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Moved SmartObjects out of restricted folder Moved StateTree out of restricted folder Moved ZoneGraph out of restricted folder Moved ZoneGraphAnnotations out of restricted folder #jira UE-115297 #ROBOMERGE-OWNER: mieszko.zielinski #ROBOMERGE-AUTHOR: mieszko.zielinski #ROBOMERGE-SOURCE: CL 17648223 via CL 17648246 via CL 17648261 via CL 17648385 via CL 17648390 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v875-17642767) #ROBOMERGE-CONFLICT from-shelf #ROBOMERGE[STARSHIP]: UE5-Main [CL 17648742 by mieszko zielinski in ue5-release-engine-test branch]
208 lines
5.2 KiB
C++
208 lines
5.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Components/StateTreeComponent.h"
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#include "GameFramework/Actor.h"
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#include "GameplayTasksComponent.h"
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#include "VisualLogger/VisualLoggerTypes.h"
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#include "VisualLogger/VisualLogger.h"
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#include "StateTree.h"
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#include "StateTreeInstance.h"
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#include "AIController.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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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 (StateTree == nullptr)
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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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if (!StateTreeInstance.Init(*this, *StateTree))
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{
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STATETREE_LOG(Error, TEXT("%s: Failed to init StateTreeInstance."), ANSI_TO_TCHAR(__FUNCTION__));
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}
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}
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void UStateTreeComponent::UninitializeComponent()
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{
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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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StateTreeInstance.Tick(DeltaTime);
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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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// TODO: Move this to UStateTree
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StateTree->ResolvePropertyPaths();
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StateTreeInstance.Start();
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bIsRunning = true;
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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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StateTreeInstance.Start();
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bIsRunning = true;
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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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StateTreeInstance.Stop();
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bIsRunning = false;
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}
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void UStateTreeComponent::Cleanup()
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{
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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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#if ENABLE_VISUAL_LOG
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void UStateTreeComponent::DescribeSelfToVisLog(struct FVisualLogEntry* Snapshot) const
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{
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if (!IsValid(this))
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{
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return;
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}
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Super::DescribeSelfToVisLog(Snapshot);
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if (Snapshot)
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{
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StateTreeInstance.DescribeSelfToVisLog(*Snapshot);
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}
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}
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#endif // ENABLE_VISUAL_LOG
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#if WITH_GAMEPLAY_DEBUGGER
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FString UStateTreeComponent::GetDebugInfoString() const
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{
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return StateTreeInstance.GetDebugInfoString();
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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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