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- Added property functions which can be executed and chained during property binding to set values of properties [CL 33856515 by mikko mononen in ue5-main branch]
1978 lines
65 KiB
C++
1978 lines
65 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "StateTreeCompiler.h"
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#include "StateTree.h"
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#include "StateTreeAnyEnum.h"
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#include "StateTreeCompilerLog.h"
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#include "StateTreeEditorData.h"
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#include "StateTreeEvaluatorBase.h"
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#include "StateTreeTaskBase.h"
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#include "StateTreeConditionBase.h"
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#include "Serialization/ArchiveUObject.h"
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#include "GameFramework/Actor.h"
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#include "StateTreePropertyRef.h"
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#include "StateTreePropertyRefHelpers.h"
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#include "StateTreePropertyHelpers.h"
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#include "StateTreePropertyFunctionBase.h"
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namespace UE::StateTree::Compiler
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{
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// Helper archive that checks that the all instanced sub-objects have correct outer.
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class FCheckOutersArchive : public FArchiveUObject
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{
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using Super = FArchiveUObject;
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const UStateTree& StateTree;
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const UStateTreeEditorData& EditorData;
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FStateTreeCompilerLog& Log;
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public:
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FCheckOutersArchive(const UStateTree& InStateTree, const UStateTreeEditorData& InEditorData, FStateTreeCompilerLog& InLog)
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: StateTree(InStateTree)
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, EditorData(InEditorData)
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, Log(InLog)
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{
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Super::SetIsSaving(true);
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Super::SetIsPersistent(true);
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}
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virtual bool ShouldSkipProperty(const FProperty* InProperty) const
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{
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// Skip editor data.
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if (const FObjectProperty* ObjectProperty = CastField<FObjectProperty>(InProperty))
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{
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if (ObjectProperty->PropertyClass == UStateTreeEditorData::StaticClass())
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{
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return true;
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}
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}
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return false;
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}
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virtual FArchive& operator<<(UObject*& Object) override
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{
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if (Object)
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{
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if (const FProperty* Property = GetSerializedProperty())
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{
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if (Property->HasAnyPropertyFlags(CPF_InstancedReference))
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{
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if (!Object->IsInOuter(&StateTree))
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{
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Log.Reportf(EMessageSeverity::Error, TEXT("Compiled StateTree contains instanced object %s (%s), which does not belong to the StateTree. This is due to error in the State Tree node implementation."),
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*GetFullNameSafe(Object), *GetFullNameSafe(Object->GetClass()));
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}
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if (Object->IsInOuter(&EditorData))
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{
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Log.Reportf(EMessageSeverity::Error, TEXT("Compiled StateTree contains instanced object %s (%s), which still belongs to the Editor data. This is due to error in the State Tree node implementation."),
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*GetFullNameSafe(Object), *GetFullNameSafe(Object->GetClass()));
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}
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}
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}
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}
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return *this;
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}
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};
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/** Scans Data for actors that are tied to some level and returns them. */
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void ScanLevelActorReferences(FStateTreeDataView Data, TSet<const UObject*>& Visited, TArray<const AActor*>& OutActors)
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{
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if (!Data.IsValid())
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{
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return;
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}
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for (TPropertyValueIterator<FProperty> It(Data.GetStruct(), Data.GetMemory()); It; ++It)
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{
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const FProperty* Property = It->Key;
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const void* ValuePtr = It->Value;
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if (!ValuePtr)
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{
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continue;
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}
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if (const FStructProperty* StructProperty = CastField<FStructProperty>(Property))
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{
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if (StructProperty->Struct == TBaseStructure<FInstancedStruct>::Get())
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{
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const FInstancedStruct& InstancedStruct = *static_cast<const FInstancedStruct*>(ValuePtr);
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if (InstancedStruct.IsValid())
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{
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ScanLevelActorReferences(FStateTreeDataView(const_cast<FInstancedStruct&>(InstancedStruct)), Visited, OutActors);
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}
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}
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}
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else if (const FObjectPropertyBase* ObjectProperty = CastField<FObjectPropertyBase>(Property))
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{
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if (const UObject* Object = ObjectProperty->GetObjectPropertyValue(ValuePtr))
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{
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if (const AActor* Actor = Cast<AActor>(Object))
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{
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const ULevel* Level = Actor->GetLevel();
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if (Level != nullptr)
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{
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OutActors.Add(Actor);
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}
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}
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// Recurse into instanced object
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if (Property->HasAnyPropertyFlags(CPF_InstancedReference))
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{
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if (!Visited.Contains(Object))
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{
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Visited.Add(Object);
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ScanLevelActorReferences(FStateTreeDataView(const_cast<UObject*>(Object)), Visited, OutActors);
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}
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}
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}
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}
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}
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}
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bool ValidateNoLevelActorReferences(FStateTreeCompilerLog& Log, const FStateTreeBindableStructDesc& NodeDesc, FStateTreeDataView NodeView, FStateTreeDataView InstanceView)
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{
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TSet<const UObject*> Visited;
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TArray<const AActor*> LevelActors;
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UE::StateTree::Compiler::ScanLevelActorReferences(NodeView, Visited, LevelActors);
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UE::StateTree::Compiler::ScanLevelActorReferences(InstanceView, Visited, LevelActors);
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if (!LevelActors.IsEmpty())
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{
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FStringBuilderBase AllActorsString;
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for (const AActor* Actor : LevelActors)
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{
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if (AllActorsString.Len() > 0)
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{
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AllActorsString += TEXT(", ");
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}
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AllActorsString += *GetNameSafe(Actor);
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}
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Log.Reportf(EMessageSeverity::Error, NodeDesc,
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TEXT("Level Actor references were found: %s. Direct Actor references are not allowed."),
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*AllActorsString);
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return false;
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}
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return true;
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}
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void FValidationResult::Log(FStateTreeCompilerLog& Log, const TCHAR* ContextText, const FStateTreeBindableStructDesc& ContextStruct) const
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{
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Log.Reportf(EMessageSeverity::Error, ContextStruct, TEXT("The StateTree is too complex. Compact index %s out of range %d/%d."), ContextText, Value, MaxValue);
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}
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const UScriptStruct* GetBaseStructFromMetaData(const FProperty* Property, FString& OutBaseStructName)
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{
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static const FName NAME_BaseStruct = "BaseStruct";
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const UScriptStruct* Result = nullptr;
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OutBaseStructName = Property->GetMetaData(NAME_BaseStruct);
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if (!OutBaseStructName.IsEmpty())
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{
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Result = UClass::TryFindTypeSlow<UScriptStruct>(OutBaseStructName);
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if (!Result)
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{
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Result = LoadObject<UScriptStruct>(nullptr, *OutBaseStructName);
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}
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}
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return Result;
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}
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}; // UE::StateTree::Compiler
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bool FStateTreeCompiler::Compile(UStateTree& InStateTree)
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{
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StateTree = &InStateTree;
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EditorData = Cast<UStateTreeEditorData>(StateTree->EditorData);
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if (!EditorData)
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{
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return false;
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}
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// Cleanup existing state
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StateTree->ResetCompiled();
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if (!EditorData->Schema)
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{
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Log.Reportf(EMessageSeverity::Error, TEXT("Missing Schema. Please set valid schema in the State Tree Asset settings."));
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return false;
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}
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Schema = EditorData->Schema;
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if (!BindingsCompiler.Init(StateTree->PropertyBindings, Log))
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{
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StateTree->ResetCompiled();
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return false;
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}
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EditorData->GetAllStructValues(IDToStructValue);
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// Copy schema the EditorData
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StateTree->Schema = DuplicateObject(EditorData->Schema, StateTree);
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// Copy parameters from EditorData
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StateTree->Parameters = EditorData->RootParameters.Parameters;
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// Mark parameters as binding source
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const FStateTreeBindableStructDesc ParametersDesc = {
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UE::StateTree::Editor::GlobalStateName,
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TEXT("Parameters"),
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StateTree->Parameters.GetPropertyBagStruct(),
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FStateTreeDataHandle(EStateTreeDataSourceType::GlobalParameterData),
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EStateTreeBindableStructSource::Parameter,
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EditorData->RootParameters.ID
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};
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BindingsCompiler.AddSourceStruct(ParametersDesc);
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if (!UE::StateTree::Compiler::ValidateNoLevelActorReferences(Log, ParametersDesc, FStateTreeDataView(), FStateTreeDataView(EditorData->RootParameters.Parameters.GetMutableValue())))
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{
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StateTree->ResetCompiled();
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return false;
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}
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int32 ContextDataIndex = 0;
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// Mark all named external values as binding source
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if (StateTree->Schema)
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{
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StateTree->ContextDataDescs = StateTree->Schema->GetContextDataDescs();
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for (FStateTreeExternalDataDesc& Desc : StateTree->ContextDataDescs)
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{
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const FStateTreeBindableStructDesc ExtDataDesc = {
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UE::StateTree::Editor::GlobalStateName,
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Desc.Name,
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Desc.Struct,
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FStateTreeDataHandle(EStateTreeDataSourceType::ContextData, ContextDataIndex++),
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EStateTreeBindableStructSource::Context,
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Desc.ID
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};
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BindingsCompiler.AddSourceStruct(ExtDataDesc);
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if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(ContextDataIndex); Validation.DidFail())
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{
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Validation.Log(Log, TEXT("ExternalStructIndex"), ParametersDesc);
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return false;
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}
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Desc.Handle.DataHandle = ExtDataDesc.DataHandle;
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}
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}
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if (const UE::StateTree::Compiler::FValidationResult Validation = UE::StateTree::Compiler::IsValidIndex16(ContextDataIndex); Validation.DidFail())
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{
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Validation.Log(Log, TEXT("NumContextData"), ParametersDesc);
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return false;
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}
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StateTree->NumContextData = static_cast<uint16>(ContextDataIndex);
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if (!CreateStates())
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{
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StateTree->ResetCompiled();
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return false;
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}
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// Eval and Global task methods use InstanceStructs.Num() as ID generator.
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check(InstanceStructs.Num() == 0);
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if (!CreateEvaluators())
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{
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StateTree->ResetCompiled();
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return false;
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}
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if (!CreateGlobalTasks())
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{
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StateTree->ResetCompiled();
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return false;
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}
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const int32 NumGlobalInstanceData = InstanceStructs.Num();
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if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(NumGlobalInstanceData); Validation.DidFail())
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{
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Validation.Log(Log, TEXT("NumGlobalInstanceData"), ParametersDesc);
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return false;
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}
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StateTree->NumGlobalInstanceData = uint16(NumGlobalInstanceData);
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if (!CreateStateTasksAndParameters())
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{
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StateTree->ResetCompiled();
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return false;
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}
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if (!CreateStateTransitions())
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{
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StateTree->ResetCompiled();
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return false;
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}
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StateTree->Nodes = Nodes;
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StateTree->DefaultInstanceData.Init(*StateTree, InstanceStructs);
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StateTree->SharedInstanceData.Init(*StateTree, SharedInstanceStructs);
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BindingsCompiler.Finalize();
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if (!StateTree->Link())
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{
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StateTree->ResetCompiled();
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Log.Reportf(EMessageSeverity::Error, TEXT("Unexpected failure to link the StateTree asset. See log for more info."));
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return false;
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}
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// Store mapping between node unique ID and their compiled index. Used for debugging purposes.
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for (const TPair<FGuid, int32>& ToNode : IDToNode)
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{
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StateTree->IDToNodeMappings.Emplace(ToNode.Key, FStateTreeIndex16(ToNode.Value));
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}
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// Store mapping between state unique ID and state handle. Used for debugging purposes.
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for (const TPair<FGuid, int32>& ToState : IDToState)
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{
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StateTree->IDToStateMappings.Emplace(ToState.Key, FStateTreeStateHandle(ToState.Value));
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}
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// Store mapping between state transition identifier and compact transition index. Used for debugging purposes.
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for (const TPair<FGuid, int32>& ToTransition: IDToTransition)
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{
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StateTree->IDToTransitionMappings.Emplace(ToTransition.Key, FStateTreeIndex16(ToTransition.Value));
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}
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UE::StateTree::Compiler::FCheckOutersArchive CheckOuters(*StateTree, *EditorData, Log);
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StateTree->Serialize(CheckOuters);
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return true;
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}
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FStateTreeStateHandle FStateTreeCompiler::GetStateHandle(const FGuid& StateID) const
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{
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const int32* Idx = IDToState.Find(StateID);
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if (Idx == nullptr)
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{
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return FStateTreeStateHandle::Invalid;
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}
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return FStateTreeStateHandle(uint16(*Idx));
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}
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UStateTreeState* FStateTreeCompiler::GetState(const FGuid& StateID) const
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{
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const int32* Idx = IDToState.Find(StateID);
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if (Idx == nullptr)
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{
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return nullptr;
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}
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return SourceStates[*Idx];
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}
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bool FStateTreeCompiler::CreateStates()
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{
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check(EditorData);
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// Create main tree (omit subtrees)
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for (UStateTreeState* SubTree : EditorData->SubTrees)
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{
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if (SubTree != nullptr
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&& SubTree->Type != EStateTreeStateType::Subtree)
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{
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if (!CreateStateRecursive(*SubTree, FStateTreeStateHandle::Invalid))
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{
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return false;
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}
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}
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}
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// Create Subtrees
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for (UStateTreeState* SubTree : EditorData->SubTrees)
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{
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TArray<UStateTreeState*> Stack;
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Stack.Push(SubTree);
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while (!Stack.IsEmpty())
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{
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if (UStateTreeState* State = Stack.Pop())
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{
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if (State->Type == EStateTreeStateType::Subtree)
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{
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if (!CreateStateRecursive(*State, FStateTreeStateHandle::Invalid))
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{
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return false;
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}
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}
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Stack.Append(State->Children);
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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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bool FStateTreeCompiler::CreateStateRecursive(UStateTreeState& State, const FStateTreeStateHandle Parent)
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{
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check(StateTree);
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FStateTreeCompilerLogStateScope LogStateScope(&State, Log);
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if ((State.Type == EStateTreeStateType::LinkedAsset
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|| State.Type == EStateTreeStateType::Linked)
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&& State.Children.Num() > 0)
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{
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Log.Reportf(EMessageSeverity::Warning,
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TEXT("Linked State cannot have child states, because the state selection will enter to the linked state on activation."));
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}
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const int32 StateIdx = StateTree->States.AddDefaulted();
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FCompactStateTreeState& CompactState = StateTree->States[StateIdx];
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CompactState.Name = State.Name;
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CompactState.Tag = State.Tag;
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CompactState.Parent = Parent;
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CompactState.bEnabled = State.bEnabled;
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CompactState.bCheckPrerequisitesWhenActivatingChildDirectly = State.bCheckPrerequisitesWhenActivatingChildDirectly;
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CompactState.Type = State.Type;
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CompactState.SelectionBehavior = State.SelectionBehavior;
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SourceStates.Add(&State);
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IDToState.Add(State.ID, StateIdx);
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// Child states
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const int32 ChildrenBegin = StateTree->States.Num();
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if (const auto Validation = UE::StateTree::Compiler::IsValidCount16(ChildrenBegin); Validation.DidFail())
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{
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Validation.Log(Log, TEXT("ChildrenBegin"));
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return false;
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}
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CompactState.ChildrenBegin = uint16(ChildrenBegin);
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for (UStateTreeState* Child : State.Children)
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{
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if (Child != nullptr && Child->Type != EStateTreeStateType::Subtree)
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{
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if (!CreateStateRecursive(*Child, FStateTreeStateHandle((uint16)StateIdx)))
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{
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return false;
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}
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}
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}
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const int32 ChildrenEnd = StateTree->States.Num();
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if (const auto Validation = UE::StateTree::Compiler::IsValidCount16(ChildrenEnd); Validation.DidFail())
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{
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Validation.Log(Log, TEXT("ChildrenEnd"));
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return false;
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}
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StateTree->States[StateIdx].ChildrenEnd = uint16(ChildrenEnd); // Not using CompactState here because the array may have changed.
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return true;
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}
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bool FStateTreeCompiler::CreateConditions(UStateTreeState& State, const FString& StatePath, TConstArrayView<FStateTreeEditorNode> Conditions)
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{
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for (int32 Index = 0; Index < Conditions.Num(); Index++)
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{
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const bool bIsFirst = Index == 0;
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const FStateTreeEditorNode& CondNode = Conditions[Index];
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// First operand should be copy as we dont have a previous item to operate on.
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const EStateTreeExpressionOperand Operand = bIsFirst ? EStateTreeExpressionOperand::Copy : CondNode.ExpressionOperand;
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// First indent must be 0 to make the parentheses calculation match.
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const int32 CurrIndent = bIsFirst ? 0 : FMath::Clamp((int32)CondNode.ExpressionIndent, 0, UE::StateTree::MaxExpressionIndent);
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// Next indent, or terminate at zero.
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const int32 NextIndent = Conditions.IsValidIndex(Index + 1) ? FMath::Clamp((int32)Conditions[Index + 1].ExpressionIndent, 0, UE::StateTree::MaxExpressionIndent) : 0;
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const int32 DeltaIndent = NextIndent - CurrIndent;
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if (!CreateCondition(State, StatePath, CondNode, Operand, (int8)DeltaIndent))
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{
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return false;
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}
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}
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return true;
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}
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bool FStateTreeCompiler::CreateEvaluators()
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{
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check(EditorData);
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check(StateTree);
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const int32 EvaluatorsBegin = Nodes.Num();
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if (const auto Validation = UE::StateTree::Compiler::IsValidCount16(EvaluatorsBegin); Validation.DidFail())
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{
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Validation.Log(Log, TEXT("EvaluatorsBegin"));
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return false;
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}
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StateTree->EvaluatorsBegin = uint16(EvaluatorsBegin);
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for (FStateTreeEditorNode& EvalNode : EditorData->Evaluators)
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{
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const int32 GlobalInstanceIndex = InstanceStructs.Num();
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const FStateTreeDataHandle EvalDataHandle(EStateTreeDataSourceType::GlobalInstanceData, GlobalInstanceIndex);
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if (!CreateEvaluator(EvalNode, EvalDataHandle))
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{
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return false;
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}
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}
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const int32 EvaluatorsNum = Nodes.Num() - EvaluatorsBegin;
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if (const auto Validation = UE::StateTree::Compiler::IsValidCount16(EvaluatorsNum); Validation.DidFail())
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{
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Validation.Log(Log, TEXT("EvaluatorsNum"));
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return false;
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}
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StateTree->EvaluatorsNum = uint16(EvaluatorsNum);
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return CreateBindingsForNodes(EditorData->Evaluators, FStateTreeIndex16(EvaluatorsBegin));
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}
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bool FStateTreeCompiler::CreateGlobalTasks()
|
|
{
|
|
check(EditorData);
|
|
check(StateTree);
|
|
|
|
const int32 GlobalTasksBegin = Nodes.Num();
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidCount16(GlobalTasksBegin); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("GlobalTasksBegin"));
|
|
return false;
|
|
}
|
|
StateTree->GlobalTasksBegin = uint16(GlobalTasksBegin);
|
|
|
|
StateTree->bHasGlobalTransitionTasks = false;
|
|
for (FStateTreeEditorNode& TaskNode : EditorData->GlobalTasks)
|
|
{
|
|
// Silently ignore empty nodes.
|
|
if (!TaskNode.Node.IsValid())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const int32 GlobalInstanceIndex = InstanceStructs.Num();
|
|
const FStateTreeDataHandle TaskDataHandle(EStateTreeDataSourceType::GlobalInstanceData, GlobalInstanceIndex);
|
|
if (!CreateTask(nullptr, TaskNode, TaskDataHandle))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
const FStateTreeTaskBase& LastAddedTask = Nodes.Last().Get<FStateTreeTaskBase>();
|
|
|
|
StateTree->bHasGlobalTransitionTasks |= LastAddedTask.bShouldAffectTransitions;
|
|
}
|
|
|
|
const int32 GlobalTasksNum = Nodes.Num() - GlobalTasksBegin;
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidCount16(GlobalTasksNum); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("GlobalTasksNum"));
|
|
return false;
|
|
}
|
|
StateTree->GlobalTasksNum = uint16(GlobalTasksNum);
|
|
|
|
return CreateBindingsForNodes(EditorData->GlobalTasks, FStateTreeIndex16(GlobalTasksBegin));
|
|
}
|
|
|
|
bool FStateTreeCompiler::CreateStateTasksAndParameters()
|
|
{
|
|
check(StateTree);
|
|
|
|
// Index of the first instance data per state. Accumulated depth first.
|
|
TArray<int32> FirstInstanceDataIndex;
|
|
FirstInstanceDataIndex.Init(0, StateTree->States.Num());
|
|
|
|
for (int32 i = 0; i < StateTree->States.Num(); i++)
|
|
{
|
|
FCompactStateTreeState& CompactState = StateTree->States[i];
|
|
const FStateTreeStateHandle CompactStateHandle(i);
|
|
UStateTreeState* State = SourceStates[i];
|
|
check(State != nullptr);
|
|
|
|
// Carry over instance data count from parent.
|
|
if (CompactState.Parent.IsValid())
|
|
{
|
|
const FCompactStateTreeState& ParentCompactState = StateTree->States[CompactState.Parent.Index];
|
|
const int32 InstanceDataBegin = FirstInstanceDataIndex[CompactState.Parent.Index] + (int32)ParentCompactState.InstanceDataNum;
|
|
FirstInstanceDataIndex[i] = InstanceDataBegin;
|
|
|
|
CompactState.Depth = ParentCompactState.Depth + 1;
|
|
}
|
|
|
|
int32 InstanceDataIndex = FirstInstanceDataIndex[i];
|
|
|
|
FStateTreeCompilerLogStateScope LogStateScope(State, Log);
|
|
|
|
// Create parameters
|
|
|
|
// Each state has their parameters as instance data.
|
|
FInstancedStruct& Instance = InstanceStructs.AddDefaulted_GetRef();
|
|
Instance.InitializeAs<FCompactStateTreeParameters>(State->Parameters.Parameters);
|
|
FCompactStateTreeParameters& CompactStateTreeParameters = Instance.GetMutable<FCompactStateTreeParameters>();
|
|
|
|
const int32 InstanceIndex = InstanceStructs.Num() - 1;
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(InstanceIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("InstanceIndex"));
|
|
return false;
|
|
}
|
|
CompactState.ParameterTemplateIndex = FStateTreeIndex16(InstanceIndex);
|
|
|
|
if (State->Type == EStateTreeStateType::Subtree)
|
|
{
|
|
CompactState.ParameterDataHandle = FStateTreeDataHandle(EStateTreeDataSourceType::SubtreeParameterData, InstanceDataIndex++, CompactStateHandle);
|
|
}
|
|
else
|
|
{
|
|
CompactState.ParameterDataHandle = FStateTreeDataHandle(EStateTreeDataSourceType::StateParameterData, InstanceDataIndex++, CompactStateHandle);
|
|
}
|
|
|
|
// @todo: We should be able to skip empty parameter data.
|
|
|
|
const FString StatePath = State->GetPath();
|
|
|
|
// Binding target
|
|
FStateTreeBindableStructDesc LinkedParamsDesc = {
|
|
StatePath,
|
|
FName("Parameters"),
|
|
State->Parameters.Parameters.GetPropertyBagStruct(),
|
|
CompactState.ParameterDataHandle,
|
|
EStateTreeBindableStructSource::StateParameter,
|
|
State->Parameters.ID
|
|
};
|
|
|
|
if (!UE::StateTree::Compiler::ValidateNoLevelActorReferences(Log, LinkedParamsDesc, FStateTreeDataView(), FStateTreeDataView(CompactStateTreeParameters.Parameters.GetMutableValue())))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Add as binding source.
|
|
BindingsCompiler.AddSourceStruct(LinkedParamsDesc);
|
|
|
|
if (State->bHasRequiredEventToEnter)
|
|
{
|
|
CompactState.EventDataIndex = FStateTreeIndex16(InstanceDataIndex++);
|
|
CompactState.RequiredEventToEnter.Tag = State->RequiredEventToEnter.Tag;
|
|
CompactState.RequiredEventToEnter.PayloadStruct = State->RequiredEventToEnter.PayloadStruct;
|
|
CompactState.bConsumeEventOnSelect = State->RequiredEventToEnter.bConsumeEventOnSelect;
|
|
|
|
const FString StatePathWithConditions = StatePath + TEXT("/EnterConditions");
|
|
|
|
FStateTreeBindableStructDesc Desc;
|
|
Desc.StatePath = StatePathWithConditions,
|
|
Desc.Struct = FStateTreeEvent::StaticStruct();
|
|
Desc.Name = FName("Enter Event");
|
|
Desc.ID = State->GetEventID();
|
|
Desc.DataSource = EStateTreeBindableStructSource::StateEvent;
|
|
Desc.DataHandle = FStateTreeDataHandle(EStateTreeDataSourceType::StateEvent, CompactState.EventDataIndex.Get(), CompactStateHandle);
|
|
|
|
BindingsCompiler.AddSourceStruct(Desc);
|
|
|
|
if (!CompactState.RequiredEventToEnter.IsValid())
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, Desc,
|
|
TEXT("Event is marked as required, but isn't set up."));
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (CompactState.Depth >= FStateTreeActiveStates::MaxStates)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, LinkedParamsDesc,
|
|
TEXT("Exceeds the maximum depth of execution (%u)"), FStateTreeActiveStates::MaxStates);
|
|
return false;
|
|
}
|
|
|
|
// Subtrees parameters cannot have bindings
|
|
if (State->Type != EStateTreeStateType::Subtree)
|
|
{
|
|
FStateTreeIndex16 PropertyFunctionsBegin(Nodes.Num());
|
|
if (!CreatePropertyFunctionsForStruct(LinkedParamsDesc.ID))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FStateTreeIndex16 PropertyFunctionsEnd(Nodes.Num());
|
|
|
|
if (PropertyFunctionsBegin == PropertyFunctionsEnd)
|
|
{
|
|
PropertyFunctionsBegin = FStateTreeIndex16::Invalid;
|
|
PropertyFunctionsEnd = FStateTreeIndex16::Invalid;
|
|
}
|
|
|
|
if (!CreateBindingsForStruct(LinkedParamsDesc, FStateTreeDataView(CompactStateTreeParameters.Parameters.GetMutableValue()), PropertyFunctionsBegin, PropertyFunctionsEnd, CompactState.ParameterBindingsBatch))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Create tasks
|
|
const int32 TasksBegin = Nodes.Num();
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidCount16(TasksBegin); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("TasksBegin"));
|
|
return false;
|
|
}
|
|
CompactState.TasksBegin = uint16(TasksBegin);
|
|
|
|
TArrayView<FStateTreeEditorNode> Tasks;
|
|
if (State->Tasks.Num())
|
|
{
|
|
Tasks = State->Tasks;
|
|
}
|
|
else if (State->SingleTask.Node.IsValid())
|
|
{
|
|
Tasks = TArrayView<FStateTreeEditorNode>(&State->SingleTask, 1);
|
|
}
|
|
|
|
bool bStateHasTransitionTasks = false;
|
|
for (FStateTreeEditorNode& TaskNode : Tasks)
|
|
{
|
|
// Silently ignore empty nodes.
|
|
if (!TaskNode.Node.IsValid())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const FStateTreeDataHandle TaskDataHandle(EStateTreeDataSourceType::ActiveInstanceData, InstanceDataIndex++, CompactStateHandle);
|
|
if (!CreateTask(State, TaskNode, TaskDataHandle))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
const FStateTreeTaskBase& LastAddedTask = Nodes.Last().Get<FStateTreeTaskBase>();
|
|
|
|
bStateHasTransitionTasks |= LastAddedTask.bShouldAffectTransitions;
|
|
}
|
|
|
|
CompactState.bHasTransitionTasks = bStateHasTransitionTasks;
|
|
|
|
const int32 TasksNum = Nodes.Num() - TasksBegin;
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidCount8(TasksNum); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("TasksNum"));
|
|
return false;
|
|
}
|
|
|
|
const int32 InstanceDataNum = InstanceDataIndex - FirstInstanceDataIndex[i];
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidCount8(InstanceDataNum); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("InstanceDataNum"));
|
|
return false;
|
|
}
|
|
|
|
CompactState.TasksNum = uint8(TasksNum);
|
|
CompactState.InstanceDataNum = uint8(InstanceDataNum);
|
|
|
|
if (!CreateBindingsForNodes(Tasks, FStateTreeIndex16(TasksBegin)))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FStateTreeCompiler::CreateStateTransitions()
|
|
{
|
|
check(StateTree);
|
|
|
|
for (int32 i = 0; i < StateTree->States.Num(); i++)
|
|
{
|
|
FCompactStateTreeState& CompactState = StateTree->States[i];
|
|
UStateTreeState* SourceState = SourceStates[i];
|
|
check(SourceState != nullptr);
|
|
|
|
FStateTreeCompilerLogStateScope LogStateScope(SourceState, Log);
|
|
|
|
const FString StatePath = SourceState->GetPath();
|
|
|
|
// Enter conditions.
|
|
const int32 EnterConditionsBegin = Nodes.Num();
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidCount16(EnterConditionsBegin); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("EnterConditionsBegin"));
|
|
return false;
|
|
}
|
|
CompactState.EnterConditionsBegin = uint16(EnterConditionsBegin);
|
|
|
|
const FString StatePathWithConditions = StatePath + TEXT("/EnterConditions");
|
|
if (!CreateConditions(*SourceState, StatePathWithConditions, SourceState->EnterConditions))
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error,
|
|
TEXT("Failed to create state enter condition."));
|
|
return false;
|
|
}
|
|
|
|
const int32 EnterConditionsNum = Nodes.Num() - EnterConditionsBegin;
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidCount8(EnterConditionsNum); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("EnterConditionsNum"));
|
|
return false;
|
|
}
|
|
CompactState.EnterConditionsNum = uint8(EnterConditionsNum);
|
|
|
|
if (!CreateBindingsForNodes(SourceState->EnterConditions, FStateTreeIndex16(EnterConditionsBegin)))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Linked state
|
|
if (SourceState->Type == EStateTreeStateType::Linked)
|
|
{
|
|
// Make sure the linked state is not self or parent to this state.
|
|
const UStateTreeState* LinkedParentState = nullptr;
|
|
for (const UStateTreeState* State = SourceState; State != nullptr; State = State->Parent)
|
|
{
|
|
if (State->ID == SourceState->LinkedSubtree.ID)
|
|
{
|
|
LinkedParentState = State;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (LinkedParentState != nullptr)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error,
|
|
TEXT("State is linked to it's parent subtree '%s', which will create infinite loop."),
|
|
*LinkedParentState->Name.ToString());
|
|
return false;
|
|
}
|
|
|
|
// The linked state must be a subtree.
|
|
const UStateTreeState* TargetState = GetState(SourceState->LinkedSubtree.ID);
|
|
if (TargetState == nullptr)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error,
|
|
TEXT("Failed to resolve linked subtree '%s'."),
|
|
*SourceState->LinkedSubtree.Name.ToString());
|
|
return false;
|
|
}
|
|
|
|
if (TargetState->Type != EStateTreeStateType::Subtree)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error,
|
|
TEXT("State '%s' is linked to subtree '%s', which is not a subtree."),
|
|
*SourceState->Name.ToString(), *TargetState->Name.ToString());
|
|
return false;
|
|
}
|
|
|
|
CompactState.LinkedState = GetStateHandle(SourceState->LinkedSubtree.ID);
|
|
|
|
if (!CompactState.LinkedState.IsValid())
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error,
|
|
TEXT("Failed to resolve linked subtree '%s'."),
|
|
*SourceState->LinkedSubtree.Name.ToString());
|
|
return false;
|
|
}
|
|
}
|
|
else if (SourceState->Type == EStateTreeStateType::LinkedAsset)
|
|
{
|
|
// Do not allow to link to the same asset (might create recursion)
|
|
if (SourceState->LinkedAsset == StateTree)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error,
|
|
TEXT("It is not allowed to link to the same tree, as it might create infinite loop."));
|
|
return false;
|
|
}
|
|
|
|
if (SourceState->LinkedAsset)
|
|
{
|
|
// Linked asset must have same schema.
|
|
const UStateTreeSchema* LinkedAssetSchema = SourceState->LinkedAsset->GetSchema();
|
|
|
|
if (!LinkedAssetSchema)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error,
|
|
TEXT("Linked State Tree asset must have valid schema."));
|
|
return false;
|
|
}
|
|
|
|
check(Schema);
|
|
if (LinkedAssetSchema->GetClass() != Schema->GetClass())
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error,
|
|
TEXT("Linked State Tree asset '%s' must have same schema class as this asset. Linked asset has '%s', expected '%s'."),
|
|
*GetFullNameSafe(SourceState->LinkedAsset),
|
|
*LinkedAssetSchema->GetClass()->GetDisplayNameText().ToString(),
|
|
*Schema->GetClass()->GetDisplayNameText().ToString()
|
|
);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
CompactState.LinkedAsset = SourceState->LinkedAsset;
|
|
}
|
|
|
|
// Transitions
|
|
const int32 TransitionsBegin = StateTree->Transitions.Num();
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidCount16(TransitionsBegin); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("TransitionsBegin"));
|
|
return false;
|
|
}
|
|
CompactState.TransitionsBegin = uint16(TransitionsBegin);
|
|
|
|
for (FStateTreeTransition& Transition : SourceState->Transitions)
|
|
{
|
|
const int32 TransitionIndex = StateTree->Transitions.Num();
|
|
IDToTransition.Add(Transition.ID, TransitionIndex);
|
|
|
|
FCompactStateTransition& CompactTransition = StateTree->Transitions.AddDefaulted_GetRef();
|
|
CompactTransition.Trigger = Transition.Trigger;
|
|
CompactTransition.Priority = Transition.Priority;
|
|
|
|
CompactTransition.bTransitionEnabled = Transition.bTransitionEnabled;
|
|
|
|
if (Transition.State.LinkType == EStateTreeTransitionType::NextSelectableState)
|
|
{
|
|
CompactTransition.Fallback = EStateTreeSelectionFallback::NextSelectableSibling;
|
|
}
|
|
|
|
if (Transition.bDelayTransition)
|
|
{
|
|
CompactTransition.Delay.Set(Transition.DelayDuration, Transition.DelayRandomVariance);
|
|
}
|
|
|
|
if (CompactState.SelectionBehavior == EStateTreeStateSelectionBehavior::TryFollowTransitions
|
|
&& Transition.bDelayTransition)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Warning,
|
|
TEXT("Transition to '%s' with delay will be ignored during state selection."),
|
|
*Transition.State.Name.ToString());
|
|
}
|
|
|
|
if (EnumHasAnyFlags(Transition.Trigger, EStateTreeTransitionTrigger::OnStateCompleted))
|
|
{
|
|
// Completion transitions dont have priority.
|
|
CompactTransition.Priority = EStateTreeTransitionPriority::None;
|
|
|
|
// Completion transitions cannot have delay.
|
|
CompactTransition.Delay.Reset();
|
|
|
|
// Completion transitions must have valid target state.
|
|
if (Transition.State.LinkType == EStateTreeTransitionType::None)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error,
|
|
TEXT("State completion transition to '%s' must have transition to valid state, 'None' not accepted."),
|
|
*Transition.State.Name.ToString());
|
|
return false;
|
|
}
|
|
}
|
|
|
|
CompactTransition.State = FStateTreeStateHandle::Invalid;
|
|
if (!ResolveTransitionState(SourceState, Transition.State, CompactTransition.State))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (CompactTransition.State.IsValid()
|
|
&& !CompactTransition.State.IsCompletionState())
|
|
{
|
|
FCompactStateTreeState& TransitionTargetState = StateTree->States[CompactTransition.State.Index];
|
|
if (TransitionTargetState.Type == EStateTreeStateType::Subtree)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Warning,
|
|
TEXT("Transitioning directly to a Subtree State '%s' is not recommended, as it may have unexpected results. Subtree States should be used with Linked States instead."),
|
|
*TransitionTargetState.Name.ToString());
|
|
}
|
|
}
|
|
|
|
const FString StatePathWithTransition = StatePath + FString::Printf(TEXT("/Transition[%d]"), TransitionIndex - TransitionsBegin);
|
|
|
|
if (Transition.Trigger == EStateTreeTransitionTrigger::OnEvent)
|
|
{
|
|
CompactTransition.RequiredEvent.Tag = Transition.RequiredEvent.Tag;
|
|
CompactTransition.RequiredEvent.PayloadStruct = Transition.RequiredEvent.PayloadStruct;
|
|
CompactTransition.bConsumeEventOnSelect = Transition.RequiredEvent.bConsumeEventOnSelect;
|
|
|
|
FStateTreeBindableStructDesc Desc;
|
|
Desc.StatePath = StatePathWithTransition;
|
|
Desc.Struct = FStateTreeEvent::StaticStruct();
|
|
Desc.Name = FName(TEXT("Transition Event"));
|
|
Desc.ID = Transition.GetEventID();
|
|
Desc.DataSource = EStateTreeBindableStructSource::TransitionEvent;
|
|
Desc.DataHandle = FStateTreeDataHandle(EStateTreeDataSourceType::TransitionEvent, TransitionIndex);
|
|
|
|
if (!Transition.RequiredEvent.IsValid())
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, Desc,
|
|
TEXT("On Event Transition requires at least tag or payload to be set up."),
|
|
*Transition.State.Name.ToString());
|
|
return false;
|
|
}
|
|
|
|
if (CompactTransition.State.IsValid()
|
|
&& !CompactTransition.State.IsCompletionState())
|
|
{
|
|
FCompactStateTreeState& TransitionTargetState = StateTree->States[CompactTransition.State.Index];
|
|
if (TransitionTargetState.RequiredEventToEnter.IsValid() && !TransitionTargetState.RequiredEventToEnter.IsSubsetOfAnotherDesc(CompactTransition.RequiredEvent))
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, Desc,
|
|
TEXT("On Event transition to '%s' will never succeed as transition and state required events are incompatible."),
|
|
*TransitionTargetState.Name.ToString());
|
|
return false;
|
|
}
|
|
}
|
|
|
|
BindingsCompiler.AddSourceStruct(Desc);
|
|
}
|
|
|
|
const int32 ConditionsBegin = Nodes.Num();
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidCount16(ConditionsBegin); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("ConditionsBegin"));
|
|
return false;
|
|
}
|
|
CompactTransition.ConditionsBegin = uint16(ConditionsBegin);
|
|
|
|
if (!CreateConditions(*SourceState, StatePathWithTransition, Transition.Conditions))
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error,
|
|
TEXT("Failed to create condition for transition to '%s'."),
|
|
*Transition.State.Name.ToString());
|
|
return false;
|
|
}
|
|
|
|
const int32 ConditionsNum = Nodes.Num() - ConditionsBegin;
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidCount8(ConditionsNum); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("ConditionsNum"));
|
|
return false;
|
|
}
|
|
CompactTransition.ConditionsNum = uint8(ConditionsNum);
|
|
|
|
if (!CreateBindingsForNodes(Transition.Conditions, FStateTreeIndex16(ConditionsBegin)))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
const int32 TransitionsNum = StateTree->Transitions.Num() - TransitionsBegin;
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidCount8(TransitionsNum); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("TransitionsNum"));
|
|
return false;
|
|
}
|
|
CompactState.TransitionsNum = uint8(TransitionsNum);
|
|
}
|
|
|
|
// @todo: Add test to check that all success/failure transition is possible (see editor).
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FStateTreeCompiler::CreateBindingsForNodes(TConstArrayView<FStateTreeEditorNode> EditorNodes, FStateTreeIndex16 NodesBegin)
|
|
{
|
|
check(NodesBegin.IsValid());
|
|
|
|
int32 NodeIndex = NodesBegin.Get();
|
|
for (const FStateTreeEditorNode& EditorNode : EditorNodes)
|
|
{
|
|
// Node might be an empty line in Editor.
|
|
if (!EditorNode.Node.IsValid())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
FStateTreeNodeBase& Node = Nodes[NodeIndex++].GetMutable<FStateTreeNodeBase>();
|
|
|
|
const FStateTreeBindableStructDesc* BindableStruct = BindingsCompiler.GetSourceStructDescByID(EditorNode.ID);
|
|
check(BindableStruct);
|
|
|
|
FStateTreeIndex16 PropertyFunctionsBegin(Nodes.Num());
|
|
if (!CreatePropertyFunctionsForStruct(EditorNode.ID))
|
|
{
|
|
return false;
|
|
}
|
|
FStateTreeIndex16 PropertyFunctionsEnd(Nodes.Num());
|
|
|
|
if (PropertyFunctionsBegin == PropertyFunctionsEnd)
|
|
{
|
|
PropertyFunctionsBegin = FStateTreeIndex16::Invalid;
|
|
PropertyFunctionsEnd = FStateTreeIndex16::Invalid;
|
|
}
|
|
|
|
if (!CreateBindingsForStruct(*BindableStruct, EditorNode.GetInstance(), PropertyFunctionsBegin, PropertyFunctionsEnd, Node.BindingsBatch))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FStateTreeCompiler::CreateBindingsForStruct(const FStateTreeBindableStructDesc& TargetStruct, FStateTreeDataView TargetValue, FStateTreeIndex16 PropertyFuncsBegin, FStateTreeIndex16 PropertyFuncsEnd, FStateTreeIndex16& OutBatchIndex)
|
|
{
|
|
TArray<FStateTreePropertyPathBinding> CopyBindings;
|
|
TArray<FStateTreePropertyPathBinding> ReferenceBindings;
|
|
|
|
// Check that the bindings for this struct are still all valid.
|
|
if (!GetAndValidateBindings(TargetStruct, TargetValue, CopyBindings, ReferenceBindings))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
int32 BatchIndex = INDEX_NONE;
|
|
|
|
// Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs.
|
|
if (!BindingsCompiler.CompileBatch(TargetStruct, CopyBindings, PropertyFuncsBegin, PropertyFuncsEnd, BatchIndex))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(BatchIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("BatchIndex"), TargetStruct);
|
|
return false;
|
|
}
|
|
|
|
OutBatchIndex = FStateTreeIndex16(BatchIndex);
|
|
|
|
if (!BindingsCompiler.CompileReferences(TargetStruct, ReferenceBindings, TargetValue, IDToStructValue))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FStateTreeCompiler::CreatePropertyFunctionsForStruct(FGuid StructID)
|
|
{
|
|
for (const FStateTreePropertyPathBinding& Binding : EditorData->EditorBindings.GetBindings())
|
|
{
|
|
if (Binding.GetTargetPath().GetStructID() != StructID)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const FConstStructView NodeView = Binding.GetPropertyFunctionNode();
|
|
if (!NodeView.IsValid())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const FStateTreeEditorNode& FuncEditorNode = NodeView.Get<const FStateTreeEditorNode>();
|
|
if (!CreatePropertyFunction(FuncEditorNode))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FStateTreeCompiler::CreatePropertyFunction(const FStateTreeEditorNode& FuncEditorNode)
|
|
{
|
|
if (!CreatePropertyFunctionsForStruct(FuncEditorNode.ID))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FStateTreeNodeBase* Node = CreateNodeWithSharedInstanceData(nullptr, UE::StateTree::Editor::PropertyFunctionStateName, FuncEditorNode, EStateTreeBindableStructSource::PropertyFunction);
|
|
if(Node == nullptr)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
const FStateTreeBindableStructDesc* BindableStruct = BindingsCompiler.GetSourceStructDescByID(FuncEditorNode.ID);
|
|
check(BindableStruct);
|
|
|
|
return CreateBindingsForStruct(*BindableStruct, FuncEditorNode.GetInstance(), FStateTreeIndex16::Invalid, FStateTreeIndex16::Invalid, Node->BindingsBatch);
|
|
}
|
|
|
|
template<class T>
|
|
T* FStateTreeCompiler::CreateNodeWithSharedInstanceData(UStateTreeState* State, const FString& StatePath, const FStateTreeEditorNode& EditorNode, EStateTreeBindableStructSource StructSource)
|
|
{
|
|
if (!EditorNode.Node.IsValid())
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
check(EditorNode.Node.GetScriptStruct()->IsChildOf<T>());
|
|
|
|
FStateTreeBindableStructDesc StructDesc;
|
|
StructDesc.StatePath = StatePath;
|
|
StructDesc.ID = EditorNode.ID;
|
|
StructDesc.Name = EditorNode.GetName();
|
|
StructDesc.DataSource = StructSource;
|
|
|
|
// Check that item has valid instance initialized.
|
|
if (!EditorNode.Instance.IsValid() && EditorNode.InstanceObject == nullptr)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, StructDesc,
|
|
TEXT("Malformed node, missing instance value."));
|
|
return nullptr;
|
|
}
|
|
|
|
// Copy the node
|
|
IDToNode.Add(EditorNode.ID, Nodes.Num());
|
|
FInstancedStruct& RawNode = Nodes.Add_GetRef(EditorNode.Node);
|
|
InstantiateStructSubobjects(RawNode);
|
|
|
|
FStateTreeNodeBase& Node = RawNode.GetMutable<FStateTreeNodeBase>();
|
|
|
|
// Update node name as description for runtime.
|
|
Node.Name = EditorNode.GetName();
|
|
|
|
FStateTreeDataView InstanceDataView;
|
|
|
|
if (EditorNode.Instance.IsValid())
|
|
{
|
|
// Struct instance
|
|
const int32 InstanceIndex = SharedInstanceStructs.Add(EditorNode.Instance);
|
|
InstantiateStructSubobjects(SharedInstanceStructs[InstanceIndex]);
|
|
|
|
// Create binding source struct descriptor.
|
|
StructDesc.Struct = EditorNode.Instance.GetScriptStruct();
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(InstanceIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("InstanceIndex"), StructDesc);
|
|
return nullptr;
|
|
}
|
|
Node.InstanceTemplateIndex = FStateTreeIndex16(InstanceIndex);
|
|
Node.InstanceDataHandle = FStateTreeDataHandle(EStateTreeDataSourceType::SharedInstanceData, InstanceIndex);
|
|
InstanceDataView = FStateTreeDataView(SharedInstanceStructs[InstanceIndex]);
|
|
}
|
|
else
|
|
{
|
|
// Object Instance
|
|
check(EditorNode.InstanceObject != nullptr);
|
|
|
|
UObject* Instance = DuplicateObject(EditorNode.InstanceObject, StateTree);
|
|
FInstancedStruct Wrapper;
|
|
Wrapper.InitializeAs<FStateTreeInstanceObjectWrapper>(Instance);
|
|
const int32 InstanceIndex = SharedInstanceStructs.Add(MoveTemp(Wrapper));
|
|
|
|
// Create binding source struct descriptor.
|
|
StructDesc.Struct = Instance->GetClass();
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(InstanceIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("InstanceIndex"), StructDesc);
|
|
return nullptr;
|
|
}
|
|
Node.InstanceTemplateIndex = FStateTreeIndex16(InstanceIndex);
|
|
Node.InstanceDataHandle = FStateTreeDataHandle(EStateTreeDataSourceType::SharedInstanceDataObject, InstanceIndex);
|
|
InstanceDataView = FStateTreeDataView(Instance);
|
|
}
|
|
|
|
StructDesc.DataHandle = Node.InstanceDataHandle;
|
|
|
|
if (!CompileAndValidateNode(State, StructDesc, RawNode, InstanceDataView))
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
// Mark the struct as binding source.
|
|
BindingsCompiler.AddSourceStruct(StructDesc);
|
|
|
|
check(RawNode.GetScriptStruct()->IsChildOf<T>());
|
|
return RawNode.GetMutablePtr<T>();
|
|
}
|
|
|
|
bool FStateTreeCompiler::ResolveTransitionState(const UStateTreeState* SourceState, const FStateTreeStateLink& Link, FStateTreeStateHandle& OutTransitionHandle) const
|
|
{
|
|
if (Link.LinkType == EStateTreeTransitionType::GotoState)
|
|
{
|
|
// Warn if goto state points to another subtree.
|
|
if (const UStateTreeState* TargetState = GetState(Link.ID))
|
|
{
|
|
if (SourceState && TargetState->GetRootState() != SourceState->GetRootState())
|
|
{
|
|
Log.Reportf(EMessageSeverity::Warning,
|
|
TEXT("Target state '%s' is in different subtree. Verify that this is intentional."),
|
|
*Link.Name.ToString());
|
|
}
|
|
|
|
if (TargetState->SelectionBehavior == EStateTreeStateSelectionBehavior::None)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error,
|
|
TEXT("The target State '%s' is not selectable, it's selection behavior is set to None."),
|
|
*Link.Name.ToString());
|
|
return false;
|
|
}
|
|
}
|
|
|
|
OutTransitionHandle = GetStateHandle(Link.ID);
|
|
if (!OutTransitionHandle.IsValid())
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error,
|
|
TEXT("Failed to resolve transition to state '%s'."),
|
|
*Link.Name.ToString());
|
|
return false;
|
|
}
|
|
}
|
|
else if (Link.LinkType == EStateTreeTransitionType::NextState || Link.LinkType == EStateTreeTransitionType::NextSelectableState)
|
|
{
|
|
// Find next state.
|
|
const UStateTreeState* NextState = SourceState ? SourceState->GetNextSelectableSiblingState() : nullptr;
|
|
if (NextState == nullptr)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error,
|
|
TEXT("Failed to resolve transition, there's no selectable next state."));
|
|
return false;
|
|
}
|
|
OutTransitionHandle = GetStateHandle(NextState->ID);
|
|
if (!OutTransitionHandle.IsValid())
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error,
|
|
TEXT("Failed to resolve transition next state, no handle found for '%s'."),
|
|
*NextState->Name.ToString());
|
|
return false;
|
|
}
|
|
}
|
|
else if(Link.LinkType == EStateTreeTransitionType::Failed)
|
|
{
|
|
OutTransitionHandle = FStateTreeStateHandle::Failed;
|
|
return true;
|
|
}
|
|
else if(Link.LinkType == EStateTreeTransitionType::Succeeded)
|
|
{
|
|
OutTransitionHandle = FStateTreeStateHandle::Succeeded;
|
|
return true;
|
|
}
|
|
else if(Link.LinkType == EStateTreeTransitionType::None)
|
|
{
|
|
OutTransitionHandle = FStateTreeStateHandle::Invalid;
|
|
return true;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FStateTreeCompiler::CreateCondition(UStateTreeState& State, const FString& StatePath, const FStateTreeEditorNode& CondNode, const EStateTreeExpressionOperand Operand, const int8 DeltaIndent)
|
|
{
|
|
if (!CondNode.Node.IsValid())
|
|
{
|
|
// Empty line in conditions array, just silently ignore.
|
|
return true;
|
|
}
|
|
|
|
if (FStateTreeConditionBase* Cond = CreateNodeWithSharedInstanceData<FStateTreeConditionBase>(&State, StatePath, CondNode, EStateTreeBindableStructSource::Condition))
|
|
{
|
|
Cond->Operand = Operand;
|
|
Cond->DeltaIndent = DeltaIndent;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool FStateTreeCompiler::CompileAndValidateNode(const UStateTreeState* SourceState, const FStateTreeBindableStructDesc& NodeDesc, FStructView NodeView, const FStateTreeDataView InstanceData)
|
|
{
|
|
if (!NodeView.IsValid())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FStateTreeNodeBase& Node = NodeView.Get<FStateTreeNodeBase>();
|
|
check(InstanceData.IsValid());
|
|
|
|
auto ValidateStateLinks = [this, SourceState](TPropertyValueIterator<FStructProperty> It)
|
|
{
|
|
for ( ; It; ++It)
|
|
{
|
|
if (It->Key->Struct == TBaseStructure<FStateTreeStateLink>::Get())
|
|
{
|
|
FStateTreeStateLink& StateLink = *static_cast<FStateTreeStateLink*>(const_cast<void*>(It->Value));
|
|
|
|
if (!ResolveTransitionState(SourceState, StateLink, StateLink.StateHandle))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
};
|
|
|
|
// Validate any state links.
|
|
if (!ValidateStateLinks(TPropertyValueIterator<FStructProperty>(InstanceData.GetStruct(), InstanceData.GetMutableMemory())))
|
|
{
|
|
return false;
|
|
}
|
|
if (!ValidateStateLinks(TPropertyValueIterator<FStructProperty>(NodeView.GetScriptStruct(), NodeView.GetMemory())))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
TArray<FText> ValidationErrors;
|
|
const EDataValidationResult Result = Node.Compile(InstanceData, ValidationErrors);
|
|
|
|
if (Result == EDataValidationResult::Invalid && ValidationErrors.IsEmpty())
|
|
{
|
|
Log.Report(EMessageSeverity::Error, NodeDesc, TEXT("Node validation failed."));
|
|
}
|
|
else
|
|
{
|
|
const EMessageSeverity::Type Severity = Result == EDataValidationResult::Invalid ? EMessageSeverity::Error : EMessageSeverity::Warning;
|
|
for (const FText& Error : ValidationErrors)
|
|
{
|
|
Log.Report(Severity, NodeDesc, Error.ToString());
|
|
}
|
|
}
|
|
|
|
// Make sure there's no level actor references in the data.
|
|
if (!UE::StateTree::Compiler::ValidateNoLevelActorReferences(Log, NodeDesc, NodeView, InstanceData))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return Result != EDataValidationResult::Invalid;
|
|
}
|
|
|
|
bool FStateTreeCompiler::CreateTask(UStateTreeState* State, const FStateTreeEditorNode& TaskNode, const FStateTreeDataHandle TaskDataHandle)
|
|
{
|
|
if (!TaskNode.Node.IsValid())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Create binding source struct descriptor.
|
|
FStateTreeBindableStructDesc StructDesc;
|
|
StructDesc.StatePath = State ? State->GetPath() : UE::StateTree::Editor::GlobalStateName;
|
|
StructDesc.ID = TaskNode.ID;
|
|
StructDesc.Name = TaskNode.GetName();
|
|
StructDesc.DataSource = EStateTreeBindableStructSource::Task;
|
|
|
|
// Check that node has valid instance initialized.
|
|
if (!TaskNode.Instance.IsValid() && TaskNode.InstanceObject == nullptr)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, StructDesc,
|
|
TEXT("Malformed task, missing instance value."));
|
|
return false;
|
|
}
|
|
|
|
// Copy the task
|
|
IDToNode.Add(TaskNode.ID, Nodes.Num());
|
|
FInstancedStruct& Node = Nodes.Add_GetRef(TaskNode.Node);
|
|
InstantiateStructSubobjects(Node);
|
|
|
|
FStateTreeTaskBase& Task = Node.GetMutable<FStateTreeTaskBase>();
|
|
FStateTreeDataView InstanceDataView;
|
|
|
|
// Update task name as description for runtime.
|
|
Task.Name = TaskNode.GetName();
|
|
|
|
if (TaskNode.Instance.IsValid())
|
|
{
|
|
// Struct Instance
|
|
const int32 InstanceIndex = InstanceStructs.Add(TaskNode.Instance);
|
|
InstantiateStructSubobjects(InstanceStructs[InstanceIndex]);
|
|
|
|
// Create binding source struct descriptor.
|
|
StructDesc.Struct = TaskNode.Instance.GetScriptStruct();
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(InstanceIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("InstanceIndex"), StructDesc);
|
|
return false;
|
|
}
|
|
Task.InstanceTemplateIndex = FStateTreeIndex16(InstanceIndex);
|
|
Task.InstanceDataHandle = TaskDataHandle;
|
|
InstanceDataView = FStateTreeDataView(InstanceStructs[InstanceIndex]);
|
|
}
|
|
else
|
|
{
|
|
// Object Instance
|
|
check(TaskNode.InstanceObject != nullptr);
|
|
|
|
UObject* Instance = DuplicateObject(TaskNode.InstanceObject, StateTree);
|
|
FInstancedStruct Wrapper;
|
|
Wrapper.InitializeAs<FStateTreeInstanceObjectWrapper>(Instance);
|
|
const int32 InstanceIndex = InstanceStructs.Add(MoveTemp(Wrapper));
|
|
|
|
// Create binding source struct descriptor.
|
|
StructDesc.Struct = Instance->GetClass();
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(InstanceIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("InstanceIndex"), StructDesc);
|
|
return false;
|
|
}
|
|
Task.InstanceTemplateIndex = FStateTreeIndex16(InstanceIndex);
|
|
Task.InstanceDataHandle = TaskDataHandle.ToObjectSource();
|
|
InstanceDataView = FStateTreeDataView(Instance);
|
|
}
|
|
|
|
StructDesc.DataHandle = Task.InstanceDataHandle;
|
|
|
|
if (!CompileAndValidateNode(State, StructDesc, Node, InstanceDataView))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Mark the instance as binding source.
|
|
BindingsCompiler.AddSourceStruct(StructDesc);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FStateTreeCompiler::CreateEvaluator(const FStateTreeEditorNode& EvalNode, const FStateTreeDataHandle EvalDataHandle)
|
|
{
|
|
// Silently ignore empty nodes.
|
|
if (!EvalNode.Node.IsValid())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Create binding source struct descriptor.
|
|
FStateTreeBindableStructDesc StructDesc;
|
|
StructDesc.StatePath = UE::StateTree::Editor::GlobalStateName;
|
|
StructDesc.ID = EvalNode.ID;
|
|
StructDesc.Name = EvalNode.GetName();
|
|
StructDesc.DataSource = EStateTreeBindableStructSource::Evaluator;
|
|
|
|
// Check that node has valid instance initialized.
|
|
if (!EvalNode.Instance.IsValid() && EvalNode.InstanceObject == nullptr)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, StructDesc,
|
|
TEXT("Malformed evaluator, missing instance value."));
|
|
return false;
|
|
}
|
|
|
|
// Copy the evaluator
|
|
IDToNode.Add(EvalNode.ID, Nodes.Num());
|
|
FInstancedStruct& Node = Nodes.Add_GetRef(EvalNode.Node);
|
|
InstantiateStructSubobjects(Node);
|
|
|
|
FStateTreeEvaluatorBase& Eval = Node.GetMutable<FStateTreeEvaluatorBase>();
|
|
FStateTreeDataView InstanceDataView;
|
|
|
|
// Update eval name as description for runtime.
|
|
Eval.Name = EvalNode.GetName();
|
|
|
|
if (EvalNode.Instance.IsValid())
|
|
{
|
|
// Struct Instance
|
|
const int32 InstanceIndex = InstanceStructs.Add(EvalNode.Instance);
|
|
InstantiateStructSubobjects(InstanceStructs[InstanceIndex]);
|
|
|
|
// Create binding source struct descriptor.
|
|
StructDesc.Struct = EvalNode.Instance.GetScriptStruct();
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(InstanceIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("InstanceIndex"), StructDesc);
|
|
return false;
|
|
}
|
|
Eval.InstanceTemplateIndex = FStateTreeIndex16(InstanceIndex);
|
|
Eval.InstanceDataHandle = EvalDataHandle;
|
|
InstanceDataView = FStateTreeDataView(InstanceStructs[InstanceIndex]);
|
|
}
|
|
else
|
|
{
|
|
// Object Instance
|
|
check(EvalNode.InstanceObject != nullptr);
|
|
|
|
UObject* Instance = DuplicateObject(EvalNode.InstanceObject, StateTree);
|
|
FInstancedStruct Wrapper;
|
|
Wrapper.InitializeAs<FStateTreeInstanceObjectWrapper>(Instance);
|
|
const int32 InstanceIndex = InstanceStructs.Add(MoveTemp(Wrapper));
|
|
|
|
// Create binding source struct descriptor.
|
|
StructDesc.Struct = Instance->GetClass();
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(InstanceIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("InstanceIndex"), StructDesc);
|
|
return false;
|
|
}
|
|
Eval.InstanceTemplateIndex = FStateTreeIndex16(InstanceIndex);
|
|
Eval.InstanceDataHandle = EvalDataHandle.ToObjectSource();
|
|
InstanceDataView = FStateTreeDataView(Instance);
|
|
}
|
|
|
|
StructDesc.DataHandle = Eval.InstanceDataHandle;
|
|
|
|
if (!CompileAndValidateNode(nullptr, StructDesc, Node, InstanceDataView))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Mark the instance as binding source.
|
|
BindingsCompiler.AddSourceStruct(StructDesc);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FStateTreeCompiler::IsPropertyOfTypeOrChild(UScriptStruct& Type, const FStateTreeBindableStructDesc& Struct, FStateTreePropertyPath Path) const
|
|
{
|
|
TArray<FStateTreePropertyPathIndirection> Indirection;
|
|
const bool bResolved = Path.ResolveIndirections(Struct.Struct, Indirection);
|
|
|
|
if (bResolved && Indirection.Num() > 0)
|
|
{
|
|
check(Indirection.Last().GetProperty());
|
|
if (const FProperty* OwnerProperty = Indirection.Last().GetProperty()->GetOwnerProperty())
|
|
{
|
|
if (const FStructProperty* OwnerStructProperty = CastField<FStructProperty>(OwnerProperty))
|
|
{
|
|
return OwnerStructProperty->Struct->IsChildOf(&Type);
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool FStateTreeCompiler::ValidateStructRef(const FStateTreeBindableStructDesc& SourceStruct, FStateTreePropertyPath SourcePath,
|
|
const FStateTreeBindableStructDesc& TargetStruct, FStateTreePropertyPath TargetPath) const
|
|
{
|
|
FString ResolveError;
|
|
TArray<FStateTreePropertyPathIndirection> TargetIndirection;
|
|
if (!TargetPath.ResolveIndirections(TargetStruct.Struct, TargetIndirection, &ResolveError))
|
|
{
|
|
// This will later be reported by the bindings compiler.
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct, TEXT("Failed to resolve binding path in %s: %s"), *TargetStruct.ToString(), *ResolveError);
|
|
return false;
|
|
}
|
|
const FProperty* TargetLeafProperty = TargetIndirection.Num() > 0 ? TargetIndirection.Last().GetProperty() : nullptr;
|
|
|
|
// Early out if the target is not FStateTreeStructRef.
|
|
const FStructProperty* TargetStructProperty = CastField<FStructProperty>(TargetLeafProperty);
|
|
if (TargetStructProperty == nullptr || TargetStructProperty->Struct != TBaseStructure<FStateTreeStructRef>::Get())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
FString TargetBaseStructName;
|
|
const UScriptStruct* TargetBaseStruct = UE::StateTree::Compiler::GetBaseStructFromMetaData(TargetStructProperty, TargetBaseStructName);
|
|
if (TargetBaseStruct == nullptr)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Could not find base struct type '%s' for target %s'."),
|
|
*TargetBaseStructName, *UE::StateTree::GetDescAndPathAsString(TargetStruct, TargetPath));
|
|
return false;
|
|
}
|
|
|
|
TArray<FStateTreePropertyPathIndirection> SourceIndirection;
|
|
if (!SourcePath.ResolveIndirections(SourceStruct.Struct, SourceIndirection, &ResolveError))
|
|
{
|
|
// This will later be reported by the bindings compiler.
|
|
Log.Reportf(EMessageSeverity::Error, SourceStruct, TEXT("Failed to resolve binding path in %s: %s"), *SourceStruct.ToString(), *ResolveError);
|
|
return false;
|
|
}
|
|
const FProperty* SourceLeafProperty = SourceIndirection.Num() > 0 ? SourceIndirection.Last().GetProperty() : nullptr;
|
|
|
|
// Exit if the source is not a struct property.
|
|
const FStructProperty* SourceStructProperty = CastField<FStructProperty>(SourceLeafProperty);
|
|
if (SourceStructProperty == nullptr)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (SourceStructProperty->Struct == TBaseStructure<FStateTreeStructRef>::Get())
|
|
{
|
|
// Source is struct ref too, check the types match.
|
|
FString SourceBaseStructName;
|
|
const UScriptStruct* SourceBaseStruct = UE::StateTree::Compiler::GetBaseStructFromMetaData(SourceStructProperty, SourceBaseStructName);
|
|
if (SourceBaseStruct == nullptr)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Could not find base struct '%s' for binding source %s."),
|
|
*SourceBaseStructName, *UE::StateTree::GetDescAndPathAsString(SourceStruct, SourcePath));
|
|
return false;
|
|
}
|
|
|
|
if (SourceBaseStruct->IsChildOf(TargetBaseStruct) == false)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Type mismatch between source %s and target %s types, '%s' is not child of '%s'."),
|
|
*UE::StateTree::GetDescAndPathAsString(SourceStruct, SourcePath),
|
|
*UE::StateTree::GetDescAndPathAsString(TargetStruct, TargetPath),
|
|
*GetNameSafe(SourceBaseStruct), *GetNameSafe(TargetBaseStruct));
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!SourceStructProperty->Struct || SourceStructProperty->Struct->IsChildOf(TargetBaseStruct) == false)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Type mismatch between source %s and target %s types, '%s' is not child of '%s'."),
|
|
*UE::StateTree::GetDescAndPathAsString(SourceStruct, SourcePath),
|
|
*UE::StateTree::GetDescAndPathAsString(TargetStruct, TargetPath),
|
|
*GetNameSafe(SourceStructProperty->Struct), *GetNameSafe(TargetBaseStruct));
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool FStateTreeCompiler::GetAndValidateBindings(const FStateTreeBindableStructDesc& TargetStruct, FStateTreeDataView TargetValue, TArray<FStateTreePropertyPathBinding>& OutCopyBindings, TArray<FStateTreePropertyPathBinding>& OutReferenceBindings) const
|
|
{
|
|
check(EditorData);
|
|
|
|
OutCopyBindings.Reset();
|
|
OutReferenceBindings.Reset();
|
|
|
|
// If target struct is not set, nothing to do.
|
|
if (TargetStruct.Struct == nullptr)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
for (FStateTreePropertyPathBinding& Binding : EditorData->EditorBindings.GetMutableBindings())
|
|
{
|
|
if (Binding.GetTargetPath().GetStructID() != TargetStruct.ID)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Source must be one of the source structs we have discovered in the tree.
|
|
const FGuid SourceStructID = Binding.GetSourcePath().GetStructID();
|
|
const FStateTreeBindableStructDesc* SourceStruct = BindingsCompiler.GetSourceStructDescByID(SourceStructID);
|
|
if (!SourceStruct)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Failed to find binding source property '%s' for target %s."),
|
|
*Binding.GetSourcePath().ToString(), *UE::StateTree::GetDescAndPathAsString(TargetStruct, Binding.GetTargetPath()));
|
|
return false;
|
|
}
|
|
|
|
// Update path instance types from latest data. E.g. binding may have been created for instanced object of type FooB, and changed to FooA.
|
|
// @todo: not liking how this mutates the Binding.TargetPath, but currently we dont track well the instanced object changes.
|
|
|
|
if (!Binding.GetMutableTargetPath().UpdateSegmentsFromValue(TargetValue))
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Malformed target property path for binding source property '%s' for target %s."),
|
|
*Binding.GetSourcePath().ToString(), *UE::StateTree::GetDescAndPathAsString(TargetStruct, Binding.GetTargetPath()));
|
|
return false;
|
|
}
|
|
|
|
// Source must be accessible by the target struct via all execution paths.
|
|
TArray<FStateTreeBindableStructDesc> AccessibleStructs;
|
|
EditorData->GetAccessibleStructs(Binding.GetTargetPath().GetStructID(), AccessibleStructs);
|
|
|
|
const bool bSourceAccessible = AccessibleStructs.ContainsByPredicate([SourceStructID](const FStateTreeBindableStructDesc& Structs)
|
|
{
|
|
return (Structs.ID == SourceStructID);
|
|
});
|
|
|
|
if (!bSourceAccessible)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Property at %s cannot be bound to %s, because the binding source %s is not updated before %s in the tree."),
|
|
*UE::StateTree::GetDescAndPathAsString(*SourceStruct, Binding.GetSourcePath()),
|
|
*UE::StateTree::GetDescAndPathAsString(TargetStruct, Binding.GetTargetPath()),
|
|
*SourceStruct->ToString(), *TargetStruct.ToString());
|
|
return false;
|
|
}
|
|
|
|
if (!IDToStructValue.Contains(SourceStructID))
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Failed to find value for binding source property '%s' for target %s."),
|
|
*Binding.GetSourcePath().ToString(), *UE::StateTree::GetDescAndPathAsString(TargetStruct, Binding.GetTargetPath()));
|
|
return false;
|
|
}
|
|
|
|
// Update the source structs only if we have value for it. For some sources (e.g. context structs) we know only type, and in that case there are no instance structs.
|
|
const FStateTreeDataView SourceValue = IDToStructValue[SourceStructID];
|
|
if (SourceValue.IsValid())
|
|
{
|
|
if (!Binding.GetMutableSourcePath().UpdateSegmentsFromValue(SourceValue))
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Malformed target property path for binding source property '%s' for source %s."),
|
|
*Binding.GetSourcePath().ToString(), *UE::StateTree::GetDescAndPathAsString(TargetStruct, Binding.GetTargetPath()));
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (!SourceStruct->DataHandle.IsValid())
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Malformed source'%s for property binding property '%s'."),
|
|
*UE::StateTree::GetDescAndPathAsString(*SourceStruct, Binding.GetSourcePath()), *Binding.GetSourcePath().ToString());
|
|
return false;
|
|
}
|
|
|
|
FStateTreePropertyPathBinding BindingCopy(Binding);
|
|
BindingCopy.SetSourceDataHandle(SourceStruct->DataHandle);
|
|
|
|
// Special case for AnyEnum. StateTreeBindingExtension allows AnyEnums to bind to other enum types.
|
|
// The actual copy will be done via potential type promotion copy, into the value property inside the AnyEnum.
|
|
// We amend the paths here to point to the 'Value' property.
|
|
const bool bSourceIsAnyEnum = IsPropertyOfTypeOrChild(*TBaseStructure<FStateTreeAnyEnum>::Get(), *SourceStruct, Binding.GetSourcePath());
|
|
const bool bTargetIsAnyEnum = IsPropertyOfTypeOrChild(*TBaseStructure<FStateTreeAnyEnum>::Get(), TargetStruct, Binding.GetTargetPath());
|
|
if (bSourceIsAnyEnum || bTargetIsAnyEnum)
|
|
{
|
|
if (bSourceIsAnyEnum)
|
|
{
|
|
BindingCopy.GetMutableSourcePath().AddPathSegment(GET_MEMBER_NAME_STRING_CHECKED(FStateTreeAnyEnum, Value));
|
|
}
|
|
if (bTargetIsAnyEnum)
|
|
{
|
|
BindingCopy.GetMutableTargetPath().AddPathSegment(GET_MEMBER_NAME_STRING_CHECKED(FStateTreeAnyEnum, Value));
|
|
}
|
|
}
|
|
|
|
if (IsPropertyOfTypeOrChild(*FStateTreePropertyRef::StaticStruct(), TargetStruct, Binding.GetTargetPath()))
|
|
{
|
|
OutReferenceBindings.Add(BindingCopy);
|
|
}
|
|
else
|
|
{
|
|
OutCopyBindings.Add(BindingCopy);
|
|
}
|
|
|
|
// Check if the bindings is for struct ref and validate the types.
|
|
if (!ValidateStructRef(*SourceStruct, Binding.GetSourcePath(), TargetStruct, Binding.GetTargetPath()))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
auto IsPropertyBound = [](const FName& PropertyName, TConstArrayView<FStateTreePropertyPathBinding> Bindings)
|
|
{
|
|
return Bindings.ContainsByPredicate([&PropertyName](const FStateTreePropertyPathBinding& Binding)
|
|
{
|
|
// We're looping over just the first level of properties on the struct, so we assume that the path is just one item
|
|
// (or two in case of AnyEnum, because we expand the path to Property.Value, see code above).
|
|
return Binding.GetTargetPath().GetSegments().Num() >= 1 && Binding.GetTargetPath().GetSegments()[0].GetName() == PropertyName;
|
|
});
|
|
};
|
|
|
|
bool bResult = true;
|
|
|
|
// Validate that Input and Context bindings
|
|
for (TFieldIterator<FProperty> It(TargetStruct.Struct); It; ++It)
|
|
{
|
|
const FProperty* Property = *It;
|
|
check(Property);
|
|
const FName PropertyName = Property->GetFName();
|
|
|
|
if (UE::StateTree::PropertyRefHelpers::IsPropertyRef(*Property))
|
|
{
|
|
TArray<FStateTreePropertyPathIndirection> TargetIndirections;
|
|
FStateTreePropertyPath TargetPath(TargetStruct.ID, PropertyName);
|
|
if (!TargetPath.ResolveIndirectionsWithValue(TargetValue, TargetIndirections))
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Couldn't resolve path to '%s' for target %s."),
|
|
*PropertyName.ToString(), *TargetStruct.ToString());
|
|
bResult = false;
|
|
}
|
|
else
|
|
{
|
|
const void* PropertyRef = TargetIndirections.Last().GetPropertyAddress();
|
|
const bool bIsOptional = UE::StateTree::PropertyRefHelpers::IsPropertyRefMarkedAsOptional(*Property, PropertyRef);
|
|
|
|
if (bIsOptional == false && !IsPropertyBound(PropertyName, OutReferenceBindings))
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Property reference '%s' on % s is expected to have a binding."),
|
|
*PropertyName.ToString(), *TargetStruct.ToString());
|
|
bResult = false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
const bool bIsOptional = UE::StateTree::PropertyHelpers::HasOptionalMetadata(*Property);
|
|
const EStateTreePropertyUsage Usage = UE::StateTree::GetUsageFromMetaData(Property);
|
|
if (Usage == EStateTreePropertyUsage::Input)
|
|
{
|
|
// Make sure that an Input property is bound unless marked optional.
|
|
if (bIsOptional == false && !IsPropertyBound(PropertyName, OutCopyBindings))
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Input property '%s' on %s is expected to have a binding."),
|
|
*PropertyName.ToString(), *TargetStruct.ToString());
|
|
bResult = false;
|
|
}
|
|
}
|
|
else if (Usage == EStateTreePropertyUsage::Context)
|
|
{
|
|
// Make sure that an Context property is manually or automatically bound.
|
|
const UStruct* ContextObjectType = nullptr;
|
|
if (const FStructProperty* StructProperty = CastField<FStructProperty>(Property))
|
|
{
|
|
ContextObjectType = StructProperty->Struct;
|
|
}
|
|
else if (const FObjectPropertyBase* ObjectProperty = CastField<FObjectPropertyBase>(Property))
|
|
{
|
|
ContextObjectType = ObjectProperty->PropertyClass;
|
|
}
|
|
|
|
if (ContextObjectType == nullptr)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("The type of Context property '%s' on %s is expected to be Object Reference or Struct."),
|
|
*PropertyName.ToString(), *TargetStruct.ToString());
|
|
bResult = false;
|
|
continue;
|
|
}
|
|
|
|
const bool bIsBound = IsPropertyBound(PropertyName, OutCopyBindings);
|
|
|
|
if (!bIsBound)
|
|
{
|
|
const FStateTreeBindableStructDesc Desc = EditorData->FindContextData(ContextObjectType, PropertyName.ToString());
|
|
|
|
if (Desc.IsValid())
|
|
{
|
|
// Add automatic binding to Context data.
|
|
OutCopyBindings.Emplace(FStateTreePropertyPath(Desc.ID), FStateTreePropertyPath(TargetStruct.ID, PropertyName));
|
|
}
|
|
else
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Could not find matching Context object for Context property '%s' on '%s'. Property must have manual binding."),
|
|
*PropertyName.ToString(), *TargetStruct.ToString());
|
|
bResult = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return bResult;
|
|
}
|
|
|
|
void FStateTreeCompiler::InstantiateStructSubobjects(FStructView Struct)
|
|
{
|
|
check(StateTree);
|
|
check(EditorData);
|
|
|
|
// Empty struct, nothing to do.
|
|
if (!Struct.IsValid())
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (TPropertyValueIterator<FProperty> It(Struct.GetScriptStruct(), Struct.GetMemory()); It; ++It)
|
|
{
|
|
if (const FObjectProperty* ObjectProperty = CastField<FObjectProperty>(It->Key))
|
|
{
|
|
// Duplicate instanced objects.
|
|
if (ObjectProperty->HasAnyPropertyFlags(CPF_InstancedReference))
|
|
{
|
|
if (UObject* Object = ObjectProperty->GetObjectPropertyValue(It->Value))
|
|
{
|
|
UObject* OuterObject = Object->GetOuter();
|
|
// If the instanced object was created as Editor Data as outer,
|
|
// change the outer to State Tree to prevent references to editor only data.
|
|
if (Object->IsInOuter(EditorData))
|
|
{
|
|
OuterObject = StateTree;
|
|
}
|
|
UObject* DuplicatedObject = DuplicateObject(Object, OuterObject);
|
|
ObjectProperty->SetObjectPropertyValue(const_cast<void*>(It->Value), DuplicatedObject);
|
|
}
|
|
}
|
|
}
|
|
if (const FStructProperty* StructProperty = CastField<FStructProperty>(It->Key))
|
|
{
|
|
// If we encounter instanced struct, recursively handle it too.
|
|
if (StructProperty->Struct == TBaseStructure<FInstancedStruct>::Get())
|
|
{
|
|
FInstancedStruct& InstancedStruct = *static_cast<FInstancedStruct*>(const_cast<void*>(It->Value));
|
|
InstantiateStructSubobjects(InstancedStruct);
|
|
}
|
|
}
|
|
}
|
|
}
|