Breadth First Search; considering use of diagonals for A*PF

This commit is contained in:
2022-01-25 18:30:49 +01:00
parent 237c056b30
commit 986233d960
7 changed files with 71 additions and 26 deletions
+23 -8
View File
@@ -7,7 +7,7 @@
#include "AdventureMap.generated.h"
class AHexTile;
class AAdventureCharacter;
class AMapObject;
UCLASS()
class FRAY_API AAdventureMap : public AActor
@@ -33,26 +33,41 @@ public:
void MakeGrid();
UPROPERTY(BlueprintReadOnly, Category = "Generation")
bool bHexGridReady;
UPROPERTY(VisibleInstanceOnly, BlueprintReadWrite, Category = "Generation")
UPROPERTY(BlueprintReadOnly, Category = "Generation")
TArray<AHexTile*> Grid;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TMap<AHexTile*, AMapObject*> MapObjects;
UPROPERTY(BlueprintReadOnly)
TMap<int32, AMapObject*> MapObjectsByID;
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*> 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);
// Player spawn section
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
APawn* CameraPawn;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
AAdventureCharacter* PlayerCharacter;
// Cardinal direction vectors
TPair<int32, int32> N = TPair<int32,int32>(1, -2); //diag
TPair<int32, int32> NE = 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> SE = TPair<int32,int32>(0, 1);
TPair<int32, int32> S = TPair<int32,int32>(-1, 2); //diag
TPair<int32, int32> SW = 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> NW = TPair<int32,int32>(0, -1);
protected:
// Called when the game starts or when spawned