implemented diagonal movement

This commit is contained in:
2022-01-28 21:58:04 +01:00
parent 70ef60f08e
commit 2bf072e3c6
5 changed files with 124 additions and 109 deletions
+50 -36
View File
@@ -5,6 +5,7 @@
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Containers/Map.h"
#include "HexVector.h"
#include "AdventureMap.generated.h"
class AHexTile;
@@ -20,16 +21,14 @@ 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<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();
@@ -38,43 +37,58 @@ public:
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> NeighborUnitVectors;
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
TArray<FHexVector> DiagonalUnitVectors;
UFUNCTION(BlueprintCallable, Category = "Runtime")
TArray<AHexTile*> Neighbors(AHexTile* OfHex, bool bFreeOnly);
UFUNCTION(BlueprintCallable, Category = "Runtime")
TArray<AHexTile*> FreeDiags(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);
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TMap<AHexTile*, AMapObject*> MapObjects;
UPROPERTY(BlueprintReadOnly)
TMap<int32, AMapObject*> MapObjectsByID;
int32 IncID = -1;
UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
int32 IncID = -1;
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*> Diagonals(AHexTile* OfHex);
UFUNCTION(BlueprintCallable, Category = "Runtime")
TArray<AHexTile*> BreadthFirstSearch(AHexTile* Start, int32 Radius);
UFUNCTION(BlueprintCallable, Category = "Runtime")
TArray<AHexTile*> AStar(AHexTile* Start, AHexTile* Goal);
UFUNCTION(BlueprintCallable, Category = "Runtime")
TArray<AHexTile*> LinkPath(AHexTile* Start, AHexTile* Goal);
// Cardinal direction vectors
TPair<int32, int32> N = TPair<int32,int32>(1, -2); //diag
TPair<int32, int32> NNE = TPair<int32,int32>(1, -1);
TPair<int32, int32> ENE = TPair<int32,int32>(2, -1); //diag
TPair<int32, int32> E = TPair<int32,int32>(1, 0);
TPair<int32, int32> ESE = TPair<int32,int32>(1, 1); //diag
TPair<int32, int32> SSE = TPair<int32,int32>(0, 1);
TPair<int32, int32> S = TPair<int32,int32>(-1, 2); //diag
TPair<int32, int32> SSW = TPair<int32,int32>(-1, 1);
TPair<int32, int32> WSW = TPair<int32,int32>(-2, 1); //diag
TPair<int32, int32> W = TPair<int32,int32>(-1, 0);
TPair<int32, int32> WNW = TPair<int32,int32>(-1, -1); //diag
TPair<int32, int32> NNW = TPair<int32,int32>(0, -1);
TArray<TPair<int32, int32>> NBVectors;
TArray<TPair<int32, int32>> NBVectorsDiag;
protected:
// Called when the game starts or when spawned