// Fill out your copyright notice in the Description page of Project Settings. #include "AdventureMap.h" #include "HexTile.h" #include "AdventureCameraPawn.h" #include "AdventureCharacter.h" #include "Kismet/GameplayStatics.h" #include "Algo/Reverse.h" #include // Sets default values AAdventureMap::AAdventureMap() { } // Called when the game starts or when spawned void AAdventureMap::BeginPlay() { Super::BeginPlay(); World = GetWorld(); if (IsValid(BaseTileClass)) { MakeGrid(); } } // Called once on Begin Play void AAdventureMap::MakeGrid() { FVector NextHexAt = FVector(); float HexWidth = sqrt(3) * TileSize; int QOffset = 0; for (int r = 1; r <= GridSize; r++) { float XOffset = 0.f; if (r % 2 != 0) { if (r > 1) { QOffset--; } } else { XOffset = HexWidth / 2; } for (int q = 1; q <= GridSize; q++) { NextHexAt.X = XOffset + (HexWidth * q); NextHexAt.Y = TileSize * 1.5f * r; NextHexAt.Z = 0.f; FTransform SpawnTransform = FTransform(NextHexAt); AHexTile* Tile = World->SpawnActor(BaseTileClass, SpawnTransform); Tile->Q = q - 1 + QOffset; Tile->R = r - 1; Grid.Add(Tile); } } for (auto& tile : Grid) { tile->Index = GridIndex(tile->Q, tile->R); } bHexGridReady = true; } // Every Hex Tile's index within the Grid Array can be derived from its Q and R coordinates int32 AAdventureMap::GridIndex(int32 qAxial, int32 rAxial) { /* * The Q axis is (i.e. columns are) oriented diagonally. * The Hex Grid has a rough square shape, hence the Q coordinates must be offset by -1 every other row. */ int32 column = qAxial + FMath::FloorToInt(rAxial / 2); return (rAxial * GridSize) + column; } AHexTile* AAdventureMap::RandomHex() { int32 RandHex = GridIndex(FMath::RandRange(0, GridSize-1), FMath::RandRange(0, GridSize-1)); return Grid[RandHex]; } TArray AAdventureMap::Neighbors(AHexTile* OfHex) { TArray Neighbors; int32 I; I = GridIndex(OfHex->Q + 1 , OfHex->R + 0 ); if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); } I = GridIndex(OfHex->Q + 1 , OfHex->R - 1 ); if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); } I = GridIndex(OfHex->Q + 0 , OfHex->R - 1 ); if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); } I = GridIndex(OfHex->Q - 1 , OfHex->R + 0 ); if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); } I = GridIndex(OfHex->Q - 1 , OfHex->R + 1 ); if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); } I = GridIndex(OfHex->Q + 0 , OfHex->R + 1 ); if (Grid.IsValidIndex(I) && OfHex->Distance(Grid[I]) == 1) { Neighbors.Add(Grid[I]); } return Neighbors; } // Massive memory leak when Goal is more than 2 distance away from Start (leading to the Editor freezing) // Also freezes when the Goal is on the Edge of the map (i.e. has only 3 Neighbors) TArray AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal) { TArray PQ; // Makeshift Priority Queue. (High value = Low priority) PQ.Init(Start, 1); // The goal of this loop is to edit the Hex->CameFrom pointers, So as to chain Hexes from Goal to Start while (!PQ.IsEmpty()) { AHexTile* Current = PQ[0]; PQ.RemoveAt(0); UE_LOG(LogTemp, Warning, TEXT("Popping top priority Hex Q:%d|R:%d"), Current->Q, Current->R); if (Current == Goal) // early exit { UE_LOG(LogTemp, Warning, TEXT("Goal found!!!")); // debug break; } UE_LOG(LogTemp, Warning, TEXT("Expanding the frontier...")); // debug for (AHexTile* Next : Neighbors(Current)) { int32 NewCost = Current->CostSoFar + Next->MoveCost; if (NewCost < Next->CostSoFar || !PQ.Contains(Next)) { Next->CostSoFar = NewCost; Next->CameFrom = Current; PQ.Remove(Next); int32 NewPrio = NewCost + Next->Distance(Goal); // Higher value = Lower priority UE_LOG(LogTemp, Warning, TEXT("Hex Q:%d|R:%d pathing updated. Readjusting priorities..."), Next->Q, Next->R); // debug if (!PQ.IsEmpty()) { int32 OldPrio; int32 OldIndex = PQ.Num() - 1; // To be inserted as lowest priority by default for (AHexTile* Hex : PQ) { OldPrio = Hex->CostSoFar + Hex->Distance(Goal); if (NewPrio <= OldPrio) // looking for 1. Hex in "PQ" with a lower priority than that of "Next" { PQ.Find(Hex, OldIndex); // redefining of "OldIndex" break; } } UE_LOG(LogTemp, Warning, TEXT("Inserting Hex at priority %d"), OldIndex); // debug PQ.Insert(Next, OldIndex); } else { PQ.Add(Next); UE_LOG(LogTemp, Warning, TEXT("Adding one last Candidate.")); // debug } } } } TArray Path; AHexTile* Hex = Goal; while (Hex != Start) { Path.Emplace(Hex); Hex = Hex->CameFrom; } Algo::Reverse(Path); return Path; } /* // alternative implementation using faster built in priority queue data structure TArray AAdventureMap::FindPathAStarPQ(AHexTile* Start, AHexTile* Goal) { // TArray PQ; std::priority_queue> PQ; // currently missing a custom comparator as third template arg (designating effective priority of pq elements) std::unordered_map CameFrom; // if in doubt: switch to templates instead of predefined hex types // PQ.Init(Start, 1); PQ.push(Start); CameFrom[Start] = Start; // while (!PQ.IsEmpty()) while (!PQ.empty()) { AHexTile* Current = PQ.top(); // PQ.RemoveAt(0); PQ.pop(); if (Current == Goal) { UE_LOG(LogTemp, Warning, TEXT("Goal found!")); // debug break; } // Expanding the Frontier for (AHexTile* Next : Neighbors(Current)) { int32 NewCost = Current->CostSoFar + Next->MoveCost; // UE_LOG(LogTemp, Warning, TEXT("Cost calculated.")); // debug if (!PQ.Contains(Next) || NewCost < Next->CostSoFar) { // UE_LOG(LogTemp, Warning, TEXT("New candidate found.")); // debug Next->CostSoFar = NewCost; int32 NewPrio = NewCost + Next->Distance(Goal); // Adjust the Priority Queue if (PQ.Contains(Next)) { PQ.Remove(Next); } for (AHexTile* Hex : PQ) // at this point PQ is empty, need to make sure it's not. { int32 OldPrio = Hex->CostSoFar + Hex->Distance(Goal); int32 Index; PQ.Find(Hex, Index); // UE_LOG(LogTemp, Warning, TEXT("Comparing priorities...")); // debug if (OldPrio > NewPrio) { PQ.Insert(Next, Index); Next->CameFrom = Current; // UE_LOG(LogTemp, Warning, TEXT("Looks promising!")); // debug break; } if (Index == PQ.Num() - 1 && OldPrio <= NewPrio) { PQ.Emplace(Next); Next->CameFrom = Current; // UE_LOG(LogTemp, Warning, TEXT("Low prio added")); // debug break; } } if (PQ.IsEmpty()) { PQ.Emplace(Next); } } } } TArray Path; AHexTile* Hex = Goal; while (Hex != Start) { Path.Emplace(Hex); Hex = Hex->CameFrom; } Algo::Reverse(Path); return Path; } */