Breadth First Search; considering use of diagonals for A*PF
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+23
-8
@@ -7,7 +7,7 @@
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#include "AdventureMap.generated.h"
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class AHexTile;
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class AAdventureCharacter;
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class AMapObject;
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UCLASS()
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class FRAY_API AAdventureMap : public AActor
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@@ -33,26 +33,41 @@ public:
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void MakeGrid();
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UPROPERTY(BlueprintReadOnly, Category = "Generation")
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bool bHexGridReady;
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UPROPERTY(VisibleInstanceOnly, BlueprintReadWrite, Category = "Generation")
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UPROPERTY(BlueprintReadOnly, Category = "Generation")
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TArray<AHexTile*> Grid;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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TMap<AHexTile*, AMapObject*> MapObjects;
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UPROPERTY(BlueprintReadOnly)
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TMap<int32, AMapObject*> MapObjectsByID;
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int32 IncID = -1;
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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int32 GridIndex(int32 q, int32 r);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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AHexTile* RandomHex();
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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TArray<AHexTile*> Neighbors(AHexTile* OfHex);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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TArray<AHexTile*> BreadthFirstSearch(AHexTile* Start, int32 Radius);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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TArray<AHexTile*> AStar(AHexTile* Start, AHexTile* Goal);
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UFUNCTION(BlueprintCallable, Category = "Runtime")
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TArray<AHexTile*> LinkPath(AHexTile* Start, AHexTile* Goal);
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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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// Cardinal direction vectors
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TPair<int32, int32> N = TPair<int32,int32>(1, -2); //diag
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TPair<int32, int32> NE = TPair<int32,int32>(1, -1);
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TPair<int32, int32> ENE = TPair<int32,int32>(2, -1); //diag
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TPair<int32, int32> E = TPair<int32,int32>(1, 0);
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TPair<int32, int32> ESE = TPair<int32,int32>(1, 1); //diag
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TPair<int32, int32> SE = TPair<int32,int32>(0, 1);
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TPair<int32, int32> S = TPair<int32,int32>(-1, 2); //diag
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TPair<int32, int32> SW = TPair<int32,int32>(-1, 1);
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TPair<int32, int32> WSW = TPair<int32,int32>(-2, 1); //diag
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TPair<int32, int32> W = TPair<int32,int32>(-1, 0);
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TPair<int32, int32> WNW = TPair<int32,int32>(-1, -1); //diag
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TPair<int32, int32> NW = TPair<int32,int32>(0, -1);
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protected:
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// Called when the game starts or when spawned
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