// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "SmartObjectTypes.h" #include "SmartObjectDefinition.h" #include "SmartObjectRuntime.generated.h" class USmartObjectComponent; /** Delegate fired when a given tag is added or removed. Tags on smart object are not using reference counting so count will be 0 or 1 */ UE_DEPRECATED(5.2, "Tag changes are now broadcasted using FOnSmartObjectEvent.") DECLARE_DELEGATE_TwoParams(FOnSmartObjectTagChanged, const FGameplayTag, int32); /** * Enumeration to represent the runtime state of a slot */ UENUM() enum class ESmartObjectSlotState : uint8 { Invalid, /** Slot is available */ Free, /** Slot is claimed but interaction is not active yet */ Claimed, /** Slot is claimed and interaction is active */ Occupied, /** Slot can no longer be claimed or used since the parent object and its slot are disabled (e.g. instance tags) */ Disabled UE_DEPRECATED(5.2, "Use IsEnabled() instead."), }; /** * Struct describing a reservation between a user and a smart object slot. */ USTRUCT(BlueprintType) struct SMARTOBJECTSMODULE_API FSmartObjectClaimHandle { GENERATED_BODY() FSmartObjectClaimHandle(const FSmartObjectHandle InSmartObjectHandle, const FSmartObjectSlotHandle InSlotHandle, const FSmartObjectUserHandle& InUser) : SmartObjectHandle(InSmartObjectHandle), SlotHandle(InSlotHandle), UserHandle(InUser) {} FSmartObjectClaimHandle() {} bool operator==(const FSmartObjectClaimHandle& Other) const { return SmartObjectHandle == Other.SmartObjectHandle && SlotHandle == Other.SlotHandle && UserHandle == Other.UserHandle; } bool operator!=(const FSmartObjectClaimHandle& Other) const { return !(*this == Other); } friend FString LexToString(const FSmartObjectClaimHandle& Handle) { return FString::Printf(TEXT("Object:%s Slot:%s User:%s"), *LexToString(Handle.SmartObjectHandle), *LexToString(Handle.SlotHandle), *LexToString(Handle.UserHandle)); } void Invalidate() { *this = InvalidHandle; } /** * Indicates that the handle was properly assigned by a call to 'Claim' but doesn't guarantee that the associated * object and slot are still registered in the simulation. * This information requires a call to `USmartObjectSubsystem::IsClaimedObjectValid` using the handle. */ bool IsValid() const { return SmartObjectHandle.IsValid() && SlotHandle.IsValid() && UserHandle.IsValid(); } static const FSmartObjectClaimHandle InvalidHandle; /** Handle to the Smart Object where the claimed slot belongs to. */ UPROPERTY(EditAnywhere, Transient, Category="Default") FSmartObjectHandle SmartObjectHandle; /** Handle of the claimed slot. */ UPROPERTY(EditAnywhere, Transient, Category="Default") FSmartObjectSlotHandle SlotHandle; /** Handle describing the user which claimed the slot. */ UPROPERTY(EditAnywhere, Transient, Category="Default") FSmartObjectUserHandle UserHandle; }; /** * Runtime data holding the final slot transform (i.e. parent transform applied on slot local offset and rotation) */ USTRUCT() struct UE_DEPRECATED(5.3, "Transform is moved to FSmartObjectRuntimeSlot.") SMARTOBJECTSMODULE_API FSmartObjectSlotTransform : public FSmartObjectSlotStateData { GENERATED_BODY() const FTransform& GetTransform() const { return Transform; } FTransform& GetMutableTransform() { return Transform; } void SetTransform(const FTransform& InTransform) { Transform = InTransform; } protected: UPROPERTY(Transient) FTransform Transform; }; /** Delegate to notify when a given slot gets invalidated and the interaction must be aborted */ DECLARE_DELEGATE_TwoParams(FOnSlotInvalidated, const FSmartObjectClaimHandle&, ESmartObjectSlotState /* Current State */); /** * Struct to store and manage state of a runtime instance associated to a given slot definition */ USTRUCT() struct FSmartObjectRuntimeSlot { GENERATED_BODY() public: /* Provide default constructor to be able to compile template instantiation 'UScriptStruct::TCppStructOps' */ /* Also public to pass void 'UScriptStruct::TCppStructOps::ConstructForTests(void *)' */ FSmartObjectRuntimeSlot() : bSlotEnabled(true), bObjectEnabled(true) {} FVector3f GetSlotOffset() const { return Offset; } FRotator3f GetSlotRotation() const { return Rotation; } FTransform GetSlotLocalTransform() const { return FTransform(FRotator(Rotation), FVector(Offset)); } FTransform GetSlotWorldTransform(const FTransform& OwnerTransform) const { return FTransform(FRotator(Rotation), FVector(Offset)) * OwnerTransform; } /** @return Current claim state of the slot. */ ESmartObjectSlotState GetState() const { return State; } /** @return True if the slot can be claimed. */ bool CanBeClaimed() const { return IsEnabled() && State == ESmartObjectSlotState::Free; } /** @return the runtime gameplay tags of the slot. */ const FGameplayTagContainer& GetTags() const { return Tags; } /** @return true if both the slot and its parent smart object are enabled. */ bool IsEnabled() const { return bSlotEnabled && bObjectEnabled; } /** @return User data struct that can be associated to the slot when claimed or used. */ FConstStructView GetUserData() const { return UserData; } FInstancedStructContainer& GetMutableStateData() { return StateData; }; const FInstancedStructContainer& GetStateData() const { return StateData; }; protected: /** Struct could have been nested inside the subsystem but not possible with USTRUCT */ friend class USmartObjectSubsystem; friend struct FSmartObjectRuntime; bool Claim(const FSmartObjectUserHandle& InUser); bool Release(const FSmartObjectClaimHandle& ClaimHandle, const bool bAborted); friend FString LexToString(const FSmartObjectRuntimeSlot& Slot) { return FString::Printf(TEXT("User:%s State:%s"), *LexToString(Slot.User), *UEnum::GetValueAsString(Slot.State)); } /** Offset of the slot relative to the Smart Object. */ FVector3f Offset = FVector3f::ZeroVector; /** Rotation of the slot relative to the Smart Object. */ FRotator3f Rotation = FRotator3f::ZeroRotator; /** Runtime tags associated with this slot. */ FGameplayTagContainer Tags; /** Struct used to store contextual data of the user when claiming or using a slot. */ FInstancedStruct UserData; /** Slot state data that can be added at runtime. */ FInstancedStructContainer StateData; /** Delegate used to notify when a slot gets invalidated. See RegisterSlotInvalidationCallback */ FOnSlotInvalidated OnSlotInvalidatedDelegate; /** Handle to the user that reserves or uses the slot */ FSmartObjectUserHandle User; /** World condition runtime state. */ UPROPERTY(Transient) mutable FWorldConditionQueryState PreconditionState; /** Current availability state of the slot */ ESmartObjectSlotState State = ESmartObjectSlotState::Free; /** True if the slot is enabled */ uint8 bSlotEnabled : 1; /** True if the parent smart object is enabled */ uint8 bObjectEnabled : 1; }; using FSmartObjectSlotClaimState UE_DEPRECATED(5.2, "Deprecated struct. Please use FSmartObjectRuntimeSlot instead.") = FSmartObjectRuntimeSlot; /** * Struct to store and manage state of a runtime instance associated to a given smart object definition */ USTRUCT() struct FSmartObjectRuntime { GENERATED_BODY() public: /* Provide default constructor to be able to compile template instantiation 'UScriptStruct::TCppStructOps' */ /* Also public to pass void 'UScriptStruct::TCppStructOps::ConstructForTests(void *)' */ FSmartObjectRuntime() : bEnabled(true) {} FSmartObjectHandle GetRegisteredHandle() const { return RegisteredHandle; } const FTransform& GetTransform() const { return Transform; } const USmartObjectDefinition& GetDefinition() const { checkf(Definition != nullptr, TEXT("Initialized from a valid reference from the constructor")); return *Definition; } /** Returns all tags assigned to the smart object instance */ const FGameplayTagContainer& GetTags() const { return Tags; } PRAGMA_DISABLE_DEPRECATION_WARNINGS /** Returns delegate that is invoked whenever a tag is added or removed */ UE_DEPRECATED(5.2, "Tag changes are now broadcasted using FOnSmartObjectEvent. Please use GetEventDelegate().") FOnSmartObjectTagChanged& GetTagChangedDelegate() { return OnTagChangedDelegate; } PRAGMA_ENABLE_DEPRECATION_WARNINGS /** @return reference to the Smart Object event delegate. */ const FOnSmartObjectEvent& GetEventDelegate() const { return OnEvent; } /** @return mutable reference to the Smart Object event delegate. */ FOnSmartObjectEvent& GetMutableEventDelegate() { return OnEvent; } /** Indicates that this instance is still part of the simulation (space partition) but should not be considered valid by queries */ UE_DEPRECATED(5.1, "Use IsEnabled instead.") bool IsDisabled() const { return !bEnabled; } /** @return True of the Smart Object is enabled. */ bool IsEnabled() const { return bEnabled; } /** @return Pointer to owner actor if present. */ AActor* GetOwnerActor() const; /** @return handle of the specified slot. */ const FSmartObjectRuntimeSlot& GetSlot(const int32 Index) const { return Slots[Index]; } FSmartObjectRuntimeSlot& GetMutableSlot(const int32 Index) { return Slots[Index]; } TConstArrayView GetSlots() const { return Slots; } UE_DEPRECATED(5.3, "You can access the slots directly via GetSlots().") FSmartObjectSlotHandle GetSlotHandle(const int32 Index) const { return {}; } private: /** Struct could have been nested inside the subsystem but not possible with USTRUCT */ friend class USmartObjectSubsystem; explicit FSmartObjectRuntime(const USmartObjectDefinition& Definition); void SetTransform(const FTransform& Value) { Transform = Value; } void SetRegisteredHandle(const FSmartObjectHandle Value) { RegisteredHandle = Value; } /** World condition runtime state. */ UPROPERTY(Transient) mutable FWorldConditionQueryState PreconditionState; /** Runtime slots */ UPROPERTY(Transient) TArray Slots; /** Associated smart object definition */ UPROPERTY() TObjectPtr Definition = nullptr; /** Component that owns the Smart Object. May be empty if the parent Actor is not loaded. */ UPROPERTY() TWeakObjectPtr OwnerComponent; /** Instance specific transform */ FTransform Transform; /** Tags applied to the current instance */ FGameplayTagContainer Tags; /** Delegate fired whenever a new tag is added or an existing one gets removed */ PRAGMA_DISABLE_DEPRECATION_WARNINGS FOnSmartObjectTagChanged OnTagChangedDelegate; PRAGMA_ENABLE_DEPRECATION_WARNINGS /** Delegate that is fired when the Smart Object changes. */ FOnSmartObjectEvent OnEvent; /** RegisteredHandle != FSmartObjectHandle::Invalid when registered with SmartObjectSubsystem */ FSmartObjectHandle RegisteredHandle; /** Spatial representation data associated to the current instance */ UPROPERTY(EditDefaultsOnly, Category = "SmartObject", meta = (BaseStruct = "/Script/SmartObjectsModule.SmartObjectSpatialEntryData", ExcludeBaseStruct)) FInstancedStruct SpatialEntryData; #if UE_ENABLE_DEBUG_DRAWING FBox Bounds = FBox(EForceInit::ForceInit); #endif /** Each slot has its own disable state but keeping it also in the parent instance allow faster validation in some cases. */ uint8 bEnabled : 1; }; USTRUCT() struct SMARTOBJECTSMODULE_API FSmartObjectSlotView { GENERATED_BODY() public: FSmartObjectSlotView() = default; bool IsValid() const { return SlotHandle.IsValid() && Runtime && Slot; } FSmartObjectSlotHandle GetSlotHandle() const { return SlotHandle; } /** * Returns a reference to the slot state data of the specified type. * Method will fail a check if the slot doesn't have the given type. */ template T& GetStateData() const { static_assert(TIsDerivedFrom::IsDerived, "Given struct doesn't represent a valid runtime data type. Make sure to inherit from FSmartObjectSlotStateData or one of its child-types."); checkf(Slot, TEXT("StateData can only be accessed through a valid SlotView")); T* Item = nullptr; for (FStructView Data : Slot->GetMutableStateData()) { Item = Data.template GetPtr(); if (Item != nullptr) { break; } } check(Item); return *Item; } /** * Returns a pointer to the slot state data of the specified type. * Method will return null if the slot doesn't have the given type. */ template T* GetStateDataPtr() const { static_assert(TIsDerivedFrom::IsDerived, "Given struct doesn't represent a valid runtime data type. Make sure to inherit from FSmartObjectSlotStateData or one of its child-types."); checkf(Slot, TEXT("StateData can only be accessed through a valid SlotView")); for (FStructView Data : Slot->GetMutableStateData()) { if (T* Item = Data.template GetPtr()) { return Item; } } return nullptr; } /** * Returns a reference to the definition of the slot's parent object. * Method will fail a check if called on an invalid SlotView. * @note The definition fragment is always created and assigned when creating an entity associated to a slot * so a valid SlotView is guaranteed to be able to provide it. */ const USmartObjectDefinition& GetSmartObjectDefinition() const { checkf(Runtime, TEXT("Definition can only be accessed through a valid SlotView")); return Runtime->GetDefinition(); } /** * Returns a reference to the main definition of the slot. * Method will fail a check if called on an invalid SlotView. */ const FSmartObjectSlotDefinition& GetDefinition() const { checkf(Runtime, TEXT("Definition can only be accessed through a valid SlotView")); return Runtime->GetDefinition().GetSlot(SlotHandle.GetSlotIndex()); } /** * Fills the provided GameplayTagContainer with the activity tags associated to the slot according to the tag filtering policy. * Method will fail a check if called on an invalid SlotView. */ void GetActivityTags(FGameplayTagContainer& OutActivityTags) const { GetSmartObjectDefinition().GetSlotActivityTags(GetDefinition(), OutActivityTags); } /** * Returns a reference to the definition data of the specified type from the main slot definition. * Method will fail a check if the slot definition doesn't contain the given type. */ template const T& GetDefinitionData() const { static_assert(TIsDerivedFrom::IsDerived, "Given struct doesn't represent a valid definition data type. Make sure to inherit from FSmartObjectSlotDefinitionData or one of its child-types."); const FSmartObjectSlotDefinition& SlotDefinition = GetDefinition(); for (const FInstancedStruct& Data : SlotDefinition.Data) { if (Data.GetScriptStruct()->IsChildOf(T::StaticStruct())) { return Data.Get(); } } return nullptr; } /** * Returns a pointer to the definition data of the specified type from the main slot definition. * Method will return null if the slot doesn't contain the given type. */ template const T* GetDefinitionDataPtr() const { static_assert(TIsDerivedFrom::IsDerived, "Given struct doesn't represent a valid definition data type. Make sure to inherit from FSmartObjectSlotDefinitionData or one of its child-types."); const FSmartObjectSlotDefinition& SlotDefinition = GetDefinition(); for (const FInstancedStruct& Data : SlotDefinition.Data) { if (Data.GetScriptStruct()->IsChildOf(T::StaticStruct())) { return Data.GetPtr(); } } return nullptr; } /** @return the claim state of the slot. */ ESmartObjectSlotState GetState() const { checkf(Slot, TEXT("State can only be accessed through a valid SlotView")); return Slot->GetState(); } /** @return true of the slot can be claimed. */ bool CanBeClaimed() const { checkf(Slot, TEXT("Claim can only be accessed through a valid SlotView")); return Slot->CanBeClaimed(); } /** @return runtime gameplay tags of the slot. */ const FGameplayTagContainer& GetTags() const { checkf(Slot, TEXT("Tags can only be accessed through a valid SlotView")); return Slot->GetTags(); } /** @return handle to the owning Smart Object. */ FSmartObjectHandle GetOwnerRuntimeObject() const { return SlotHandle.GetSmartObjectHandle(); } private: friend class USmartObjectSubsystem; FSmartObjectSlotView(const FSmartObjectSlotHandle InSlotHandle, FSmartObjectRuntime& InRuntime, FSmartObjectRuntimeSlot& InSlot) : SlotHandle(InSlotHandle) , Runtime(&InRuntime) , Slot(&InSlot) {} FSmartObjectSlotHandle SlotHandle; FSmartObjectRuntime* Runtime; FSmartObjectRuntimeSlot* Slot; };