// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "StateTreeTypes.h" #include "StateTreeNodeBase.h" #include "StateTreeEvaluatorBase.generated.h" struct FStateTreeExecutionContext; /** * Base struct of StateTree Evaluators. * Evaluators calculate and expose data to be used for decision making in a StateTree. */ USTRUCT() struct STATETREEMODULE_API FStateTreeEvaluatorBase : public FStateTreeNodeBase { GENERATED_BODY() /** * Called when a new state is entered and evaluator is part of active states. The change type parameter describes if the evaluator's state * was previously part of the list of active states (Sustained), or if it just became active (Changed). * @param Context Reference to current execution context. * @param ChangeType Describes the change type (Changed/Sustained). * @param Transition Describes the states involved in the transition */ virtual void EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const {} /** * Called when a current state is exited and evaluator is part of active states. The change type parameter describes if the evaluator's state * will be active after the transition (Sustained), or if it will became inactive (Changed). * @param Context Reference to current execution context. * @param ChangeType Describes the change type (Changed/Sustained). * @param Transition Describes the states involved in the transition */ virtual void ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const {} /** * Called Right after a state has been completed. StateCompleted is called in reverse order to allow to propagate state to Evaluators and Tasks that * are executed earlier in the tree. Note that StateCompleted is not called if conditional transition changes the state. * @param Context Reference to current execution context. * @param CompletionStatus Describes the running status of the completed state (Succeeded/Failed). * @param CompletedState Handle of the state that was completed. */ virtual void StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeHandle CompletedState) const {} /** * Called when evaluator needs to be updated. EvalType describes if the tick happens during state tree tick when the evaluator is on active state (Tick), * or during state selection process when the evaluator's state is visited while it's inactive (PreSelection). * That is, type "Tick" means that the call happens between EnterState()/ExitState() pair, "PreSelection" is used otherwise. * @param Context Reference to current execution context. * @param EvalType Describes tick type. * @param DeltaTime Time since last StateTree tick, or 0 if called during preselection. */ virtual void Evaluate(FStateTreeExecutionContext& Context, const EStateTreeEvaluationType EvalType, const float DeltaTime) const {} #if WITH_GAMEPLAY_DEBUGGER virtual void AppendDebugInfoString(FString& DebugString, const FStateTreeExecutionContext& Context) const; #endif // WITH_GAMEPLAY_DEBUGGER }; /** * Base class (namespace) for all common Evaluators that are generally applicable. * This allows schemas to safely include all Evaluators child of this struct. */ USTRUCT(Meta=(Hidden)) struct STATETREEMODULE_API FStateTreeEvaluatorCommonBase : public FStateTreeEvaluatorBase { GENERATED_BODY() };