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#rb trivial #jira UE-99463 #preflight 6288fd998828ea88c8aef3d0 #ROBOMERGE-OWNER: robert.manuszewski #ROBOMERGE-AUTHOR: robert.manuszewski #ROBOMERGE-SOURCE: CL 20314896 via CL 20314897 via CL 20314903 via CL 20314904 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126) [CL 20315214 by robert manuszewski in ue5-main branch]
274 lines
12 KiB
C++
274 lines
12 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "GameplayTagContainer.h"
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#include "InstancedStruct.h"
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#include "MassEntityTypes.h"
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#include "Engine/DataAsset.h"
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#include "SmartObjectDefinition.generated.h"
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class UGameplayBehaviorConfig;
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enum class ESmartObjectTagFilteringPolicy: uint8;
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enum class ESmartObjectTagMergingPolicy: uint8;
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/**
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* Abstract class that can be extended to bind a new type of behavior framework
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* to the smart objects by defining the required definition.
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*/
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UCLASS(Abstract, NotBlueprintable, EditInlineNew, CollapseCategories, HideDropdown)
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class SMARTOBJECTSMODULE_API USmartObjectBehaviorDefinition : public UObject
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{
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GENERATED_BODY()
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};
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/**
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* Persistent and sharable definition of a smart object slot.
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*/
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USTRUCT()
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struct SMARTOBJECTSMODULE_API FSmartObjectSlotDefinition
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{
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GENERATED_BODY()
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#if WITH_EDITORONLY_DATA
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UPROPERTY(EditDefaultsOnly, Category = SmartObject)
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FName Name;
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UPROPERTY(EditAnywhere, Category = SmartObject, meta = (DisplayName = "Color"))
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FColor DEBUG_DrawColor = FColor::Yellow;
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#endif // WITH_EDITORONLY_DATA
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/** This slot is available only for users matching this query. */
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UPROPERTY(EditDefaultsOnly, Category = SmartObject)
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FGameplayTagQuery UserTagFilter;
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/**
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* Tags identifying this slot's use case. Can be used while looking for slots supporting given activity.
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* Depending on the tag filtering policy these tags can override the parent object's tags
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* or be combined with them while applying filters from requests.
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*/
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UPROPERTY(EditDefaultsOnly, Category = SmartObject)
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FGameplayTagContainer ActivityTags;
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/** Offset relative to the parent object where the slot is located. */
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UPROPERTY(EditDefaultsOnly, Category = SmartObject)
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FVector Offset = FVector::ZeroVector;
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/** Rotation relative to the parent object. */
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UPROPERTY(EditDefaultsOnly, Category = SmartObject)
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FRotator Rotation = FRotator::ZeroRotator;
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/** Custom data (struct inheriting from SmartObjectSlotDefinitionData) that can be added to the slot definition and accessed through a FSmartObjectSlotView */
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject", meta = (BaseStruct = "/Script/SmartObjectsModule.SmartObjectSlotDefinitionData", ExcludeBaseStruct))
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TArray<FInstancedStruct> Data;
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/**
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* All available definitions associated to this slot.
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* This allows multiple frameworks to provide their specific behavior definition to the slot.
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* Note that there should be only one definition of each type since the first one will be selected.
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*/
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UPROPERTY(EditDefaultsOnly, Category = SmartObject, Instanced)
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TArray<USmartObjectBehaviorDefinition*> BehaviorDefinitions;
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};
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/**
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* Helper struct to wrap basic functionalities to store the index of a slot in a SmartObject definition
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*/
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USTRUCT(BlueprintType)
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struct SMARTOBJECTSMODULE_API FSmartObjectSlotIndex
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{
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GENERATED_BODY()
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explicit FSmartObjectSlotIndex(const int32 InSlotIndex = INDEX_NONE) : Index(InSlotIndex) {}
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bool IsValid() const { return Index != INDEX_NONE; }
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void Invalidate() { Index = INDEX_NONE; }
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operator int32() const { return Index; }
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bool operator==(const FSmartObjectSlotIndex& Other) const { return Index == Other.Index; }
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friend FString LexToString(const FSmartObjectSlotIndex& SlotIndex) { return FString::Printf(TEXT("[Slot:%d]"), SlotIndex.Index); }
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private:
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UPROPERTY(Transient)
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int32 Index = INDEX_NONE;
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};
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/**
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* SmartObject definition asset. Contains sharable information that can be used by multiple SmartObject instances at runtime.
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*/
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UCLASS(BlueprintType, Blueprintable, CollapseCategories)
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class SMARTOBJECTSMODULE_API USmartObjectDefinition : public UDataAsset
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{
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GENERATED_BODY()
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public:
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explicit USmartObjectDefinition(const FObjectInitializer& ObjectInitializer);
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/**
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* Retrieves a specific type of behavior definition for a given slot.
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* When the slot doesn't provide one or if the provided index is not valid
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* the search will look in the object default definitions.
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*
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* @param SlotIndex Index of the slot for which the definition is requested
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* @param DefinitionClass Type of the requested behavior definition
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* @return The behavior definition found or null if none are available for the requested type.
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*/
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const USmartObjectBehaviorDefinition* GetBehaviorDefinition(const FSmartObjectSlotIndex& SlotIndex, const TSubclassOf<USmartObjectBehaviorDefinition>& DefinitionClass) const;
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/** Returns a view on all the slot definitions */
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TConstArrayView<FSmartObjectSlotDefinition> GetSlots() const { return Slots; }
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#if WITH_EDITOR
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/** Returns a view on all the slot definitions */
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TArrayView<FSmartObjectSlotDefinition> GetMutableSlots() { return Slots; }
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#endif
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/** Return bounds encapsulating all slots */
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FBox GetBounds() const;
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/** Adds and returns a reference to a defaulted slot (used for testing purposes) */
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FSmartObjectSlotDefinition& DebugAddSlot() { return Slots.AddDefaulted_GetRef(); }
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/**
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* Returns the transform (in world space) of the given slot index.
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* @param OwnerTransform Transform (in world space) of the slot owner.
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* @param SlotIndex Index within the list of slots.
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* @return Transform (in world space) of the slot associated to SlotIndex.
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* @note Method will ensure on invalid invalid index.
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*/
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TOptional<FTransform> GetSlotTransform(const FTransform& OwnerTransform, const FSmartObjectSlotIndex SlotIndex) const;
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/**
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* Fills the provided GameplayTagContainer with the activity tags associated to the slot according to the tag merging policy.
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* @param SlotIndex Index of the slot for which the tags are requested
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* @param OutActivityTags Tag container to fill with the activity tags associated to the slot
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*/
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void GetSlotActivityTags(const FSmartObjectSlotIndex& SlotIndex, FGameplayTagContainer& OutActivityTags) const;
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/**
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* Fills the provided GameplayTagContainer with the activity tags associated to the slot according to the tag merging policy.
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* @param SlotDefinition Definition of the slot for which the tags are requested
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* @param OutActivityTags Tag container to fill with the activity tags associated to the slot
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*/
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void GetSlotActivityTags(const FSmartObjectSlotDefinition& SlotDefinition, FGameplayTagContainer& OutActivityTags) const;
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/** Returns the tag query to run on the user tags provided by a request to accept this definition */
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const FGameplayTagQuery& GetUserTagFilter() const { return UserTagFilter; }
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/** Sets the tag query to run on the user tags provided by a request to accept this definition */
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void SetUserTagFilter(const FGameplayTagQuery& InUserTagFilter) { UserTagFilter = InUserTagFilter; }
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/** Returns the tag query to run on the runtime tags of a smart object instance to accept it */
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const FGameplayTagQuery& GetObjectTagFilter() const { return ObjectTagFilter; }
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/** Sets the tag query to run on the runtime tags of a smart object instance to accept it */
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void SetObjectTagFilter(const FGameplayTagQuery& InObjectTagFilter) { ObjectTagFilter = InObjectTagFilter; }
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/** Returns the list of tags describing the activity associated to this definition */
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const FGameplayTagContainer& GetActivityTags() const { return ActivityTags; }
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/** Sets the list of tags describing the activity associated to this definition */
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void SetActivityTags(const FGameplayTagContainer& InActivityTags) { ActivityTags = InActivityTags; }
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/** Returns the tag filtering policy that should be applied on User tags by this definition */
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ESmartObjectTagFilteringPolicy GetUserTagsFilteringPolicy() const { return UserTagsFilteringPolicy; }
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/** Sets the tag filtering policy to apply on User tags by this definition */
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void SetUserTagsFilteringPolicy(const ESmartObjectTagFilteringPolicy InUserTagsFilteringPolicy) { UserTagsFilteringPolicy = InUserTagsFilteringPolicy; }
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/** Returns the tag merging policy to apply on Activity tags from this definition */
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ESmartObjectTagMergingPolicy GetActivityTagsMergingPolicy() const { return ActivityTagsMergingPolicy; }
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/** Sets the tag merging policy to apply on Activity tags from this definition */
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void SetActivityTagsMergingPolicy(const ESmartObjectTagMergingPolicy InActivityTagsMergingPolicy) { ActivityTagsMergingPolicy = InActivityTagsMergingPolicy; }
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/**
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* Performs validation and logs errors if any. An object using an invalid definition
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* will not be registered in the simulation.
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* The result of the validation is stored until next validation and can be retrieved using `IsValid`.
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* @return true if the definition is valid
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*/
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bool Validate() const;
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/** Provides a description of the definition */
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friend FString LexToString(const USmartObjectDefinition& Definition)
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{
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return FString::Printf(TEXT("NumSlots=%d NumDefs=%d HasUserFilter=%s HasObjectFilter=%s"),
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Definition.Slots.Num(),
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Definition.DefaultBehaviorDefinitions.Num(),
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*LexToString(!Definition.UserTagFilter.IsEmpty()),
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*LexToString(!Definition.ObjectTagFilter.IsEmpty()));
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}
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/** Returns result of the last validation if `Validate` was called; unset otherwise. */
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TOptional<bool> IsValid() const { return bValid; }
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#if WITH_EDITORONLY_DATA
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/** Actor class used for previewing the definition in the asset editor. */
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UPROPERTY()
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TSoftClassPtr<AActor> PreviewClass;
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/** Path of the static mesh used for previewing the definition in the asset editor. */
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UPROPERTY()
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FSoftObjectPath PreviewMeshPath;
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#endif
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private:
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/** Finds first behavior definition of a given class in the provided list of definitions. */
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static const USmartObjectBehaviorDefinition* GetBehaviorDefinitionByType(const TArray<USmartObjectBehaviorDefinition*>& BehaviorDefinitions, const TSubclassOf<USmartObjectBehaviorDefinition>& DefinitionClass);
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/**
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* Where SmartObject's user needs to stay to be able to activate it. These
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* will be used by AI to approach the object. Locations are relative to object's location.
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*/
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UPROPERTY(EditDefaultsOnly, Category = SmartObject)
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TArray<FSmartObjectSlotDefinition> Slots;
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/** List of behavior definitions of different types provided to SO's user if the slot does not provide one. */
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UPROPERTY(EditDefaultsOnly, Category = SmartObject, Instanced)
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TArray<USmartObjectBehaviorDefinition*> DefaultBehaviorDefinitions;
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/** This object is available if user tags match this query; always available if query is empty. */
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UPROPERTY(EditDefaultsOnly, Category = SmartObject)
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FGameplayTagQuery UserTagFilter;
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/** This object is available if instance tags match this query; always available if query is empty. */
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UPROPERTY(EditDefaultsOnly, Category = SmartObject, meta = (DisplayName = "Object Activation Tag Filter"))
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FGameplayTagQuery ObjectTagFilter;
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/** Tags identifying this Smart Object's use case. Can be used while looking for objects supporting given activity */
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UPROPERTY(EditDefaultsOnly, Category = SmartObject)
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FGameplayTagContainer ActivityTags;
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/** Indicates how Tags from slots and parent object are combined to be evaluated by a TagQuery from a find request. */
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UPROPERTY(EditAnywhere, Category = SmartObject, AdvancedDisplay)
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ESmartObjectTagMergingPolicy ActivityTagsMergingPolicy;
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/** Indicates how TagQueries from slots and parent object will be processed against User Tags from a find request. */
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UPROPERTY(EditAnywhere, Category = SmartObject, AdvancedDisplay)
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ESmartObjectTagFilteringPolicy UserTagsFilteringPolicy;
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mutable TOptional<bool> bValid;
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};
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/**
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* Mass Fragment used to share slot definition between slot instances.
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*/
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USTRUCT()
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struct SMARTOBJECTSMODULE_API FSmartObjectSlotDefinitionFragment : public FMassSharedFragment
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{
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GENERATED_BODY()
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FSmartObjectSlotDefinitionFragment() = default;
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explicit FSmartObjectSlotDefinitionFragment(const USmartObjectDefinition& InObjectDefinition, const FSmartObjectSlotDefinition& InSlotDefinition)
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: SmartObjectDefinition(&InObjectDefinition), SlotDefinition(&InSlotDefinition) {}
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/** Pointer to the parent object definition to preserve slot definition pointer validity. */
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UPROPERTY(Transient)
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const USmartObjectDefinition* SmartObjectDefinition = nullptr;
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/** Pointer to the slot definition contained by the SmartObject definition. */
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const FSmartObjectSlotDefinition* SlotDefinition = nullptr;
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};
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