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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 "AdventureMap.generated.h"
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class AHexTile;
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class AAdventureCharacter;
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UCLASS()
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class FRAY_API AAdventureMap : 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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AAdventureMap();
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
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TSubclassOf<AHexTile> BaseTileClass;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
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TSubclassOf<ACharacter> BasePartyCharacterClass;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Config")
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int32 GridSize = 100; // squared is the number of Tiles
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Config")
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int32 TileSize = 100;
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UPROPERTY(VisibleInstanceOnly, BlueprintReadWrite, Category = "MapData")
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TArray<AHexTile*> Grid;
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UFUNCTION(BlueprintCallable)
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int32 GridIndex(int32 q, int32 r);
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// Player spawn section
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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APawn* CameraPawn;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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AAdventureCharacter* PlayerCharacter;
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UFUNCTION(BlueprintCallable)
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void MakeGrid();
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UFUNCTION(BlueprintCallable)
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AHexTile* RandomHex();
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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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};
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