unreal/AdventureMap.h

168 lines
5.0 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Containers/Map.h"
#include "HexVector.h"
#include "AdventureMap.generated.h"
class AHexTile;
class AStarFog;
class AMapObject;
class AAdventurePlayerController;
UCLASS()
class FRAY_API AAdventureMap : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AAdventureMap();
UPROPERTY()
UWorld* World;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
TSubclassOf<AHexTile> BaseTileClass;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
TSubclassOf<AStarFog> BaseFogClass;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
int32 GridSize = 60;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
int32 TileSize = 100;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
AAdventurePlayerController* PCRef;
UFUNCTION(BlueprintCallable, Category = "Generation")
void MakeGrid();
UPROPERTY(BlueprintReadOnly, Category = "Generation")
bool bHexGridReady;
UPROPERTY(BlueprintReadOnly, Category = "Generation")
TArray<AHexTile*> Grid;
UFUNCTION(BlueprintCallable, Category = "Utility")
int32 GridIndex(int32 q, int32 r);
UFUNCTION(BlueprintCallable, Category = "Utility")
AHexTile* RandomHex();
// Cardinal direction vectors
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
FHexVector N = FHexVector(1, -2); //
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
FHexVector NNE = FHexVector(1, -1);
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
FHexVector ENE = FHexVector(2, -1); //
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
FHexVector E = FHexVector(1, 0);
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
FHexVector ESE = FHexVector(1, 1); //
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
FHexVector SSE = FHexVector(0, 1);
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
FHexVector S = FHexVector(-1, 2); //
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
FHexVector SSW = FHexVector(-1, 1);
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
FHexVector WSW = FHexVector(-2, 1); //
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
FHexVector W = FHexVector(-1, 0);
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
FHexVector WNW = FHexVector(-1, -1); //
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
FHexVector NNW = FHexVector(0, -1);
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
TArray<FHexVector> UnitVectors;
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
TArray<FHexVector> DiagonalUnitVectors;
UFUNCTION(BlueprintCallable, Category = "Utility")
FHexVector UnitDiagFromUnitNB(FHexVector InVecA, FHexVector InVecB);
UFUNCTION(BlueprintCallable, Category = "Utility")
bool DiagIsReachable(AHexTile* InStart, FHexVector InDiagUnitVec);
UFUNCTION(BlueprintCallable, Category = "Runtime")
TArray<AHexTile*> Neighbors(AHexTile* OfHex, bool bFreeOnly);
UFUNCTION(BlueprintCallable, Category = "Runtime")
TArray<AHexTile*> FreeDiagonals(AHexTile* OfHex);
UFUNCTION(BlueprintCallable, Category = "Runtime")
TSet<AHexTile*> BreadthFirstSearch(AHexTile* Start, int32 Radius);
UFUNCTION(BlueprintCallable, Category = "Runtime")
TArray<AHexTile*> FindPathAStar(AHexTile* Start, AHexTile* Goal, bool bDiags);
UFUNCTION(BlueprintCallable, Category = "Runtime")
TArray<AHexTile*> ShortcutAStar(TArray<AHexTile*> Path);
// considering a MapObjectManager class or moving pathfinding & search to PlayerController
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TMap<AHexTile*, AMapObject*> MapObjects;
UPROPERTY(BlueprintReadOnly)
TMap<int32, AMapObject*> MapObjectsByID;
UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
int32 IncID = -1;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
};
// only used for an experimental implementation of A*
template <typename InElementType>
struct TPriorityQueueNode {
InElementType Element;
float Priority;
TPriorityQueueNode()
{
}
TPriorityQueueNode(InElementType InElement, float InPriority)
{
Element = InElement;
Priority = InPriority;
}
bool operator<(const TPriorityQueueNode<InElementType> Other) const
{
return Priority < Other.Priority;
}
};
template <typename InElementType>
class TPriorityQueue {
public:
TPriorityQueue()
{
Array.Heapify();
}
public:
// Always check if IsEmpty() before Pop-ing!
InElementType Pop()
{
TPriorityQueueNode<InElementType> Node;
Array.HeapPop(Node);
return Node.Element;
}
TPriorityQueueNode<InElementType> PopNode()
{
TPriorityQueueNode<InElementType> Node;
Array.HeapPop(Node);
return Node;
}
void Push(InElementType Element, float Priority)
{
Array.HeapPush(TPriorityQueueNode<InElementType>(Element, Priority));
}
bool IsEmpty() const
{
return Array.Num() == 0;
}
public: // make private later on
TArray<TPriorityQueueNode<InElementType>> Array;
};