// Copyright Epic Games, Inc. All Rights Reserved. #include "StateTreeTest.h" #include "AITestsCommon.h" #include "StateTreeCompilerLog.h" #include "StateTreeEditorData.h" #include "StateTreeCompiler.h" #include "Conditions/StateTreeCommonConditions.h" #include "StateTreeTestTypes.h" #include "Engine/World.h" #include "Async/ParallelFor.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeTest) #define LOCTEXT_NAMESPACE "AITestSuite_StateTreeTest" UE_DISABLE_OPTIMIZATION_SHIP std::atomic FStateTreeTestConditionInstanceData::GlobalCounter = 0; namespace UE::StateTree::Tests { UStateTree& NewStateTree(UObject* Outer = GetTransientPackage()) { UStateTree* StateTree = NewObject(Outer); check(StateTree); UStateTreeEditorData* EditorData = NewObject(StateTree); check(EditorData); StateTree->EditorData = EditorData; EditorData->Schema = NewObject(); return *StateTree; } } struct FStateTreeTest_MakeAndBakeStateTree : FAITestBase { virtual bool InstantTest() override { UStateTree& StateTree = UE::StateTree::Tests::NewStateTree(&GetWorld()); UStateTreeEditorData& EditorData = *Cast(StateTree.EditorData); UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root"))); UStateTreeState& StateA = Root.AddChildState(FName(TEXT("A"))); UStateTreeState& StateB = Root.AddChildState(FName(TEXT("B"))); // Root auto& EvalA = EditorData.AddEvaluator(); // State A auto& TaskB1 = StateA.AddTask(); EditorData.AddPropertyBinding(EvalA, TEXT("IntA"), TaskB1, TEXT("IntB")); auto& IntCond = StateA.AddEnterCondition(EGenericAICheck::Less); IntCond.GetInstanceData().Right = 2; EditorData.AddPropertyBinding(EvalA, TEXT("IntA"), IntCond, TEXT("Left")); StateA.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &StateB); // State B auto& TaskB2 = StateB.AddTask(); EditorData.AddPropertyBinding(EvalA, TEXT("bBoolA"), TaskB2, TEXT("bBoolB")); FStateTreeTransition& Trans = StateB.AddTransition({}, EStateTreeTransitionType::GotoState, &Root); auto& TransFloatCond = Trans.AddCondition(EGenericAICheck::Less); TransFloatCond.GetInstanceData().Right = 13.0f; EditorData.AddPropertyBinding(EvalA, TEXT("FloatA"), TransFloatCond, TEXT("Left")); StateB.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::Succeeded); FStateTreeCompilerLog Log; FStateTreeCompiler Compiler(Log); const bool bResult = Compiler.Compile(StateTree); AITEST_TRUE("StateTree should get compiled", bResult); return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_MakeAndBakeStateTree, "System.StateTree.MakeAndBakeStateTree"); struct FStateTreeTest_Sequence : FAITestBase { virtual bool InstantTest() override { UStateTree& StateTree = UE::StateTree::Tests::NewStateTree(&GetWorld()); UStateTreeEditorData& EditorData = *Cast(StateTree.EditorData); UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root"))); UStateTreeState& State1 = Root.AddChildState(FName(TEXT("State1"))); UStateTreeState& State2 = Root.AddChildState(FName(TEXT("State2"))); auto& Task1 = State1.AddTask(FName(TEXT("Task1"))); State1.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::NextState); auto& Task2 = State2.AddTask(FName(TEXT("Task2"))); State2.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::Succeeded); FStateTreeCompilerLog Log; FStateTreeCompiler Compiler(Log); const bool bResult = Compiler.Compile(StateTree); AITEST_TRUE("StateTree should get compiled", bResult); EStateTreeRunStatus Status = EStateTreeRunStatus::Unset; FStateTreeInstanceData InstanceData; FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData); const bool bInitSucceeded = Exec.IsValid(); AITEST_TRUE("StateTree should init", bInitSucceeded); const FString TickStr(TEXT("Tick")); const FString EnterStateStr(TEXT("EnterState")); const FString ExitStateStr(TEXT("ExitState")); Status = Exec.Start(); AITEST_TRUE("StateTree Task1 should enter state", Exec.Expect(Task1.GetName(), EnterStateStr)); AITEST_FALSE("StateTree Task1 should not tick", Exec.Expect(Task1.GetName(), TickStr)); Exec.LogClear(); Status = Exec.Tick(0.1f); AITEST_TRUE("StateTree Task1 should tick, and exit state", Exec.Expect(Task1.GetName(), TickStr).Then(Task1.GetName(), ExitStateStr)); AITEST_TRUE("StateTree Task2 should enter state", Exec.Expect(Task2.GetName(), EnterStateStr)); AITEST_FALSE("StateTree Task2 should not tick", Exec.Expect(Task2.GetName(), TickStr)); AITEST_TRUE("StateTree should be running", Status == EStateTreeRunStatus::Running); Exec.LogClear(); Status = Exec.Tick(0.1f); AITEST_TRUE("StateTree Task2 should tick, and exit state", Exec.Expect(Task2.GetName(), TickStr).Then(Task2.GetName(), ExitStateStr)); AITEST_FALSE("StateTree Task1 should not tick", Exec.Expect(Task1.GetName(), TickStr)); AITEST_TRUE("StateTree should be completed", Status == EStateTreeRunStatus::Succeeded); Exec.LogClear(); Status = Exec.Tick(0.1f); AITEST_FALSE("StateTree Task1 should not tick", Exec.Expect(Task1.GetName(), TickStr)); AITEST_FALSE("StateTree Task2 should not tick", Exec.Expect(Task2.GetName(), TickStr)); Exec.LogClear(); return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_Sequence, "System.StateTree.Sequence"); struct FStateTreeTest_Select : FAITestBase { virtual bool InstantTest() override { UStateTree& StateTree = UE::StateTree::Tests::NewStateTree(&GetWorld()); UStateTreeEditorData& EditorData = *Cast(StateTree.EditorData); UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root"))); UStateTreeState& State1 = Root.AddChildState(FName(TEXT("State1"))); UStateTreeState& State1A = State1.AddChildState(FName(TEXT("State1A"))); auto& TaskRoot = Root.AddTask(FName(TEXT("TaskRoot"))); TaskRoot.GetNode().TicksToCompletion = 3; // let Task1A to complete first auto& Task1 = State1.AddTask(FName(TEXT("Task1"))); Task1.GetNode().TicksToCompletion = 3; // let Task1A to complete first auto& Task1A = State1A.AddTask(FName(TEXT("Task1A"))); Task1A.GetNode().TicksToCompletion = 2; State1A.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &State1); FStateTreeCompilerLog Log; FStateTreeCompiler Compiler(Log); const bool bResult = Compiler.Compile(StateTree); AITEST_TRUE("StateTree should get compiled", bResult); EStateTreeRunStatus Status = EStateTreeRunStatus::Unset; FStateTreeInstanceData InstanceData; FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData); const bool bInitSucceeded = Exec.IsValid(); AITEST_TRUE("StateTree should init", bInitSucceeded); const FString TickStr(TEXT("Tick")); const FString EnterStateStr(TEXT("EnterState")); const FString ExitStateStr(TEXT("ExitState")); // Start and enter state Status = Exec.Start(); AITEST_TRUE("StateTree TaskRoot should enter state", Exec.Expect(TaskRoot.GetName(), EnterStateStr)); AITEST_TRUE("StateTree Task1 should enter state", Exec.Expect(Task1.GetName(), EnterStateStr)); AITEST_TRUE("StateTree Task1A should enter state", Exec.Expect(Task1A.GetName(), EnterStateStr)); AITEST_FALSE("StateTree TaskRoot should not tick", Exec.Expect(TaskRoot.GetName(), TickStr)); AITEST_FALSE("StateTree Task1 should not tick", Exec.Expect(Task1.GetName(), TickStr)); AITEST_FALSE("StateTree Task1A should not tick", Exec.Expect(Task1A.GetName(), TickStr)); AITEST_TRUE("StateTree should be running", Status == EStateTreeRunStatus::Running); Exec.LogClear(); // Regular tick Status = Exec.Tick(0.1f); AITEST_TRUE("StateTree tasks should update in order", Exec.Expect(TaskRoot.GetName(), TickStr).Then(Task1.GetName(), TickStr).Then(Task1A.GetName(), TickStr)); AITEST_FALSE("StateTree TaskRoot should not EnterState", Exec.Expect(TaskRoot.GetName(), EnterStateStr)); AITEST_FALSE("StateTree Task1 should not EnterState", Exec.Expect(Task1.GetName(), EnterStateStr)); AITEST_FALSE("StateTree Task1A should not EnterState", Exec.Expect(Task1A.GetName(), EnterStateStr)); AITEST_FALSE("StateTree TaskRoot should not ExitState", Exec.Expect(TaskRoot.GetName(), ExitStateStr)); AITEST_FALSE("StateTree Task1 should not ExitState", Exec.Expect(Task1.GetName(), ExitStateStr)); AITEST_FALSE("StateTree Task1A should not ExitState", Exec.Expect(Task1A.GetName(), ExitStateStr)); AITEST_TRUE("StateTree should be running", Status == EStateTreeRunStatus::Running); Exec.LogClear(); // Partial reselect, Root should not get EnterState Status = Exec.Tick(0.1f); AITEST_FALSE("StateTree TaskRoot should not enter state", Exec.Expect(TaskRoot.GetName(), EnterStateStr)); AITEST_TRUE("StateTree Task1 should tick, exit state, and enter state", Exec.Expect(Task1.GetName(), TickStr).Then(Task1.GetName(), ExitStateStr).Then(Task1.GetName(), EnterStateStr)); AITEST_TRUE("StateTree Task1A should tick, exit state, and enter state", Exec.Expect(Task1A.GetName(), TickStr).Then(Task1A.GetName(), ExitStateStr).Then(Task1A.GetName(), EnterStateStr)); AITEST_TRUE("StateTree should be running", Status == EStateTreeRunStatus::Running); Exec.LogClear(); return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_Select, "System.StateTree.Select"); struct FStateTreeTest_FailEnterState : FAITestBase { virtual bool InstantTest() override { UStateTree& StateTree = UE::StateTree::Tests::NewStateTree(&GetWorld()); UStateTreeEditorData& EditorData = *Cast(StateTree.EditorData); UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root"))); UStateTreeState& State1 = Root.AddChildState(FName(TEXT("State1"))); UStateTreeState& State1A = State1.AddChildState(FName(TEXT("State1A"))); auto& TaskRoot = Root.AddTask(FName(TEXT("TaskRoot"))); auto& Task1 = State1.AddTask(FName(TEXT("Task1"))); auto& Task2 = State1.AddTask(FName(TEXT("Task2"))); Task2.GetNode().EnterStateResult = EStateTreeRunStatus::Failed; auto& Task3 = State1.AddTask(FName(TEXT("Task3"))); auto& Task1A = State1A.AddTask(FName(TEXT("Task1A"))); State1A.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &State1); FStateTreeCompilerLog Log; FStateTreeCompiler Compiler(Log); const bool bResult = Compiler.Compile(StateTree); AITEST_TRUE("StateTree should get compiled", bResult); EStateTreeRunStatus Status = EStateTreeRunStatus::Unset; FStateTreeInstanceData InstanceData; FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData); const bool bInitSucceeded = Exec.IsValid(); AITEST_TRUE("StateTree should init", bInitSucceeded); const FString TickStr(TEXT("Tick")); const FString EnterStateStr(TEXT("EnterState")); const FString ExitStateStr(TEXT("ExitState")); const FString StateCompletedStr(TEXT("StateCompleted")); // Start and enter state Status = Exec.Start(); AITEST_TRUE("StateTree TaskRoot should enter state", Exec.Expect(TaskRoot.GetName(), EnterStateStr)); AITEST_TRUE("StateTree Task1 should enter state", Exec.Expect(Task1.GetName(), EnterStateStr)); AITEST_TRUE("StateTree Task2 should enter state", Exec.Expect(Task2.GetName(), EnterStateStr)); AITEST_FALSE("StateTree Task3 should not enter state", Exec.Expect(Task3.GetName(), EnterStateStr)); AITEST_TRUE("StateTree Should execute StateCompleted in reverse order", Exec.Expect(Task2.GetName(), StateCompletedStr).Then(Task1.GetName(), StateCompletedStr).Then(TaskRoot.GetName(), StateCompletedStr)); AITEST_FALSE("StateTree Task3 should not state complete", Exec.Expect(Task3.GetName(), StateCompletedStr)); AITEST_TRUE("StateTree exec status should be failed", Exec.GetLastTickStatus() == EStateTreeRunStatus::Failed); Exec.LogClear(); // Stop and exit state Status = Exec.Stop(); AITEST_TRUE("StateTree TaskRoot should exit state", Exec.Expect(TaskRoot.GetName(), ExitStateStr)); AITEST_TRUE("StateTree Task1 should exit state", Exec.Expect(Task1.GetName(), ExitStateStr)); AITEST_TRUE("StateTree Task2 should exit state", Exec.Expect(Task2.GetName(), ExitStateStr)); AITEST_FALSE("StateTree Task3 should not exit state", Exec.Expect(Task3.GetName(), ExitStateStr)); Exec.LogClear(); return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_FailEnterState, "System.StateTree.FailEnterState"); struct FStateTreeTest_Restart : FAITestBase { virtual bool InstantTest() override { UStateTree& StateTree = UE::StateTree::Tests::NewStateTree(&GetWorld()); UStateTreeEditorData& EditorData = *Cast(StateTree.EditorData); UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root"))); UStateTreeState& State1 = Root.AddChildState(FName(TEXT("State1"))); auto& Task1 = State1.AddTask(FName(TEXT("Task1"))); Task1.GetNode().TicksToCompletion = 2; FStateTreeCompilerLog Log; FStateTreeCompiler Compiler(Log); const bool bResult = Compiler.Compile(StateTree); AITEST_TRUE("StateTree should get compiled", bResult); EStateTreeRunStatus Status = EStateTreeRunStatus::Unset; FStateTreeInstanceData InstanceData; FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData); const bool bInitSucceeded = Exec.IsValid(); AITEST_TRUE("StateTree should init", bInitSucceeded); const FString TickStr(TEXT("Tick")); const FString EnterStateStr(TEXT("EnterState")); const FString ExitStateStr(TEXT("ExitState")); const FString StateCompletedStr(TEXT("StateCompleted")); // Start and enter state Status = Exec.Start(); AITEST_TRUE("StateTree Task1 should enter state", Exec.Expect(Task1.GetName(), EnterStateStr)); AITEST_TRUE("StateTree exec status should be running", Exec.GetLastTickStatus() == EStateTreeRunStatus::Running); Exec.LogClear(); // Tick Status = Exec.Tick(0.1f); AITEST_TRUE("StateTree exec status should be running", Exec.GetLastTickStatus() == EStateTreeRunStatus::Running); Exec.LogClear(); // Call Start again, should stop and start the tree. Status = Exec.Start(); AITEST_TRUE("StateTree Task1 should exit state", Exec.Expect(Task1.GetName(), ExitStateStr)); AITEST_TRUE("StateTree Task1 should enter state", Exec.Expect(Task1.GetName(), EnterStateStr)); AITEST_TRUE("StateTree exec status should be running", Exec.GetLastTickStatus() == EStateTreeRunStatus::Running); Exec.LogClear(); return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_Restart, "System.StateTree.Restart"); struct FStateTreeTest_SubTree : FAITestBase { virtual bool InstantTest() override { UStateTree& StateTree = UE::StateTree::Tests::NewStateTree(&GetWorld()); UStateTreeEditorData& EditorData = *Cast(StateTree.EditorData); UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root"))); UStateTreeState& State1 = Root.AddChildState(FName(TEXT("State1")), EStateTreeStateType::Linked); UStateTreeState& State2 = Root.AddChildState(FName(TEXT("State2"))); UStateTreeState& State3 = Root.AddChildState(FName(TEXT("State3")), EStateTreeStateType::Subtree); UStateTreeState& State3A = State3.AddChildState(FName(TEXT("State3A"))); UStateTreeState& State3B = State3.AddChildState(FName(TEXT("State3B"))); State1.LinkedSubtree = State3.GetLinkToState(); State1.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &State2); auto& Task2 = State2.AddTask(FName(TEXT("Task2"))); State2.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::Succeeded); auto& Task3A = State3A.AddTask(FName(TEXT("Task3A"))); State3A.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &State3B); auto& Task3B = State3B.AddTask(FName(TEXT("Task3B"))); State3B.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::Succeeded); FStateTreeCompilerLog Log; FStateTreeCompiler Compiler(Log); const bool bResult = Compiler.Compile(StateTree); AITEST_TRUE("StateTree should get compiled", bResult); EStateTreeRunStatus Status = EStateTreeRunStatus::Unset; FStateTreeInstanceData InstanceData; FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData); const bool bInitSucceeded = Exec.IsValid(); AITEST_TRUE("StateTree should init", bInitSucceeded); const FString TickStr(TEXT("Tick")); const FString EnterStateStr(TEXT("EnterState")); const FString ExitStateStr(TEXT("ExitState")); const FString StateCompletedStr(TEXT("StateCompleted")); // Start and enter state Status = Exec.Start(); AITEST_TRUE("StateTree Active States should be in Root/State1/State3/State3A", Exec.ExpectInActiveStates(Root.Name, State1.Name, State3.Name, State3A.Name)); AITEST_TRUE("StateTree Task2 should enter state", !Exec.Expect(Task2.GetName(), EnterStateStr)); AITEST_TRUE("StateTree Task3A should enter state", Exec.Expect(Task3A.GetName(), EnterStateStr)); AITEST_TRUE("StateTree should be running", Status == EStateTreeRunStatus::Running); Exec.LogClear(); // Transition within subtree Status = Exec.Tick(0.1f); AITEST_TRUE("StateTree Active States should be in Root/State1/State3/State3B", Exec.ExpectInActiveStates(Root.Name, State1.Name, State3.Name, State3B.Name)); AITEST_TRUE("StateTree Task3B should enter state", Exec.Expect(Task3B.GetName(), EnterStateStr)); AITEST_TRUE("StateTree should be running", Status == EStateTreeRunStatus::Running); Exec.LogClear(); // Complete subtree Status = Exec.Tick(0.1f); AITEST_TRUE("StateTree Active States should be in Root/State2", Exec.ExpectInActiveStates(Root.Name, State2.Name)); AITEST_TRUE("StateTree Task2 should enter state", Exec.Expect(Task2.GetName(), EnterStateStr)); AITEST_TRUE("StateTree should be running", Status == EStateTreeRunStatus::Running); Exec.LogClear(); // Complete the whole tree Status = Exec.Tick(0.1f); AITEST_TRUE("StateTree should complete in succeeded", Status == EStateTreeRunStatus::Succeeded); Exec.LogClear(); return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_SubTree, "System.StateTree.SubTree"); struct FStateTreeTest_SharedInstanceData : FAITestBase { virtual bool InstantTest() override { UStateTree& StateTree = UE::StateTree::Tests::NewStateTree(&GetWorld()); UStateTreeEditorData& EditorData = *Cast(StateTree.EditorData); UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root"))); auto& IntCond = Root.AddEnterCondition(); IntCond.GetInstanceData().Count = 1; auto& Task = Root.AddTask(FName(TEXT("Task"))); Task.GetNode().TicksToCompletion = 2; FStateTreeCompilerLog Log; FStateTreeCompiler Compiler(Log); const bool bResult = Compiler.Compile(StateTree); AITEST_TRUE("StateTree should get compiled", bResult); // Init, nothing should access the shared data. constexpr int32 NumConcurrent = 100; FStateTreeTestConditionInstanceData::GlobalCounter = 0; bool bInitSucceeded = true; TArray InstanceDatas; InstanceDatas.SetNum(NumConcurrent); for (int32 Index = 0; Index < NumConcurrent; Index++) { FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceDatas[Index]); bInitSucceeded &= Exec.IsValid(); } AITEST_TRUE("All StateTree contexts should init", bInitSucceeded); AITEST_EQUAL("Test condition global counter should be 0", (int32)FStateTreeTestConditionInstanceData::GlobalCounter, 0); // Start in parallel // This should create shared data per thread. // We expect that ParallelForWithTaskContext() creates a context per thread. TArray RunContexts; ParallelForWithTaskContext( RunContexts, InstanceDatas.Num(), [&InstanceDatas, &StateTree](FStateTreeTestRunContext& RunContext, int32 Index) { FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceDatas[Index]); const EStateTreeRunStatus Status = Exec.Start(); if (Status == EStateTreeRunStatus::Running) { RunContext.Count++; } } ); int32 StartTotalRunning = 0; for (FStateTreeTestRunContext RunContext : RunContexts) { StartTotalRunning += RunContext.Count; } AITEST_EQUAL("All StateTree contexts should be running after Start", StartTotalRunning, NumConcurrent); AITEST_EQUAL("Test condition global counter should equal context count after Start", (int32)FStateTreeTestConditionInstanceData::GlobalCounter, InstanceDatas.Num()); // Tick in parallel // This should not recreate the data, so FStateTreeTestConditionInstanceData::GlobalCounter should stay as is. for (FStateTreeTestRunContext RunContext : RunContexts) { RunContext.Count = 0; } ParallelForWithTaskContext( RunContexts, InstanceDatas.Num(), [&InstanceDatas, &StateTree](FStateTreeTestRunContext& RunContext, int32 Index) { FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceDatas[Index]); const EStateTreeRunStatus Status = Exec.Tick(0.1f); if (Status == EStateTreeRunStatus::Running) { RunContext.Count++; } } ); int32 TickTotalRunning = 0; for (FStateTreeTestRunContext RunContext : RunContexts) { TickTotalRunning += RunContext.Count; } AITEST_EQUAL("All StateTree contexts should be running after Tick", TickTotalRunning, NumConcurrent); AITEST_EQUAL("Test condition global counter should equal context count after Tick", (int32)FStateTreeTestConditionInstanceData::GlobalCounter, InstanceDatas.Num()); return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_SharedInstanceData, "System.StateTree.SharedInstanceData"); struct FStateTreeTest_TransitionPriority : FAITestBase { virtual bool InstantTest() override { UStateTree& StateTree = UE::StateTree::Tests::NewStateTree(&GetWorld()); UStateTreeEditorData& EditorData = *Cast(StateTree.EditorData); UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root"))); UStateTreeState& State1 = Root.AddChildState(FName(TEXT("State1"))); UStateTreeState& State1A = State1.AddChildState(FName(TEXT("State1A"))); UStateTreeState& State1B = State1.AddChildState(FName(TEXT("State1B"))); UStateTreeState& State1C = State1.AddChildState(FName(TEXT("State1C"))); auto& Task1 = State1.AddTask(FName(TEXT("Task1"))); Task1.GetNode().TicksToCompletion = 2; State1.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::Succeeded); auto& Task1A = State1A.AddTask(FName(TEXT("Task1A"))); Task1A.GetNode().TicksToCompletion = 1; State1A.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::NextState); auto& Task1B = State1B.AddTask(FName(TEXT("Task1B"))); Task1B.GetNode().TicksToCompletion = 2; State1B.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::NextState); auto& Task1C = State1C.AddTask(FName(TEXT("Task1C"))); Task1C.GetNode().TicksToCompletion = 2; FStateTreeCompilerLog Log; FStateTreeCompiler Compiler(Log); const bool bResult = Compiler.Compile(StateTree); AITEST_TRUE("StateTree should get compiled", bResult); EStateTreeRunStatus Status = EStateTreeRunStatus::Unset; FStateTreeInstanceData InstanceData; FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData); const bool bInitSucceeded = Exec.IsValid(); AITEST_TRUE("StateTree should init", bInitSucceeded); const FString TickStr(TEXT("Tick")); const FString EnterStateStr(TEXT("EnterState")); const FString ExitStateStr(TEXT("ExitState")); const FString StateCompletedStr(TEXT("StateCompleted")); // Start and enter state Status = Exec.Start(); AITEST_TRUE("StateTree Task1 should enter state", Exec.Expect(Task1.GetName(), EnterStateStr)); AITEST_TRUE("StateTree Task1A should enter state", Exec.Expect(Task1A.GetName(), EnterStateStr)); Exec.LogClear(); // Transition from Task1A to Task1B Status = Exec.Tick(0.1f); AITEST_TRUE("StateTree Task1A should complete", Exec.Expect(Task1A.GetName(), StateCompletedStr)); AITEST_TRUE("StateTree Task1B should enter state", Exec.Expect(Task1B.GetName(), EnterStateStr)); Exec.LogClear(); // Task1 completes, and we should take State1 transition. Status = Exec.Tick(0.1f); AITEST_TRUE("StateTree Task1 should complete", Exec.Expect(Task1.GetName(), StateCompletedStr)); AITEST_EQUAL("Tree execution should stop on success", Status, EStateTreeRunStatus::Succeeded); Exec.LogClear(); return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_TransitionPriority, "System.StateTree.Transition.Priority"); struct FStateTreeTest_TransitionPriorityEnterState : FAITestBase { virtual bool InstantTest() override { UStateTree& StateTree = UE::StateTree::Tests::NewStateTree(&GetWorld()); UStateTreeEditorData& EditorData = *Cast(StateTree.EditorData); UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root"))); UStateTreeState& State0 = Root.AddChildState(FName(TEXT("State0"))); UStateTreeState& State1 = Root.AddChildState(FName(TEXT("State1"))); UStateTreeState& State1A = State1.AddChildState(FName(TEXT("State1A"))); UStateTreeState& State2 = Root.AddChildState(FName(TEXT("State2"))); UStateTreeState& State3 = Root.AddChildState(FName(TEXT("State3"))); auto& Task0 = State0.AddTask(FName(TEXT("Task0"))); State0.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &State1); auto& Task1 = State1.AddTask(FName(TEXT("Task1"))); Task1.GetNode().EnterStateResult = EStateTreeRunStatus::Failed; State1.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &State2); auto& Task1A = State1A.AddTask(FName(TEXT("Task1A"))); State1A.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &State3); auto& Task2 = State2.AddTask(FName(TEXT("Task2"))); State2.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::Succeeded); auto& Task3 = State3.AddTask(FName(TEXT("Task3"))); State3.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::Succeeded); FStateTreeCompilerLog Log; FStateTreeCompiler Compiler(Log); const bool bResult = Compiler.Compile(StateTree); AITEST_TRUE("StateTree should get compiled", bResult); EStateTreeRunStatus Status = EStateTreeRunStatus::Unset; FStateTreeInstanceData InstanceData; FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData); const bool bInitSucceeded = Exec.IsValid(); AITEST_TRUE("StateTree should init", bInitSucceeded); const FString TickStr(TEXT("Tick")); const FString EnterStateStr(TEXT("EnterState")); const FString ExitStateStr(TEXT("ExitState")); const FString StateCompletedStr(TEXT("StateCompleted")); // Start and enter state Status = Exec.Start(); AITEST_TRUE("StateTree Task0 should enter state", Exec.Expect(Task0.GetName(), EnterStateStr)); Exec.LogClear(); // Transition from State0 to State1, it should fail (Task1), and the transition on State1->State2 (and not State1A->State3) Status = Exec.Tick(0.1f); AITEST_TRUE("StateTree Task0 should complete", Exec.Expect(Task0.GetName(), StateCompletedStr)); AITEST_TRUE("StateTree Task2 should enter state", Exec.Expect(Task2.GetName(), EnterStateStr)); AITEST_FALSE("StateTree Task3 should not enter state", Exec.Expect(Task3.GetName(), EnterStateStr)); Exec.LogClear(); return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_TransitionPriorityEnterState, "System.StateTree.Transition.PriorityEnterState"); struct FStateTreeTest_TransitionGlobalDataView : FAITestBase { // Tests that the global eval and task dataviews are kept up to date when transitioning from virtual bool InstantTest() override { UStateTree& StateTree = UE::StateTree::Tests::NewStateTree(&GetWorld()); UStateTreeEditorData& EditorData = *Cast(StateTree.EditorData); UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root"))); UStateTreeState& StateA = Root.AddChildState(FName(TEXT("A"))); UStateTreeState& StateB = Root.AddChildState(FName(TEXT("B"))); auto& EvalA = EditorData.AddEvaluator(FName(TEXT("Eval"))); EvalA.GetInstanceData().IntA = 42; auto& GlobalTask = EditorData.AddGlobalTask(FName(TEXT("Global"))); GlobalTask.GetInstanceData().Value = 123; // State A auto& Task0 = StateA.AddTask(FName(TEXT("Task0"))); StateA.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &StateB); // State B auto& Task1 = StateB.AddTask(FName(TEXT("Task1"))); EditorData.AddPropertyBinding(EvalA, TEXT("IntA"), Task1, TEXT("Value")); auto& Task2 = StateB.AddTask(FName(TEXT("Task2"))); EditorData.AddPropertyBinding(GlobalTask, TEXT("Value"), Task2, TEXT("Value")); FStateTreeCompilerLog Log; FStateTreeCompiler Compiler(Log); const bool bResult = Compiler.Compile(StateTree); AITEST_TRUE("StateTree should get compiled", bResult); EStateTreeRunStatus Status = EStateTreeRunStatus::Unset; FStateTreeInstanceData InstanceData; FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData); const bool bInitSucceeded = Exec.IsValid(); AITEST_TRUE("StateTree should init", bInitSucceeded); const FString EnterStateStr(TEXT("EnterState")); const FString EnterState42Str(TEXT("EnterState42")); const FString EnterState123Str(TEXT("EnterState123")); // Start and enter state Status = Exec.Start(); AITEST_TRUE("StateTree Task0 should enter state", Exec.Expect(Task0.GetName(), EnterStateStr)); Exec.LogClear(); // Transition from StateA to StateB, Task0 should enter state with evaluator value copied. Status = Exec.Tick(0.1f); AITEST_TRUE("StateTree Task0 should enter state with value 42", Exec.Expect(Task1.GetName(), EnterState42Str)); AITEST_TRUE("StateTree Task1 should enter state with value 123", Exec.Expect(Task2.GetName(), EnterState123Str)); Exec.LogClear(); return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_TransitionGlobalDataView, "System.StateTree.Transition.GlobalDataView"); struct FStateTreeTest_PropertyPathOffset : FAITestBase { virtual bool InstantTest() override { FStateTreePropertyPath Path; const bool bParseResult = Path.FromString(TEXT("StructB.B")); AITEST_TRUE("Parsing path should succeeed", bParseResult); AITEST_EQUAL("Should have 2 path segments", Path.NumSegments(), 2); FString ResolveErrors; TArray Indirections; const bool bResolveResult = Path.ResolveIndirections(FStateTreeTest_PropertyStruct::StaticStruct(), Indirections, &ResolveErrors); AITEST_TRUE("Resolve path should succeeed", bResolveResult); AITEST_EQUAL("Should have no resolve errors", ResolveErrors.Len(), 0); AITEST_EQUAL("Should have 2 indirections", Indirections.Num(), 2); AITEST_EQUAL("Indirection 0 should be Offset type", Indirections[0].GetAccessType(), EStateTreePropertyAccessType::Offset); AITEST_EQUAL("Indirection 1 should be Offset type", Indirections[1].GetAccessType(), EStateTreePropertyAccessType::Offset); return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_PropertyPathOffset, "System.StateTree.PropertyPath.Offset"); struct FStateTreeTest_PropertyPathParseFail : FAITestBase { virtual bool InstantTest() override { { FStateTreePropertyPath Path; const bool bParseResult = Path.FromString(TEXT("")); // empty is valid. AITEST_TRUE("Parsing path should succeed", bParseResult); } { FStateTreePropertyPath Path; const bool bParseResult = Path.FromString(TEXT("StructB.[0]B")); AITEST_FALSE("Parsing path should fail", bParseResult); } { FStateTreePropertyPath Path; const bool bParseResult = Path.FromString(TEXT("StructB..NoThere")); AITEST_FALSE("Parsing path should fail", bParseResult); } { FStateTreePropertyPath Path; const bool bParseResult = Path.FromString(TEXT(".")); AITEST_FALSE("Parsing path should fail", bParseResult); } { FStateTreePropertyPath Path; const bool bParseResult = Path.FromString(TEXT("StructB..B")); AITEST_FALSE("Parsing path should fail", bParseResult); } return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_PropertyPathParseFail, "System.StateTree.PropertyPath.ParseFail"); struct FStateTreeTest_PropertyPathOffsetFail : FAITestBase { virtual bool InstantTest() override { FStateTreePropertyPath Path; const bool bParseResult = Path.FromString(TEXT("StructB.Q")); AITEST_TRUE("Parsing path should succeeed", bParseResult); AITEST_EQUAL("Should have 2 path segments", Path.NumSegments(), 2); FString ResolveErrors; TArray Indirections; const bool bResolveResult = Path.ResolveIndirections(FStateTreeTest_PropertyStruct::StaticStruct(), Indirections, &ResolveErrors); AITEST_FALSE("Resolve path should not succeeed", bResolveResult); AITEST_NOT_EQUAL("Should have errors", ResolveErrors.Len(), 0); AITEST_EQUAL("Should have 0 indirections", Indirections.Num(), 0); return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_PropertyPathOffsetFail, "System.StateTree.PropertyPath.OffsetFail"); struct FStateTreeTest_PropertyPathObject : FAITestBase { virtual bool InstantTest() override { FStateTreePropertyPath Path; const bool bParseResult = Path.FromString(TEXT("InstancedObject.A")); AITEST_TRUE("Parsing path should succeeed", bParseResult); AITEST_EQUAL("Should have 2 path segments", Path.NumSegments(), 2); UStateTreeTest_PropertyObject* Object = NewObject(); Object->InstancedObject = NewObject(); const bool bUpdateResult = Path.UpdateInstanceStructsFromValue(FStateTreeDataView(Object)); AITEST_TRUE("Update instance types should succeeed", bUpdateResult); AITEST_TRUE("Path segment 0 instance type should be UStateTreeTest_PropertyObjectInstanced", Path.GetSegment(0).GetInstanceStruct() == UStateTreeTest_PropertyObjectInstanced::StaticClass()); AITEST_TRUE("Path segment 1 instance type should be nullptr", Path.GetSegment(1).GetInstanceStruct() == nullptr); return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_PropertyPathObject, "System.StateTree.PropertyPath.Object"); struct FStateTreeTest_PropertyPathWrongObject : FAITestBase { virtual bool InstantTest() override { FStateTreePropertyPath Path; const bool bParseResult = Path.FromString(TEXT("InstancedObject.B")); AITEST_TRUE("Parsing path should succeeed", bParseResult); AITEST_EQUAL("Should have 2 path segments", Path.NumSegments(), 2); UStateTreeTest_PropertyObject* Object = NewObject(); Object->InstancedObject = NewObject(); { FString ResolveErrors; TArray Indirections; const bool bResolveResult = Path.ResolveIndirectionsWithValue(FStateTreeDataView(Object), Indirections, &ResolveErrors); AITEST_TRUE("Resolve path should succeeed", bResolveResult); AITEST_EQUAL("Should have 2 indirections", Indirections.Num(), 2); AITEST_TRUE("Object ", Indirections[0].GetAccessType() == EStateTreePropertyAccessType::ObjectInstance); AITEST_TRUE("Object ", Indirections[0].GetContainerStruct() == Object->GetClass()); AITEST_TRUE("Object ", Indirections[0].GetInstanceStruct() == UStateTreeTest_PropertyObjectInstancedWithB::StaticClass()); AITEST_EQUAL("Should not have error", ResolveErrors.Len(), 0); } Object->InstancedObject = NewObject(); { FString ResolveErrors; TArray Indirections; const bool bResolveResult = Path.ResolveIndirectionsWithValue(FStateTreeDataView(Object), Indirections, &ResolveErrors); AITEST_FALSE("Resolve path should fail", bResolveResult); AITEST_EQUAL("Should have 0 indirections", Indirections.Num(), 0); AITEST_NOT_EQUAL("Should have error", ResolveErrors.Len(), 0); } return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_PropertyPathWrongObject, "System.StateTree.PropertyPath.WrongObject"); struct FStateTreeTest_PropertyPathArray : FAITestBase { virtual bool InstantTest() override { FStateTreePropertyPath Path; const bool bParseResult = Path.FromString(TEXT("ArrayOfInts[1]")); AITEST_TRUE("Parsing path should succeeed", bParseResult); AITEST_EQUAL("Should have 1 path segments", Path.NumSegments(), 1); UStateTreeTest_PropertyObject* Object = NewObject(); Object->ArrayOfInts.Add(42); Object->ArrayOfInts.Add(123); FString ResolveErrors; TArray Indirections; const bool bResolveResult = Path.ResolveIndirectionsWithValue(FStateTreeDataView(Object), Indirections, &ResolveErrors); AITEST_TRUE("Resolve path should succeeed", bResolveResult); AITEST_EQUAL("Should have no resolve errors", ResolveErrors.Len(), 0); AITEST_EQUAL("Should have 2 indirections", Indirections.Num(), 2); AITEST_EQUAL("Indirection 0 should be IndexArray type", Indirections[0].GetAccessType(), EStateTreePropertyAccessType::IndexArray); AITEST_EQUAL("Indirection 1 should be Offset type", Indirections[1].GetAccessType(), EStateTreePropertyAccessType::Offset); const int32 Value = *reinterpret_cast(Indirections[1].GetPropertyAddress()); AITEST_EQUAL("Value should be 123", Value, 123); return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_PropertyPathArray, "System.StateTree.PropertyPath.Array"); struct FStateTreeTest_PropertyPathArrayInvalidIndex : FAITestBase { virtual bool InstantTest() override { FStateTreePropertyPath Path; const bool bParseResult = Path.FromString(TEXT("ArrayOfInts[123]")); AITEST_TRUE("Parsing path should succeeed", bParseResult); AITEST_EQUAL("Should have 1 path segments", Path.NumSegments(), 1); UStateTreeTest_PropertyObject* Object = NewObject(); Object->ArrayOfInts.Add(42); Object->ArrayOfInts.Add(123); FString ResolveErrors; TArray Indirections; const bool bResolveResult = Path.ResolveIndirectionsWithValue(FStateTreeDataView(Object), Indirections, &ResolveErrors); AITEST_FALSE("Resolve path should fail", bResolveResult); return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_PropertyPathArrayInvalidIndex, "System.StateTree.PropertyPath.ArrayInvalidIndex"); struct FStateTreeTest_PropertyPathArrayOfStructs : FAITestBase { virtual bool InstantTest() override { FStateTreePropertyPath Path1; Path1.FromString(TEXT("ArrayOfStruct[0].B")); FStateTreePropertyPath Path2; Path2.FromString(TEXT("ArrayOfStruct[2].StructB.B")); UStateTreeTest_PropertyObject* Object = NewObject(); Object->ArrayOfStruct.AddDefaulted_GetRef().B = 3; Object->ArrayOfStruct.AddDefaulted(); Object->ArrayOfStruct.AddDefaulted_GetRef().StructB.B = 42; { FString ResolveErrors; TArray Indirections; const bool bResolveResult = Path1.ResolveIndirectionsWithValue(FStateTreeDataView(Object), Indirections, &ResolveErrors); AITEST_TRUE("Resolve path1 should succeeed", bResolveResult); AITEST_EQUAL("Should have no resolve errors", ResolveErrors.Len(), 0); AITEST_EQUAL("Should have 3 indirections", Indirections.Num(), 3); AITEST_EQUAL("Indirection 0 should be ArrayIndex type", Indirections[0].GetAccessType(), EStateTreePropertyAccessType::IndexArray); AITEST_EQUAL("Indirection 1 should be Offset type", Indirections[1].GetAccessType(), EStateTreePropertyAccessType::Offset); AITEST_EQUAL("Indirection 2 should be Offset type", Indirections[2].GetAccessType(), EStateTreePropertyAccessType::Offset); const int32 Value = *reinterpret_cast(Indirections[2].GetPropertyAddress()); AITEST_EQUAL("Value should be 3", Value, 3); } { FString ResolveErrors; TArray Indirections; const bool bResolveResult = Path2.ResolveIndirectionsWithValue(FStateTreeDataView(Object), Indirections, &ResolveErrors); AITEST_TRUE("Resolve path2 should succeeed", bResolveResult); AITEST_EQUAL("Should have no resolve errors", ResolveErrors.Len(), 0); AITEST_EQUAL("Should have 4 indirections", Indirections.Num(), 4); AITEST_EQUAL("Indirection 0 should be ArrayIndex type", Indirections[0].GetAccessType(), EStateTreePropertyAccessType::IndexArray); AITEST_EQUAL("Indirection 1 should be Offset type", Indirections[1].GetAccessType(), EStateTreePropertyAccessType::Offset); AITEST_EQUAL("Indirection 2 should be Offset type", Indirections[2].GetAccessType(), EStateTreePropertyAccessType::Offset); AITEST_EQUAL("Indirection 3 should be Offset type", Indirections[3].GetAccessType(), EStateTreePropertyAccessType::Offset); const int32 Value = *reinterpret_cast(Indirections[3].GetPropertyAddress()); AITEST_EQUAL("Value should be 42", Value, 42); } return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_PropertyPathArrayOfStructs, "System.StateTree.PropertyPath.ArrayOfStructs"); struct FStateTreeTest_PropertyPathArrayOfInstancedObjects : FAITestBase { virtual bool InstantTest() override { FStateTreePropertyPath Path; Path.FromString(TEXT("ArrayOfInstancedStructs[0].B")); FStateTreeTest_PropertyStruct Struct; Struct.B = 123; UStateTreeTest_PropertyObject* Object = NewObject(); Object->ArrayOfInstancedStructs.Emplace(FConstStructView::Make(Struct)); const bool bUpdateResult = Path.UpdateInstanceStructsFromValue(FStateTreeDataView(Object)); AITEST_TRUE("Update instance types should succeeed", bUpdateResult); AITEST_EQUAL("Should have 2 path segments", Path.NumSegments(), 2); AITEST_TRUE("Path segment 0 instance type should be FStateTreeTest_PropertyStruct", Path.GetSegment(0).GetInstanceStruct() == FStateTreeTest_PropertyStruct::StaticStruct()); AITEST_TRUE("Path segment 1 instance type should be nullptr", Path.GetSegment(1).GetInstanceStruct() == nullptr); { FString ResolveErrors; TArray Indirections; const bool bResolveResult = Path.ResolveIndirections(UStateTreeTest_PropertyObject::StaticClass(), Indirections, &ResolveErrors); AITEST_TRUE("Resolve path should succeeed", bResolveResult); AITEST_EQUAL("Should have no resolve errors", ResolveErrors.Len(), 0); AITEST_EQUAL("Should have 3 indirections", Indirections.Num(), 3); AITEST_EQUAL("Indirection 0 should be ArrayIndex type", Indirections[0].GetAccessType(), EStateTreePropertyAccessType::IndexArray); AITEST_EQUAL("Indirection 1 should be StructInstance type", Indirections[1].GetAccessType(), EStateTreePropertyAccessType::StructInstance); AITEST_EQUAL("Indirection 2 should be Offset type", Indirections[2].GetAccessType(), EStateTreePropertyAccessType::Offset); } { FString ResolveErrors; TArray Indirections; const bool bResolveResult = Path.ResolveIndirectionsWithValue(FStateTreeDataView(Object), Indirections, &ResolveErrors); AITEST_TRUE("Resolve path should succeeed", bResolveResult); AITEST_EQUAL("Should have no resolve errors", ResolveErrors.Len(), 0); AITEST_EQUAL("Should have 3 indirections", Indirections.Num(), 3); AITEST_EQUAL("Indirection 0 should be ArrayIndex type", Indirections[0].GetAccessType(), EStateTreePropertyAccessType::IndexArray); AITEST_EQUAL("Indirection 1 should be StructInstance type", Indirections[1].GetAccessType(), EStateTreePropertyAccessType::StructInstance); AITEST_EQUAL("Indirection 2 should be Offset type", Indirections[2].GetAccessType(), EStateTreePropertyAccessType::Offset); const int32 Value = *reinterpret_cast(Indirections[2].GetPropertyAddress()); AITEST_EQUAL("Value should be 123", Value, 123); } return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_PropertyPathArrayOfInstancedObjects, "System.StateTree.PropertyPath.ArrayOfInstancedObjects"); struct FStateTreeTest_BindingsCompiler : FAITestBase { virtual bool InstantTest() override { FStateTreeCompilerLog Log; FStateTreePropertyBindings Bindings; FStateTreePropertyBindingCompiler BindingCompiler; const bool bInitResult = BindingCompiler.Init(Bindings, Log); AITEST_TRUE("Expect init to succeed", bInitResult); FStateTreeBindableStructDesc SourceADesc; SourceADesc.Name = FName(TEXT("SourceA")); SourceADesc.Struct = TBaseStructure::Get(); SourceADesc.DataSource = EStateTreeBindableStructSource::Parameter; SourceADesc.ID = FGuid::NewGuid(); FStateTreeBindableStructDesc SourceBDesc; SourceBDesc.Name = FName(TEXT("SourceB")); SourceBDesc.Struct = TBaseStructure::Get(); SourceBDesc.DataSource = EStateTreeBindableStructSource::Parameter; SourceBDesc.ID = FGuid::NewGuid(); FStateTreeBindableStructDesc TargetDesc; TargetDesc.Name = FName(TEXT("Target")); TargetDesc.Struct = TBaseStructure::Get(); TargetDesc.DataSource = EStateTreeBindableStructSource::Parameter; TargetDesc.ID = FGuid::NewGuid(); const int32 SourceAIndex = BindingCompiler.AddSourceStruct(SourceADesc); const int32 SourceBIndex = BindingCompiler.AddSourceStruct(SourceBDesc); auto MakeBinding = [](const FGuid& SourceID, const FString& Source, const FGuid& TargetID, const FString& Target) { FStateTreePropertyPath SourcePath; SourcePath.FromString(Source); SourcePath.SetStructID(SourceID); FStateTreePropertyPath TargetPath; TargetPath.FromString(Target); TargetPath.SetStructID(TargetID); return FStateTreePropertyPathBinding(SourcePath, TargetPath); }; TArray PropertyBindings; PropertyBindings.Add(MakeBinding(SourceBDesc.ID, TEXT("Item"), TargetDesc.ID, TEXT("Array[1]"))); PropertyBindings.Add(MakeBinding(SourceADesc.ID, TEXT("Item.B"), TargetDesc.ID, TEXT("Array[1].B"))); PropertyBindings.Add(MakeBinding(SourceADesc.ID, TEXT("Array"), TargetDesc.ID, TEXT("Array"))); int32 CopyBatchIndex = INDEX_NONE; const bool bCompileBatchResult = BindingCompiler.CompileBatch(TargetDesc, PropertyBindings, CopyBatchIndex); AITEST_TRUE("CompileBatch should succeed", bCompileBatchResult); AITEST_NOT_EQUAL("CopyBatchIndex should not be INDEX_NONE", CopyBatchIndex, (int32)INDEX_NONE); BindingCompiler.Finalize(); const bool bResolveResult = Bindings.ResolvePaths(); AITEST_TRUE("ResolvePaths should succeed", bResolveResult); FStateTreeTest_PropertyCopy SourceA; SourceA.Item.B = 123; SourceA.Array.AddDefaulted_GetRef().A = 1; SourceA.Array.AddDefaulted_GetRef().B = 2; FStateTreeTest_PropertyCopy SourceB; SourceB.Item.A = 41; SourceB.Item.B = 42; FStateTreeTest_PropertyCopy Target; AITEST_TRUE("SourceAIndex should be less than max number of source structs.", SourceAIndex < Bindings.GetSourceStructNum()); AITEST_TRUE("SourceBIndex should be less than max number of source structs.", SourceBIndex < Bindings.GetSourceStructNum()); TArray SourceViews; SourceViews.SetNum(Bindings.GetSourceStructNum()); SourceViews[SourceAIndex] = FStateTreeDataView(TBaseStructure::Get(), (uint8*)&SourceA); SourceViews[SourceBIndex] = FStateTreeDataView(TBaseStructure::Get(), (uint8*)&SourceB); FStateTreeDataView TargetView(TBaseStructure::Get(), (uint8*)&Target); const bool bCopyResult = Bindings.CopyTo(SourceViews, FStateTreeIndex16(CopyBatchIndex), TargetView); AITEST_TRUE("CopyTo should succeed", bCopyResult); // Due to binding sorting, we expect them to executed in this order (sorted based on target access, earliest to latest) // SourceA.Array -> Target.Array // SourceB.Item -> Target.Array[1] // SourceA.Item.B -> Target.Array[1].B AITEST_EQUAL("Expect TargetArray to be copied from SourceA", Target.Array.Num(), SourceA.Array.Num()); AITEST_EQUAL("Expect Target.Array[0].A copied from SourceA.Array[0].A", Target.Array[0].A, SourceA.Array[0].A); AITEST_EQUAL("Expect Target.Array[0].B copied from SourceA.Array[0].B", Target.Array[0].B, SourceA.Array[0].B); AITEST_EQUAL("Expect Target.Array[1].A copied from SourceB.Item.A", Target.Array[1].A, SourceB.Item.A); AITEST_EQUAL("Expect Target.Array[1].B copied from SourceA.Item.B", Target.Array[1].B, SourceA.Item.B); return true; } }; IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_BindingsCompiler, "System.StateTree.BindingsCompiler"); UE_ENABLE_OPTIMIZATION_SHIP #undef LOCTEXT_NAMESPACE