Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/StateTreeExecutionContext.cpp
mikko mononen 2c797f2adb StateTree: Changed completion transitions to trigger at the state that was first completed.
- record the first completed state on EnterState() and TickTasks()
- returning succeeded on any node in EnterState() now behaves the same as returning succeeded on Tick()

#rb Mieszko.Zielinski
#preflight 637caf2df514e1ded9f280e4

[CL 23233890 by mikko mononen in ue5-main branch]
2022-11-22 08:13:54 -05:00

1689 lines
61 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeExecutionContext.h"
#include "StateTree.h"
#include "StateTreeTaskBase.h"
#include "StateTreeEvaluatorBase.h"
#include "StateTreeConditionBase.h"
#include "Containers/StaticArray.h"
#include "VisualLogger/VisualLogger.h"
#include "ProfilingDebugging/CsvProfiler.h"
#include "Logging/LogScopedVerbosityOverride.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeExecutionContext)
#define STATETREE_LOG(Verbosity, Format, ...) UE_VLOG_UELOG(GetOwner(), LogStateTree, Verbosity, TEXT("%s") Format, *GetInstanceDescription(), ##__VA_ARGS__)
#define STATETREE_CLOG(Condition, Verbosity, Format, ...) UE_CVLOG_UELOG((Condition), GetOwner(), LogStateTree, Verbosity, TEXT("%s") Format, *GetInstanceDescription(), ##__VA_ARGS__)
namespace UE::StateTree
{
constexpr int32 DebugIndentSize = 2; // Debug printing indent for hierarchical data.
}; // UE::StateTree
FStateTreeExecutionContext::FStateTreeExecutionContext(UObject& InOwner, const UStateTree& InStateTree, FStateTreeInstanceData& InInstanceData)
: Owner(InOwner)
, StateTree(InStateTree)
, InstanceData(InInstanceData)
{
if (InStateTree.IsReadyToRun())
{
// Initialize data views for all possible items.
DataViews.SetNum(StateTree.GetNumDataViews());
// Set data views associated to the parameters using the default values
SetDefaultParameters();
}
else
{
STATETREE_LOG(Warning, TEXT("%s: StateTree asset is not valid ('%s' using StateTree '%s')"),
ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(&Owner), *GetFullNameSafe(&StateTree));
}
}
FStateTreeExecutionContext::~FStateTreeExecutionContext()
{
}
void FStateTreeExecutionContext::SetDefaultParameters()
{
if (DataViews.IsValidIndex(StateTree.ParametersDataViewIndex.Get()))
{
DataViews[StateTree.ParametersDataViewIndex.Get()] = FStateTreeDataView(StateTree.GetDefaultParameters().GetMutableValue());
}
}
void FStateTreeExecutionContext::SetParameters(const FInstancedPropertyBag& Parameters)
{
if (ensureMsgf(StateTree.GetDefaultParameters().GetPropertyBagStruct() == Parameters.GetPropertyBagStruct(),
TEXT("Parameters must be of the same struct type. Make sure to migrate the provided parameters to the same type as the StateTree default parameters."))
&& DataViews.IsValidIndex(StateTree.ParametersDataViewIndex.Get()))
{
DataViews[StateTree.ParametersDataViewIndex.Get()] = FStateTreeDataView(Parameters.GetMutableValue());
}
}
bool FStateTreeExecutionContext::AreExternalDataViewsValid() const
{
if (!IsValid())
{
return false;
}
bool bResult = true;
for (const FStateTreeExternalDataDesc& DataDesc : StateTree.ExternalDataDescs)
{
const FStateTreeDataView& DataView = DataViews[DataDesc.Handle.DataViewIndex.Get()];
if (DataDesc.Requirement == EStateTreeExternalDataRequirement::Required)
{
// Required items must have valid pointer of the expected type.
if (!DataView.IsValid() || !DataView.GetStruct()->IsChildOf(DataDesc.Struct))
{
bResult = false;
break;
}
}
else
{
// Optional items must have same type if they are set.
if (DataView.IsValid() && !DataView.GetStruct()->IsChildOf(DataDesc.Struct))
{
bResult = false;
break;
}
}
}
for (const FStateTreeExternalDataDesc& DataDesc : StateTree.GetContextDataDescs())
{
const FStateTreeDataView& DataView = DataViews[DataDesc.Handle.DataViewIndex.Get()];
// Items must have valid pointer of the expected type.
if (!DataView.IsValid() || !DataView.GetStruct()->IsChildOf(DataDesc.Struct))
{
bResult = false;
break;
}
}
return bResult;
}
void FStateTreeExecutionContext::UpdateLinkedStateParameters(const FCompactStateTreeState& State, const uint16 ParameterInstanceIndex)
{
const FStateTreeDataView StateParamsInstance = InstanceData.GetMutableStruct(ParameterInstanceIndex);
const FCompactStateTreeParameters& StateParams = StateParamsInstance.GetMutable<FCompactStateTreeParameters>();
// Update parameters if the state has any.
if (StateParams.Parameters.IsValid())
{
// Parameters property bag
const FStateTreeDataView ParametersView(StateParams.Parameters.GetMutableValue());
if (StateParams.BindingsBatch.IsValid())
{
StateTree.PropertyBindings.CopyTo(DataViews, StateParams.BindingsBatch, ParametersView);
}
// Set the parameters as the input parameters for the linked state.
check(State.LinkedState.IsValid());
const FCompactStateTreeState& LinkedState = StateTree.States[State.LinkedState.Index];
check(LinkedState.ParameterDataViewIndex.IsValid());
DataViews[LinkedState.ParameterDataViewIndex.Get()] = ParametersView;
}
}
void FStateTreeExecutionContext::UpdateSubtreeStateParameters(const FCompactStateTreeState& State)
{
check(State.ParameterInstanceIndex.IsValid());
// Update parameters if the state has any.
if (State.ParameterDataViewIndex.IsValid())
{
// Usually the subtree parameter view is set by the linked state. If it's not (i.e. transitioned into a parametrized subtree), we'll set the view default params.
if (DataViews[State.ParameterDataViewIndex.Get()].IsValid())
{
return;
}
// Set view to default parameters.
const FStateTreeDataView ParamInstanceView = StateTree.DefaultInstanceData.GetMutableStruct(State.ParameterInstanceIndex.Get()); // These are used as const, so get them from the tree initial values.
const FCompactStateTreeParameters& Params = ParamInstanceView.GetMutable<FCompactStateTreeParameters>();
DataViews[State.ParameterDataViewIndex.Get()] = FStateTreeDataView(Params.Parameters.GetMutableValue());
}
}
EStateTreeRunStatus FStateTreeExecutionContext::Start()
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Start);
if (!IsValid())
{
STATETREE_LOG(Warning, TEXT("%s: StateTree context is not initialized properly ('%s' using StateTree '%s')"),
ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(&Owner), *GetFullNameSafe(&StateTree));
return EStateTreeRunStatus::Failed;
}
// Initialize instance data if needed.
if (!InstanceData.IsValid())
{
const FStateTreeActiveStates Empty;
UpdateInstanceData(Empty, Empty);
if (!InstanceData.IsValid())
{
STATETREE_LOG(Warning, TEXT("%s: Failed to initialize instance data on '%s' using StateTree '%s'. Try to recompile the StateTree asset."),
ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(&Owner), *GetFullNameSafe(&StateTree));
return EStateTreeRunStatus::Failed;
}
}
const TSharedPtr<FStateTreeInstanceData> SharedInstanceData = StateTree.GetSharedInstanceData();
check(SharedInstanceData.IsValid());
FStateTreeExecutionState* Exec = &GetExecState(); // Using pointer as we will need to reacquire the exec later.
// Stop if still running previous state.
if (Exec->TreeRunStatus == EStateTreeRunStatus::Running)
{
Stop();
}
// Call TreeStart on evaluators.
StartEvaluators();
// First tick
TickEvaluators(0.0f);
// Initialize to unset running state.
Exec->TreeRunStatus = EStateTreeRunStatus::Running;
Exec->ActiveStates.Reset();
Exec->LastTickStatus = EStateTreeRunStatus::Unset;
static const FStateTreeStateHandle RootState = FStateTreeStateHandle(0);
FStateTreeActiveStates NextActiveStates;
if (SelectState(*SharedInstanceData.Get(), RootState, NextActiveStates))
{
if (NextActiveStates.Last() == FStateTreeStateHandle::Succeeded || NextActiveStates.Last() == FStateTreeStateHandle::Failed)
{
// Transition to a terminal state (succeeded/failed), or default transition failed.
STATETREE_LOG(Warning, TEXT("%s: Tree %s at StateTree start on '%s' using StateTree '%s'."),
ANSI_TO_TCHAR(__FUNCTION__), NextActiveStates.Last() == FStateTreeStateHandle::Succeeded ? TEXT("succeeded") : TEXT("failed"), *GetNameSafe(&Owner), *GetFullNameSafe(&StateTree));
Exec->TreeRunStatus = NextActiveStates.Last() == FStateTreeStateHandle::Succeeded ? EStateTreeRunStatus::Succeeded : EStateTreeRunStatus::Failed;
}
else
{
// Enter state tasks can fail/succeed, treat it same as tick.
FStateTreeTransitionResult Transition;
Transition.TargetState = RootState;
Transition.CurrentActiveStates = Exec->ActiveStates;
Transition.CurrentRunStatus = Exec->LastTickStatus;
Transition.NextActiveStates = NextActiveStates; // Enter state will update Exec.ActiveStates.
const EStateTreeRunStatus LastTickStatus = EnterState(Transition);
// Need to reacquire the exec state as EnterState may alter the allocation.
Exec = &GetExecState();
Exec->LastTickStatus = LastTickStatus;
// Report state completed immediately.
if (Exec->LastTickStatus != EStateTreeRunStatus::Running)
{
StateCompleted();
}
}
}
if (Exec->ActiveStates.IsEmpty())
{
// Should not happen. This may happen if initial state could not be selected.
STATETREE_LOG(Error, TEXT("%s: Failed to select initial state on '%s' using StateTree '%s'. This should not happen, check that the StateTree logic can always select a state at start."),
ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(&Owner), *GetFullNameSafe(&StateTree));
Exec->TreeRunStatus = EStateTreeRunStatus::Failed;
}
return Exec->TreeRunStatus;
}
EStateTreeRunStatus FStateTreeExecutionContext::Stop()
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Stop);
if (!IsValid())
{
STATETREE_LOG(Warning, TEXT("%s: StateTree context is not initialized properly ('%s' using StateTree '%s')"),
ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(&Owner), *GetFullNameSafe(&StateTree));
return EStateTreeRunStatus::Failed;
}
if (!InstanceData.IsValid())
{
return EStateTreeRunStatus::Failed;
}
FStateTreeExecutionState& Exec = GetExecState();
// Capture events added between ticks.
FStateTreeEventQueue& EventQueue = InstanceData.GetEventQueue();
EventsToProcess = EventQueue.GetEvents();
EventQueue.Reset();
TickEvaluators(0.0f);
// Exit states if still in some valid state.
if (Exec.TreeRunStatus == EStateTreeRunStatus::Running && !Exec.ActiveStates.IsEmpty())
{
// Transition to Succeeded state.
FStateTreeTransitionResult Transition;
Transition.TargetState = FStateTreeStateHandle::Succeeded;
Transition.CurrentActiveStates = Exec.ActiveStates;
Transition.CurrentRunStatus = Exec.LastTickStatus;
Transition.NextActiveStates = FStateTreeActiveStates(FStateTreeStateHandle::Succeeded);
ExitState(Transition);
Exec.TreeRunStatus = EStateTreeRunStatus::Succeeded;
Exec.ActiveStates.Reset();
}
else
{
Exec.TreeRunStatus = Exec.ActiveStates.Last() == FStateTreeStateHandle::Succeeded ? EStateTreeRunStatus::Succeeded : EStateTreeRunStatus::Failed;
}
// Call TreeStop on evaluators.
StopEvaluators();
Exec.ActiveStates.Reset();
Exec.LastTickStatus = EStateTreeRunStatus::Unset;
Exec.FirstTaskStructIndex = FStateTreeIndex16::Invalid;
Exec.FirstTaskObjectIndex = FStateTreeIndex16::Invalid;
const EStateTreeRunStatus Result = Exec.TreeRunStatus;
// Destruct all allocated instance data (does not shrink the buffer). This will invalidate Exec too.
InstanceData.Reset();
return Result;
}
EStateTreeRunStatus FStateTreeExecutionContext::Tick(const float DeltaTime)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Tick);
if (!IsValid())
{
STATETREE_LOG(Warning, TEXT("%s: StateTree context is not initialized properly ('%s' using StateTree '%s')"),
ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(&Owner), *GetFullNameSafe(&StateTree));
return EStateTreeRunStatus::Failed;
}
if (!InstanceData.IsValid())
{
STATETREE_LOG(Error, TEXT("%s: Tick called on %s using StateTree %s with invalid instance data. Start() must be called before Tick()."),
ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(&Owner), *GetFullNameSafe(&StateTree));
return EStateTreeRunStatus::Failed;
}
const TSharedPtr<FStateTreeInstanceData> SharedInstanceData = StateTree.GetSharedInstanceData();
check(SharedInstanceData.IsValid());
FStateTreeEventQueue& EventQueue = InstanceData.GetEventQueue();
FStateTreeExecutionState* Exec = &GetExecState();
// Capture events added between ticks.
EventsToProcess = EventQueue.GetEvents();
EventQueue.Reset();
// No ticking of the tree is done or stopped.
if (Exec->TreeRunStatus != EStateTreeRunStatus::Running)
{
return Exec->TreeRunStatus;
}
// Update the gated transition time.
if (Exec->GatedTransitionIndex.IsValid())
{
Exec->GatedTransitionTime -= DeltaTime;
}
// Tick global evaluators.
TickEvaluators(DeltaTime);
if (Exec->LastTickStatus == EStateTreeRunStatus::Running)
{
// Tick tasks on active states.
Exec->LastTickStatus = TickTasks(DeltaTime);
// Report state completed immediately.
if (Exec->LastTickStatus != EStateTreeRunStatus::Running)
{
StateCompleted();
}
}
// The state selection is repeated up to MaxIteration time. This allows failed EnterState() to potentially find a new state immediately.
// This helps event driven StateTrees to not require another event/tick to find a suitable state.
static constexpr int32 MaxIterations = 5;
for (int32 Iter = 0; Iter < MaxIterations; Iter++)
{
// Append events accumulated during the tick, so that transitions can immediately act on them.
// We'll consume the events only if they lead to state change below (EnterState is treated the same as Tick),
// or let them be processed next frame if no transition.
EventsToProcess.Append(EventQueue.GetEvents());
// Trigger conditional transitions or state succeed/failed transitions. First tick transition is handled here too.
FStateTreeTransitionResult Transition;
if (TriggerTransitions(*SharedInstanceData.Get(), Transition))
{
// We have committed to state change, consume events that were accumulated during the tick above.
EventQueue.Reset();
ExitState(Transition);
if (Transition.NextActiveStates.Last() == FStateTreeStateHandle::Succeeded || Transition.NextActiveStates.Last() == FStateTreeStateHandle::Failed)
{
// Transition to a terminal state (succeeded/failed), or default transition failed.
Exec->TreeRunStatus = Transition.NextActiveStates.Last() == FStateTreeStateHandle::Succeeded ? EStateTreeRunStatus::Succeeded : EStateTreeRunStatus::Failed;
Exec->ActiveStates.Reset();
return Exec->TreeRunStatus;
}
// Append and consume the events accumulated during the state exit.
EventsToProcess.Append(EventQueue.GetEvents());
EventQueue.Reset();
// Enter state tasks can fail/succeed, treat it same as tick.
const EStateTreeRunStatus LastTickStatus = EnterState(Transition);
// Consider events so far processed. Events sent during EnterState went into EventQueue, and are processed in next iteration.
EventsToProcess.Reset();
// Need to reacquire the exec state as EnterState may alter the allocation.
Exec = &GetExecState();
Exec->LastTickStatus = LastTickStatus;
// Report state completed immediately.
if (Exec->LastTickStatus != EStateTreeRunStatus::Running)
{
StateCompleted();
}
}
// Stop as soon as have found a running state.
if (Exec->LastTickStatus == EStateTreeRunStatus::Running)
{
break;
}
}
if (Exec->ActiveStates.IsEmpty())
{
// Should not happen. This may happen if a state completion transition could not be selected.
STATETREE_LOG(Error, TEXT("%s: Failed to select state on '%s' using StateTree '%s'. This should not happen, state completion transition is likely missing."),
ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(&Owner), *GetFullNameSafe(&StateTree));
Exec->TreeRunStatus = EStateTreeRunStatus::Failed;
return Exec->TreeRunStatus;
}
EventsToProcess.Reset();
return Exec->TreeRunStatus;
}
void FStateTreeExecutionContext::SendEvent(const FStateTreeEvent& Event) const
{
SendEvent(Event.Tag, Event.Payload, Event.Origin);
}
void FStateTreeExecutionContext::SendEvent(const FGameplayTag Tag, const FConstStructView Payload, const FName Origin) const
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_SendEvent);
if (!IsValid())
{
STATETREE_LOG(Warning, TEXT("%s: StateTree context is not initialized properly ('%s' using StateTree '%s')"),
ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(&Owner), *GetFullNameSafe(&StateTree));
return;
}
if (!InstanceData.IsValid())
{
STATETREE_LOG(Error, TEXT("%s: SendEvent called on %s using StateTree %s with invalid instance data. Start() must be called before sending events."),
ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(&Owner), *GetFullNameSafe(&StateTree));
return;
}
STATETREE_LOG(Verbose, TEXT("Send Event '%s'"), *Tag.ToString());
FStateTreeEventQueue& EventQueue = InstanceData.GetEventQueue();
EventQueue.SendEvent(&Owner, Tag, Payload, Origin);
}
void FStateTreeExecutionContext::UpdateInstanceData(const FStateTreeActiveStates& CurrentActiveStates, const FStateTreeActiveStates& NextActiveStates)
{
// Find common section of states at start.
int32 NumCommon = 0;
while (NumCommon < CurrentActiveStates.Num() && NumCommon < NextActiveStates.Num())
{
if (CurrentActiveStates[NumCommon] != NextActiveStates[NumCommon])
{
break;
}
NumCommon++;
}
// @todo: change this so that we only put the newly added structs and objects here.
TArray<FConstStructView> InstanceStructs;
TArray<TObjectPtr<UObject>> InstanceObjects;
int32 NumCommonInstanceStructs = 0;
int32 NumCommonInstanceObjects = 0;
// Exec
InstanceStructs.Add(StateTree.DefaultInstanceData.GetMutableStruct(0));
// Evaluators
for (int32 EvalIndex = StateTree.EvaluatorsBegin; EvalIndex < (StateTree.EvaluatorsBegin + StateTree.EvaluatorsNum); EvalIndex++)
{
const FStateTreeEvaluatorBase& Eval = StateTree.Nodes[EvalIndex].Get<FStateTreeEvaluatorBase>();
if (Eval.bInstanceIsObject)
{
InstanceObjects.Add(StateTree.DefaultInstanceData.GetMutableObject(Eval.InstanceIndex.Get()));
}
else
{
InstanceStructs.Add(StateTree.DefaultInstanceData.GetMutableStruct(Eval.InstanceIndex.Get()));
}
}
// Expect initialized instance data to contain the common instances.
if (InstanceData.IsValid())
{
NumCommonInstanceStructs = InstanceStructs.Num();
NumCommonInstanceObjects = InstanceObjects.Num();
}
// Tasks
const int32 FirstTaskStructIndex = InstanceStructs.Num();
const int32 FirstTaskObjectIndex = InstanceObjects.Num();
for (int32 Index = 0; Index < NextActiveStates.Num(); Index++)
{
const FStateTreeStateHandle CurrentHandle = NextActiveStates[Index];
const FCompactStateTreeState& State = StateTree.States[CurrentHandle.Index];
if (State.Type == EStateTreeStateType::Linked)
{
check(State.ParameterInstanceIndex.IsValid());
InstanceStructs.Add(StateTree.DefaultInstanceData.GetMutableStruct(State.ParameterInstanceIndex.Get()));
}
for (int32 TaskIndex = State.TasksBegin; TaskIndex < (State.TasksBegin + State.TasksNum); TaskIndex++)
{
const FStateTreeTaskBase& Task = StateTree.Nodes[TaskIndex].Get<FStateTreeTaskBase>();
if (Task.bInstanceIsObject)
{
InstanceObjects.Add(StateTree.DefaultInstanceData.GetMutableObject(Task.InstanceIndex.Get()));
}
else
{
InstanceStructs.Add(StateTree.DefaultInstanceData.GetMutableStruct(Task.InstanceIndex.Get()));
}
}
if (Index < NumCommon)
{
NumCommonInstanceStructs = InstanceStructs.Num();
NumCommonInstanceObjects = InstanceObjects.Num();
}
}
// Common section should match.
// @todo: put this behind a define when enough testing has been done.
for (int32 Index = 0; Index < NumCommonInstanceStructs; Index++)
{
check(Index < InstanceData.NumStructs());
check(InstanceStructs[Index].GetScriptStruct() == InstanceData.GetStruct(Index).GetScriptStruct());
}
for (int32 Index = 0; Index < NumCommonInstanceObjects; Index++)
{
check(Index < InstanceData.NumObjects());
check(InstanceObjects[Index] != nullptr
&& InstanceData.GetObject(Index) != nullptr
&& InstanceObjects[Index]->GetClass() == InstanceData.GetObject(Index)->GetClass());
}
// Remove instance data that was not common.
InstanceData.Prune(NumCommonInstanceStructs, NumCommonInstanceObjects);
// Add new instance data.
InstanceData.Append(Owner,
MakeArrayView(InstanceStructs.GetData() + NumCommonInstanceStructs, InstanceStructs.Num() - NumCommonInstanceStructs),
MakeArrayView(InstanceObjects.GetData() + NumCommonInstanceObjects, InstanceObjects.Num() - NumCommonInstanceObjects));
FStateTreeExecutionState& Exec = GetExecState();
Exec.FirstTaskStructIndex = FStateTreeIndex16(FirstTaskStructIndex);
Exec.FirstTaskObjectIndex = FStateTreeIndex16(FirstTaskObjectIndex);
}
EStateTreeRunStatus FStateTreeExecutionContext::EnterState(const FStateTreeTransitionResult& Transition)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_EnterState);
if (Transition.NextActiveStates.IsEmpty())
{
return EStateTreeRunStatus::Failed;
}
// Allocate new tasks.
UpdateInstanceData(Transition.CurrentActiveStates, Transition.NextActiveStates);
FStateTreeExecutionState& Exec = GetExecState();
Exec.StateChangeCount++;
Exec.CompletedStateHandle = FStateTreeStateHandle::Invalid;
// On target branch means that the state is the target of current transition or child of it.
// States which were active before and will remain active, but are not on target branch will not get
// EnterState called. That is, a transition is handled as "replan from this state".
bool bOnTargetBranch = false;
FStateTreeTransitionResult CurrentTransition = Transition;
EStateTreeRunStatus Result = EStateTreeRunStatus::Running;
Exec.EnterStateFailedTaskIndex = FStateTreeIndex16::Invalid; // This will make all tasks to be accepted.
Exec.ActiveStates.Reset();
// Do property copy on all states, propagating the results from last tick.
check(Exec.FirstTaskStructIndex.IsValid() && Exec.FirstTaskObjectIndex.IsValid());
int32 InstanceStructIndex = Exec.FirstTaskStructIndex.Get();
int32 InstanceObjectIndex = Exec.FirstTaskObjectIndex.Get();
STATETREE_LOG(Log, TEXT("Enter state '%s' (%d)"), *DebugGetStatePath(Transition.NextActiveStates), Exec.StateChangeCount);
for (int32 Index = 0; Index < Transition.NextActiveStates.Num() && Result != EStateTreeRunStatus::Failed; Index++)
{
const FStateTreeStateHandle CurrentHandle = Transition.NextActiveStates[Index];
const FStateTreeStateHandle PreviousHandle = Transition.CurrentActiveStates.GetStateSafe(Index);
const FCompactStateTreeState& State = StateTree.States[CurrentHandle.Index];
if (!Exec.ActiveStates.Push(CurrentHandle))
{
STATETREE_LOG(Error, TEXT("%s: Reached max execution depth when trying to enter state '%s'. '%s' using StateTree '%s'."),
ANSI_TO_TCHAR(__FUNCTION__), *GetStateStatusString(Exec), *GetNameSafe(&Owner), *GetFullNameSafe(&StateTree));
break;
}
if (State.Type == EStateTreeStateType::Linked)
{
UpdateLinkedStateParameters(State, InstanceStructIndex);
InstanceStructIndex++;
}
else if (State.Type == EStateTreeStateType::Subtree)
{
UpdateSubtreeStateParameters(State);
}
bOnTargetBranch = bOnTargetBranch || CurrentHandle == Transition.TargetState;
const bool bWasActive = PreviousHandle == CurrentHandle;
const bool bIsEnteringState = !bWasActive || bOnTargetBranch;
CurrentTransition.CurrentState = CurrentHandle;
CurrentTransition.ChangeType = bWasActive ? EStateTreeStateChangeType::Sustained : EStateTreeStateChangeType::Changed;
STATETREE_CLOG(bIsEnteringState, Log, TEXT("%*sState '%s' %s"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *DebugGetStatePath(Transition.NextActiveStates, Index), *UEnum::GetDisplayValueAsText(CurrentTransition.ChangeType).ToString());
// Activate tasks on current state.
for (int32 TaskIndex = State.TasksBegin; TaskIndex < (State.TasksBegin + State.TasksNum); TaskIndex++)
{
const FStateTreeTaskBase& Task = StateTree.Nodes[TaskIndex].Get<FStateTreeTaskBase>();
SetNodeDataView(Task, InstanceStructIndex, InstanceObjectIndex);
// Copy bound properties.
if (Task.BindingsBatch.IsValid())
{
StateTree.PropertyBindings.CopyTo(DataViews, Task.BindingsBatch, DataViews[Task.DataViewIndex.Get()]);
}
const bool bShouldCallStateChange = CurrentTransition.ChangeType == EStateTreeStateChangeType::Changed
|| (CurrentTransition.ChangeType == EStateTreeStateChangeType::Sustained && Task.bShouldStateChangeOnReselect);
if (bIsEnteringState && bShouldCallStateChange)
{
STATETREE_LOG(Verbose, TEXT("%*s Task '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Task_EnterState);
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Task_EnterState);
const EStateTreeRunStatus Status = Task.EnterState(*this, CurrentTransition);
if (Status != EStateTreeRunStatus::Running)
{
// Store the first state that completed, will be used to decide where to trigger transitions.
if (!Exec.CompletedStateHandle.IsValid())
{
Exec.CompletedStateHandle = CurrentHandle;
}
Result = Status;
}
if (Status == EStateTreeRunStatus::Failed)
{
// Store how far in the enter state we got. This will be used to match the StateCompleted() and ExitState() calls.
Exec.EnterStateFailedTaskIndex = FStateTreeIndex16(TaskIndex);
break;
}
}
}
}
return Result;
}
void FStateTreeExecutionContext::ExitState(const FStateTreeTransitionResult& Transition)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_ExitState);
if (Transition.CurrentActiveStates.IsEmpty())
{
return;
}
// Reset transition delay
FStateTreeExecutionState& Exec = GetExecState();
Exec.GatedTransitionIndex = FStateTreeIndex16::Invalid;
Exec.GatedTransitionTime = 0.0f;
// On target branch means that the state is the target of current transition or child of it.
// States which were active before and will remain active, but are not on target branch will not get
// EnterState called. That is, a transition is handled as "replan from this state".
bool bOnTargetBranch = false;
FStateTreeStateHandle ExitedStates[FStateTreeActiveStates::MaxStates];
EStateTreeStateChangeType ExitedStateChangeType[FStateTreeActiveStates::MaxStates];
int32 ExitedStateActiveIndex[FStateTreeActiveStates::MaxStates];
int32 NumExitedStates = 0;
// Do property copy on all states, propagating the results from last tick.
// Collect the states that need to be called, the actual call is done below in reverse order.
check(Exec.FirstTaskStructIndex.IsValid() && Exec.FirstTaskObjectIndex.IsValid());
int32 InstanceStructIndex = Exec.FirstTaskStructIndex.Get();
int32 InstanceObjectIndex = Exec.FirstTaskObjectIndex.Get();
for (int32 Index = 0; Index < Transition.CurrentActiveStates.Num(); Index++)
{
const FStateTreeStateHandle CurrentHandle = Transition.CurrentActiveStates[Index];
const FStateTreeStateHandle NextHandle = Transition.NextActiveStates.GetStateSafe(Index);
const FCompactStateTreeState& State = StateTree.States[CurrentHandle.Index];
if (State.Type == EStateTreeStateType::Linked)
{
UpdateLinkedStateParameters(State, InstanceStructIndex);
InstanceStructIndex++;
}
else if (State.Type == EStateTreeStateType::Subtree)
{
UpdateSubtreeStateParameters(State);
}
const bool bRemainsActive = NextHandle == CurrentHandle;
bOnTargetBranch = bOnTargetBranch || NextHandle == Transition.TargetState;
const EStateTreeStateChangeType ChangeType = bRemainsActive ? EStateTreeStateChangeType::Sustained : EStateTreeStateChangeType::Changed;
if (!bRemainsActive || bOnTargetBranch)
{
// Should call ExitState() on this state.
check (NumExitedStates < FStateTreeActiveStates::MaxStates);
ExitedStates[NumExitedStates] = CurrentHandle;
ExitedStateChangeType[NumExitedStates] = ChangeType;
ExitedStateActiveIndex[NumExitedStates] = Index;
NumExitedStates++;
}
// Do property copies, ExitState() is called below.
for (int32 TaskIndex = State.TasksBegin; TaskIndex < (State.TasksBegin + State.TasksNum); TaskIndex++)
{
const FStateTreeTaskBase& Task = StateTree.Nodes[TaskIndex].Get<FStateTreeTaskBase>();
SetNodeDataView(Task, InstanceStructIndex, InstanceObjectIndex);
// Copy bound properties.
if (Task.BindingsBatch.IsValid() && Task.bShouldCopyBoundPropertiesOnExitState)
{
StateTree.PropertyBindings.CopyTo(DataViews, Task.BindingsBatch, DataViews[Task.DataViewIndex.Get()]);
}
}
}
// Call in reverse order.
STATETREE_LOG(Log, TEXT("Exit state '%s' (%d)"), *DebugGetStatePath(Transition.CurrentActiveStates), Exec.StateChangeCount);
FStateTreeTransitionResult CurrentTransition = Transition;
for (int32 Index = NumExitedStates - 1; Index >= 0; Index--)
{
const FStateTreeStateHandle CurrentHandle = ExitedStates[Index];
const FCompactStateTreeState& State = StateTree.States[CurrentHandle.Index];
CurrentTransition.CurrentState = CurrentHandle;
CurrentTransition.ChangeType = ExitedStateChangeType[Index];
STATETREE_LOG(Log, TEXT("%*sState '%s' %s"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *DebugGetStatePath(Transition.CurrentActiveStates, ExitedStateActiveIndex[Index]), *UEnum::GetDisplayValueAsText(CurrentTransition.ChangeType).ToString());
// Tasks
for (int32 TaskIndex = (State.TasksBegin + State.TasksNum) - 1; TaskIndex >= State.TasksBegin; TaskIndex--)
{
// Call task completed only if EnterState() was called.
// The task order in the tree (BF) allows us to use the comparison.
// Relying here that invalid value of Exec.EnterStateFailedTaskIndex == MAX_uint16.
if (TaskIndex <= Exec.EnterStateFailedTaskIndex.Get())
{
const FStateTreeTaskBase& Task = StateTree.Nodes[TaskIndex].Get<FStateTreeTaskBase>();
const bool bShouldCallStateChange = CurrentTransition.ChangeType == EStateTreeStateChangeType::Changed
|| (CurrentTransition.ChangeType == EStateTreeStateChangeType::Sustained && Task.bShouldStateChangeOnReselect);
if (bShouldCallStateChange)
{
STATETREE_LOG(Verbose, TEXT("%*s Task '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
{
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Task_ExitState);
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Task_ExitState);
Task.ExitState(*this, CurrentTransition);
}
}
}
}
}
}
void FStateTreeExecutionContext::StateCompleted()
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_StateCompleted);
const FStateTreeExecutionState& Exec = GetExecState();
if (Exec.ActiveStates.IsEmpty())
{
return;
}
STATETREE_LOG(Verbose, TEXT("State Completed %s (%d)"), *UEnum::GetDisplayValueAsText(Exec.LastTickStatus).ToString(), Exec.StateChangeCount);
// Call from child towards root to allow to pass results back.
// Note: Completed is assumed to be called immediately after tick or enter state, so there's no property copying.
for (int32 Index = Exec.ActiveStates.Num() - 1; Index >= 0; Index--)
{
const FStateTreeStateHandle CurrentHandle = Exec.ActiveStates[Index];
const FCompactStateTreeState& State = StateTree.States[CurrentHandle.Index];
STATETREE_LOG(Verbose, TEXT("%*sState '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *DebugGetStatePath(Exec.ActiveStates, Index));
// Notify Tasks
for (int32 TaskIndex = (State.TasksBegin + State.TasksNum) - 1; TaskIndex >= State.TasksBegin; TaskIndex--)
{
// Call task completed only if EnterState() was called.
// The task order in the tree (BF) allows us to use the comparison.
// Relying here that invalid value of Exec.EnterStateFailedTaskIndex == MAX_uint16.
if (TaskIndex <= Exec.EnterStateFailedTaskIndex.Get())
{
const FStateTreeTaskBase& Task = StateTree.Nodes[TaskIndex].Get<FStateTreeTaskBase>();
STATETREE_LOG(Verbose, TEXT("%*s Task '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
Task.StateCompleted(*this, Exec.LastTickStatus, Exec.ActiveStates);
}
}
}
}
void FStateTreeExecutionContext::TickEvaluators(const float DeltaTime)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_TickEvaluators);
STATETREE_CLOG(StateTree.EvaluatorsNum > 0, Verbose, TEXT("Ticking Evaluators"));
// Tick evaluators
int32 InstanceStructIndex = 1; // Exec is at index 0
int32 InstanceObjectIndex = 0;
for (int32 EvalIndex = StateTree.EvaluatorsBegin; EvalIndex < (StateTree.EvaluatorsBegin + StateTree.EvaluatorsNum); EvalIndex++)
{
const FStateTreeEvaluatorBase& Eval = StateTree.Nodes[EvalIndex].Get<FStateTreeEvaluatorBase>();
SetNodeDataView(Eval, InstanceStructIndex, InstanceObjectIndex);
// Copy bound properties.
if (Eval.BindingsBatch.IsValid())
{
StateTree.PropertyBindings.CopyTo(DataViews, Eval.BindingsBatch, DataViews[Eval.DataViewIndex.Get()]);
}
STATETREE_LOG(Verbose, TEXT(" Tick: '%s'"), *Eval.Name.ToString());
{
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Eval_Tick);
Eval.Tick(*this, DeltaTime);
}
}
}
void FStateTreeExecutionContext::StartEvaluators()
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_StartEvaluators);
STATETREE_CLOG(StateTree.EvaluatorsNum > 0, Verbose, TEXT("Start Evaluators"));
// Tick evaluators
int32 InstanceStructIndex = 1; // Exec is at index 0
int32 InstanceObjectIndex = 0;
for (int32 EvalIndex = StateTree.EvaluatorsBegin; EvalIndex < (StateTree.EvaluatorsBegin + StateTree.EvaluatorsNum); EvalIndex++)
{
const FStateTreeEvaluatorBase& Eval = StateTree.Nodes[EvalIndex].Get<FStateTreeEvaluatorBase>();
if (Eval.bInstanceIsObject)
{
DataViews[Eval.DataViewIndex.Get()] = InstanceData.GetMutableObject(InstanceObjectIndex);
InstanceObjectIndex++;
}
else
{
DataViews[Eval.DataViewIndex.Get()] = InstanceData.GetMutableStruct(InstanceStructIndex);
InstanceStructIndex++;
}
// Copy bound properties.
if (Eval.BindingsBatch.IsValid())
{
StateTree.PropertyBindings.CopyTo(DataViews, Eval.BindingsBatch, DataViews[Eval.DataViewIndex.Get()]);
}
STATETREE_LOG(Verbose, TEXT(" Start: '%s'"), *Eval.Name.ToString());
{
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Eval_TreeStart);
Eval.TreeStart(*this);
}
}
}
void FStateTreeExecutionContext::StopEvaluators()
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_StopEvaluators);
STATETREE_CLOG(StateTree.EvaluatorsNum > 0, Verbose, TEXT("Stop Evaluators"));
// Tick evaluators
int32 InstanceStructIndex = 1; // Exec is at index 0
int32 InstanceObjectIndex = 0;
for (int32 EvalIndex = StateTree.EvaluatorsBegin; EvalIndex < (StateTree.EvaluatorsBegin + StateTree.EvaluatorsNum); EvalIndex++)
{
const FStateTreeEvaluatorBase& Eval = StateTree.Nodes[EvalIndex].Get<FStateTreeEvaluatorBase>();
SetNodeDataView(Eval, InstanceStructIndex, InstanceObjectIndex);
// Copy bound properties.
if (Eval.BindingsBatch.IsValid())
{
StateTree.PropertyBindings.CopyTo(DataViews, Eval.BindingsBatch, DataViews[Eval.DataViewIndex.Get()]);
}
STATETREE_LOG(Verbose, TEXT(" Stop: '%s'"), *Eval.Name.ToString());
{
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Eval_TreeStop);
Eval.TreeStop(*this);
}
}
}
EStateTreeRunStatus FStateTreeExecutionContext::TickTasks(const float DeltaTime)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_TickTasks);
FStateTreeExecutionState& Exec = GetExecState();
if (Exec.ActiveStates.IsEmpty())
{
return EStateTreeRunStatus::Failed;
}
EStateTreeRunStatus Result = EStateTreeRunStatus::Running;
int32 NumTotalTasks = 0;
const bool bHasEvents = !EventsToProcess.IsEmpty();
check(Exec.FirstTaskStructIndex.IsValid() && Exec.FirstTaskObjectIndex.IsValid());
int32 InstanceStructIndex = Exec.FirstTaskStructIndex.Get();
int32 InstanceObjectIndex = Exec.FirstTaskObjectIndex.Get();
Exec.CompletedStateHandle = FStateTreeStateHandle::Invalid;
// Used to stop ticking tasks after one fails, but we still want to keep updating the data of them
bool bShouldTickTasks = true;
STATETREE_CLOG(Exec.ActiveStates.Num() > 0, VeryVerbose, TEXT("Ticking Tasks"));
for (int32 Index = 0; Index < Exec.ActiveStates.Num(); Index++)
{
const FStateTreeStateHandle CurrentHandle = Exec.ActiveStates[Index];
const FCompactStateTreeState& State = StateTree.States[CurrentHandle.Index];
STATETREE_CLOG(State.TasksNum > 0, VeryVerbose, TEXT("%*sState '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *DebugGetStatePath(Exec.ActiveStates, Index));
if (State.Type == EStateTreeStateType::Linked)
{
UpdateLinkedStateParameters(State, InstanceStructIndex);
InstanceStructIndex++;
}
else if (State.Type == EStateTreeStateType::Subtree)
{
UpdateSubtreeStateParameters(State);
}
// Update Tasks data and tick if possible (ie. if no task has yet failed and so bShouldTickTasks is true)
for (int32 TaskIndex = State.TasksBegin; TaskIndex < (State.TasksBegin + State.TasksNum); TaskIndex++)
{
const FStateTreeTaskBase& Task = StateTree.Nodes[TaskIndex].Get<FStateTreeTaskBase>();
SetNodeDataView(Task, InstanceStructIndex, InstanceObjectIndex);
const bool bNeedsTick = bShouldTickTasks && (Task.bShouldCallTick || (bHasEvents && Task.bShouldCallTickOnlyOnEvents));
// Copy bound properties.
// Only copy properties when the task is actually ticked, and copy properties at tick is requested.
if (Task.BindingsBatch.IsValid() && bNeedsTick && Task.bShouldCopyBoundPropertiesOnTick)
{
StateTree.PropertyBindings.CopyTo(DataViews, Task.BindingsBatch, DataViews[Task.DataViewIndex.Get()]);
}
STATETREE_LOG(VeryVerbose, TEXT("%*s Tick: '%s' %s"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString(), !bNeedsTick ? TEXT("[not ticked]") : TEXT(""));
if (bNeedsTick)
{
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Task_Tick);
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Task_Tick);
const EStateTreeRunStatus TaskResult = Task.Tick(*this, DeltaTime);
// TODO: Add more control over which states can control the failed/succeeded result.
if (TaskResult != EStateTreeRunStatus::Running)
{
// Store the first state that completed, will be used to decide where to trigger transitions.
if (!Exec.CompletedStateHandle.IsValid())
{
Exec.CompletedStateHandle = CurrentHandle;
}
Result = TaskResult;
}
if (TaskResult == EStateTreeRunStatus::Failed)
{
bShouldTickTasks = false;
}
}
}
NumTotalTasks += State.TasksNum;
}
if (NumTotalTasks == 0)
{
// No tasks, done ticking.
Result = EStateTreeRunStatus::Succeeded;
}
return Result;
}
bool FStateTreeExecutionContext::TestAllConditions(FStateTreeInstanceData& SharedInstanceData, const int32 ConditionsOffset, const int32 ConditionsNum)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_TestConditions);
if (ConditionsNum == 0)
{
return true;
}
TStaticArray<EStateTreeConditionOperand, UE::StateTree::MaxConditionIndent + 1> Operands(InPlace, EStateTreeConditionOperand::Copy);
TStaticArray<bool, UE::StateTree::MaxConditionIndent + 1> Values(InPlace, false);
int32 Level = 0;
for (int32 Index = 0; Index < ConditionsNum; Index++)
{
const FStateTreeConditionBase& Cond = StateTree.Nodes[ConditionsOffset + Index].Get<FStateTreeConditionBase>();
if (Cond.bInstanceIsObject)
{
DataViews[Cond.DataViewIndex.Get()] = SharedInstanceData.GetMutableObject(Cond.InstanceIndex.Get());
}
else
{
DataViews[Cond.DataViewIndex.Get()] = SharedInstanceData.GetMutableStruct(Cond.InstanceIndex.Get());
}
// Copy bound properties.
if (Cond.BindingsBatch.IsValid())
{
if (!StateTree.PropertyBindings.CopyTo(DataViews, Cond.BindingsBatch, DataViews[Cond.DataViewIndex.Get()]))
{
// If the source data cannot be accessed, the whole expression evaluates to false.
Values[0] = false;
break;
}
}
const bool bValue = Cond.TestCondition(*this);
const int32 DeltaIndent = Cond.DeltaIndent;
const int32 OpenParens = FMath::Max(0, DeltaIndent) + 1; // +1 for the current value that is stored at the empty slot at the top of the value stack.
const int32 ClosedParens = FMath::Max(0, -DeltaIndent) + 1;
// Store the operand to apply when merging higher level down when returning to this level.
// @todo: remove this conditions in 5.1, needs resaving existing StateTrees.
const EStateTreeConditionOperand Operand = Index == 0 ? EStateTreeConditionOperand::Copy : Cond.Operand;
Operands[Level] = Operand;
// Store current value at the top of the stack.
Level += OpenParens;
Values[Level] = bValue;
// Evaluate and merge down values based on closed braces.
// The current value is placed in parens (see +1 above), which makes merging down and applying the new value consistent.
// The default operand is copy, so if the value is needed immediately, it is just copied down, or if we're on the same level,
// the operand storing above gives handles with the right logic.
for (int32 Paren = 0; Paren < ClosedParens; Paren++)
{
Level--;
switch (Operands[Level])
{
case EStateTreeConditionOperand::Copy:
Values[Level] = Values[Level + 1];
break;
case EStateTreeConditionOperand::And:
Values[Level] &= Values[Level + 1];
break;
case EStateTreeConditionOperand::Or:
Values[Level] |= Values[Level + 1];
break;
}
Operands[Level] = EStateTreeConditionOperand::Copy;
}
}
return Values[0];
}
FString FStateTreeExecutionContext::DebugGetEventsAsString() const
{
FString Result;
for (const FStateTreeEvent& Event : EventsToProcess)
{
if (!Result.IsEmpty())
{
Result += TEXT(", ");
}
Result += Event.Tag.ToString();
}
return Result;
}
bool FStateTreeExecutionContext::TriggerTransitions(FStateTreeInstanceData& SharedInstanceData, FStateTreeTransitionResult& OutTransition)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_TriggerTransition);
FStateTreeExecutionState& Exec = GetExecState();
int32 StateStartIndex = Exec.ActiveStates.Num() - 1;
// On succeed/failed we will start looking for transition start at the first state that was completed.
auto GetLastCompletedStateIndex = [&Exec]() -> int32
{
const int32 Index = Exec.ActiveStates.IndexOfReverse(Exec.CompletedStateHandle);
return Index != INDEX_NONE ? Index : (Exec.ActiveStates.Num() - 1);
};
EStateTreeTransitionTrigger CompletionTrigger = EStateTreeTransitionTrigger::None;
if (Exec.LastTickStatus == EStateTreeRunStatus::Succeeded)
{
StateStartIndex = GetLastCompletedStateIndex();
CompletionTrigger = EStateTreeTransitionTrigger::OnStateSucceeded;
}
else if (Exec.LastTickStatus == EStateTreeRunStatus::Failed)
{
StateStartIndex = GetLastCompletedStateIndex();
CompletionTrigger = EStateTreeTransitionTrigger::OnStateFailed;
}
STATETREE_CLOG(!EventsToProcess.IsEmpty(), Verbose, TEXT("Trigger transitions with events [%s]"), *DebugGetEventsAsString());
auto HasEvent = [this](const FGameplayTag QueriedTag)
{
if (EventsToProcess.IsEmpty())
{
return false;
}
return EventsToProcess.ContainsByPredicate([QueriedTag](const FStateTreeEvent& Event)
{
return Event.Tag == QueriedTag;
});
};
// Walk towards root and check all transitions along the way.
for (int32 StateIndex = StateStartIndex; StateIndex >= 0; StateIndex--)
{
const FCompactStateTreeState& State = StateTree.States[Exec.ActiveStates[StateIndex].Index];
for (uint8 i = 0; i < State.TransitionsNum; i++)
{
// All transition conditions must pass
const int16 TransitionIndex = State.TransitionsBegin + i;
const FCompactStateTransition& Transition = StateTree.Transitions[TransitionIndex];
const bool bShouldCheck = EnumHasAnyFlags(Transition.Trigger, CompletionTrigger)
|| Transition.Trigger == EStateTreeTransitionTrigger::OnTick
|| (Transition.Trigger == EStateTreeTransitionTrigger::OnEvent && HasEvent(Transition.EventTag));
if (bShouldCheck && TestAllConditions(SharedInstanceData, Transition.ConditionsBegin, Transition.ConditionsNum))
{
// If a transition has delay, we stop testing other transitions, but the transition will not pass the condition until the delay time passes.
if (Transition.GateDelay > 0)
{
if ((int32)Exec.GatedTransitionIndex.Get() != TransitionIndex)
{
Exec.GatedTransitionIndex = FStateTreeIndex16(TransitionIndex);
Exec.GatedTransitionTime = FMath::RandRange(0.0f, Transition.GateDelay * 0.1f); // TODO: we need variance too.
BeginGatedTransition(Exec);
STATETREE_LOG(Verbose, TEXT("Gated transition triggered from '%s' (%s) -> '%s' %.1fs"), *GetSafeStateName(Exec.ActiveStates.Last()), *State.Name.ToString(), *GetSafeStateName(Transition.State), Exec.GatedTransitionTime);
}
// Keep on updating current state, until we have tried to trigger
if (Exec.GatedTransitionTime > 0.0f)
{
return false;
}
STATETREE_LOG(Verbose, TEXT("Passed gated transition from '%s' (%s) -> '%s'"), *GetSafeStateName(Exec.ActiveStates.Last()), *State.Name.ToString(), *GetSafeStateName(Transition.State));
}
if (Transition.Type == EStateTreeTransitionType::GotoState || Transition.Type == EStateTreeTransitionType::NextState)
{
OutTransition.CurrentActiveStates = Exec.ActiveStates;
OutTransition.TargetState = Transition.State;
OutTransition.NextActiveStates.Reset();
if (SelectState(SharedInstanceData, Transition.State, OutTransition.NextActiveStates))
{
STATETREE_LOG(Verbose, TEXT("Transition on state '%s' (%s) -[%s]-> state '%s'"), *GetSafeStateName(Exec.ActiveStates.Last()), *State.Name.ToString(), *GetSafeStateName(Transition.State), *GetSafeStateName(OutTransition.NextActiveStates.Last()));
return true;
}
}
else if (Transition.Type == EStateTreeTransitionType::NotSet)
{
// NotSet is no-operation, but can be used to mask a transition at parent state. Returning unset keeps updating current state.
return false;
}
else if (Transition.Type == EStateTreeTransitionType::Succeeded)
{
STATETREE_LOG(Verbose, TEXT("Stop tree execution from state '%s' (%s): Succeeded"), *GetSafeStateName(Exec.ActiveStates.Last()), *State.Name.ToString());
OutTransition.CurrentActiveStates = Exec.ActiveStates;
OutTransition.TargetState = FStateTreeStateHandle::Succeeded;
OutTransition.NextActiveStates = FStateTreeActiveStates(FStateTreeStateHandle::Succeeded);
return true;
}
else
{
STATETREE_LOG(Verbose, TEXT("Stop tree execution from state '%s' (%s): Failed"), *GetSafeStateName(Exec.ActiveStates.Last()), *State.Name.ToString());
OutTransition.CurrentActiveStates = Exec.ActiveStates;
OutTransition.TargetState = FStateTreeStateHandle::Failed;
OutTransition.NextActiveStates = FStateTreeActiveStates(FStateTreeStateHandle::Failed);
return true;
}
}
else if ((int32)Exec.GatedTransitionIndex.Get() == TransitionIndex)
{
// If the current transition was gated transition, reset it if the condition failed.
Exec.GatedTransitionIndex = FStateTreeIndex16::Invalid;
Exec.GatedTransitionTime = 0.0f;
}
}
}
if (Exec.LastTickStatus != EStateTreeRunStatus::Running)
{
// Could not trigger completion transition, jump back to start.
static const FStateTreeStateHandle RootState = FStateTreeStateHandle(0);
OutTransition.TargetState = RootState;
return SelectState(SharedInstanceData, RootState, OutTransition.NextActiveStates);
}
// No transition triggered, keep on updating current state.
return false;
}
bool FStateTreeExecutionContext::SelectState(FStateTreeInstanceData& SharedInstanceData, const FStateTreeStateHandle NextState, FStateTreeActiveStates& OutNewActiveState)
{
const FStateTreeExecutionState& Exec = GetExecState();
if (!NextState.IsValid())
{
return false;
}
// Find common ancestor of `NextState` in the current active states and connect.
// This allows transitions within a subtree.
OutNewActiveState = Exec.ActiveStates;
TStaticArray<FStateTreeStateHandle, FStateTreeActiveStates::MaxStates> InBetweenStates;
int32 NumInBetweenStates = 0;
int32 CommonActiveAncestorIndex = INDEX_NONE;
// Walk towards the root from current state.
FStateTreeStateHandle CurrState = NextState;
while (CurrState.IsValid())
{
// Store the states that are in between the 'NextState' and common ancestor.
InBetweenStates[NumInBetweenStates++] = CurrState;
// Check if the state can be found in the active states.
CommonActiveAncestorIndex = OutNewActiveState.IndexOfReverse(CurrState);
if (CommonActiveAncestorIndex != INDEX_NONE)
{
break;
}
if (NumInBetweenStates == InBetweenStates.Num())
{
STATETREE_LOG(Error, TEXT("%s: Too many parent states when selecting state '%s' from '%s'. '%s' using StateTree '%s'."),
ANSI_TO_TCHAR(__FUNCTION__), *GetSafeStateName(NextState), *GetStateStatusString(Exec), *GetNameSafe(&Owner), *GetFullNameSafe(&StateTree));
return false;
}
CurrState = StateTree.States[CurrState.Index].Parent;
}
// Max takes care of INDEX_NONE, by setting the num to 0.
OutNewActiveState.SetNum(FMath::Max(0, CommonActiveAncestorIndex));
// Append in between state in reverse order, they were collected from leaf towards the root.
bool bActiveStatesOverflow = false;
for (int32 Index = NumInBetweenStates - 1; Index > 0; Index--)
{
bActiveStatesOverflow |= !OutNewActiveState.Push(InBetweenStates[Index]);
}
if (bActiveStatesOverflow)
{
STATETREE_LOG(Error, TEXT("%s: Reached max execution depth when trying to select state %s from '%s'. '%s' using StateTree '%s'."),
ANSI_TO_TCHAR(__FUNCTION__), *GetSafeStateName(NextState), *GetStateStatusString(Exec), *GetNameSafe(&Owner), *GetFullNameSafe(&StateTree));
return false;
}
return SelectStateInternal(SharedInstanceData, NextState, OutNewActiveState);
}
bool FStateTreeExecutionContext::SelectStateInternal(FStateTreeInstanceData& SharedInstanceData, const FStateTreeStateHandle NextState, FStateTreeActiveStates& OutNewActiveState)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_SelectState);
const FStateTreeExecutionState& Exec = GetExecState();
if (!NextState.IsValid())
{
// Trying to select non-existing state.
STATETREE_LOG(Error, TEXT("%s: Trying to select invalid state from '%s'. '%s' using StateTree '%s'."),
ANSI_TO_TCHAR(__FUNCTION__), *GetStateStatusString(Exec), *GetNameSafe(&Owner), *GetFullNameSafe(&StateTree));
return false;
}
const FCompactStateTreeState& State = StateTree.States[NextState.Index];
// Check that the state can be entered
if (TestAllConditions(SharedInstanceData, State.EnterConditionsBegin, State.EnterConditionsNum))
{
if (!OutNewActiveState.Push(NextState))
{
STATETREE_LOG(Error, TEXT("%s: Reached max execution depth when trying to select state %s from '%s'. '%s' using StateTree '%s'."),
ANSI_TO_TCHAR(__FUNCTION__), *GetSafeStateName(NextState), *GetStateStatusString(Exec), *GetNameSafe(&Owner), *GetFullNameSafe(&StateTree));
return false;
}
if (State.LinkedState.IsValid())
{
// If State is linked, proceed to the linked state.
if (SelectStateInternal(SharedInstanceData, State.LinkedState, OutNewActiveState))
{
// Selection succeeded
return true;
}
}
else if (State.HasChildren())
{
// If the state has children, proceed to select children.
for (uint16 ChildState = State.ChildrenBegin; ChildState < State.ChildrenEnd; ChildState = StateTree.States[ChildState].GetNextSibling())
{
if (SelectStateInternal(SharedInstanceData, FStateTreeStateHandle(ChildState), OutNewActiveState))
{
// Selection succeeded
return true;
}
}
}
else
{
// Select this state.
return true;
}
OutNewActiveState.Pop();
}
// Nothing got selected.
return false;
}
FString FStateTreeExecutionContext::GetSafeStateName(const FStateTreeStateHandle State) const
{
if (State == FStateTreeStateHandle::Invalid)
{
return TEXT("(State Invalid)");
}
else if (State == FStateTreeStateHandle::Succeeded)
{
return TEXT("(State Succeeded)");
}
else if (State == FStateTreeStateHandle::Failed)
{
return TEXT("(State Failed)");
}
else if (StateTree.States.IsValidIndex(State.Index))
{
return *StateTree.States[State.Index].Name.ToString();
}
return TEXT("(Unknown)");
}
FString FStateTreeExecutionContext::DebugGetStatePath(const FStateTreeActiveStates& ActiveStates, const int32 ActiveStateIndex) const
{
FString StatePath;
const int32 Num = ActiveStateIndex == INDEX_NONE ? ActiveStates.Num() : (ActiveStateIndex + 1);
if (!ensureMsgf(ActiveStates.IsValidIndex(Num - 1), TEXT("Provided index must be valid")))
{
return StatePath;
}
for (int32 i = 0; i < Num; i++)
{
const FCompactStateTreeState& State = StateTree.States[ActiveStates[i].Index];
StatePath.Appendf(TEXT("%s%s"), i == 0 ? TEXT("") : TEXT("."), *State.Name.ToString());
}
return StatePath;
}
FString FStateTreeExecutionContext::GetStateStatusString(const FStateTreeExecutionState& ExecState) const
{
return GetSafeStateName(ExecState.ActiveStates.Last()) + TEXT(":") + UEnum::GetDisplayValueAsText(ExecState.LastTickStatus).ToString();
}
EStateTreeRunStatus FStateTreeExecutionContext::GetLastTickStatus() const
{
const FStateTreeExecutionState& Exec = GetExecState();
return Exec.LastTickStatus;
}
FString FStateTreeExecutionContext::GetInstanceDescription() const
{
return FString::Printf(TEXT("%s: "), *GetNameSafe(&Owner));
}
const FStateTreeActiveStates& FStateTreeExecutionContext::GetActiveStates() const
{
const FStateTreeExecutionState& Exec = GetExecState();
return Exec.ActiveStates;
}
#if WITH_GAMEPLAY_DEBUGGER
FString FStateTreeExecutionContext::GetDebugInfoString() const
{
const FStateTreeExecutionState& Exec = GetExecState();
FString DebugString = FString::Printf(TEXT("StateTree (asset: '%s')\n"), *GetFullNameSafe(&StateTree));
DebugString += TEXT("Status: ");
switch (Exec.TreeRunStatus)
{
case EStateTreeRunStatus::Failed:
DebugString += TEXT("Failed\n");
break;
case EStateTreeRunStatus::Succeeded:
DebugString += TEXT("Succeeded\n");
break;
case EStateTreeRunStatus::Running:
DebugString += TEXT("Running\n");
break;
default:
DebugString += TEXT("--\n");
}
if (StateTree.EvaluatorsNum > 0)
{
DebugString += TEXT("\nEvaluators:\n");
for (int32 EvalIndex = StateTree.EvaluatorsBegin; EvalIndex < (StateTree.EvaluatorsBegin + StateTree.EvaluatorsNum); EvalIndex++)
{
const FStateTreeEvaluatorBase& Eval = StateTree.Nodes[EvalIndex].Get<FStateTreeEvaluatorBase>();
Eval.AppendDebugInfoString(DebugString, *this);
}
}
// Active States
DebugString += TEXT("Current State:\n");
for (int32 Index = 0; Index < Exec.ActiveStates.Num(); Index++)
{
FStateTreeStateHandle Handle = Exec.ActiveStates[Index];
if (Handle.IsValid())
{
const FCompactStateTreeState& State = StateTree.States[Handle.Index];
DebugString += FString::Printf(TEXT("[%s]\n"), *State.Name.ToString());
if (State.TasksNum > 0)
{
DebugString += TEXT("\nTasks:\n");
for (int32 TaskIndex = State.TasksBegin; TaskIndex < (State.TasksBegin + State.TasksNum); TaskIndex++)
{
const FStateTreeTaskBase& Task = StateTree.Nodes[TaskIndex].Get<FStateTreeTaskBase>();
Task.AppendDebugInfoString(DebugString, *this);
}
}
}
}
return DebugString;
}
#endif // WITH_GAMEPLAY_DEBUGGER
#if WITH_STATETREE_DEBUG
void FStateTreeExecutionContext::DebugPrintInternalLayout()
{
LOG_SCOPE_VERBOSITY_OVERRIDE(LogStateTree, ELogVerbosity::Log);
FString DebugString = FString::Printf(TEXT("StateTree (asset: '%s')\n"), *GetFullNameSafe(&StateTree));
// Tree items (e.g. tasks, evaluators, conditions)
DebugString += FString::Printf(TEXT("\nItems(%d)\n"), StateTree.Nodes.Num());
for (int32 Index = 0; Index < StateTree.Nodes.Num(); Index++)
{
const FStructView Node = StateTree.Nodes[Index];
DebugString += FString::Printf(TEXT(" %s\n"), Node.IsValid() ? *Node.GetScriptStruct()->GetName() : TEXT("null"));
}
// Instance InstanceData data (e.g. tasks)
DebugString += FString::Printf(TEXT("\nInstance Structs(%d)\n"), StateTree.DefaultInstanceData.NumStructs());
for (int32 Index = 0; Index < StateTree.DefaultInstanceData.NumStructs(); Index++)
{
const FConstStructView Data = StateTree.DefaultInstanceData.GetStruct(Index);
DebugString += FString::Printf(TEXT(" %s\n"), Data.IsValid() ? *Data.GetScriptStruct()->GetName() : TEXT("null"));
}
DebugString += FString::Printf(TEXT("\nInstance Objects(%d)\n"), StateTree.DefaultInstanceData.NumObjects());
for (int32 Index = 0; Index < StateTree.DefaultInstanceData.NumObjects(); Index++)
{
const UObject* Data = StateTree.DefaultInstanceData.GetObject(Index);
DebugString += FString::Printf(TEXT(" %s\n"), *GetNameSafe(Data));
}
// External data (e.g. fragments, subsystems)
DebugString += FString::Printf(TEXT("\nExternal Data(%d)\n [ %-40s | %-8s | %5s ]\n"), StateTree.ExternalDataDescs.Num(), TEXT("Name"), TEXT("Optional"), TEXT("Index"));
for (const FStateTreeExternalDataDesc& Desc : StateTree.ExternalDataDescs)
{
DebugString += FString::Printf(TEXT(" | %-40s | %8s | %5d |\n"), Desc.Struct ? *Desc.Struct->GetName() : TEXT("null"), *UEnum::GetDisplayValueAsText(Desc.Requirement).ToString(), Desc.Handle.DataViewIndex.Get());
}
// Bindings
StateTree.PropertyBindings.DebugPrintInternalLayout(DebugString);
// Transitions
DebugString += FString::Printf(TEXT("\nTransitions(%d)\n [ %-3s | %15s | %-20s | %-20s | %-40s | %-8s ]\n"), StateTree.Transitions.Num()
, TEXT("Idx"), TEXT("State"), TEXT("Transition Type"), TEXT("Transition Trigger"), TEXT("Transition Event Tag"), TEXT("Num Cond"));
for (const FCompactStateTransition& Transition : StateTree.Transitions)
{
DebugString += FString::Printf(TEXT(" | %3d | %15s | %-20s | %-20s | %-40s | %8d |\n"),
Transition.ConditionsBegin, *Transition.State.Describe(),
*UEnum::GetDisplayValueAsText(Transition.Type).ToString(),
*UEnum::GetDisplayValueAsText(Transition.Trigger).ToString(),
*Transition.EventTag.ToString(),
Transition.ConditionsNum);
}
// DataViews
DebugString += FString::Printf(TEXT("\nDataViews(%d)\n"), DataViews.Num());
for (const FStateTreeDataView& DataView : DataViews)
{
DebugString += FString::Printf(TEXT(" [%s]\n"), DataView.IsValid() ? *DataView.GetStruct()->GetName() : TEXT("null"));
}
// States
DebugString += FString::Printf(TEXT("\nStates(%d)\n"
" [ %-30s | %15s | %5s [%3s:%-3s[ | Begin Idx : %4s %4s %4s %4s | Num : %4s %4s %4s %4s | Transitions : %-16s %-40s %-16s %-40s ]\n"),
StateTree.States.Num(),
TEXT("Name"), TEXT("Parent"), TEXT("Child"), TEXT("Beg"), TEXT("End"),
TEXT("Cond"), TEXT("Tr"), TEXT("Tsk"), TEXT("Evt"), TEXT("Cond"), TEXT("Tr"), TEXT("Tsk"), TEXT("Evt"),
TEXT("Done State"), TEXT("Done Type"), TEXT("Failed State"), TEXT("Failed Type")
);
for (const FCompactStateTreeState& State : StateTree.States)
{
DebugString += FString::Printf(TEXT(" | %-30s | %15s | %5s [%3d:%-3d[ | %9s %4d %4d %4d | %3s %4d %4d %4d\n"),
*State.Name.ToString(), *State.Parent.Describe(),
TEXT(""), State.ChildrenBegin, State.ChildrenEnd,
TEXT(""), State.EnterConditionsBegin, State.TransitionsBegin, State.TasksBegin,
TEXT(""), State.EnterConditionsNum, State.TransitionsNum, State.TasksNum);
}
// Evaluators
if (StateTree.EvaluatorsNum)
{
DebugString += FString::Printf(TEXT("\nEvaluators\n [ %-30s | %8s | %10s ]\n"),
TEXT("Name"), TEXT("Bindings"), TEXT("Struct Idx"));
for (int32 EvalIndex = StateTree.EvaluatorsBegin; EvalIndex < (StateTree.EvaluatorsBegin + StateTree.EvaluatorsNum); EvalIndex++)
{
const FStateTreeEvaluatorBase& Eval = StateTree.Nodes[EvalIndex].Get<FStateTreeEvaluatorBase>();
DebugString += FString::Printf(TEXT("| %-30s | %8d | %10d |\n"),
*Eval.Name.ToString(), Eval.BindingsBatch.Get(), Eval.DataViewIndex.Get());
}
}
DebugString += FString::Printf(TEXT("\nTasks\n [ %-30s | %-30s | %8s | %10s ]\n"),
TEXT("State"), TEXT("Name"), TEXT("Bindings"), TEXT("Struct Idx"));
for (const FCompactStateTreeState& State : StateTree.States)
{
// Tasks
if (State.TasksNum)
{
for (int32 TaskIndex = State.TasksBegin; TaskIndex < (State.TasksBegin + State.TasksNum); TaskIndex++)
{
const FStateTreeTaskBase& Task = StateTree.Nodes[TaskIndex].Get<FStateTreeTaskBase>();
DebugString += FString::Printf(TEXT(" | %-30s | %-30s | %8d | %10d |\n"), *State.Name.ToString(),
*Task.Name.ToString(), Task.BindingsBatch.Get(), Task.DataViewIndex.Get());
}
}
}
UE_LOG(LogStateTree, Log, TEXT("%s"), *DebugString);
}
int32 FStateTreeExecutionContext::GetStateChangeCount() const
{
if (!InstanceData.IsValid())
{
return 0;
}
const FStateTreeExecutionState& Exec = GetExecState();
return Exec.StateChangeCount;
}
#endif // WITH_STATETREE_DEBUG
FString FStateTreeExecutionContext::GetActiveStateName() const
{
if (!InstanceData.IsValid())
{
return FString(TEXT("<None>"));
}
const FStateTreeExecutionState& Exec = GetExecState();
FString FullStateName;
// Active States
for (int32 Index = 0; Index < Exec.ActiveStates.Num(); Index++)
{
const FStateTreeStateHandle Handle = Exec.ActiveStates[Index];
if (Handle.IsValid())
{
const FCompactStateTreeState& State = StateTree.States[Handle.Index];
bool bIsLinked = false;
if (Index > 0)
{
FullStateName += TEXT("\n");
bIsLinked = Exec.ActiveStates[Index - 1] != State.Parent;
}
FullStateName += FString::Printf(TEXT("%*s-"), Index * 3, TEXT("")); // Indent
FullStateName += *State.Name.ToString();
if (bIsLinked)
{
FullStateName += TEXT(" >");
}
}
}
switch (Exec.TreeRunStatus)
{
case EStateTreeRunStatus::Failed:
FullStateName += TEXT(" FAILED\n");
break;
case EStateTreeRunStatus::Succeeded:
FullStateName += TEXT(" SUCCEEDED\n");
break;
case EStateTreeRunStatus::Running:
// Empty
break;
default:
FullStateName += TEXT("--\n");
}
return FullStateName;
}
TArray<FName> FStateTreeExecutionContext::GetActiveStateNames() const
{
TArray<FName> Result;
if (!InstanceData.IsValid())
{
return Result;
}
const FStateTreeExecutionState& Exec = GetExecState();
// Active States
for (int32 Index = 0; Index < Exec.ActiveStates.Num(); Index++)
{
const FStateTreeStateHandle Handle = Exec.ActiveStates[Index];
if (Handle.IsValid())
{
const FCompactStateTreeState& State = StateTree.States[Handle.Index];
Result.Add(State.Name);
}
}
return Result;
}
#undef STATETREE_LOG
#undef STATETREE_CLOG