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362 lines
10 KiB
C++
362 lines
10 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Components/StateTreeComponent.h"
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#include "GameplayTasksComponent.h"
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#include "StateTreeExecutionContext.h"
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#include "VisualLogger/VisualLogger.h"
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#include "AIController.h"
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#include "Components/StateTreeComponentSchema.h"
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#include "Engine/World.h"
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#include "Tasks/AITask.h"
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#define STATETREE_LOG(Verbosity, Format, ...) UE_VLOG(GetOwner(), LogStateTree, Verbosity, Format, ##__VA_ARGS__)
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#define STATETREE_CLOG(Condition, Verbosity, Format, ...) UE_CVLOG((Condition), GetOwner(), LogStateTree, Verbosity, Format, ##__VA_ARGS__)
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//////////////////////////////////////////////////////////////////////////
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// UStateTreeComponent
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UStateTreeComponent::UStateTreeComponent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bWantsInitializeComponent = true;
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bIsRunning = false;
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bIsPaused = false;
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}
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void UStateTreeComponent::InitializeComponent()
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{
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if (!StateTreeRef.IsValid())
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{
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STATETREE_LOG(Error, TEXT("%s: StateTree asset is not set, cannot initialize."), ANSI_TO_TCHAR(__FUNCTION__));
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return;
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}
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const FStateTreeExecutionContext Context(*GetOwner(), *StateTreeRef.GetStateTree(), InstanceData);
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if (!Context.IsValid())
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{
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STATETREE_LOG(Error, TEXT("%s: Failed to init StateTreeContext."), ANSI_TO_TCHAR(__FUNCTION__));
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}
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}
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#if WITH_EDITOR
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void UStateTreeComponent::PostLoad()
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{
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Super::PostLoad();
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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if (StateTree_DEPRECATED != nullptr)
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{
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StateTreeRef.SetStateTree(StateTree_DEPRECATED);
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StateTreeRef.SyncParameters();
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StateTree_DEPRECATED = nullptr;
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}
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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}
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#endif //WITH_EDITOR
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void UStateTreeComponent::UninitializeComponent()
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{
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}
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bool UStateTreeComponent::CollectExternalData(const FStateTreeExecutionContext& Context, const UStateTree* StateTree, TArrayView<const FStateTreeExternalDataDesc> ExternalDataDescs, TArrayView<FStateTreeDataView> OutDataViews) const
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{
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return UStateTreeComponentSchema::CollectExternalData(Context, StateTree, ExternalDataDescs, OutDataViews);
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}
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bool UStateTreeComponent::SetContextRequirements(FStateTreeExecutionContext& Context, bool bLogErrors)
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{
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Context.SetLinkedStateTreeOverrides(&LinkedStateTreeOverrides);
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Context.SetCollectExternalDataCallback(FOnCollectStateTreeExternalData::CreateUObject(this, &UStateTreeComponent::CollectExternalData));
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return UStateTreeComponentSchema::SetContextRequirements(*this, Context);
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}
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void UStateTreeComponent::BeginPlay()
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{
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Super::BeginPlay();
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if (bStartLogicAutomatically)
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{
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StartLogic();
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}
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}
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void UStateTreeComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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StopLogic(UEnum::GetValueAsString(EndPlayReason));
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Super::EndPlay(EndPlayReason);
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}
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void UStateTreeComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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if (!bIsRunning || bIsPaused)
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{
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return;
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}
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if (!StateTreeRef.IsValid())
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{
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STATETREE_LOG(Warning, TEXT("%s: Trying to tick State Tree component with invalid asset."), ANSI_TO_TCHAR(__FUNCTION__));
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return;
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}
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FStateTreeExecutionContext Context(*GetOwner(), *StateTreeRef.GetStateTree(), InstanceData);
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if (SetContextRequirements(Context))
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{
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const EStateTreeRunStatus PreviousRunStatus = Context.GetStateTreeRunStatus();
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const EStateTreeRunStatus CurrentRunStatus = Context.Tick(DeltaTime);
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if (CurrentRunStatus != PreviousRunStatus)
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{
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OnStateTreeRunStatusChanged.Broadcast(CurrentRunStatus);
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}
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}
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}
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void UStateTreeComponent::StartLogic()
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{
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STATETREE_LOG(Log, TEXT("%s: Start Logic"), ANSI_TO_TCHAR(__FUNCTION__));
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if (!StateTreeRef.IsValid())
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{
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STATETREE_LOG(Warning, TEXT("%s: Trying to start State Tree component with invalid asset."), ANSI_TO_TCHAR(__FUNCTION__));
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return;
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}
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FStateTreeExecutionContext Context(*GetOwner(), *StateTreeRef.GetStateTree(), InstanceData);
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if (SetContextRequirements(Context))
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{
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const EStateTreeRunStatus PreviousRunStatus = Context.GetStateTreeRunStatus();
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const EStateTreeRunStatus CurrentRunStatus = Context.Start(&StateTreeRef.GetParameters());
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bIsRunning = CurrentRunStatus == EStateTreeRunStatus::Running;
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if (CurrentRunStatus != PreviousRunStatus)
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{
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OnStateTreeRunStatusChanged.Broadcast(CurrentRunStatus);
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}
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}
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}
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void UStateTreeComponent::RestartLogic()
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{
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STATETREE_LOG(Log, TEXT("%s: Restart Logic"), ANSI_TO_TCHAR(__FUNCTION__));
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if (!StateTreeRef.IsValid())
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{
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STATETREE_LOG(Warning, TEXT("%s: Trying to restart State Tree component with invalid asset."), ANSI_TO_TCHAR(__FUNCTION__));
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return;
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}
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FStateTreeExecutionContext Context(*GetOwner(), *StateTreeRef.GetStateTree(), InstanceData);
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if (SetContextRequirements(Context))
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{
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const EStateTreeRunStatus PreviousRunStatus = Context.GetStateTreeRunStatus();
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const EStateTreeRunStatus CurrentRunStatus = Context.Start(&StateTreeRef.GetParameters());
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bIsRunning = CurrentRunStatus == EStateTreeRunStatus::Running;
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if (CurrentRunStatus != PreviousRunStatus)
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{
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OnStateTreeRunStatusChanged.Broadcast(CurrentRunStatus);
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}
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}
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}
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void UStateTreeComponent::StopLogic(const FString& Reason)
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{
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STATETREE_LOG(Log, TEXT("%s: Stopping, reason: \'%s\'"), ANSI_TO_TCHAR(__FUNCTION__), *Reason);
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if (!bIsRunning)
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{
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return;
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}
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if (!StateTreeRef.IsValid())
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{
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STATETREE_LOG(Warning, TEXT("%s: Trying to stop State Tree component with invalid asset."), ANSI_TO_TCHAR(__FUNCTION__));
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return;
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}
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FStateTreeExecutionContext Context(*GetOwner(), *StateTreeRef.GetStateTree(), InstanceData);
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if (SetContextRequirements(Context))
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{
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const EStateTreeRunStatus PreviousRunStatus = Context.GetStateTreeRunStatus();
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const EStateTreeRunStatus CurrentRunStatus = Context.Stop();
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bIsRunning = false;
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if (CurrentRunStatus != PreviousRunStatus)
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{
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OnStateTreeRunStatusChanged.Broadcast(CurrentRunStatus);
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}
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}
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}
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void UStateTreeComponent::Cleanup()
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{
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StopLogic(TEXT("Cleanup"));
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}
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void UStateTreeComponent::PauseLogic(const FString& Reason)
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{
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STATETREE_LOG(Log, TEXT("%s: Execution updates: PAUSED (%s)"), ANSI_TO_TCHAR(__FUNCTION__), *Reason);
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bIsPaused = true;
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}
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EAILogicResuming::Type UStateTreeComponent::ResumeLogic(const FString& Reason)
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{
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STATETREE_LOG(Log, TEXT("%s: Execution updates: RESUMED (%s)"), ANSI_TO_TCHAR(__FUNCTION__), *Reason);
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const EAILogicResuming::Type SuperResumeResult = Super::ResumeLogic(Reason);
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if (!!bIsPaused)
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{
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bIsPaused = false;
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if (SuperResumeResult == EAILogicResuming::Continue)
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{
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// Nop
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}
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else if (SuperResumeResult == EAILogicResuming::RestartedInstead)
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{
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RestartLogic();
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}
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}
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return SuperResumeResult;
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}
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bool UStateTreeComponent::IsRunning() const
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{
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return bIsRunning;
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}
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bool UStateTreeComponent::IsPaused() const
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{
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return bIsPaused;
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}
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UGameplayTasksComponent* UStateTreeComponent::GetGameplayTasksComponent(const UGameplayTask& Task) const
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{
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const UAITask* AITask = Cast<const UAITask>(&Task);
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return (AITask && AITask->GetAIController()) ? AITask->GetAIController()->GetGameplayTasksComponent(Task) : Task.GetGameplayTasksComponent();
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}
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AActor* UStateTreeComponent::GetGameplayTaskOwner(const UGameplayTask* Task) const
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{
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if (Task == nullptr)
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{
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return GetAIOwner();
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}
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const UAITask* AITask = Cast<const UAITask>(Task);
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if (AITask)
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{
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return AITask->GetAIController();
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}
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const UGameplayTasksComponent* TasksComponent = Task->GetGameplayTasksComponent();
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return TasksComponent ? TasksComponent->GetGameplayTaskOwner(Task) : nullptr;
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}
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AActor* UStateTreeComponent::GetGameplayTaskAvatar(const UGameplayTask* Task) const
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{
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if (Task == nullptr)
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{
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return GetAIOwner() ? GetAIOwner()->GetPawn() : nullptr;
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}
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const UAITask* AITask = Cast<const UAITask>(Task);
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if (AITask)
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{
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return AITask->GetAIController() ? AITask->GetAIController()->GetPawn() : nullptr;
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}
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const UGameplayTasksComponent* TasksComponent = Task->GetGameplayTasksComponent();
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return TasksComponent ? TasksComponent->GetGameplayTaskAvatar(Task) : nullptr;
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}
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uint8 UStateTreeComponent::GetGameplayTaskDefaultPriority() const
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{
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return static_cast<uint8>(EAITaskPriority::AutonomousAI);
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}
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void UStateTreeComponent::OnGameplayTaskInitialized(UGameplayTask& Task)
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{
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const UAITask* AITask = Cast<const UAITask>(&Task);
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if (AITask && (AITask->GetAIController() == nullptr))
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{
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// this means that the task has either been created without specifying
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// UAITAsk::OwnerController's value (like via BP's Construct Object node)
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// or it has been created in C++ with inappropriate function
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UE_LOG(LogStateTree, Error, TEXT("Missing AIController in AITask %s"), *AITask->GetName());
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}
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}
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TSubclassOf<UStateTreeSchema> UStateTreeComponent::GetSchema() const
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{
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return UStateTreeComponentSchema::StaticClass();
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}
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void UStateTreeComponent::SetStartLogicAutomatically(const bool bInStartLogicAutomatically)
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{
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bStartLogicAutomatically = bInStartLogicAutomatically;
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}
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void UStateTreeComponent::SendStateTreeEvent(const FStateTreeEvent& Event)
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{
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SendStateTreeEvent(Event.Tag, Event.Payload, Event.Origin);
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}
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void UStateTreeComponent::SendStateTreeEvent(const FGameplayTag Tag, const FConstStructView Payload, const FName Origin)
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{
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if (!bIsRunning)
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{
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STATETREE_LOG(Warning, TEXT("%s: Trying to send event to a State Tree that is not started yet."), ANSI_TO_TCHAR(__FUNCTION__));
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return;
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}
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if (!StateTreeRef.IsValid())
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{
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STATETREE_LOG(Warning, TEXT("%s: Trying to send event to State Tree component with invalid asset."), ANSI_TO_TCHAR(__FUNCTION__));
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return;
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}
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InstanceData.GetMutableEventQueue().SendEvent(this, Tag, Payload, Origin);
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}
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EStateTreeRunStatus UStateTreeComponent::GetStateTreeRunStatus() const
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{
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if (const FStateTreeExecutionState* Exec = InstanceData.GetExecutionState())
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{
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return Exec->TreeRunStatus;
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}
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return EStateTreeRunStatus::Failed;
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}
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#if WITH_GAMEPLAY_DEBUGGER
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FString UStateTreeComponent::GetDebugInfoString() const
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{
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if (!StateTreeRef.IsValid())
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{
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return FString("No StateTree to run.");
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}
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return FConstStateTreeExecutionContextView(*GetOwner(), *StateTreeRef.GetStateTree(), InstanceData).Get().GetDebugInfoString();
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}
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TArray<FName> UStateTreeComponent::GetActiveStateNames() const
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{
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if (!StateTreeRef.IsValid())
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{
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return TArray<FName>();
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}
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return FConstStateTreeExecutionContextView(*GetOwner(), *StateTreeRef.GetStateTree(), InstanceData).Get().GetActiveStateNames();
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}
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#endif // WITH_GAMEPLAY_DEBUGGER
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#undef STATETREE_LOG
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#undef STATETREE_CLOG
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