Breadth First Search; considering use of diagonals for A*PF
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237c056b30
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986233d960
@ -35,7 +35,7 @@ AAdventureCameraPawn::AAdventureCameraPawn()
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void AAdventureCameraPawn::BeginPlay()
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{
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Super::BeginPlay();
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ControllerRef = (AAdventurePlayerController*)UGameplayStatics::GetPlayerController(GetWorld(), 0);
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OwningPC = (AAdventurePlayerController*)UGameplayStatics::GetPlayerController(GetWorld(), 0); // for now
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// Viewport properties not accurate on BeginPlay (must wait before accessing)
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FTimerHandle UnusedHandle;
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@ -85,7 +85,7 @@ void AAdventureCameraPawn::EdgeScrollSide(float AxisValue)
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{
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float mouseX;
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float mouseY;
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ControllerRef->GetMousePosition(mouseX, mouseY);
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OwningPC->GetMousePosition(mouseX, mouseY);
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float mousePosX = mouseX / ViewSize.X;
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float mousePosY = mouseY / ViewSize.Y;
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float VertAccelleration = GetInputAxisValue("Mouse Y") * (ScrollAccelleration * .75);
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@ -133,7 +133,7 @@ void AAdventureCameraPawn::EdgeScrollVert(float AxisValue)
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{
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float mouseX;
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float mouseY;
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ControllerRef->GetMousePosition(mouseX, mouseY);
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OwningPC->GetMousePosition(mouseX, mouseY);
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float mousePosY = mouseY / ViewSize.Y;
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float mousePosX = mouseX / ViewSize.X;
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float SideAccelleration = GetInputAxisValue("Mouse X") * (ScrollAccelleration * .75);
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@ -182,7 +182,7 @@ void AAdventureCameraPawn::FollowAdvPawn()
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{
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UE_LOG(LogTemp, Warning, TEXT("following..."));
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AdvPawnLocationCurrent = AdvPawnRef->GetActorLocation();
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AdvPawnLocationCurrent = FollowPawn->GetActorLocation();
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AdvPawnLocationDelta = AdvPawnLocationCurrent - AdvPawnLocationPrevious;
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UE_LOG(LogTemp, Warning, TEXT("%s"), *AdvPawnLocationDelta.ToString());
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@ -23,9 +23,9 @@ public:
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UPROPERTY(BlueprintReadWrite, Category = "Config")
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class AAdventureMap* AdvMapRef;
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UPROPERTY(BlueprintReadWrite, Category = "Config")
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class AAdventurePlayerController* ControllerRef;
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class AAdventurePlayerController* OwningPC;
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UPROPERTY(BlueprintReadWrite, Category = "Config")
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class AAdventureCharacter* AdvPawnRef;
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class AAdventureCharacter* FollowPawn;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input")
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@ -20,10 +20,10 @@ public:
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// Sets default values for this character's properties
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AAdventureCharacter();
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Config")
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class AAdventureMap* MapRef;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Runtime")
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AHexTile* GridLocation;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Runtime")
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AHexTile* SelectedHex;
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AHexTile* Location;
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protected:
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// Called when the game starts or when spawned
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@ -3,8 +3,6 @@
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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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#include "Algo/Reverse.h"
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@ -94,10 +92,38 @@ TArray<AHexTile*> AAdventureMap::Neighbors(AHexTile* OfHex)
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return Neighbors;
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}
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TArray<AHexTile*> AAdventureMap::BreadthFirstSearch(AHexTile* Start, int32 Radius)
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{
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TArray<AHexTile*> Results;
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TArray<AHexTile*> ToExamine;
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TSet<AHexTile*> Processed;
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ToExamine.Add(Start);
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while (!ToExamine.IsEmpty()) {
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AHexTile* Candidate = ToExamine[0];
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Processed.Add(Candidate);
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ToExamine.Remove(Candidate);
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for (AHexTile* Neighbor : Neighbors(Candidate)) {
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if (Neighbor->Distance(Candidate) > 1) { continue; }
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if (Processed.Contains(Neighbor)) { continue; }
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if (Neighbor->Distance(Start) <= Radius) {
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ToExamine.Add(Neighbor);
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Results.Add(Neighbor);
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}
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}
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}
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Results.Add(Start);
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return Results;
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}
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TArray<AHexTile*> AAdventureMap::AStar(AHexTile* Start, AHexTile* Goal)
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{
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TArray<AHexTile*> ToExamine;
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TArray<AHexTile*> Processed;
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TSet<AHexTile*> Processed;
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ToExamine.Add(Start);
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while (!ToExamine.IsEmpty()) {
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@ -7,7 +7,7 @@
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#include "AdventureMap.generated.h"
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class AHexTile;
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class AAdventureCharacter;
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class AMapObject;
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UCLASS()
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class FRAY_API AAdventureMap : public AActor
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@ -33,26 +33,41 @@ public:
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void MakeGrid();
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UPROPERTY(BlueprintReadOnly, Category = "Generation")
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bool bHexGridReady;
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UPROPERTY(VisibleInstanceOnly, BlueprintReadWrite, Category = "Generation")
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UPROPERTY(BlueprintReadOnly, Category = "Generation")
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TArray<AHexTile*> Grid;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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TMap<AHexTile*, AMapObject*> MapObjects;
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UPROPERTY(BlueprintReadOnly)
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TMap<int32, AMapObject*> MapObjectsByID;
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int32 IncID = -1;
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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int32 GridIndex(int32 q, int32 r);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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AHexTile* RandomHex();
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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TArray<AHexTile*> Neighbors(AHexTile* OfHex);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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TArray<AHexTile*> BreadthFirstSearch(AHexTile* Start, int32 Radius);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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TArray<AHexTile*> AStar(AHexTile* Start, AHexTile* Goal);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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TArray<AHexTile*> LinkPath(AHexTile* Start, AHexTile* Goal);
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// Player spawn section
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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APawn* CameraPawn;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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AAdventureCharacter* PlayerCharacter;
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// Cardinal direction vectors
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TPair<int32, int32> N = TPair<int32,int32>(1, -2); //diag
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TPair<int32, int32> NE = TPair<int32,int32>(1, -1);
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TPair<int32, int32> ENE = TPair<int32,int32>(2, -1); //diag
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TPair<int32, int32> E = TPair<int32,int32>(1, 0);
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TPair<int32, int32> ESE = TPair<int32,int32>(1, 1); //diag
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TPair<int32, int32> SE = TPair<int32,int32>(0, 1);
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TPair<int32, int32> S = TPair<int32,int32>(-1, 2); //diag
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TPair<int32, int32> SW = TPair<int32,int32>(-1, 1);
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TPair<int32, int32> WSW = TPair<int32,int32>(-2, 1); //diag
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TPair<int32, int32> W = TPair<int32,int32>(-1, 0);
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TPair<int32, int32> WNW = TPair<int32,int32>(-1, -1); //diag
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TPair<int32, int32> NW = TPair<int32,int32>(0, -1);
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protected:
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// Called when the game starts or when spawned
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@ -41,6 +41,7 @@ void AAdventurePlayerController::SetupInputComponent()
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void AAdventurePlayerController::LeftClick()
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{
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if (!IsValid(HoveredHex)) { return; }
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if (bInPlacementMode) { PlaceObject(PlaceObjClass, HoveredHex); }
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}
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@ -66,10 +67,13 @@ void AAdventurePlayerController::PlaceObject(TSubclassOf<AMapObject> MapObjClass
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{
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// spawn this Actor at World location of Origin Hex;
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AMapObject* SpawnedObj = World->SpawnActor<AMapObject>(MapObjClass, FTransform(OnHex->GetActorTransform().GetLocation()));
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// Origin = OnHex;
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SpawnedObj->Origin = OnHex;
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// set Hexes to bOccupied according to BlockVectors;
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OnHex->bFree = false;
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// set bPlacementMode = false;
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//
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OnHex->bFree = false; // exact Hexes are eventually to be determined by MapObjectClass's BlockingVectors
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MapRef->MapObjects.Add(OnHex, SpawnedObj); // maybe this as well
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MapRef->IncID++;
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SpawnedObj->ID = MapRef->IncID;
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MapRef->MapObjectsByID.Add(MapRef->IncID, SpawnedObj);
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}
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// General
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UPROPERTY()
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UWorld* World;
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UPROPERTY()
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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AAdventureMap* MapRef;
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UPROPERTY()
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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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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