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- Implies that parameters are only set once at start - Allows parameters to be safely mutated if needed, e.g. via property references [CL 30765232 by mikko mononen in ue5-main branch]
702 lines
30 KiB
C++
702 lines
30 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTree.h"
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#include "StateTreeExecutionTypes.h"
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#include "StateTreeNodeBase.h"
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#include "Experimental/ConcurrentLinearAllocator.h"
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struct FGameplayTag;
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struct FInstancedPropertyBag;
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struct FStateTreeExecutionContext;
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struct FStateTreeEvaluatorBase;
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struct FStateTreeTaskBase;
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struct FStateTreeConditionBase;
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struct FStateTreeEvent;
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struct FStateTreeTransitionRequest;
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struct FStateTreeInstanceDebugId;
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/**
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* Delegate used by the execution context to collect external data views for a given StateTree asset.
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* The caller is expected to iterate over the ExternalDataDescs array, find the matching external data,
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* and store it in the OutDataViews at the same index:
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*
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* for (int32 Index = 0; Index < ExternalDataDescs.Num(); Index++)
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* {
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* const FStateTreeExternalDataDesc& Desc = ExternalDataDescs[Index];
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* // Find data requested by Desc
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* OutDataViews[Index] = ...;
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* }
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*/
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DECLARE_DELEGATE_RetVal_FourParams(bool, FOnCollectStateTreeExternalData, const FStateTreeExecutionContext& /*Context*/, const UStateTree* /*StateTree*/, TArrayView<const FStateTreeExternalDataDesc> /*ExternalDataDescs*/, TArrayView<FStateTreeDataView> /*OutDataViews*/);
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/**
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* StateTree Execution Context is a helper that is used to update StateTree instance data.
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*
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* The context is meant to be temporary, you should not store a context across multiple frames.
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*
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* The owner is used as the owner of the instantiated UObjects in the instance data and logging,
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* it should have same or greater lifetime as the InstanceData.
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*
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* In common case you can use the constructor to initialize the context, and us a helper struct
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* to set up the context data and external data getter:
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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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* Context.Tick(DeltaTime);
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* }
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*
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*
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* bool UMyComponent::SetContextRequirements(FStateTreeExecutionContext& Context)
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* {
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* if (!Context.IsValid())
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* {
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* return false;
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* }
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* // Setup context data
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* Context.SetContextDataByName(...);
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* ...
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*
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* Context.SetCollectExternalDataCallback(FOnCollectStateTreeExternalData::CreateUObject(this, &UMyComponent::CollectExternalData);
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*
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* return Context.AreContextDataViewsValid();
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* }
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*
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* bool UMyComponent::CollectExternalData(const FStateTreeExecutionContext& Context, const UStateTree* StateTree, TArrayView<const FStateTreeExternalDataDesc> ExternalDataDescs, TArrayView<FStateTreeDataView> OutDataViews)
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* {
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* ...
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* for (int32 Index = 0; Index < ExternalDataDescs.Num(); Index++)
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* {
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* const FStateTreeExternalDataDesc& Desc = ExternalDataDescs[Index];
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* if (Desc.Struct->IsChildOf(UWorldSubsystem::StaticClass()))
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* {
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* UWorldSubsystem* Subsystem = World->GetSubsystemBase(Cast<UClass>(const_cast<UStruct*>(Desc.Struct.Get())));
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* OutDataViews[Index] = FStateTreeDataView(Subsystem);
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* }
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* ...
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* }
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* return true;
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* }
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*
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* In this example the SetContextRequirements() method is used to set the context defined in the schema,
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* and the delegate FOnCollectStateTreeExternalData is used to query the external data required by the tasks and conditions.
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*
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* In case the State Tree links to other state tree assets, the collect external data might get called
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* multiple times, once for each asset.
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*/
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struct STATETREEMODULE_API FStateTreeExecutionContext
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{
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public:
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FStateTreeExecutionContext(UObject& InOwner, const UStateTree& InStateTree, FStateTreeInstanceData& InInstanceData, const FOnCollectStateTreeExternalData& CollectExternalDataCallback = {});
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virtual ~FStateTreeExecutionContext();
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/** Updates data view of the parameters by using the default values defined in the StateTree asset. */
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UE_DEPRECATED(5.4, "Not providing parameters to Start() leads to setting up default values now.")
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void SetDefaultParameters();
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/**
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* Updates data view of the parameters by replacing the default values defined in the StateTree asset by the provided values.
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* Note: caller is responsible to make sure external parameters lifetime matches the context.
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*/
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UE_DEPRECATED(5.4, "Provide parameters through Start() instead.")
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void SetParameters(const FInstancedPropertyBag& Parameters);
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/** Sets callback used to collect external data views during State Tree execution. */
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void SetCollectExternalDataCallback(const FOnCollectStateTreeExternalData& Callback);
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/** @return the StateTree asset in use. */
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const UStateTree* GetStateTree() const { return &RootStateTree; }
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/** @return const references to the instance data in use, or nullptr if the context is not valid. */
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const FStateTreeInstanceData* GetInstanceData() const { return &InstanceData; }
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/** @retuen mutable references to the instance data in use, or nullptr if the context is not valid. */
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FStateTreeInstanceData* GetMutableInstanceData() const { return &InstanceData; }
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/** @return mutable references to the instance data in use. */
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const FStateTreeEventQueue& GetEventQueue() const { return InstanceData.GetEventQueue(); }
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/** @return mutable references to the instance data in use. */
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FStateTreeEventQueue& GetMutableEventQueue() const { return InstanceData.GetMutableEventQueue(); }
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/** @return The owner of the context */
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UObject* GetOwner() const { return &Owner; }
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/** @return The world of the owner or nullptr if the owner is not set. */
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UWorld* GetWorld() const { return Owner.GetWorld(); };
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/** @return True of the the execution context is valid and initialized. */
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bool IsValid() const { return RootStateTree.IsReadyToRun(); }
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/**
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* @param PropertyRef Property's reference to get pointer to.
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* @return Pointer to referenced property if succeeded.
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*/
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template<class T>
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T* GetMutablePropertyPtr(const FStateTreePropertyRef& PropertyRef)
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{
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const FStateTreePropertyBindings& PropertyBindings = CurrentlyProcessedFrame->StateTree->PropertyBindings;
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if(const FStateTreePropertyAccess* PropertyAccess = PropertyBindings.GetPropertyAccess(PropertyRef))
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{
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FStateTreeDataView SourceView = GetDataView(CurrentlyProcessedParentFrame, *CurrentlyProcessedFrame, PropertyAccess->SourceDataHandle);
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return PropertyBindings.GetMutablePropertyPtr<T>(SourceView, *PropertyAccess);
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}
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return nullptr;
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}
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/**
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* Start executing.
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* @param InitialParameters Optional override of parameters initial values
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* @return Tree execution status after the start.
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*/
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EStateTreeRunStatus Start(const FInstancedPropertyBag* InitialParameters = nullptr);
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/**
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* Stop executing if the tree is running.
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* @param CompletionStatus Status (and terminal state) reported in the transition when the tree is stopped.
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* @return Tree execution status at stop, can be CompletionStatus, or earlier status if the tree is not running.
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*/
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EStateTreeRunStatus Stop(const EStateTreeRunStatus CompletionStatus = EStateTreeRunStatus::Stopped);
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/**
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* Tick the state tree logic.
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* @param DeltaTime time to advance the logic.
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* @returns tree run status after the tick.
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*/
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EStateTreeRunStatus Tick(const float DeltaTime);
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/** @return the tree run status. */
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EStateTreeRunStatus GetStateTreeRunStatus() const;
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/** @return the status of the last tick function */
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EStateTreeRunStatus GetLastTickStatus() const;
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/** @return reference to the list of currently active states. */
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UE_DEPRECATED(5.4, "Use GetActiveFrames() instead.")
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const FStateTreeActiveStates& GetActiveStates() const
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{
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static FStateTreeActiveStates Dummy;
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return Dummy;
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}
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/** @return reference to the list of currently active frames and states. */
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TConstArrayView<FStateTreeExecutionFrame> GetActiveFrames() const;
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#if WITH_GAMEPLAY_DEBUGGER
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/** @return Debug string describing the current state of the execution */
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FString GetDebugInfoString() const;
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#endif // WITH_GAMEPLAY_DEBUGGER
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#if WITH_STATETREE_DEBUG
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int32 GetStateChangeCount() const;
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void DebugPrintInternalLayout();
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#endif
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/** @return the name of the active state. */
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FString GetActiveStateName() const;
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/** @return the names of all the active state. */
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TArray<FName> GetActiveStateNames() const;
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/** Sends event for the StateTree. */
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UE_DEPRECATED(5.2, "Use AddEvent() with individual parameters instead.")
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void SendEvent(const FStateTreeEvent& Event) const;
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/** Sends event for the StateTree. */
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void SendEvent(const FGameplayTag Tag, const FConstStructView Payload = FConstStructView(), const FName Origin = FName()) const;
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/** Iterates over all events. Can only be used during StateTree tick. Expects a lambda which takes const FStateTreeEvent& Event, and returns EStateTreeLoopEvents. */
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template<typename TFunc>
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void ForEachEvent(TFunc&& Function) const
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{
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for (const FStateTreeEvent& Event : EventsToProcess)
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{
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if (Function(Event) == EStateTreeLoopEvents::Break)
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{
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break;
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}
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}
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}
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/** @return events to process this tick. */
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TConstArrayView<FStateTreeEvent> GetEventsToProcess() const { return EventsToProcess; }
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/** @return true if there is a pending event with specified tag. */
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bool HasEventToProcess(const FGameplayTag Tag) const
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{
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if (EventsToProcess.IsEmpty())
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{
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return false;
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}
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return EventsToProcess.ContainsByPredicate([Tag](const FStateTreeEvent& Event)
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{
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return Event.Tag.MatchesTag(Tag);
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});
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}
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/** @return the currently processed state if applicable. */
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FStateTreeStateHandle GetCurrentlyProcessedState() const { return CurrentlyProcessedState; }
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/** @return Pointer to a State or null if state not found */
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const FCompactStateTreeState* GetStateFromHandle(const FStateTreeStateHandle StateHandle) const
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{
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return RootStateTree.GetStateFromHandle(StateHandle);
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}
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/** @return Array view to external data descriptors associated with this context. Note: Init() must be called before calling this method. */
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UE_DEPRECATED(5.4, "Use CollectStateTreeExternalData delegate instead.")
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TConstArrayView<FStateTreeExternalDataDesc> GetExternalDataDescs() const
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{
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return RootStateTree.ExternalDataDescs;
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}
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/** @return Array view to named external data descriptors associated with this context. Note: Init() must be called before calling this method. */
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TConstArrayView<FStateTreeExternalDataDesc> GetContextDataDescs() const
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{
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return RootStateTree.GetContextDataDescs();
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}
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/** @return Handle to external data of type InStruct, or invalid handle if struct not found. */
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UE_DEPRECATED(5.4, "Not supported anymore.")
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FStateTreeExternalDataHandle GetExternalDataHandleByStruct(const UStruct* InStruct) const
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{
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const FStateTreeExternalDataDesc* DataDesc = RootStateTree.ExternalDataDescs.FindByPredicate([InStruct](const FStateTreeExternalDataDesc& Item) { return Item.Struct == InStruct; });
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return DataDesc != nullptr ? DataDesc->Handle : FStateTreeExternalDataHandle::Invalid;
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}
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/** Sets context data view value for specific item. */
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void SetContextData(const FStateTreeExternalDataHandle Handle, FStateTreeDataView DataView)
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{
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check(Handle.IsValid());
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check(Handle.DataHandle.GetSource() == EStateTreeDataSourceType::ContextData);
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ContextAndExternalDataViews[Handle.DataHandle.GetIndex()] = DataView;
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}
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/** Sets the context data based on name (name is defined in the schema), returns true if data was found */
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bool SetContextDataByName(const FName Name, FStateTreeDataView DataView);
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/** @return True if all context data pointers are set. */
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bool AreContextDataViewsValid() const;
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/** @return True if all required external data pointers are set. */
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UE_DEPRECATED(5.4, "Please AreContextDataViewsValid().")
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bool AreExternalDataViewsValid() const
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{
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return AreContextDataViewsValid();
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}
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/** Sets external data view value for specific item. */
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UE_DEPRECATED(5.4, "Use SetContextData() for context data, or set SetExternalDataDelegate() to provide external data.")
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void SetExternalData(const FStateTreeExternalDataHandle Handle, FStateTreeDataView DataView)
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{
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SetContextData(Handle, DataView);
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}
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/**
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* Returns reference to external data based on provided handle. The return type is deduced from the handle's template type.
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* @param Handle Valid TStateTreeExternalDataHandle<> handle.
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* @return reference to external data based on handle or null if data is not set.
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*/
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template <typename T>
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typename T::DataType& GetExternalData(const T Handle) const
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{
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check(Handle.IsValid());
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check(Handle.DataHandle.GetSource() == EStateTreeDataSourceType::ExternalData);
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check(CurrentlyProcessedFrame);
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check(CurrentlyProcessedFrame->StateTree->ExternalDataDescs[Handle.DataHandle.GetIndex()].Requirement != EStateTreeExternalDataRequirement::Optional); // Optionals should query pointer instead.
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return ContextAndExternalDataViews[CurrentlyProcessedFrame->ExternalDataBaseIndex.Get() + Handle.DataHandle.GetIndex()].template GetMutable<typename T::DataType>();
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}
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/**
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* Returns pointer to external data based on provided item handle. The return type is deduced from the handle's template type.
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* @param Handle Valid TStateTreeExternalDataHandle<> handle.
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* @return pointer to external data based on handle or null if item is not set or handle is invalid.
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*/
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template <typename T>
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typename T::DataType* GetExternalDataPtr(const T Handle) const
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{
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if (Handle.IsValid())
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{
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check(CurrentlyProcessedFrame);
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check(Handle.DataHandle.GetSource() == EStateTreeDataSourceType::ExternalData);
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return ContextAndExternalDataViews[CurrentlyProcessedFrame->ExternalDataBaseIndex.Get() + Handle.DataHandle.GetIndex()].template GetMutablePtr<typename T::DataType>();
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}
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return nullptr;
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}
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FStateTreeDataView GetExternalDataView(const FStateTreeExternalDataHandle Handle)
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{
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if (Handle.IsValid())
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{
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check(CurrentlyProcessedFrame);
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check(Handle.DataHandle.GetSource() == EStateTreeDataSourceType::ExternalData);
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return ContextAndExternalDataViews[CurrentlyProcessedFrame->ExternalDataBaseIndex.Get() + Handle.DataHandle.GetIndex()];
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}
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return FStateTreeDataView();
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}
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/** @returns pointer to the instance data of specified node. */
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template <typename T>
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T* GetInstanceDataPtr(const FStateTreeNodeBase& Node) const
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{
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check(CurrentNodeDataHandle == Node.InstanceDataHandle);
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return CurrentNodeInstanceData.template GetMutablePtr<T>();
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}
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/** @returns reference to the instance data of specified node. */
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template <typename T>
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T& GetInstanceData(const FStateTreeNodeBase& Node) const
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{
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check(CurrentNodeDataHandle == Node.InstanceDataHandle);
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return CurrentNodeInstanceData.template GetMutable<T>();
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}
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/** @returns reference to the instance data of specified node. Infers the instance data type from the node's FInstanceDataType. */
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template <typename T>
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typename T::FInstanceDataType& GetInstanceData(const T& Node) const
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{
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static_assert(TIsDerivedFrom<T, FStateTreeNodeBase>::IsDerived, "Expecting Node to derive from FStateTreeNodeBase.");
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check(CurrentNodeDataHandle == Node.InstanceDataHandle);
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return CurrentNodeInstanceData.template GetMutable<typename T::FInstanceDataType>();
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}
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/** @returns reference to instance data struct that can be passed to lambdas. See TStateTreeInstanceDataStructRef for usage. */
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template <typename T>
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TStateTreeInstanceDataStructRef<typename T::FInstanceDataType> GetInstanceDataStructRef(const T& Node) const
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{
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static_assert(TIsDerivedFrom<T, FStateTreeNodeBase>::IsDerived, "Expecting Node to derive from FStateTreeNodeBase.");
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check(CurrentlyProcessedFrame);
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return TStateTreeInstanceDataStructRef<typename T::FInstanceDataType>(InstanceData, *CurrentlyProcessedFrame, Node.InstanceDataHandle);
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}
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/**
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* Requests transition to a state.
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* If called during during transition processing (e.g. from FStateTreeTaskBase::TriggerTransitions()) the transition
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* is attempted to be activate immediately (it can fail e.g. because of preconditions on a target state).
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* If called outside the transition handling, the request is buffered and handled at the beginning of next transition processing.
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* @param Request The state to transition to.
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*/
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void RequestTransition(const FStateTreeTransitionRequest& Request);
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protected:
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/** Max number of execution frames handled during state selection. */
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static constexpr int32 MaxExecutionFrames = 8;
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#if WITH_STATETREE_DEBUGGER
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FStateTreeInstanceDebugId GetInstanceDebugId() const;
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#endif // WITH_STATETREE_DEBUGGER
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/** @return Prefix that will be used by STATETREE_LOG and STATETREE_CLOG, Owner name by default. */
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virtual FString GetInstanceDescription() const;
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/** Callback when delayed transition is triggered. Contexts that are event based can use this to trigger a future event. */
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virtual void BeginDelayedTransition(const FStateTreeTransitionDelayedState& DelayedState) {};
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void UpdateInstanceData(TConstArrayView<FStateTreeExecutionFrame> CurrentActiveFrames, TArrayView<FStateTreeExecutionFrame> NextActiveFrames);
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/**
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* Handles logic for entering State. EnterState is called on new active Evaluators and Tasks that are part of the re-planned tree.
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* Re-planned tree is from the transition target up to the leaf state. States that are parent to the transition target state
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* and still active after the transition will remain intact.
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* @return Run status returned by the tasks.
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*/
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EStateTreeRunStatus EnterState(FStateTreeTransitionResult& Transition);
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/**
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* Handles logic for exiting State. ExitState is called on current active Evaluators and Tasks that are part of the re-planned tree.
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* Re-planned tree is from the transition target up to the leaf state. States that are parent to the transition target state
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* and still active after the transition will remain intact.
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*/
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void ExitState(const FStateTreeTransitionResult& Transition);
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/**
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* Handles logic for signalling State completed. StateCompleted is called on current active Evaluators and Tasks in reverse order (from leaf to root).
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*/
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void StateCompleted();
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/**
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* Tick evaluators and global tasks by delta time.
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*/
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EStateTreeRunStatus TickEvaluatorsAndGlobalTasks(const float DeltaTime, bool bTickGlobalTasks = true);
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/**
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* Starts evaluators and global tasks.
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* @return run status returned by the global tasks.
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*/
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EStateTreeRunStatus StartEvaluatorsAndGlobalTasks(FStateTreeIndex16& OutLastInitializedTaskIndex);
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/**
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* Stops evaluators and global tasks.
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*/
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void StopEvaluatorsAndGlobalTasks(const EStateTreeRunStatus CompletionStatus, const FStateTreeIndex16 LastInitializedTaskIndex = FStateTreeIndex16());
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/** Starts temporary instances of global evaluators and tasks for a given frame. */
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EStateTreeRunStatus StartTemporaryEvaluatorsAndGlobalTasks(const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame);
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/** Stops leftover global evaluators and tasks in the provided temporary instance data. */
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void StopTemporaryEvaluatorsAndGlobalTasks(TArrayView<FStateTreeTemporaryInstanceData> TempInstances);
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/**
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* Ticks tasks of all active states starting from current state by delta time.
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* @return Run status returned by the tasks.
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*/
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EStateTreeRunStatus TickTasks(const float DeltaTime);
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/**
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* Checks all conditions at given range
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* @return True if all conditions pass.
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*/
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bool TestAllConditions(const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const int32 ConditionsOffset, const int32 ConditionsNum);
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/**
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* Requests transition to a specified state with specified priority.
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*/
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bool RequestTransition(
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|
const FStateTreeExecutionFrame& CurrentFrame,
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|
const FStateTreeStateHandle NextState,
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|
const EStateTreeTransitionPriority Priority,
|
|
const EStateTreeSelectionFallback Fallback = EStateTreeSelectionFallback::None);
|
|
|
|
/**
|
|
* Sets up NextTransition based on the provided parameters and the current execution status.
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|
*/
|
|
void SetupNextTransition(const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeStateHandle NextState, const EStateTreeTransitionPriority Priority);
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|
|
|
/**
|
|
* Triggers transitions based on current run status. CurrentStatus is used to select which transitions events are triggered.
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|
* If CurrentStatus is "Running", "Conditional" transitions pass, "Completed/Failed" will trigger "OnCompleted/OnSucceeded/OnFailed" transitions.
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* Transition target state can point to a selector state. For that reason the result contains both the target state, as well ass
|
|
* the actual next state returned by the selector.
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* @return Transition result describing the source state, state transitioned to, and next selected state.
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|
*/
|
|
bool TriggerTransitions();
|
|
|
|
/**
|
|
* Runs state selection logic starting at the specified state, walking towards the leaf states.
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|
* If a state cannot be selected, false is returned.
|
|
* If NextState is a selector state, SelectStateInternal is called recursively (depth-first) to all child states (where NextState will be one of child states).
|
|
* If NextState is a leaf state, the active states leading from root to the leaf are returned.
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|
* @param CurrentFrame The frame where the NextState is valid.
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|
* @param NextState The state which we try to select next.
|
|
* @param OutNextActiveFrames Active frames and states that got selected.
|
|
* @param Fallback selection behavior to execute if it fails to select the desired state
|
|
* @return True if succeeded to select new active states.
|
|
*/
|
|
bool SelectState(
|
|
const FStateTreeExecutionFrame& CurrentFrame,
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|
const FStateTreeStateHandle NextState,
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|
TArray<FStateTreeExecutionFrame, TFixedAllocator<MaxExecutionFrames>>& OutNextActiveFrames,
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|
const EStateTreeSelectionFallback Fallback = EStateTreeSelectionFallback::None);
|
|
|
|
/**
|
|
* Used internally to do the recursive part of the SelectState().
|
|
*/
|
|
bool SelectStateInternal(
|
|
const FStateTreeExecutionFrame* CurrentParentFrame,
|
|
FStateTreeExecutionFrame& CurrentFrame,
|
|
const FStateTreeExecutionFrame* CurrentFrameInActiveFrames,
|
|
const FStateTreeStateHandle NextStateHandle,
|
|
TArray<FStateTreeExecutionFrame, TFixedAllocator<MaxExecutionFrames>>& OutNextActiveFrames);
|
|
|
|
/** @return StateTree execution state from the instance storage. */
|
|
FStateTreeExecutionState& GetExecState()
|
|
{
|
|
return *InstanceData.GetMutableExecutionState();
|
|
}
|
|
|
|
/** @return const StateTree execution state from the instance storage. */
|
|
const FStateTreeExecutionState& GetExecState() const
|
|
{
|
|
return *InstanceData.GetExecutionState();
|
|
}
|
|
|
|
/** @return String describing state status for logging and debug. */
|
|
FString GetStateStatusString(const FStateTreeExecutionState& ExecState) const;
|
|
|
|
/** @return String describing state name for logging and debug. */
|
|
FString GetSafeStateName(const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeStateHandle State) const;
|
|
|
|
/** @return String describing full path of an activate state for logging and debug. */
|
|
FString DebugGetStatePath(TConstArrayView<FStateTreeExecutionFrame> ActiveFrames, const FStateTreeExecutionFrame* CurrentFrame = nullptr, const int32 ActiveStateIndex = INDEX_NONE) const;
|
|
|
|
/** @return String describing all events that are currently being processed for logging and debug. */
|
|
FString DebugGetEventsAsString() const;
|
|
|
|
/** @return data view of the specified handle relative to given frame. */
|
|
FStateTreeDataView GetDataView(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataHandle Handle) const;
|
|
|
|
/** @return data view of the specified handle relative to given frame. */
|
|
bool IsHandleSourceValid(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataHandle Handle) const;
|
|
|
|
/** @return data view of the specified handle relative to the given frame, or tries to find a matching temporary instance. */
|
|
FStateTreeDataView GetDataViewOrTemporary(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataHandle Handle) const;
|
|
|
|
/**
|
|
* Adds a temporary instance that can be located using frame and data handle later.
|
|
* @returns view to the newly added instance. If NewInstanceData is Object wrapper, the new object is returned.
|
|
*/
|
|
FStateTreeDataView AddTemporaryInstance(const FStateTreeExecutionFrame& Frame, const FStateTreeIndex16 OwnerNodeIndex, const FStateTreeDataHandle DataHandle, FConstStructView NewInstanceData);
|
|
|
|
/** Copies a batch of properties to the data in TargetView. Should be used only on active instances, assumes valid handles and does not consider temporary instances. */
|
|
bool CopyBatchOnActiveInstances(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataView TargetView, const FStateTreeIndex16 BindingsBatch) const;
|
|
|
|
/** Copies a batch of properties to the data in TargetView. This version validates the data handles and looks up temporary instances. */
|
|
bool CopyBatchWithValidation(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataView TargetView, const FStateTreeIndex16 BindingsBatch) const;
|
|
|
|
/**
|
|
* Collects external data for all StateTrees in active frames.
|
|
* @returns true if all external data are set successfully. */
|
|
bool CollectActiveExternalData();
|
|
|
|
/**
|
|
* Collects external data for specific State Tree asset. If the data is already collected, cached index is returned.
|
|
* @returns index in ContextAndExternalDataViews for the first external data.
|
|
*/
|
|
FStateTreeIndex16 CollectExternalData(const UStateTree* StateTree);
|
|
|
|
/**
|
|
* Stores copy of provided parameters as State Tree global parameters.
|
|
* @param Parameters parameters to copy
|
|
* @returns true if successfully set the parameters
|
|
*/
|
|
bool SetGlobalParameters(const FInstancedPropertyBag& Parameters);
|
|
|
|
/** Owner of the instance data. */
|
|
UObject& Owner;
|
|
|
|
/** The StateTree asset the context is initialized for */
|
|
const UStateTree& RootStateTree;
|
|
|
|
/** Instance data used during current tick. */
|
|
FStateTreeInstanceData& InstanceData;
|
|
|
|
/** Data storage of the instance data, cached for less indirections. */
|
|
FStateTreeInstanceStorage* InstanceDataStorage = nullptr;
|
|
|
|
/** Data view of the context data. */
|
|
TArray<FStateTreeDataView, TConcurrentLinearArrayAllocator<FDefaultBlockAllocationTag>> ContextAndExternalDataViews;
|
|
|
|
/** Events to process in current tick. */
|
|
TArray<FStateTreeEvent, TConcurrentLinearArrayAllocator<FDefaultBlockAllocationTag>> EventsToProcess;
|
|
|
|
FOnCollectStateTreeExternalData CollectExternalDataDelegate;
|
|
|
|
struct FCollectedExternalDataCache
|
|
{
|
|
const UStateTree* StateTree = nullptr;
|
|
FStateTreeIndex16 BaseIndex;
|
|
};
|
|
TArray<FCollectedExternalDataCache, TConcurrentLinearArrayAllocator<FDefaultBlockAllocationTag>> CollectedExternalCache;
|
|
|
|
bool bActiveExternalDataCollected = false;
|
|
|
|
/** Next transition, used by RequestTransition(). */
|
|
FStateTreeTransitionResult NextTransition;
|
|
|
|
/** Structure describing the origin of the state transition that caused the state change. */
|
|
FStateTreeTransitionSource NextTransitionSource;
|
|
|
|
/** Current frame we're processing. */
|
|
const FStateTreeExecutionFrame* CurrentlyProcessedParentFrame = nullptr;
|
|
const FStateTreeExecutionFrame* CurrentlyProcessedFrame = nullptr;
|
|
|
|
/** Pointer to the shared instance data of the current frame we're processing. */
|
|
FStateTreeInstanceStorage* CurrentlyProcessedSharedInstanceStorage = nullptr;
|
|
|
|
/** Helper struct to track currently processed frame. */
|
|
struct FCurrentlyProcessedFrameScope
|
|
{
|
|
FCurrentlyProcessedFrameScope(FStateTreeExecutionContext& InContext, const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame);
|
|
|
|
~FCurrentlyProcessedFrameScope();
|
|
|
|
private:
|
|
FStateTreeExecutionContext& Context;
|
|
int32 SavedFrameIndex = 0;
|
|
FStateTreeInstanceStorage* SavedSharedInstanceDataStorage = nullptr;
|
|
const FStateTreeExecutionFrame* SavedFrame = nullptr;
|
|
const FStateTreeExecutionFrame* SavedParentFrame = nullptr;
|
|
};
|
|
|
|
|
|
/** Current state we're processing, or invalid if not applicable. */
|
|
FStateTreeStateHandle CurrentlyProcessedState;
|
|
|
|
/** Helper struct to track currently processed state. */
|
|
struct FCurrentlyProcessedStateScope
|
|
{
|
|
FCurrentlyProcessedStateScope(FStateTreeExecutionContext& InContext, const FStateTreeStateHandle State)
|
|
: Context(InContext)
|
|
{
|
|
SavedState = Context.CurrentlyProcessedState;
|
|
Context.CurrentlyProcessedState = State;
|
|
}
|
|
|
|
~FCurrentlyProcessedStateScope()
|
|
{
|
|
Context.CurrentlyProcessedState = SavedState;
|
|
}
|
|
|
|
private:
|
|
FStateTreeExecutionContext& Context;
|
|
FStateTreeStateHandle SavedState = FStateTreeStateHandle::Invalid;
|
|
};
|
|
|
|
|
|
/** True if transitions are allowed to be requested directly instead of buffering. */
|
|
bool bAllowDirectTransitions = false;
|
|
|
|
/** Helper struct to track when it is allowed to request transitions. */
|
|
struct FAllowDirectTransitionsScope
|
|
{
|
|
FAllowDirectTransitionsScope(FStateTreeExecutionContext& InContext)
|
|
: Context(InContext)
|
|
{
|
|
bSavedAllowDirectTransitions = Context.bAllowDirectTransitions;
|
|
Context.bAllowDirectTransitions = true;
|
|
}
|
|
|
|
~FAllowDirectTransitionsScope()
|
|
{
|
|
Context.bAllowDirectTransitions = bSavedAllowDirectTransitions;
|
|
}
|
|
|
|
private:
|
|
FStateTreeExecutionContext& Context;
|
|
bool bSavedAllowDirectTransitions = false;
|
|
};
|
|
|
|
/** Currently processed nodes instance data. Ideally we would pass these to the nodes directly, but do not want to change the API currently. */
|
|
FStateTreeDataHandle CurrentNodeDataHandle;
|
|
FStateTreeDataView CurrentNodeInstanceData;
|
|
|
|
/** Helper struct to set current node data. */
|
|
struct FNodeInstanceDataScope
|
|
{
|
|
FNodeInstanceDataScope(FStateTreeExecutionContext& InContext, const FStateTreeDataHandle InNodeDataHandle, const FStateTreeDataView InNodeInstanceData)
|
|
: Context(InContext)
|
|
{
|
|
SavedNodeDataHandle = Context.CurrentNodeDataHandle;
|
|
SavedNodeInstanceData = Context.CurrentNodeInstanceData;
|
|
Context.CurrentNodeDataHandle = InNodeDataHandle;
|
|
Context.CurrentNodeInstanceData = InNodeInstanceData;
|
|
}
|
|
|
|
~FNodeInstanceDataScope()
|
|
{
|
|
Context.CurrentNodeDataHandle = SavedNodeDataHandle;
|
|
Context.CurrentNodeInstanceData = SavedNodeInstanceData;
|
|
}
|
|
|
|
private:
|
|
FStateTreeExecutionContext& Context;
|
|
FStateTreeDataHandle SavedNodeDataHandle;
|
|
FStateTreeDataView SavedNodeInstanceData;
|
|
};
|
|
};
|