143 lines
4.4 KiB
C++
143 lines
4.4 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "AdventurePlayerController.h"
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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 "MapObject.h"
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#include "MovementArrow.h"
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AAdventurePlayerController::AAdventurePlayerController()
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{
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bStartWithTickEnabled = true;
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AutoReceiveInput = EAutoReceiveInput::Player0;
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}
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void AAdventurePlayerController::BeginPlay()
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{
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Super::BeginPlay();
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World = GetWorld();
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HoveredHex = CurrentHex;
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}
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// Called every frame
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void AAdventurePlayerController::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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if (bInPlacementMode) { FitOnGrid(PlaceObj); }
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}
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void AAdventurePlayerController::SetupInputComponent()
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{
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// Always call this.
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Super::SetupInputComponent();
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// This is initialized on startup, you can go straight to binding
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InputComponent->BindAction("LeftClick", IE_Pressed, this, &AAdventurePlayerController::LeftClick);
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InputComponent->BindAction("DebugAlt", IE_Pressed, this, &AAdventurePlayerController::EnablePlacing); // Change binding eventually
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InputComponent->BindAction("DebugAlt", IE_Released, this, &AAdventurePlayerController::DisablePlacing); // Change binding eventually
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}
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void AAdventurePlayerController::LeftClick()
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{
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if (IsValid(HoveredHex)) {
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if (!bInPlacementMode) {
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}
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else { PlaceObject(PlaceObjClass, HoveredHex); }
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}
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else { return; }
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}
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TSet<AHexTile*> AAdventurePlayerController::Vision(int32 Radius)
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{
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TSet<AHexTile*> InRange = MapRef->BreadthFirstSearch(CurrentHex, Radius);
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TSet<AHexTile*> Results;
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for (auto& Hex : InRange) {
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if (Hex->Distance(CurrentHex) == Radius)
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{
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AHexTile* Target;
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for (int32 i = 1; i <= Radius; i++)
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{
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float t = 1.0f / Radius * i;
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FHexVector Sample;
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Sample = MapRef->AxialRound(MapRef->Lerp(CurrentHex->Q, Hex->Q, t), MapRef->Lerp(CurrentHex->R, Hex->R, t));
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AHexTile* SampleHex = MapRef->Grid[MapRef->GridIndex(Sample.Q, Sample.R)];
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Results.Add(SampleHex);
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ExploredHexes.Add(Hex);
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if (!SampleHex->bFree || ExploredHexes.Contains(SampleHex))
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{ break; }
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}
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}
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}
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return Results;
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}
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void AAdventurePlayerController::MarkPath(TArray<AHexTile*> Path)
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{
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if (Path.IsEmpty()) { return; }
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else if (!IsValid(Path[0])) { return; }
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else if (CurrentHex->Distance(Path[0])>1) { return; }
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FHexVector DirA = FHexVector(Path[0]->Q - CurrentHex->Q, Path[0]->R - CurrentHex->R);
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FHexVector DirB;
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for (int32 i = 0; i < Path.Num() - 1; i++)
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{
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DirB = FHexVector(Path[i + 1]->Q - Path[i]->Q, Path[i + 1]->R - Path[i]->R);
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AMovementArrow* Arrow = World->SpawnActor<AMovementArrow>(MoveArrowClass, Path[i]->GetActorTransform());
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Arrow->MapRef = MapRef;
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Arrow->SetVariant(DirA, DirB);
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PathArrows.Add(Arrow);
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DirA = DirB;
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}
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}
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void AAdventurePlayerController::ClearPath()
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{
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for (AMovementArrow* Arrow : PathArrows) {
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Arrow->Destroy();
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}
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PathArrows.Empty();
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}
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void AAdventurePlayerController::EnablePlacing()
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{
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bInPlacementMode = true;
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PlaceObj = World->SpawnActor<AMapObject>(PlaceObjClass, FTransform());
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}
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void AAdventurePlayerController::DisablePlacing()
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{
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bInPlacementMode = false;
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// if (IsValid(PlaceObj)) { PlaceObj->Destroy(); }
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}
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void AAdventurePlayerController::FitOnGrid(AMapObject* MapObject)
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{
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if (!IsValid(HoveredHex)) { return; }
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if (HoveredHex->bFree) { MapObject->SetActorLocation(FVector(HoveredHex->GetActorLocation())); }
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}
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// To-Do: factor out core functionality to a seperate (more neutral) class like AdventureMap.
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void AAdventurePlayerController::PlaceObject(TSubclassOf<AMapObject> MapObjClass, AHexTile* HoveredTile)
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{
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AMapObject* SpawnedObj = World->SpawnActor<AMapObject>(MapObjClass, FTransform(HoveredTile->GetActorTransform().GetLocation()));
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SpawnedObj->Origin = HoveredTile;
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HoveredTile->bFree = false;
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HoveredTile->MapObject = SpawnedObj;
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SpawnedObj->Occupy();
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MapRef->MapObjects.Add(HoveredTile, SpawnedObj);
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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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} |