new algorithm draft for diag moves; committed missing files
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+12
-7
@@ -44,34 +44,37 @@ public:
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// Cardinal direction vectors
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
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FHexVector N = FHexVector(1, -2);
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FHexVector N = FHexVector(1, -2); //
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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FHexVector NNE = FHexVector(1, -1);
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
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FHexVector ENE = FHexVector(2, -1);
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FHexVector ENE = FHexVector(2, -1); //
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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FHexVector E = FHexVector(1, 0);
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
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FHexVector ESE = FHexVector(1, 1);
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FHexVector ESE = FHexVector(1, 1); //
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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FHexVector SSE = FHexVector(0, 1);
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
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FHexVector S = FHexVector(-1, 2);
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FHexVector S = FHexVector(-1, 2); //
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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FHexVector SSW = FHexVector(-1, 1);
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
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FHexVector WSW = FHexVector(-2, 1);
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FHexVector WSW = FHexVector(-2, 1); //
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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FHexVector W = FHexVector(-1, 0);
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere) //diag
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FHexVector WNW = FHexVector(-1, -1);
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FHexVector WNW = FHexVector(-1, -1); //
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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FHexVector NNW = FHexVector(0, -1);
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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TArray<FHexVector> NeighborUnitVectors;
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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TArray<FHexVector> DiagonalUnitVectors;
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UFUNCTION(BlueprintCallable, Category = "Utility")
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FHexVector UnitDiagFromUnitNB(FHexVector InVecA, FHexVector InVecB);
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UFUNCTION(BlueprintCallable, Category = "Utility")
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bool DiagIsReachable(AHexTile* InStart, FHexVector InDiagUnitVec);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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TArray<AHexTile*> Neighbors(AHexTile* OfHex, bool bFreeOnly);
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@@ -81,6 +84,8 @@ public:
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TSet<AHexTile*> BreadthFirstSearch(AHexTile* Start, int32 Radius);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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TArray<AHexTile*> FindPathAStar(AHexTile* Start, AHexTile* Goal, bool bDiags);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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TArray<AHexTile*> ShortcutAStar(TArray<AHexTile*> Path);
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// considering a MapObjectManager class or moving pathfinding & search to PlayerController
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