unreal/AdventureMap.h

61 lines
1.9 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "AdventureMap.generated.h"
class AHexTile;
class AAdventureCharacter;
UCLASS()
class FRAY_API AAdventureMap : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AAdventureMap();
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
TSubclassOf<AHexTile> BaseTileClass;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
TSubclassOf<ACharacter> BasePartyCharacterClass;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
int32 GridSize = 100; // squared is the number of Tiles
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
int32 TileSize = 100;
UPROPERTY()
UWorld* World;
UFUNCTION(BlueprintCallable, Category = "Generation")
void MakeGrid();
UPROPERTY(BlueprintReadOnly, Category = "Generation")
bool bHexGridReady;
UPROPERTY(VisibleInstanceOnly, BlueprintReadWrite, Category = "Generation")
TArray<AHexTile*> Grid;
UFUNCTION(BlueprintCallable, Category = "Runtime")
int32 GridIndex(int32 q, int32 r);
UFUNCTION(BlueprintCallable, Category = "Runtime")
AHexTile* RandomHex();
UFUNCTION(BlueprintCallable, Category = "Runtime")
TArray<AHexTile*> Neighbors(AHexTile* OfHex);
UFUNCTION(BlueprintCallable, Category = "Runtime")
TArray<AHexTile*> AStar(AHexTile* Start, AHexTile* Goal);
UFUNCTION(BlueprintCallable, Category = "Runtime")
TArray<AHexTile*> LinkPath(AHexTile* Start, AHexTile* Goal);
// Player spawn section
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
APawn* CameraPawn;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
AAdventureCharacter* PlayerCharacter;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
};