Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Components/StateTreeBrainComponent.cpp

296 lines
8.1 KiB
C++
Raw Normal View History

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Components/StateTreeBrainComponent.h"
#include "GameFramework/Actor.h"
#include "GameplayTasksComponent.h"
#include "VisualLogger/VisualLoggerTypes.h"
#include "VisualLogger/VisualLogger.h"
#include "StateTree.h"
#include "StateTreeEvaluatorBase.h"
#include "Conditions/StateTreeCondition_Common.h"
#include "AIController.h"
#include "GameFramework/CharacterMovementComponent.h"
#define STATETREE_LOG(Verbosity, Format, ...) UE_VLOG(GetOwner(), LogStateTree, Verbosity, Format, ##__VA_ARGS__)
#define STATETREE_CLOG(Condition, Verbosity, Format, ...) UE_CVLOG((Condition), GetOwner(), LogStateTree, Verbosity, Format, ##__VA_ARGS__)
//////////////////////////////////////////////////////////////////////////
// UBrainComponentStateTreeSchema
bool UBrainComponentStateTreeSchema::IsStructAllowed(const UScriptStruct* InScriptStruct) const
{
return InScriptStruct->IsChildOf(FStateTreeConditionCommonBase::StaticStruct());
}
bool UBrainComponentStateTreeSchema::IsClassAllowed(const UClass* InClass) const
{
return IsChildOfBlueprintBase(InClass);
}
bool UBrainComponentStateTreeSchema::IsExternalItemAllowed(const UStruct& InStruct) const
{
// Actors and components.
return InStruct.IsChildOf(AActor::StaticClass())
|| InStruct.IsChildOf(APawn::StaticClass())
|| InStruct.IsChildOf(AAIController::StaticClass())
|| InStruct.IsChildOf(UActorComponent::StaticClass())
|| InStruct.IsChildOf(UWorldSubsystem::StaticClass());
}
//////////////////////////////////////////////////////////////////////////
// UStateTreeBrainComponent
UStateTreeBrainComponent::UStateTreeBrainComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bWantsInitializeComponent = true;
bIsRunning = false;
bIsPaused = false;
}
void UStateTreeBrainComponent::InitializeComponent()
{
if (StateTree == nullptr)
{
STATETREE_LOG(Error, TEXT("%s: StateTree asset is not set, cannot initialize."), ANSI_TO_TCHAR(__FUNCTION__));
return;
}
if (!StateTreeContext.Init(*GetOwner(), *StateTree, EStateTreeStorage::Internal))
{
STATETREE_LOG(Error, TEXT("%s: Failed to init StateTreeContext."), ANSI_TO_TCHAR(__FUNCTION__));
}
}
void UStateTreeBrainComponent::UninitializeComponent()
{
}
bool UStateTreeBrainComponent::SetContextRequirements()
{
if (!StateTreeContext.IsValid())
{
return false;
}
UWorld* World = GetWorld();
if (World == nullptr)
{
return false;
}
for (const FStateTreeExternalDataDesc& ItemDesc : StateTreeContext.GetExternalDataDescs())
{
if (ItemDesc.Struct != nullptr)
{
if (ItemDesc.Struct->IsChildOf(UWorldSubsystem::StaticClass()))
{
UWorldSubsystem* Subsystem = World->GetSubsystemBase(Cast<UClass>(const_cast<UStruct*>(ItemDesc.Struct)));
StateTreeContext.SetExternalData(ItemDesc.Handle, FStateTreeDataView(Subsystem));
}
else if (ItemDesc.Struct->IsChildOf(UActorComponent::StaticClass()))
{
UActorComponent* Component = GetOwner()->FindComponentByClass(Cast<UClass>(const_cast<UStruct*>(ItemDesc.Struct)));
StateTreeContext.SetExternalData(ItemDesc.Handle, FStateTreeDataView(Component));
}
else if (ItemDesc.Struct->IsChildOf(AActor::StaticClass()))
{
if (AIOwner != nullptr)
{
AActor* OwnerActor = Cast<AActor>(AIOwner->GetPawn());
StateTreeContext.SetExternalData(ItemDesc.Handle, FStateTreeDataView(OwnerActor));
}
else
{
AActor* OwnerActor = Cast<AActor>(GetOwner());
StateTreeContext.SetExternalData(ItemDesc.Handle, FStateTreeDataView(OwnerActor));
}
}
else if (ItemDesc.Struct->IsChildOf(APawn::StaticClass()))
{
if (AIOwner != nullptr)
{
APawn* OwnerActor = Cast<APawn>(AIOwner->GetPawn());
StateTreeContext.SetExternalData(ItemDesc.Handle, FStateTreeDataView(OwnerActor));
}
else
{
APawn* OwnerActor = Cast<APawn>(GetOwner());
StateTreeContext.SetExternalData(ItemDesc.Handle, FStateTreeDataView(OwnerActor));
}
}
else if (ItemDesc.Struct->IsChildOf(AAIController::StaticClass()))
{
if (AIOwner != nullptr)
{
StateTreeContext.SetExternalData(ItemDesc.Handle, FStateTreeDataView(AIOwner));
}
}
}
}
return StateTreeContext.AreExternalDataViewsValid();
}
void UStateTreeBrainComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (!bIsRunning || bIsPaused)
{
return;
}
if (SetContextRequirements())
{
StateTreeContext.Tick(DeltaTime);
}
}
void UStateTreeBrainComponent::StartLogic()
{
STATETREE_LOG(Log, TEXT("%s: Start Logic"), ANSI_TO_TCHAR(__FUNCTION__));
// TODO: Move this to UStateTree
StateTree->ResolvePropertyPaths();
if (SetContextRequirements())
{
StateTreeContext.Start();
bIsRunning = true;
}
}
void UStateTreeBrainComponent::RestartLogic()
{
STATETREE_LOG(Log, TEXT("%s: Restart Logic"), ANSI_TO_TCHAR(__FUNCTION__));
if (SetContextRequirements())
{
StateTreeContext.Start();
bIsRunning = true;
}
}
void UStateTreeBrainComponent::StopLogic(const FString& Reason)
{
STATETREE_LOG(Log, TEXT("%s: Stopping, reason: \'%s\'"), ANSI_TO_TCHAR(__FUNCTION__), *Reason);
if (SetContextRequirements())
{
StateTreeContext.Stop();
bIsRunning = false;
}
}
void UStateTreeBrainComponent::Cleanup()
{
}
void UStateTreeBrainComponent::PauseLogic(const FString& Reason)
{
STATETREE_LOG(Log, TEXT("%s: Execution updates: PAUSED (%s)"), ANSI_TO_TCHAR(__FUNCTION__), *Reason);
bIsPaused = true;
}
EAILogicResuming::Type UStateTreeBrainComponent::ResumeLogic(const FString& Reason)
{
STATETREE_LOG(Log, TEXT("%s: Execution updates: RESUMED (%s)"), ANSI_TO_TCHAR(__FUNCTION__), *Reason);
const EAILogicResuming::Type SuperResumeResult = Super::ResumeLogic(Reason);
if (!!bIsPaused)
{
bIsPaused = false;
if (SuperResumeResult == EAILogicResuming::Continue)
{
// Nop
}
else if (SuperResumeResult == EAILogicResuming::RestartedInstead)
{
RestartLogic();
}
}
return SuperResumeResult;
}
bool UStateTreeBrainComponent::IsRunning() const
{
return bIsRunning;
}
bool UStateTreeBrainComponent::IsPaused() const
{
return bIsPaused;
}
UGameplayTasksComponent* UStateTreeBrainComponent::GetGameplayTasksComponent(const UGameplayTask& Task) const
{
const UAITask* AITask = Cast<const UAITask>(&Task);
return (AITask && AITask->GetAIController()) ? AITask->GetAIController()->GetGameplayTasksComponent(Task) : Task.GetGameplayTasksComponent();
}
AActor* UStateTreeBrainComponent::GetGameplayTaskOwner(const UGameplayTask* Task) const
{
if (Task == nullptr)
{
return GetAIOwner();
}
const UAITask* AITask = Cast<const UAITask>(Task);
if (AITask)
{
return AITask->GetAIController();
}
const UGameplayTasksComponent* TasksComponent = Task->GetGameplayTasksComponent();
return TasksComponent ? TasksComponent->GetGameplayTaskOwner(Task) : nullptr;
}
AActor* UStateTreeBrainComponent::GetGameplayTaskAvatar(const UGameplayTask* Task) const
{
if (Task == nullptr)
{
return GetAIOwner() ? GetAIOwner()->GetPawn() : nullptr;
}
const UAITask* AITask = Cast<const UAITask>(Task);
if (AITask)
{
return AITask->GetAIController() ? AITask->GetAIController()->GetPawn() : nullptr;
}
const UGameplayTasksComponent* TasksComponent = Task->GetGameplayTasksComponent();
return TasksComponent ? TasksComponent->GetGameplayTaskAvatar(Task) : nullptr;
}
uint8 UStateTreeBrainComponent::GetGameplayTaskDefaultPriority() const
{
return static_cast<uint8>(EAITaskPriority::AutonomousAI);
}
void UStateTreeBrainComponent::OnGameplayTaskInitialized(UGameplayTask& Task)
{
const UAITask* AITask = Cast<const UAITask>(&Task);
if (AITask && (AITask->GetAIController() == nullptr))
{
// this means that the task has either been created without specifying
// UAITAsk::OwnerController's value (like via BP's Construct Object node)
// or it has been created in C++ with inappropriate function
UE_LOG(LogStateTree, Error, TEXT("Missing AIController in AITask %s"), *AITask->GetName());
}
}
#if WITH_GAMEPLAY_DEBUGGER
FString UStateTreeBrainComponent::GetDebugInfoString() const
{
return StateTreeContext.GetDebugInfoString();
}
#endif // WITH_GAMEPLAY_DEBUGGER
#undef STATETREE_LOG
#undef STATETREE_CLOG