You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#jira UE-166285 #review #preflight 638a031b35192facc1c0fd77 [CL 23372606 by Stephen Holmes in ue5-main branch]
435 lines
18 KiB
C++
435 lines
18 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "StateTree.h"
|
|
#include "StateTreePropertyBindings.h"
|
|
#include "StateTreeInstanceData.h"
|
|
#include "StateTreeNodeBase.h"
|
|
#include "Experimental/ConcurrentLinearAllocator.h"
|
|
#include "StateTreeExecutionContext.generated.h"
|
|
|
|
struct FStateTreeEvaluatorBase;
|
|
struct FStateTreeTaskBase;
|
|
struct FStateTreeConditionBase;
|
|
struct FStateTreeEvent;
|
|
|
|
struct STATETREEMODULE_API FStateTreeTransitionDelayedState
|
|
{
|
|
FStateTreeIndex16 TransitionIndex = FStateTreeIndex16::Invalid;
|
|
float TimeLeft = 0.0f;
|
|
};
|
|
|
|
USTRUCT()
|
|
struct STATETREEMODULE_API FStateTreeExecutionState
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
/** @returns Delayed transition state for a specific transition, or nullptr if it does not exists. */
|
|
FStateTreeTransitionDelayedState* FindDelayedTransition(const FStateTreeIndex16 TransitionIndex)
|
|
{
|
|
return DelayedTransitions.FindByPredicate([TransitionIndex](const FStateTreeTransitionDelayedState& State){ return State.TransitionIndex == TransitionIndex; });
|
|
}
|
|
|
|
/** Currently active states */
|
|
FStateTreeActiveStates ActiveStates;
|
|
|
|
/** Index of the first task struct in the currently initialized instance data. */
|
|
FStateTreeIndex16 FirstTaskStructIndex = FStateTreeIndex16::Invalid;
|
|
|
|
/** Index of the first task object in the currently initialized instance data. */
|
|
FStateTreeIndex16 FirstTaskObjectIndex = FStateTreeIndex16::Invalid;
|
|
|
|
/** The index of the task that failed during enter state. Exit state uses it to call ExitState() symmetrically. */
|
|
FStateTreeIndex16 EnterStateFailedTaskIndex = FStateTreeIndex16::Invalid;
|
|
|
|
/** Result of last tick */
|
|
EStateTreeRunStatus LastTickStatus = EStateTreeRunStatus::Failed;
|
|
|
|
/** Running status of the instance */
|
|
EStateTreeRunStatus TreeRunStatus = EStateTreeRunStatus::Unset;
|
|
|
|
/** Handle of the state that was first to report state completed (success or failure), used to trigger completion transitions. */
|
|
FStateTreeStateHandle CompletedStateHandle = FStateTreeStateHandle::Invalid;
|
|
|
|
/** Number of times a new state has been changed. */
|
|
uint16 StateChangeCount = 0;
|
|
|
|
/** Running time of the delayed transition */
|
|
TArray<FStateTreeTransitionDelayedState> DelayedTransitions;
|
|
};
|
|
|
|
/**
|
|
* StateTree Execution Context is a helper that is used to update and access StateTree instance data.
|
|
*
|
|
* The context is meant to be temporary, you should not store a context across multiple frames.
|
|
*
|
|
* The owner is used as the owner of the instantiated UObjects in the instance data and logging, it should have same or greater lifetime as the InstanceData.
|
|
*
|
|
* In common case you can use the constructor or Init() to initialize the context:
|
|
*
|
|
* FStateTreeExecutionContext Context(*GetOwner(), *StateTreeRef.GetStateTree(), InstanceData);
|
|
* if (SetContextRequirements(Context))
|
|
* {
|
|
* Context.Tick(DeltaTime);
|
|
* }
|
|
*
|
|
* bool UMyComponent::SetContextRequirements(FStateTreeExecutionContext& Context)
|
|
* {
|
|
* if (!Context.IsValid())
|
|
* {
|
|
* return false;
|
|
* }
|
|
* // Setup context data
|
|
* return true;
|
|
* }
|
|
*/
|
|
struct STATETREEMODULE_API FStateTreeExecutionContext
|
|
{
|
|
public:
|
|
FStateTreeExecutionContext(UObject& InOwner, const UStateTree& InStateTree, FStateTreeInstanceData& InInstanceData);
|
|
virtual ~FStateTreeExecutionContext();
|
|
|
|
/** Updates data view of the parameters by using the default values defined in the StateTree asset. */
|
|
void SetDefaultParameters();
|
|
|
|
/**
|
|
* Updates data view of the parameters by replacing the default values defined in the StateTree asset by the provided values.
|
|
* Note: caller is responsible to make sure external parameters lifetime matches the context.
|
|
*/
|
|
void SetParameters(const FInstancedPropertyBag& Parameters);
|
|
|
|
/** @return the StateTree asset in use. */
|
|
const UStateTree* GetStateTree() const { return &StateTree; }
|
|
|
|
/** @return const references to the instance data in use, or nullptr if the context is not valid. */
|
|
const FStateTreeInstanceData* GetInstanceData() const { return &InstanceData; }
|
|
|
|
/** @retuen mutable references to the instance data in use, or nullptr if the context is not valid. */
|
|
FStateTreeInstanceData* GetMutableInstanceData() const { return &InstanceData; }
|
|
|
|
/** @return mutable references to the instance data in use. */
|
|
const FStateTreeEventQueue& GetEventQueue() const { return InstanceData.GetEventQueue(); }
|
|
|
|
/** @return mutable references to the instance data in use. */
|
|
FStateTreeEventQueue& GetMutableEventQueue() const { return InstanceData.GetMutableEventQueue(); }
|
|
|
|
/** @return The owner of the context */
|
|
UObject* GetOwner() const { return &Owner; }
|
|
/** @return The world of the owner or nullptr if the owner is not set. */
|
|
UWorld* GetWorld() const { return Owner.GetWorld(); };
|
|
|
|
/** @return True of the the execution context is valid and initialized. */
|
|
//bool IsValid() const { return Owner != nullptr && StateTree != nullptr && InstanceData != nullptr; }
|
|
bool IsValid() const { return StateTree.IsReadyToRun(); }
|
|
|
|
/** Start executing. */
|
|
EStateTreeRunStatus Start();
|
|
|
|
/** Stop executing. */
|
|
EStateTreeRunStatus Stop();
|
|
|
|
/** Tick the state tree logic. */
|
|
EStateTreeRunStatus Tick(const float DeltaTime);
|
|
|
|
/** @return the status of the last tick function */
|
|
EStateTreeRunStatus GetLastTickStatus() const;
|
|
|
|
/** @return reference to the list of currently active states. */
|
|
const FStateTreeActiveStates& GetActiveStates() const;
|
|
|
|
#if WITH_GAMEPLAY_DEBUGGER
|
|
/** @return Debug string describing the current state of the execution */
|
|
FString GetDebugInfoString() const;
|
|
#endif // WITH_GAMEPLAY_DEBUGGER
|
|
|
|
#if WITH_STATETREE_DEBUG
|
|
int32 GetStateChangeCount() const;
|
|
|
|
void DebugPrintInternalLayout();
|
|
#endif
|
|
|
|
/** @return the name of the active state. */
|
|
FString GetActiveStateName() const;
|
|
|
|
/** @return the names of all the active state. */
|
|
TArray<FName> GetActiveStateNames() const;
|
|
|
|
/** Sends event for the StateTree. */
|
|
UE_DEPRECATED(5.2, "Use AddEvent() with individual parameters instead.")
|
|
void SendEvent(const FStateTreeEvent& Event) const;
|
|
|
|
/** Sends event for the StateTree. */
|
|
void SendEvent(const FGameplayTag Tag, const FConstStructView Payload = FConstStructView(), const FName Origin = FName()) const;
|
|
|
|
/** Iterates over all events. Can only be used during StateTree tick. Expects a lambda which takes const FStateTreeEvent& Event, and returns EStateTreeLoopEvents. */
|
|
template<typename TFunc>
|
|
void ForEachEvent(TFunc&& Function) const
|
|
{
|
|
for (const FStateTreeEvent& Event : EventsToProcess)
|
|
{
|
|
if (Function(Event) == EStateTreeLoopEvents::Break)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/** @return events to process this tick. */
|
|
TConstArrayView<FStateTreeEvent> GetEventsToProcess() const { return EventsToProcess; }
|
|
|
|
|
|
/** @return Pointer to a State or null if state not found */
|
|
const FCompactStateTreeState* GetStateFromHandle(const FStateTreeStateHandle StateHandle) const
|
|
{
|
|
return StateTree.States.IsValidIndex(StateHandle.Index) ? &StateTree.States[StateHandle.Index] : nullptr;
|
|
}
|
|
|
|
/** @return Array view to external data descriptors associated with this context. Note: Init() must be called before calling this method. */
|
|
TConstArrayView<FStateTreeExternalDataDesc> GetExternalDataDescs() const
|
|
{
|
|
return StateTree.ExternalDataDescs;
|
|
}
|
|
|
|
/** @return Array view to named external data descriptors associated with this context. Note: Init() must be called before calling this method. */
|
|
TConstArrayView<FStateTreeExternalDataDesc> GetContextDataDescs() const
|
|
{
|
|
return StateTree.GetContextDataDescs();
|
|
}
|
|
|
|
/** @return True if all required external data pointers are set. */
|
|
bool AreExternalDataViewsValid() const;
|
|
|
|
/** @return Handle to external data of type InStruct, or invalid handle if struct not found. */
|
|
FStateTreeExternalDataHandle GetExternalDataHandleByStruct(const UStruct* InStruct) const
|
|
{
|
|
const FStateTreeExternalDataDesc* DataDesc = StateTree.ExternalDataDescs.FindByPredicate([InStruct](const FStateTreeExternalDataDesc& Item) { return Item.Struct == InStruct; });
|
|
return DataDesc != nullptr ? DataDesc->Handle : FStateTreeExternalDataHandle::Invalid;
|
|
}
|
|
|
|
/** Sets external data view value for specific item. */
|
|
void SetExternalData(const FStateTreeExternalDataHandle Handle, FStateTreeDataView DataView)
|
|
{
|
|
check(Handle.IsValid());
|
|
DataViews[Handle.DataViewIndex.Get()] = DataView;
|
|
}
|
|
|
|
/**
|
|
* Returns reference to external data based on provided handle. The return type is deduced from the handle's template type.
|
|
* @param Handle Valid TStateTreeExternalDataHandle<> handle.
|
|
* @return reference to external data based on handle or null if data is not set.
|
|
*/
|
|
template <typename T>
|
|
typename T::DataType& GetExternalData(const T Handle) const
|
|
{
|
|
check(Handle.IsValid());
|
|
checkSlow(StateTree.ExternalDataDescs[Handle.DataViewIndex.Get() - StateTree.ExternalDataBaseIndex].Requirement != EStateTreeExternalDataRequirement::Optional); // Optionals should query pointer instead.
|
|
return DataViews[Handle.DataViewIndex.Get()].template GetMutable<typename T::DataType>();
|
|
}
|
|
|
|
/**
|
|
* Returns pointer to external data based on provided item handle. The return type is deduced from the handle's template type.
|
|
* @param Handle Valid TStateTreeExternalDataHandle<> handle.
|
|
* @return pointer to external data based on handle or null if item is not set or handle is invalid.
|
|
*/
|
|
template <typename T>
|
|
typename T::DataType* GetExternalDataPtr(const T Handle) const
|
|
{
|
|
return Handle.IsValid() ? DataViews[Handle.DataViewIndex.Get()].template GetMutablePtr<typename T::DataType>() : nullptr;
|
|
}
|
|
|
|
FStateTreeDataView GetExternalDataView(const FStateTreeExternalDataHandle Handle)
|
|
{
|
|
if (Handle.IsValid())
|
|
{
|
|
return DataViews[Handle.DataViewIndex.Get()];
|
|
}
|
|
return FStateTreeDataView();
|
|
}
|
|
|
|
/** @returns pointer to the instance data of specified node. */
|
|
template <typename T>
|
|
T* GetInstanceDataPtr(const FStateTreeNodeBase& Node) const
|
|
{
|
|
return DataViews[Node.DataViewIndex.Get()].template GetMutablePtr<T>();
|
|
}
|
|
|
|
/** @returns reference to the instance data of specified node. */
|
|
template <typename T>
|
|
T& GetInstanceData(const FStateTreeNodeBase& Node) const
|
|
{
|
|
return DataViews[Node.DataViewIndex.Get()].template GetMutable<T>();
|
|
}
|
|
|
|
/** @returns reference to the instance data of specified node. Infers the instance data type from the node's FInstanceDataType. */
|
|
template <typename T>
|
|
typename T::FInstanceDataType& GetInstanceData(const T& Node) const
|
|
{
|
|
static_assert(TIsDerivedFrom<T, FStateTreeNodeBase>::IsDerived, "Expecting Node to derive from FStateTreeNodeBase.");
|
|
return DataViews[Node.DataViewIndex.Get()].template GetMutable<typename T::FInstanceDataType>();
|
|
}
|
|
|
|
/** @returns reference to instance data struct that can be passed to lambdas. See TStateTreeInstanceDataStructRef for usage. */
|
|
template <typename T>
|
|
TStateTreeInstanceDataStructRef<typename T::FInstanceDataType> GetInstanceDataStructRef(const T& Node) const
|
|
{
|
|
static_assert(TIsDerivedFrom<T, FStateTreeNodeBase>::IsDerived, "Expecting Node to derive from FStateTreeNodeBase.");
|
|
return TStateTreeInstanceDataStructRef<typename T::FInstanceDataType>(InstanceData, DataViews[Node.DataViewIndex.Get()].template GetMutable<typename T::FInstanceDataType>());
|
|
}
|
|
|
|
protected:
|
|
|
|
/** @return Prefix that will be used by STATETREE_LOG and STATETREE_CLOG, empty by default. */
|
|
virtual FString GetInstanceDescription() const;
|
|
|
|
UE_DEPRECATED(5.2, "Use BeginDelayedTransition() instead.")
|
|
virtual void BeginGatedTransition(const FStateTreeExecutionState& Exec) final {};
|
|
|
|
/** Callback when delayed transition is triggered. Contexts that are event based can use this to trigger a future event. */
|
|
virtual void BeginDelayedTransition(const FStateTreeTransitionDelayedState& DelayedState) {};
|
|
|
|
void UpdateInstanceData(const FStateTreeActiveStates& CurrentActiveStates, const FStateTreeActiveStates& NextActiveStates);
|
|
|
|
/**
|
|
* Handles logic for entering State. EnterState is called on new active Evaluators and Tasks that are part of the re-planned tree.
|
|
* Re-planned tree is from the transition target up to the leaf state. States that are parent to the transition target state
|
|
* and still active after the transition will remain intact.
|
|
* @return Run status returned by the tasks.
|
|
*/
|
|
EStateTreeRunStatus EnterState(const FStateTreeTransitionResult& Transition);
|
|
|
|
/**
|
|
* Handles logic for exiting State. ExitState is called on current active Evaluators and Tasks that are part of the re-planned tree.
|
|
* Re-planned tree is from the transition target up to the leaf state. States that are parent to the transition target state
|
|
* and still active after the transition will remain intact.
|
|
*/
|
|
void ExitState(const FStateTreeTransitionResult& Transition);
|
|
|
|
/**
|
|
* Handles logic for signalling State completed. StateCompleted is called on current active Evaluators and Tasks in reverse order (from leaf to root).
|
|
*/
|
|
void StateCompleted();
|
|
|
|
/**
|
|
* Ticks global evaluators by delta time.
|
|
*/
|
|
void TickEvaluators(const float DeltaTime);
|
|
|
|
void StartEvaluators();
|
|
|
|
void StopEvaluators();
|
|
|
|
/**
|
|
* Ticks tasks of all active states starting from current state by delta time.
|
|
* @return Run status returned by the tasks.
|
|
*/
|
|
EStateTreeRunStatus TickTasks(const float DeltaTime);
|
|
|
|
/**
|
|
* Checks all conditions at given range
|
|
* @return True if all conditions pass.
|
|
*/
|
|
bool TestAllConditions(FStateTreeInstanceData& SharedInstanceData, const int32 ConditionsOffset, const int32 ConditionsNum);
|
|
|
|
/**
|
|
* Tries to select a state pointed by the specified transition. The OutTransition is filled on successful selection.
|
|
* @return true of the state selection succeeds.
|
|
*/
|
|
bool SelectTransition(FStateTreeInstanceData& SharedInstanceData, FStateTreeExecutionState& Exec,
|
|
const int16 StateIndex, const FCompactStateTreeState& State, const FCompactStateTransition& Transition, FStateTreeTransitionResult& OutTransition);
|
|
|
|
/**
|
|
* Triggers transitions based on current run status. CurrentStatus is used to select which transitions events are triggered.
|
|
* If CurrentStatus is "Running", "Conditional" transitions pass, "Completed/Failed" will trigger "OnCompleted/OnSucceeded/OnFailed" transitions.
|
|
* 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.
|
|
* @return Transition result describing the source state, state transitioned to, and next selected state.
|
|
*/
|
|
bool TriggerTransitions(FStateTreeInstanceData& SharedInstanceData, FStateTreeTransitionResult& OutTransition);
|
|
|
|
/**
|
|
* Traverses the ActiveStates from StartStateIndex to 0 and returns first linked state.
|
|
* @return Parent linked state, or invalid state if no linked state found.
|
|
*/
|
|
FStateTreeStateHandle GetParentLinkedStateHandle(const FStateTreeActiveStates& ActiveStates, const int32 StartStateIndex) const;
|
|
|
|
/**
|
|
* Runs state selection logic starting at the specified state, walking towards the leaf states.
|
|
* 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.
|
|
* @param SharedInstanceData Reference to the instance data
|
|
* @param NextState The state which we try to select next.
|
|
* @param OutNewActiveStates Active states that got selected.
|
|
* @return True if succeeded to select new active states.
|
|
*/
|
|
bool SelectState(FStateTreeInstanceData& SharedInstanceData, const FStateTreeStateHandle NextState, FStateTreeActiveStates& OutNewActiveStates);
|
|
|
|
/**
|
|
* Used internally to do the recursive part of the SelectState().
|
|
*/
|
|
bool SelectStateInternal(FStateTreeInstanceData& SharedInstanceData, const FStateTreeStateHandle NextState, FStateTreeActiveStates& OutNewActiveStates);
|
|
|
|
/** @return StateTree execution state from the instance storage. */
|
|
FStateTreeExecutionState& GetExecState()
|
|
{
|
|
return InstanceData.GetMutableStruct(0).GetMutable<FStateTreeExecutionState>();
|
|
}
|
|
|
|
/** @return const StateTree execution state from the instance storage. */
|
|
const FStateTreeExecutionState& GetExecState() const
|
|
{
|
|
return InstanceData.GetStruct(0).Get<FStateTreeExecutionState>();
|
|
}
|
|
|
|
/** Sets up parameter data view for a linked state and copies bound properties. */
|
|
void UpdateLinkedStateParameters(const FCompactStateTreeState& State, const int32 ParameterInstanceIndex);
|
|
|
|
/** Sets up parameter data view for subtree state. */
|
|
void UpdateSubtreeStateParameters(const FCompactStateTreeState& State);
|
|
|
|
/** @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 FStateTreeStateHandle State) const;
|
|
|
|
/** @return String describing full path of an activate state for logging and debug. */
|
|
FString DebugGetStatePath(const FStateTreeActiveStates& ActiveStates, const int32 ActiveStateIndex = INDEX_NONE) const;
|
|
|
|
/** @return String describing all events that are currently being processed for logging and debug. */
|
|
FString DebugGetEventsAsString() const;
|
|
|
|
/** Helper function to update struct or object dataview of a node. */
|
|
template<typename T>
|
|
void SetNodeDataView(T& Node, int32& InstanceStructIndex, int32& InstanceObjectIndex)
|
|
{
|
|
if (Node.bInstanceIsObject)
|
|
{
|
|
DataViews[Node.DataViewIndex.Get()] = InstanceData.GetMutableObject(InstanceObjectIndex);
|
|
InstanceObjectIndex++;
|
|
}
|
|
else
|
|
{
|
|
DataViews[Node.DataViewIndex.Get()] = InstanceData.GetMutableStruct(InstanceStructIndex);
|
|
InstanceStructIndex++;
|
|
}
|
|
}
|
|
|
|
|
|
/** Owner of the instance data. */
|
|
UObject& Owner;
|
|
|
|
/** The StateTree asset the context is initialized for */
|
|
const UStateTree& StateTree;
|
|
|
|
/** Instance data used during current tick. */
|
|
FStateTreeInstanceData& InstanceData;
|
|
|
|
/** Array of data pointers (external data, tasks, evaluators, conditions), used during evaluation. Initialized to match the number of items in the asset. */
|
|
TArray<FStateTreeDataView, TConcurrentLinearArrayAllocator<FDefaultBlockAllocationTag>> DataViews;
|
|
|
|
/** Events to process in current tick. */
|
|
TArray<FStateTreeEvent, TConcurrentLinearArrayAllocator<FDefaultBlockAllocationTag>> EventsToProcess;
|
|
};
|