new algorithm draft for diag moves; committed missing files
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "HexVector.h"
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#include "MapObject.generated.h"
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class USceneComponent;
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class UStaticMeshComponent;
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class AAdventureMap;
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UCLASS()
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class FRAY_API AMapObject : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AMapObject();
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UPROPERTY(BlueprintReadOnly, Category = "Config")
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AAdventureMap* MapRef;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Config")
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USceneComponent* SceneComponent;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Config")
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UStaticMeshComponent* OrientHexMesh;
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Config")
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bool bCollectable;
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Config")
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bool bActivatable;
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Generation")
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int32 ID;
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Generation")
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class AHexTile* Origin; // very important
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UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Generation")
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TArray<FHexVector> Occupying;
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UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Runtime")
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AController* FlaggedBy;
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UFUNCTION()
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virtual void Touch();
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UFUNCTION()
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virtual void Activate();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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void Occupy();
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};
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