Files
UnrealEngineUWP/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
Ben Marsh 4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00

172 lines
4.9 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Templates/SubclassOf.h"
#include "Engine/EngineTypes.h"
#include "GameFramework/Pawn.h"
#include "FunctionalTest.h"
#include "GenericTeamAgentInterface.h"
#include "FunctionalAITest.generated.h"
class AAIController;
class AFunctionalAITest;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FFunctionalTestAISpawned, AAIController*, Controller, APawn*, Pawn);
USTRUCT()
struct FAITestSpawnInfo
{
GENERATED_USTRUCT_BODY()
/** Determines AI to be spawned */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=AISpawn)
TSubclassOf<class APawn> PawnClass;
/** class to override default pawn's controller class. If None the default will be used*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=AISpawn)
TSubclassOf<class AAIController> ControllerClass;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=AISpawn)
FGenericTeamId TeamID;
/** if set will be applied to spawned AI */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=AISpawn)
class UBehaviorTree* BehaviorTree;
/** Where should AI be spawned */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=AISpawn)
AActor* SpawnLocation;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=AISpawn, meta=(UIMin=1, ClampMin=1))
int32 NumberToSpawn;
/** delay between consecutive spawn attempts */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AISpawn, meta = (UIMin = 0, ClampMin = 0))
float SpawnDelay;
/** delay before attempting first spawn */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AISpawn, meta = (UIMin = 0, ClampMin = 0))
float PreSpawnDelay;
/** Gets filled owning spawn set upon game start */
FName SpawnSetName;
FAITestSpawnInfo() : NumberToSpawn(1)
{}
FORCEINLINE bool IsValid() const { return PawnClass != NULL && SpawnLocation != NULL; }
bool Spawn(AFunctionalAITest* AITest) const;
};
USTRUCT()
struct FPendingDelayedSpawn : public FAITestSpawnInfo
{
GENERATED_USTRUCT_BODY()
uint32 NumberToSpawnLeft;
float TimeToNextSpawn;
bool bFinished;
FPendingDelayedSpawn()
: NumberToSpawnLeft(uint32(-1)), TimeToNextSpawn(FLT_MAX), bFinished(true)
{}
FPendingDelayedSpawn(const FAITestSpawnInfo& Source);
void Tick(float TimeDelta, AFunctionalAITest* AITest);
};
USTRUCT()
struct FAITestSpawnSet
{
GENERATED_USTRUCT_BODY()
/** what to spawn */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=AISpawn)
TArray<FAITestSpawnInfo> SpawnInfoContainer;
/** give the set a name to help identify it if need be */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=AISpawn)
FName Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=AISpawn)
uint32 bEnabled:1;
/** location used for spawning if spawn info doesn't define one */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AISpawn)
AActor* FallbackSpawnLocation;
FAITestSpawnSet() : bEnabled(true)
{}
};
UCLASS(Blueprintable, MinimalAPI)
class AFunctionalAITest : public AFunctionalTest
{
GENERATED_UCLASS_BODY()
protected:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=AITest)
TArray<FAITestSpawnSet> SpawnSets;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = AITest, meta = (UIMin = "0.0"))
float SpawnLocationRandomizationRange;
UPROPERTY(BlueprintReadOnly, Category=AITest)
TArray<APawn*> SpawnedPawns;
UPROPERTY(BlueprintReadOnly, Category = AITest)
TArray<FPendingDelayedSpawn> PendingDelayedSpawns;
int32 CurrentSpawnSetIndex;
FString CurrentSpawnSetName;
/** Called when a single AI finished spawning */
UPROPERTY(BlueprintAssignable)
FFunctionalTestAISpawned OnAISpawned;
/** Called when a all AI finished spawning */
UPROPERTY(BlueprintAssignable)
FFunctionalTestEventSignature OnAllAISPawned;
/** if set, ftest will postpone start until navmesh is fully generated */
UPROPERTY(BlueprintReadOnly, Category = AITest)
uint32 bWaitForNavMesh : 1;
uint32 bSingleSetRun:1;
public:
UFUNCTION(BlueprintCallable, Category = "Development")
virtual bool IsOneOfSpawnedPawns(AActor* Actor);
// AActor interface begin
virtual void BeginPlay() override;
virtual void Tick(float DeltaSeconds) override;
// AActor interface end
virtual bool RunTest(const TArray<FString>& Params = TArray<FString>()) override;
virtual bool IsReady_Implementation() override;
virtual bool WantsToRunAgain() const override;
virtual void GatherRelevantActors(TArray<AActor*>& OutActors) const override;
virtual void CleanUp() override;
virtual FString GetAdditionalTestFinishedMessage(EFunctionalTestResult TestResult) const override;
virtual FString GetReproString() const override;
void AddSpawnedPawn(APawn& SpawnedPawn);
FVector GetRandomizedLocation(const FVector& Location) const;
protected:
void KillOffSpawnedPawns();
void ClearPendingDelayedSpawns();
void StartSpawning();
void OnSpawningFailure();
bool IsNavMeshReady() const;
FTimerHandle NavmeshDelayTimer;
};