priority than that of "Next"
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{
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PQ.Find(Hex, OldIndex); // redefining of "OldIndex"
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PQ.Find(Hex, OldIndex); // redefine OldIndex
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break;
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}
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}
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UE_LOG(LogTemp, Warning, TEXT("Inserting Hex at priority %d"), OldIndex); // debug
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// UE_LOG(LogTemp, Warning, TEXT("Saving at PQ index %d"), OldIndex); // debug
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PQ.Insert(Next, OldIndex);
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}
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else
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{
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PQ.Add(Next);
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UE_LOG(LogTemp, Warning, TEXT("Adding one last Candidate.")); // debug
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// UE_LOG(LogTemp, Warning, TEXT("Adding (PQ was empty)")); // debug
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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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/*
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AHexTile* Hex = Goal;
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while (Hex != Start)
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{
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@ -177,5 +166,6 @@ TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal)
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Hex = Hex->CameFrom;
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}
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Algo::Reverse(Path);
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*/
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return Path;
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}
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