You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
231 lines
8.0 KiB
C++
231 lines
8.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "Stats/Stats.h"
|
|
#include "UObject/ObjectMacros.h"
|
|
#include "UObject/UObjectGlobals.h"
|
|
#include "UObject/Object.h"
|
|
#include "Templates/SubclassOf.h"
|
|
#include "Engine/EngineTypes.h"
|
|
#include "Engine/World.h"
|
|
#include "Perception/AIPerceptionTypes.h"
|
|
#include "Perception/AISense.h"
|
|
#include "AISubsystem.h"
|
|
#include "AIPerceptionSystem.generated.h"
|
|
|
|
class UAIPerceptionComponent;
|
|
class UAISenseEvent;
|
|
|
|
AIMODULE_API DECLARE_LOG_CATEGORY_EXTERN(LogAIPerception, Warning, All);
|
|
|
|
class APawn;
|
|
|
|
/**
|
|
* By design checks perception between hostile teams
|
|
*/
|
|
UCLASS(ClassGroup=AI, config=Game, defaultconfig)
|
|
class AIMODULE_API UAIPerceptionSystem : public UAISubsystem
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
|
|
UAIPerceptionSystem(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
|
|
|
|
// FTickableGameObject begin
|
|
virtual void Tick(float DeltaTime) override;
|
|
virtual TStatId GetStatId() const override;
|
|
// FTickableGameObject end
|
|
|
|
protected:
|
|
AIPerception::FListenerMap ListenerContainer;
|
|
|
|
UPROPERTY()
|
|
TArray<TObjectPtr<UAISense>> Senses;
|
|
|
|
UPROPERTY(config, EditAnywhere, Category = Perception)
|
|
float PerceptionAgingRate;
|
|
|
|
FActorEndPlaySignature::FDelegate StimuliSourceEndPlayDelegate;
|
|
|
|
// not a UPROPERTY on purpose so that we have a control over when stuff gets removed from the map
|
|
TMap<const AActor*, FPerceptionStimuliSource> RegisteredStimuliSources;
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
UE_DEPRECATED(4.25, "This property will be removed in future versions. UnregisterSource is called by AActor.OnEndPlay delegate and will perform the cleanup.")
|
|
uint32 bStimuliSourcesRefreshRequired : 1;
|
|
#endif
|
|
|
|
uint32 bHandlePawnNotification : 1;
|
|
|
|
struct FDelayedStimulus
|
|
{
|
|
float DeliveryTimestamp;
|
|
FPerceptionListenerID ListenerId;
|
|
TWeakObjectPtr<AActor> Instigator;
|
|
FAIStimulus Stimulus;
|
|
};
|
|
|
|
TArray<FDelayedStimulus> DelayedStimuli;
|
|
|
|
struct FPerceptionSourceRegistration
|
|
{
|
|
FAISenseID SenseID;
|
|
TWeakObjectPtr<AActor> Source;
|
|
|
|
FPerceptionSourceRegistration(FAISenseID InSenseID, AActor* SourceActor)
|
|
: SenseID(InSenseID), Source(SourceActor)
|
|
{}
|
|
|
|
FORCEINLINE bool operator==(const FPerceptionSourceRegistration& Other) const
|
|
{
|
|
return SenseID == Other.SenseID && Source == Other.Source;
|
|
}
|
|
};
|
|
TArray<FPerceptionSourceRegistration> SourcesToRegister;
|
|
|
|
public:
|
|
|
|
FORCEINLINE bool IsSenseInstantiated(const FAISenseID& SenseID) const { return SenseID.IsValid() && Senses.IsValidIndex(SenseID) && Senses[SenseID] != nullptr; }
|
|
|
|
/** Registers listener if not registered */
|
|
void UpdateListener(UAIPerceptionComponent& Listener);
|
|
void UnregisterListener(UAIPerceptionComponent& Listener);
|
|
|
|
template<typename FEventClass, typename FSenseClass = typename FEventClass::FSenseClass>
|
|
void OnEvent(const FEventClass& Event)
|
|
{
|
|
const FAISenseID SenseID = UAISense::GetSenseID<FSenseClass>();
|
|
if (Senses.IsValidIndex(SenseID) && Senses[SenseID] != nullptr)
|
|
{
|
|
((FSenseClass*)Senses[SenseID])->RegisterEvent(Event);
|
|
}
|
|
// otherwise there's no one interested in this event, skip it.
|
|
}
|
|
|
|
template<typename FEventClass, typename FSenseClass = typename FEventClass::FSenseClass>
|
|
void OnEventsBatch(const TArray<FEventClass>& Events)
|
|
{
|
|
if (Events.Num() > 0)
|
|
{
|
|
const FAISenseID SenseID = UAISense::GetSenseID<FSenseClass>();
|
|
if (Senses.IsValidIndex(SenseID) && Senses[SenseID] != nullptr)
|
|
{
|
|
((FSenseClass*)Senses[SenseID])->RegisterEventsBatch(Events);
|
|
}
|
|
}
|
|
// otherwise there's no one interested in this event, skip it.
|
|
}
|
|
|
|
template<typename FEventClass, typename FSenseClass = typename FEventClass::FSenseClass>
|
|
static void OnEvent(UWorld* World, const FEventClass& Event)
|
|
{
|
|
UAIPerceptionSystem* PerceptionSys = GetCurrent(World);
|
|
if (PerceptionSys != NULL)
|
|
{
|
|
PerceptionSys->OnEvent<FEventClass, FSenseClass>(Event);
|
|
}
|
|
}
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "AI|Perception")
|
|
void ReportEvent(UAISenseEvent* PerceptionEvent);
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "AI|Perception", meta = (WorldContext="WorldContextObject"))
|
|
static void ReportPerceptionEvent(UObject* WorldContextObject, UAISenseEvent* PerceptionEvent);
|
|
|
|
/** Registers a source of given sense's stimuli */
|
|
template<typename FSenseClass>
|
|
void RegisterSource(AActor& SourceActor);
|
|
|
|
/** Registers given actor as a source for all registered senses */
|
|
void RegisterSource(AActor& SourceActor);
|
|
|
|
void RegisterSourceForSenseClass(TSubclassOf<UAISense> Sense, AActor& Target);
|
|
|
|
/**
|
|
* unregisters given actor from the list of active stimuli sources
|
|
* @param Sense if null will result in removing SourceActor from all the senses
|
|
*/
|
|
void UnregisterSource(AActor& SourceActor, const TSubclassOf<UAISense> Sense = nullptr);
|
|
|
|
void OnListenerForgetsActor(const UAIPerceptionComponent& Listener, AActor& ActorToForget);
|
|
void OnListenerForgetsAll(const UAIPerceptionComponent& Listener);
|
|
void OnListenerConfigUpdated(FAISenseID SenseID, const UAIPerceptionComponent& Listener);
|
|
|
|
void RegisterDelayedStimulus(FPerceptionListenerID ListenerId, float Delay, AActor* Instigator, const FAIStimulus& Stimulus);
|
|
|
|
static UAIPerceptionSystem* GetCurrent(UObject* WorldContextObject);
|
|
static UAIPerceptionSystem* GetCurrent(UWorld& World);
|
|
|
|
static void MakeNoiseImpl(AActor* NoiseMaker, float Loudness, APawn* NoiseInstigator, const FVector& NoiseLocation, float MaxRange, FName Tag);
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "AI|Perception", meta = (WorldContext="WorldContextObject"))
|
|
static bool RegisterPerceptionStimuliSource(UObject* WorldContextObject, TSubclassOf<UAISense> Sense, AActor* Target);
|
|
|
|
FAISenseID RegisterSenseClass(TSubclassOf<UAISense> SenseClass);
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "AI|Perception", meta = (WorldContext="WorldContextObject"))
|
|
static TSubclassOf<UAISense> GetSenseClassForStimulus(UObject* WorldContextObject, const FAIStimulus& Stimulus);
|
|
|
|
protected:
|
|
|
|
UFUNCTION()
|
|
void OnPerceptionStimuliSourceEndPlay(AActor* Actor, EEndPlayReason::Type EndPlayReason);
|
|
|
|
/** requests registration of a given actor as a perception data source for specified sense */
|
|
void RegisterSource(FAISenseID SenseID, AActor& SourceActor);
|
|
|
|
/** iterates over all pawns and registeres them as a source for sense indicated by SenseID. Note that this will
|
|
* be performed only for senses that request that (see UAISense.bAutoRegisterAllPawnsAsSources).*/
|
|
virtual void RegisterAllPawnsAsSourcesForSense(FAISenseID SenseID);
|
|
|
|
enum EDelayedStimulusSorting
|
|
{
|
|
RequiresSorting,
|
|
NoNeedToSort,
|
|
};
|
|
/** sorts DelayedStimuli and delivers all the ones that are no longer "in the future"
|
|
* @return true if any stimuli has become "current" stimuli (meaning being no longer in future) */
|
|
bool DeliverDelayedStimuli(EDelayedStimulusSorting Sorting);
|
|
void OnNewListener(const FPerceptionListener& NewListener);
|
|
void OnListenerUpdate(const FPerceptionListener& UpdatedListener);
|
|
void OnListenerRemoved(const FPerceptionListener& UpdatedListener);
|
|
void PerformSourceRegistration();
|
|
|
|
/** Returns true if aging resulted in tagging any of the listeners to process
|
|
* its stimuli (@see MarkForStimulusProcessing)*/
|
|
bool AgeStimuli(const float Amount);
|
|
|
|
UE_DEPRECATED(4.26, "Parameterless AgeStimuli has been deprecated, please use the other AgeStimuli flavor. To get behavior identical to the old one calls AgeStimuli(PerceptionAgingRate).")
|
|
void AgeStimuli();
|
|
|
|
friend class UAISense;
|
|
FORCEINLINE AIPerception::FListenerMap& GetListenersMap() { return ListenerContainer; }
|
|
|
|
friend class UAISystem;
|
|
virtual void OnNewPawn(APawn& Pawn);
|
|
virtual void StartPlay();
|
|
|
|
/** Timestamp of the next stimuli aging */
|
|
float NextStimuliAgingTick;
|
|
private:
|
|
/** cached world's timestamp */
|
|
float CurrentTime;
|
|
};
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
template<typename FSenseClass>
|
|
void UAIPerceptionSystem::RegisterSource(AActor& SourceActor)
|
|
{
|
|
FAISenseID SenseID = UAISense::GetSenseID<FSenseClass>();
|
|
if (IsSenseInstantiated(SenseID) == false)
|
|
{
|
|
RegisterSenseClass(FSenseClass::StaticClass());
|
|
SenseID = UAISense::GetSenseID<FSenseClass>();
|
|
check(SenseID.IsValid());
|
|
}
|
|
RegisterSource(SenseID, SourceActor);
|
|
}
|