// Copyright Epic Games, Inc. All Rights Reserved. #include "StateTreeBaker.h" #include "StateTree.h" #include "StateTreeEditorData.h" #include "StateTreeTypes.h" #include "Conditions/StateTreeCondition_Common.h" #include "StateTreeEvaluatorBase.h" #include "StateTreeTaskBase.h" #include "StateTreeConditionBase.h" #include "StateTreeState.h" #include "StateTreeExecutionContext.h" #include "CoreMinimal.h" #include "StateTreePropertyBindingCompiler.h" bool FStateTreeBaker::Bake(UStateTree& InStateTree) { StateTree = &InStateTree; TreeData = Cast(StateTree->EditorData); if (!TreeData) { return false; } // Cleanup existing state StateTree->ResetBaked(); BindingsCompiler.Init(StateTree->PropertyBindings, Log); if (!CreateStates()) { StateTree->ResetBaked(); return false; } if (!CreateStateTransitions()) { StateTree->ResetBaked(); return false; } BindingsCompiler.Finalize(); // TODO: This is just for testing. It should be called just before use. StateTree->ResolvePropertyPaths(); StateTree->Link(); StateTree->InitInstanceStorageType(); return true; } FStateTreeHandle FStateTreeBaker::GetStateHandle(const FGuid& StateID) const { const int32* Idx = IDToState.Find(StateID); if (Idx == nullptr) { return FStateTreeHandle::Invalid; } return FStateTreeHandle(uint16(*Idx)); } bool FStateTreeBaker::CreateStates() { // Create item for the runtime execution state StateTree->Instances.Add(FInstancedStruct::Make()); for (UStateTreeState* Routine : TreeData->Routines) { if (Routine) { if (!CreateStateRecursive(*Routine, FStateTreeHandle::Invalid)) { return false; } } } return true; } bool FStateTreeBaker::CreateStateTransitions() { for (int32 i = 0; i < StateTree->States.Num(); i++) { FBakedStateTreeState& BakedState = StateTree->States[i]; UStateTreeState* SourceState = SourceStates[i]; check(SourceState != nullptr); FStateTreeCompilerLogStateScope LogStateScope(SourceState, Log); // Enter conditions. BakedState.EnterConditionsBegin = uint16(StateTree->Items.Num()); for (FStateTreeConditionItem& ConditionItem : SourceState->EnterConditions) { if (!CreateCondition(ConditionItem)) { Log.Reportf(EMessageSeverity::Error, TEXT("Failed to create state enter condition.")); return false; } } BakedState.EnterConditionsNum = uint8(uint16(StateTree->Items.Num()) - BakedState.EnterConditionsBegin); // Transitions BakedState.TransitionsBegin = uint16(StateTree->Transitions.Num()); for (FStateTreeTransition& Transition : SourceState->Transitions) { FBakedStateTransition& BakedTransition = StateTree->Transitions.AddDefaulted_GetRef(); BakedTransition.Event = Transition.Event; BakedTransition.Type = Transition.State.Type; BakedTransition.GateDelay = (uint8)FMath::Clamp(FMath::CeilToInt(Transition.GateDelay * 10.0f), 0, 255); BakedTransition.State = FStateTreeHandle::Invalid; if (!ResolveTransitionState(*SourceState, Transition.State, BakedTransition.State)) { return false; } // Note: Unset transition is allowed here. It can be used to mask a transition at parent. BakedTransition.ConditionsBegin = uint16(StateTree->Items.Num()); for (FStateTreeConditionItem& ConditionItem : Transition.Conditions) { if (!CreateCondition(ConditionItem)) { Log.Reportf(EMessageSeverity::Error, TEXT("Failed to create condition for transition to %s."), *Transition.State.Name.ToString()); return false; } } BakedTransition.ConditionsNum = uint8(uint16(StateTree->Items.Num()) - BakedTransition.ConditionsBegin); } BakedState.TransitionsNum = uint8(uint16(StateTree->Transitions.Num()) - BakedState.TransitionsBegin); } // @todo: Add test to check that all success/failure transition is possible (see editor). return true; } bool FStateTreeBaker::ResolveTransitionState(const UStateTreeState& SourceState, const FStateTreeStateLink& Link, FStateTreeHandle& OutTransitionHandle) const { if (Link.Type == EStateTreeTransitionType::GotoState) { OutTransitionHandle = GetStateHandle(Link.ID); if (!OutTransitionHandle.IsValid()) { Log.Reportf(EMessageSeverity::Error, TEXT("Failed to resolve transition to state %s."), *Link.Name.ToString()); return false; } } else if (Link.Type == EStateTreeTransitionType::NextState) { // Find next state. const UStateTreeState* NextState = SourceState.GetNextSiblingState(); if (NextState == nullptr) { Log.Reportf(EMessageSeverity::Error, TEXT("Failed to resolve transition, there's no next state.")); return false; } OutTransitionHandle = GetStateHandle(NextState->ID); if (!OutTransitionHandle.IsValid()) { Log.Reportf(EMessageSeverity::Error, TEXT("Failed to resolve transition next state, no handle found for %s."), *NextState->Name.ToString()); return false; } } return true; } bool FStateTreeBaker::CreateCondition(const FStateTreeConditionItem& CondItem) { if (!CondItem.Item.IsValid()) { // Empty line in conditions array, just silently ignore. return true; } FStateTreeBindableStructDesc StructDesc; StructDesc.ID = CondItem.ID; StructDesc.Name = CondItem.Item.GetScriptStruct()->GetFName(); // Check that item has valid instance initialized. if (!CondItem.Instance.IsValid() && CondItem.InstanceObject == nullptr) { Log.Reportf(EMessageSeverity::Error, StructDesc, TEXT("Malformed condition, missing instance value.")); return false; } // Copy the condition FInstancedStruct& Item = StateTree->Items.AddDefaulted_GetRef(); Item = CondItem.Item; FStateTreeConditionBase& Cond = Item.GetMutable(); if (CondItem.Instance.IsValid()) { // Struct instance FInstancedStruct& Instance = StateTree->Instances.AddDefaulted_GetRef(); const int32 InstanceIndex = StateTree->Instances.Num() - 1; Instance = CondItem.Instance; // Create binding source struct descriptor. StructDesc.Struct = Instance.GetScriptStruct(); StructDesc.Name = StructDesc.Struct->GetFName(); check(InstanceIndex <= int32(MAX_uint16)); Cond.InstanceIndex = uint16(InstanceIndex); Cond.bInstanceIsObject = false; } else { // Object Instance check(CondItem.InstanceObject != nullptr); UObject* Instance = DuplicateObject(CondItem.InstanceObject, StateTree); StateTree->InstanceObjects.Add(Instance); const int32 InstanceIndex = StateTree->InstanceObjects.Num() - 1; // Create binding source struct descriptor. StructDesc.Struct = Instance->GetClass(); StructDesc.Name = StructDesc.Struct->GetFName(); check(InstanceIndex <= int32(MAX_uint16)); Cond.InstanceIndex = uint16(InstanceIndex); Cond.bInstanceIsObject = true; } // Mark the struct as binding source. const int32 SourceStructIndex = BindingsCompiler.AddSourceStruct(StructDesc); // Check that the bindings for this struct are still all valid. TArray Bindings; if (!GetAndValidateBindings(StructDesc, Bindings)) { return false; } // Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs. int32 BatchIndex = INDEX_NONE; if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex)) { return false; } check(BatchIndex < int32(MAX_uint16)); Cond.BindingsBatch = BatchIndex == INDEX_NONE ? FStateTreeHandle::Invalid : FStateTreeHandle(uint16(BatchIndex)); check(SourceStructIndex <= int32(MAX_uint16)); Cond.DataViewIndex = uint16(SourceStructIndex); return true; } bool FStateTreeBaker::IsPropertyAnyEnum(const FStateTreeBindableStructDesc& Struct, FStateTreeEditorPropertyPath Path) const { bool bIsAnyEnum = false; TArray Segments; const FProperty* LeafProperty = nullptr; int32 LeafArrayIndex = INDEX_NONE; const bool bResolved = FStateTreePropertyBindingCompiler::ResolvePropertyPath(Struct, Path, Segments, LeafProperty, LeafArrayIndex); if (bResolved && LeafProperty) { if (const FProperty* OwnerProperty = LeafProperty->GetOwnerProperty()) { if (const FStructProperty* OwnerStructProperty = CastField(OwnerProperty)) { bIsAnyEnum = OwnerStructProperty->Struct == FStateTreeAnyEnum::StaticStruct(); } } } return bIsAnyEnum; } bool FStateTreeBaker::GetAndValidateBindings(const FStateTreeBindableStructDesc& TargetStruct, TArray& OutBindings) const { OutBindings.Reset(); for (const FStateTreeEditorPropertyBinding& Binding : TreeData->EditorBindings.GetBindings()) { if (Binding.TargetPath.StructID != TargetStruct.ID) { continue; } // Source must be one of the source structs we have discovered in the tree. const FGuid SourceStructID = Binding.SourcePath.StructID; const int32 SourceStructIdx = BindingsCompiler.GetSourceStructIndexByID(SourceStructID); if (SourceStructIdx == INDEX_NONE) { Log.Reportf(EMessageSeverity::Error, TargetStruct, TEXT("Failed to find binding source %s:%s."), *TargetStruct.Name.ToString(), *Binding.SourcePath.ToString()); return false; } const FStateTreeBindableStructDesc& SourceStruct = BindingsCompiler.GetSourceStructDesc(SourceStructIdx); // Source must be accessible by the target struct. TArray AccessibleStructs; TreeData->GetAccessibleStructs(Binding.TargetPath.StructID, AccessibleStructs); const bool SourceAccessible = AccessibleStructs.ContainsByPredicate([SourceStructID](const FStateTreeBindableStructDesc& Structs) { return (Structs.ID == SourceStructID); }); if (!SourceAccessible) { Log.Reportf(EMessageSeverity::Error, TargetStruct, TEXT("%s:%s is not accessible to %s:%s."), *SourceStruct.Name.ToString(), *Binding.SourcePath.ToString(), *TargetStruct.Name.ToString(), *Binding.TargetPath.ToString()); return false; } // Special case fo AnyEnum. StateTreeBindingExtension allows AnyEnums to bind to other enum types. // The actual copy will be done via potential type promotion copy, into the value property inside the AnyEnum. // We amend the paths here to point to the 'Value' property. const bool bSourceIsAnyEnum = IsPropertyAnyEnum(SourceStruct, Binding.SourcePath); const bool bTargetIsAnyEnum = IsPropertyAnyEnum(TargetStruct, Binding.TargetPath); if (bSourceIsAnyEnum || bTargetIsAnyEnum) { FStateTreeEditorPropertyBinding ModifiedBinding(Binding); if (bSourceIsAnyEnum) { ModifiedBinding.SourcePath.Path.Add(GET_MEMBER_NAME_STRING_CHECKED(FStateTreeAnyEnum, Value)); } if (bTargetIsAnyEnum) { ModifiedBinding.TargetPath.Path.Add(GET_MEMBER_NAME_STRING_CHECKED(FStateTreeAnyEnum, Value)); } OutBindings.Add(ModifiedBinding); } else { OutBindings.Add(Binding); } } return true; } bool FStateTreeBaker::CreateTask(const FStateTreeTaskItem& TaskItem) { // Silently ignore empty items. if (!TaskItem.Item.IsValid()) { return true; } // Create binding source struct descriptor. FStateTreeBindableStructDesc StructDesc; StructDesc.ID = TaskItem.ID; StructDesc.Name = TaskItem.Item.GetScriptStruct()->GetFName(); // Check that item has valid instance initialized. if (!TaskItem.Instance.IsValid() && TaskItem.InstanceObject == nullptr) { Log.Reportf(EMessageSeverity::Error, StructDesc, TEXT("Malformed evaluator, missing instance value.")); return false; } // Copy the task FInstancedStruct& Item = StateTree->Items.AddDefaulted_GetRef(); Item = TaskItem.Item; FStateTreeTaskBase& Task = Item.GetMutable(); if (TaskItem.Instance.IsValid()) { // Struct Instance FInstancedStruct& Instance = StateTree->Instances.AddDefaulted_GetRef(); const int32 InstanceIndex = StateTree->Instances.Num() - 1; Instance = TaskItem.Instance; // Create binding source struct descriptor. StructDesc.Struct = Instance.GetScriptStruct(); StructDesc.Name = Task.Name; check(InstanceIndex <= int32(MAX_uint16)); Task.InstanceIndex = uint16(InstanceIndex); Task.bInstanceIsObject = false; } else { // Object Instance check(TaskItem.InstanceObject != nullptr); UObject* Instance = DuplicateObject(TaskItem.InstanceObject, StateTree); StateTree->InstanceObjects.Add(Instance); const int32 InstanceIndex = StateTree->InstanceObjects.Num() - 1; // Create binding source struct descriptor. StructDesc.Struct = Instance->GetClass(); StructDesc.Name = Task.Name; check(InstanceIndex <= int32(MAX_uint16)); Task.InstanceIndex = uint16(InstanceIndex); Task.bInstanceIsObject = true; } // Mark the instance as binding source. const int32 SourceStructIndex = BindingsCompiler.AddSourceStruct(StructDesc); // Check that the bindings for this struct are still all valid. TArray Bindings; if (!GetAndValidateBindings(StructDesc, Bindings)) { return false; } // Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs. int32 BatchIndex = INDEX_NONE; if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex)) { return false; } check(BatchIndex < int32(MAX_uint16)); Task.BindingsBatch = BatchIndex == INDEX_NONE ? FStateTreeHandle::Invalid : FStateTreeHandle(uint16(BatchIndex)); check(SourceStructIndex <= int32(MAX_uint16)); Task.DataViewIndex = uint16(SourceStructIndex); return true; } bool FStateTreeBaker::CreateEvaluator(const FStateTreeEvaluatorItem& EvaluatorItem) { // Silently ignore empty items. if (!EvaluatorItem.Item.IsValid()) { return true; } // Create binding source struct descriptor. FStateTreeBindableStructDesc StructDesc; StructDesc.ID = EvaluatorItem.ID; StructDesc.Name = EvaluatorItem.Item.GetScriptStruct()->GetFName(); // Check that item has valid instance initialized. if (!EvaluatorItem.Instance.IsValid() && EvaluatorItem.InstanceObject == nullptr) { Log.Reportf(EMessageSeverity::Error, StructDesc, TEXT("Malformed evaluator, missing instance value.")); return false; } // Copy the evaluator FInstancedStruct& Item = StateTree->Items.AddDefaulted_GetRef(); Item = EvaluatorItem.Item; FStateTreeEvaluatorBase& Eval = Item.GetMutable(); if (EvaluatorItem.Instance.IsValid()) { // Struct Instance FInstancedStruct& Instance = StateTree->Instances.AddDefaulted_GetRef(); const int32 InstanceIndex = StateTree->Instances.Num() - 1; Instance = EvaluatorItem.Instance; // Create binding source struct descriptor. StructDesc.Struct = Instance.GetScriptStruct(); StructDesc.Name = Eval.Name; check(InstanceIndex <= int32(MAX_uint16)); Eval.InstanceIndex = uint16(InstanceIndex); Eval.bInstanceIsObject = false; } else { // Object Instance check(EvaluatorItem.InstanceObject != nullptr); UObject* Instance = DuplicateObject(EvaluatorItem.InstanceObject, StateTree); StateTree->InstanceObjects.Add(Instance); const int32 InstanceIndex = StateTree->InstanceObjects.Num() - 1; // Create binding source struct descriptor. StructDesc.Struct = Instance->GetClass(); StructDesc.Name = Eval.Name; check(InstanceIndex <= int32(MAX_uint16)); Eval.InstanceIndex = uint16(InstanceIndex); Eval.bInstanceIsObject = true; } // Mark the instance as binding source. const int32 SourceStructIndex = BindingsCompiler.AddSourceStruct(StructDesc); // Check that the bindings for this struct are still all valid. TArray Bindings; if (!GetAndValidateBindings(StructDesc, Bindings)) { return false; } // Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs. int32 BatchIndex = INDEX_NONE; if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex)) { return false; } check(BatchIndex < int32(MAX_uint16)); Eval.BindingsBatch = BatchIndex == INDEX_NONE ? FStateTreeHandle::Invalid : FStateTreeHandle(uint16(BatchIndex)); check(SourceStructIndex <= int32(MAX_uint16)); Eval.DataViewIndex = uint16(SourceStructIndex); return true; } bool FStateTreeBaker::CreateStateRecursive(UStateTreeState& State, const FStateTreeHandle Parent) { FStateTreeCompilerLogStateScope LogStateScope(&State, Log); const int32 StateIdx = StateTree->States.AddDefaulted(); FBakedStateTreeState& BakedState = StateTree->States[StateIdx]; BakedState.Name = State.Name; BakedState.Parent = Parent; SourceStates.Add(&State); IDToState.Add(State.ID, StateIdx); check(StateTree->Instances.Num() <= int32(MAX_uint16)); // Collect evaluators check(StateTree->Items.Num() <= int32(MAX_uint16)); BakedState.EvaluatorsBegin = uint16(StateTree->Items.Num()); for (FStateTreeEvaluatorItem& EvaluatorItem : State.Evaluators) { if (!CreateEvaluator(EvaluatorItem)) { return false; } } const int32 EvaluatorsNum = StateTree->Items.Num() - int32(BakedState.EvaluatorsBegin); check(EvaluatorsNum <= int32(MAX_uint8)); BakedState.EvaluatorsNum = uint8(EvaluatorsNum); // Collect tasks check(StateTree->Items.Num() <= int32(MAX_uint16)); BakedState.TasksBegin = uint16(StateTree->Items.Num()); for (FStateTreeTaskItem& TaskItem : State.Tasks) { if (!CreateTask(TaskItem)) { return false; } } if (!CreateTask(State.SingleTask)) { return false; } const int32 TasksNum = StateTree->Items.Num() - int32(BakedState.TasksBegin); check(TasksNum <= int32(MAX_uint8)); BakedState.TasksNum = uint8(TasksNum); // Child states check(StateTree->States.Num() <= int32(MAX_uint16)); BakedState.ChildrenBegin = uint16(StateTree->States.Num()); for (UStateTreeState* Child : State.Children) { if (Child) { if (!CreateStateRecursive(*Child, FStateTreeHandle((uint16)StateIdx))) { return false; } } } check(StateTree->States.Num() <= int32(MAX_uint16)); StateTree->States[StateIdx].ChildrenEnd = uint16(StateTree->States.Num()); // Cannot use BakedState here, it may be invalid due to array resize. return true; }