// Fill out your copyright notice in the Description page of Project Settings. #include "AdventureMap.h" #include "HexTile.h" #include "AdventurePlayerController.h" #include "Kismet/GameplayStatics.h" #include "Algo/Reverse.h" // Sets default values AAdventureMap::AAdventureMap() { NBVectors.Add(NNE); NBVectors.Add(E); NBVectors.Add(SSE); NBVectors.Add(SSW); NBVectors.Add(W); NBVectors.Add(NNW); NBVectorsDiag.Add(N); NBVectorsDiag.Add(ENE); NBVectorsDiag.Add(ESE); NBVectorsDiag.Add(S); NBVectorsDiag.Add(WSW); NBVectorsDiag.Add(WNW); } // Called when the game starts or when spawned void AAdventureMap::BeginPlay() { Super::BeginPlay(); World = GetWorld(); if (IsValid(BaseTileClass)) { MakeGrid(); } } // Called once on Begin Play void AAdventureMap::MakeGrid() { FVector NextHexAt = FVector(); float HexWidth = sqrt(3) * TileSize; int QOffset = 0; for (int r = 1; r <= GridSize; r++) { float XOffset = 0.f; if (r % 2 != 0) { if (r > 1) { QOffset--; } } else { XOffset = HexWidth / 2; } for (int q = 1; q <= GridSize; q++) { NextHexAt.X = XOffset + (HexWidth * q); NextHexAt.Y = TileSize * 1.5f * r; NextHexAt.Z = 0.f; FTransform SpawnTransform = FTransform(NextHexAt); AHexTile* Tile = World->SpawnActor(BaseTileClass, SpawnTransform); Tile->Q = q - 1 + QOffset; Tile->R = r - 1; Grid.Add(Tile); } } for (auto& tile : Grid) { tile->Index = GridIndex(tile->Q, tile->R); } bHexGridReady = true; } // Every Hex Tile's index within the Grid Array can be derived from its Q and R coordinates int32 AAdventureMap::GridIndex(int32 qAxial, int32 rAxial) { /* * The Q axis is (i.e. columns are) oriented diagonally. * The Hex Grid has a rough square shape, hence the Q coordinates must be offset by -1 every other row. */ int32 column = qAxial + FMath::FloorToInt(rAxial / 2); return (rAxial * GridSize) + column; } AHexTile* AAdventureMap::RandomHex() { int32 RandHex = FMath::RandRange(0, GridSize*GridSize-1); return Grid[RandHex]; } /* * Add two TArray> members containing the Cardinal Directions (one for immediate neighbors, one for diagonals) { fill them in AAdventureMap::AAdventureMap } * This function instead returns TMap */ TArray AAdventureMap::Neighbors(AHexTile* OfHex) { TArray Results; TArray Indeces; for (auto& Vec : NBVectors) { Indeces.Add(GridIndex(OfHex->Q + Vec.Key, OfHex->R + Vec.Value)); } for (auto& Ind : Indeces) { if (Grid.IsValidIndex(Ind)) { if (OfHex->Distance(Grid[Ind]) == 1) { Results.Add(Grid[Ind]); } } } return Results; } TArray AAdventureMap::Diagonals(AHexTile* OfHex) { TArray Results; TArray Indeces; for (auto& Vec : NBVectorsDiag) { Indeces.Add(GridIndex(OfHex->Q + Vec.Key, OfHex->R + Vec.Value)); } for (auto& Ind : Indeces) { if (Grid.IsValidIndex(Ind)) { if (OfHex->Distance(Grid[Ind]) == 2) { Results.Add(Grid[Ind]); } } } return Results; } TArray AAdventureMap::BreadthFirstSearch(AHexTile* Start, int32 Radius) { TArray Results; TArray ToExamine; TSet Processed; Results.Add(Start); ToExamine.Add(Start); while (!ToExamine.IsEmpty()) { AHexTile* Candidate = ToExamine[0]; Processed.Add(Candidate); ToExamine.Remove(Candidate); for (AHexTile* Neighbor : Neighbors(Candidate)) { if (Neighbor->Distance(Candidate) > 1) { continue; } if (Processed.Contains(Neighbor)) { continue; } if (Neighbor->Distance(Start) > Radius) { continue; } ToExamine.Add(Neighbor); Results.Add(Neighbor); } } return Results; } TArray AAdventureMap::AStar(AHexTile* Start, AHexTile* Goal) { TArray ToExamine; TSet Processed; ToExamine.Add(Start); while (!ToExamine.IsEmpty()) { AHexTile* Candidate = ToExamine[0]; ToExamine.Remove(Candidate); // estimate closest known Hex to Goal for (auto& t : ToExamine) { t->FCost = t->GCost + t->HCost; if (t->FCost < Candidate->FCost || t->FCost == Candidate->FCost && t->HCost < Candidate->HCost) { Candidate = t; } } Processed.Add(Candidate); // exit if (Candidate == Goal) { break; } // expand frontier & adjust path data for (AHexTile* Neighbor : Neighbors(Candidate)) { if (Neighbor->Distance(Candidate) > 1) { continue; } if (!(Neighbor->bFree)) { continue; } if (Processed.Contains(Neighbor)) { continue; } bool bInToExamine = ToExamine.Contains(Neighbor); int32 NewGCost = Candidate->GCost + Neighbor->MoveCost; if (NewGCost < Neighbor->GCost || !bInToExamine) { Neighbor->GCost = NewGCost; Neighbor->CameFrom = Candidate; // chain if (!bInToExamine) { Neighbor->HCost = Neighbor->Distance(Goal); ToExamine.Add(Neighbor); } } } } return LinkPath(Start, Goal); } TArray AAdventureMap::LinkPath(AHexTile* Start, AHexTile* Goal) { TArray Path; if (!IsValid(Goal->CameFrom)) { return Path; } AHexTile* iPathNode = Goal; while (iPathNode != Start) { Path.Emplace(iPathNode); iPathNode = iPathNode->CameFrom; } Algo::Reverse(Path); return Path; }