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- Added new struct to hold instance data - Removed on the fly created customs struct for storing the instance data - The Mass StateTree instance data is not a fragment anymore - Fixes crash when using StateTreeBrainComponent directly on actor - Moved StateTree activation processor settings to Mass Behavior settings #jira UE-133870 #rb Yoan.StAmant #preflight 62178318db60b6b592190db8 [CL 19112506 by mikko mononen in ue5-main branch]
401 lines
16 KiB
C++
401 lines
16 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTree.h"
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#include "InstancedStruct.h"
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#include "Containers/StaticArray.h"
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#include "StateTreePropertyBindings.h"
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#include "StateTreeInstanceData.h"
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#include "StateTreeExecutionContext.generated.h"
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struct FStateTreeEvaluatorBase;
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struct FStateTreeTaskBase;
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struct FStateTreeConditionBase;
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USTRUCT()
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struct STATETREEMODULE_API FStateTreeExecutionState
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{
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GENERATED_BODY()
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/** Currently active state */
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FStateTreeHandle CurrentState = FStateTreeHandle::Invalid;
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/** The index of the task that failed during enter state. Exit state uses it to call ExitState() symmetrically. */
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uint16 EnterStateFailedTaskIndex = INDEX_NONE;
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/** Result of last tick */
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EStateTreeRunStatus LastTickStatus = EStateTreeRunStatus::Failed;
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/** Running status of the instance */
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EStateTreeRunStatus TreeRunStatus = EStateTreeRunStatus::Unset;
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/** Delayed transition handle, if exists */
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int16 GatedTransitionIndex = INDEX_NONE;
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/** Running time of the delayed transition */
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float GatedTransitionTime = 0.0f;
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/** Object instances, ref counting handled manually. */
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TArray<UObject*> InstanceObjects;
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};
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UENUM()
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enum class EStateTreeStorage : uint8
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{
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/** Execution context has internal storage */
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Internal,
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/** Execution context assumes external storage */
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External,
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};
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/**
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* Runs StateTrees defined in UStateTree asset.
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* Uses constant data from StateTree, keeps local storage of variables, and creates instanced Evaluators and Tasks.
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*/
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USTRUCT()
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struct STATETREEMODULE_API FStateTreeExecutionContext
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{
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GENERATED_BODY()
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public:
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FStateTreeExecutionContext();
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virtual ~FStateTreeExecutionContext();
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/** Initializes the StateTree instance to be used with specific owner and StateTree asset. */
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bool Init(UObject& InOwner, const UStateTree& InStateTree, const EStateTreeStorage InStorageType);
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/** Resets the instance to initial empty state. Note: Does not call ExitState(). */
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void Reset();
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/** Initializes external instance data (no need to call, if using internal storage). */
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static bool InitInstanceData(UObject& InOwner, const UStateTree& InStateTree, FStateTreeInstanceData& OutInstanceData);
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/** Returns the StateTree asset in use. */
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const UStateTree* GetStateTree() const { return StateTree; }
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/** @return The owner of the context */
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UObject* GetOwner() const { return Owner; }
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/** @return The world of the owner or nullptr if the owner is not set. */
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UWorld* GetWorld() const { return Owner ? Owner->GetWorld() : nullptr; };
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/** @return True of the the execution context is valid and initialized. */
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bool IsValid() const { return Owner != nullptr && StateTree != nullptr; }
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/** Start executing. */
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EStateTreeRunStatus Start(FStateTreeInstanceData* ExternalInstanceData = nullptr);
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/** Stop executing. */
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EStateTreeRunStatus Stop(FStateTreeInstanceData* ExternalInstanceData = nullptr);
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/** Tick the state tree logic. */
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EStateTreeRunStatus Tick(const float DeltaTime, FStateTreeInstanceData* ExternalInstanceData = nullptr);
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/** @return Pointer to a State or null if state not found */
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const FBakedStateTreeState* GetStateFromHandle(const FStateTreeHandle StateHandle) const
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{
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return (StateTree && StateTree->States.IsValidIndex(StateHandle.Index)) ? &StateTree->States[StateHandle.Index] : nullptr;
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}
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/** @return Array view to external data descriptors associated with this context. Note: Init() must be called before calling this method. */
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TConstArrayView<FStateTreeExternalDataDesc> GetExternalDataDescs() const
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{
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check(StateTree);
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return StateTree->ExternalDataDescs;
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}
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/** @return True if all required external data pointers are set. */
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bool AreExternalDataViewsValid() const
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{
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check(StateTree);
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bool bResult = true;
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for (const FStateTreeExternalDataDesc& DataDesc : StateTree->ExternalDataDescs)
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{
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const FStateTreeDataView& DataView = DataViews[DataDesc.Handle.DataViewIndex];
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if (DataDesc.Requirement == EStateTreeExternalDataRequirement::Required)
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{
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// Required items must have valid pointer and expected type.
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if (!DataView.IsValid() || !DataView.GetStruct()->IsChildOf(DataDesc.Struct))
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{
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bResult = false;
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break;
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}
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}
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else
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{
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// Optional items must have same type if they are set.
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if (DataView.IsValid() && !DataView.GetStruct()->IsChildOf(DataDesc.Struct))
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{
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bResult = false;
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break;
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}
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}
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}
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return bResult;
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}
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/** @return Handle to external data of type InStruct, or invalid handle if struct not found. */
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FStateTreeExternalDataHandle GetExternalDataHandleByStruct(const UStruct* InStruct) const
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{
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check(StateTree);
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const FStateTreeExternalDataDesc* DataDesc = StateTree->ExternalDataDescs.FindByPredicate([InStruct](const FStateTreeExternalDataDesc& Item) { return Item.Struct == InStruct; });
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return DataDesc != nullptr ? DataDesc->Handle : FStateTreeExternalDataHandle::Invalid;
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}
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/** Sets external data view value for specific item. */
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void SetExternalData(const FStateTreeExternalDataHandle Handle, FStateTreeDataView DataView)
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{
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check(StateTree);
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check(Handle.IsValid());
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DataViews[Handle.DataViewIndex] = DataView;
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}
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/**
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* Returns reference to external data based on provided handle. The return type is deduced from the handle's template type.
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* @param Handle Valid TStateTreeExternalDataHandle<> handle.
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* @return reference to external data based on handle or null if data is not set.
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*/
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template <typename T>
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typename T::DataType& GetExternalData(const T Handle) const
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{
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check(StateTree);
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check(Handle.IsValid());
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checkSlow(StateTree->ExternalDataDescs[Handle.DataViewIndex - StateTree->ExternalDataBaseIndex].Requirement != EStateTreeExternalDataRequirement::Optional); // Optionals should query pointer instead.
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return DataViews[Handle.DataViewIndex].template GetMutable<typename T::DataType>();
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}
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/**
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* Returns pointer to external data based on provided item handle. The return type is deduced from the handle's template type.
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* @param Handle Valid TStateTreeExternalDataHandle<> handle.
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* @return pointer to external data based on handle or null if item is not set or handle is invalid.
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*/
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template <typename T>
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typename T::DataType* GetExternalDataPtr(const T Handle) const
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{
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check(StateTree);
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return Handle.IsValid() ? DataViews[Handle.DataViewIndex].template GetMutablePtr<typename T::DataType>() : nullptr;
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}
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FStateTreeDataView GetExternalDataView(const FStateTreeExternalDataHandle Handle)
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{
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check(StateTree);
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if (Handle.IsValid())
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{
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return DataViews[Handle.DataViewIndex];
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}
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return FStateTreeDataView();
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}
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/**
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* Returns reference to instance data property based on provided handle. The return type is deduced from the handle's template type.
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* @param Handle Valid FStateTreeInstanceDataPropertyHandle<> handle.
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* @return reference to instance data property based on handle.
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*/
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template <typename T>
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typename T::DataType& GetInstanceData(const T Handle) const
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{
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check(StateTree);
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check(Handle.IsValid());
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return *(typename T::DataType*)(DataViews[Handle.DataViewIndex].GetMemory() + Handle.PropertyOffset);
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}
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/**
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* Returns pointer to instance data property based on provided handle. The return type is deduced from the handle's template type.
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* @param Handle Valid FStateTreeInstanceDataPropertyHandle<> handle.
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* @return pointer to instance data property based on handle or null if item is not set or handle is invalid.
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*/
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template <typename T>
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typename T::DataType* GetInstanceDataPtr(const T Handle) const
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{
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check(StateTree);
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return Handle.IsValid() ? (typename T::DataType*)(DataViews[Handle.DataViewIndex].GetMemory() + Handle.PropertyOffset) : nullptr;
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}
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/**
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* Used internally by the Blueprint wrappers to get wrapped instance objects.
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* @param DataViewIndex Index to a data view
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* @return Pointer to an instance object based.
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*/
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template <typename T>
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T* GetInstanceObjectInternal(const int32 DataViewIndex) const
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{
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const UStruct* Struct = DataViews[DataViewIndex].GetStruct();
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if (Struct != nullptr && Struct->IsChildOf<T>())
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{
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return DataViews[DataViewIndex].template GetMutablePtr<T>();
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}
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return nullptr;
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}
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EStateTreeRunStatus GetLastTickStatus(const FStateTreeInstanceData* ExternalInstanceData = nullptr) const;
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#if WITH_GAMEPLAY_DEBUGGER
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/** @return Debug string describing the current state of the execution */
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FString GetDebugInfoString(const FStateTreeInstanceData* ExternalInstanceData = nullptr) const;
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#endif // WITH_GAMEPLAY_DEBUGGER
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#if WITH_STATETREE_DEBUG
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FString GetActiveStateName(const FStateTreeInstanceData* ExternalInstanceData = nullptr) const;
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void DebugPrintInternalLayout(const FStateTreeInstanceData* ExternalInstanceData = nullptr);
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#endif
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void AddStructReferencedObjects(class FReferenceCollector& Collector) const;
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void AddStructReferencedObjects(const FStateTreeInstanceData* ExternalInstanceData, class FReferenceCollector& Collector) const;
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protected:
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/** @return Prefix that will be used by STATETREE_LOG and STATETREE_CLOG, empty by default. */
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virtual FString GetInstanceDescription() const { return TEXT(""); }
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/** Callback when gated transition is triggered. Contexts that are event based can use this to trigger a future event. */
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virtual void BeginGatedTransition(const FStateTreeExecutionState& Exec) {};
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/**
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* Handles logic for entering State. EnterState is called on new active Evaluators and Tasks that are part of the re-planned tree.
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* Re-planned tree is from the transition target up to the leaf state. States that are parent to the transition target state
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* and still active after the transition will remain intact.
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* @return Run status returned by the tasks.
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*/
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EStateTreeRunStatus EnterState(FStateTreeInstanceData& InstanceData, const FStateTreeTransitionResult& Transition);
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/**
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* Handles logic for exiting State. ExitState is called on current active Evaluators and Tasks that are part of the re-planned tree.
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* Re-planned tree is from the transition target up to the leaf state. States that are parent to the transition target state
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* and still active after the transition will remain intact.
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*/
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void ExitState(FStateTreeInstanceData& InstanceData, const FStateTreeTransitionResult& Transition);
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/**
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* Handles logic for exiting State. ExitState is called on current active Evaluators and Tasks in reverse order (from leaf to root).
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*/
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void StateCompleted(FStateTreeInstanceData& InstanceData, const FStateTreeHandle CurrentState, const EStateTreeRunStatus CompletionStatus);
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/**
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* Ticks evaluators of all active states starting from current state by delta time.
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* If TickEvaluators() is called multiple times per frame (i.e. during selection when visiting new states), each state and evaluator is ticked only once.
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*/
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void TickEvaluators(FStateTreeInstanceData& InstanceData, const FStateTreeHandle CurrentState, const EStateTreeEvaluationType EvalType, const float DeltaTime);
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/**
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* Ticks tasks of all active states starting from current state by delta time.
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* @return Run status returned by the tasks.
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*/
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EStateTreeRunStatus TickTasks(FStateTreeInstanceData& InstanceData, const FStateTreeHandle CurrentState, const float DeltaTime);
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/**
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* Checks all conditions at given range
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* @return True if all conditions pass.
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*/
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bool TestAllConditions(FStateTreeInstanceData& InstanceData, const uint32 ConditionsOffset, const uint32 ConditionsNum);
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/**
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* Triggers transitions based on current run status. CurrentStatus is used to select which transitions events are triggered.
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* If CurrentStatus is "Running", "Conditional" transitions pass, "Completed/Failed" will trigger "OnCompleted/OnSucceeded/OnFailed" transitions.
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* Transition target state can point to a selector state. For that reason the result contains both the target state, as well ass
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* the actual next state returned by the selector.
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* @return Transition result describing the source state, state transitioned to, and next selected state.
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*/
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FStateTreeTransitionResult TriggerTransitions(FStateTreeInstanceData& InstanceData, const FStateTreeStateStatus CurrentStatus, const int Depth);
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/**
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* Runs state selection logic starting at the specified state, walking towards the leaf states.
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* If the preconditions of NextState are not met, "Invalid" is returned.
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* If NextState is a selector state, SelectState is called recursively (depth-first) to all child states (where NextState will be one of child states).
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* If NextState is a leaf state, the NextState is returned.
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* @param Storage View representing all instance data used by tasks and evaluators
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* @param InitialStateStatus Describes the current state and running status (will be passed intact to next selector)
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* @param InitialTargetState The state the initial transition target state (will be passed intact to next selector)
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* @param NextState The state which we try to select next.
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* @param Depth Depth of recursion.
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* @return Transition result describing the source state, transition target state, and next selected state.
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*/
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FStateTreeTransitionResult SelectState(FStateTreeInstanceData& InstanceData, const FStateTreeStateStatus InitialStateStatus, const FStateTreeHandle InitialTargetState, const FStateTreeHandle NextState, const int Depth);
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/** @return State handles from specified state handle back to the root, specified handle included. */
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int32 GetActiveStates(const FStateTreeHandle StateHandle, TStaticArray<FStateTreeHandle, 32>& OutStateHandles) const;
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/** @return Mutable storage based on storage settings. */
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FStateTreeInstanceData& SelectMutableInstanceData(FStateTreeInstanceData* ExternalInstanceData)
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{
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check(StorageType != EStateTreeStorage::External || (StorageType == EStateTreeStorage::External && ExternalInstanceData != nullptr));
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return StorageType == EStateTreeStorage::External ? *ExternalInstanceData : InternalInstanceData;
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}
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/** @return Const storage based on storage settings. */
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const FStateTreeInstanceData& SelectInstanceData(const FStateTreeInstanceData* ExternalInstanceData) const
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{
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check(StorageType != EStateTreeStorage::External || (StorageType == EStateTreeStorage::External && ExternalInstanceData != nullptr));
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return StorageType == EStateTreeStorage::External ? *ExternalInstanceData : InternalInstanceData;
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}
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/** @return View to an Evaluator, a Task, or a Condition instance data. */
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FStateTreeDataView GetInstanceData(FStateTreeInstanceData& InstanceData, const bool bIsObject, const int32 Index) const
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{
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if (UNLIKELY(bIsObject == true))
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{
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const FStateTreeExecutionState& Exec = GetExecState(InstanceData);
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return FStateTreeDataView(Exec.InstanceObjects[Index]);
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}
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return FStateTreeDataView(InstanceData.GetMutable(Index));
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}
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/** @return StateTree execution state from the instance storage. */
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static FStateTreeExecutionState& GetExecState(FStateTreeInstanceData& InstanceData)
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{
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return InstanceData.GetMutable<FStateTreeExecutionState>(0);
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}
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/** @return const StateTree execution state from the instance storage. */
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static const FStateTreeExecutionState& GetExecState(const FStateTreeInstanceData& InstanceData)
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{
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return InstanceData.Get<FStateTreeExecutionState>(0);
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}
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/** @return StateTree node at specified index. */
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template <typename T>
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const T& GetNode(const int32 Index) const
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{
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return StateTree->Nodes[Index].template Get<T>();
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}
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/** @return String describing state status for logging and debug. */
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FString GetStateStatusString(const FStateTreeStateStatus StateStatus) const;
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/** @return String describing state name for logging and debug. */
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FString GetSafeStateName(const FStateTreeHandle State) const;
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/** @return String describing full path of an activate state for logging and debug. */
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FString DebugGetStatePath(TArrayView<FStateTreeHandle> ActiveStateHandles, int32 ActiveStateIndex) const;
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/** The StateTree asset the context is initialized for */
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UPROPERTY()
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const UStateTree* StateTree = nullptr;
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UPROPERTY()
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UObject* Owner = nullptr;
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/** States visited during a tick while updating evaluators. Initialized to match the number of states in the asset. */
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TArray<bool> VisitedStates;
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/** Array of data pointers (external data, tasks, evaluators, conditions), used during evaluation. Initialized to match the number of items in the asset. */
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TArray<FStateTreeDataView> DataViews;
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/** Optional Instance of the storage */
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FStateTreeInstanceData InternalInstanceData;
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/** Storage type of the context */
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EStateTreeStorage StorageType = EStateTreeStorage::Internal;
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};
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template<>
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struct TStructOpsTypeTraits<FStateTreeExecutionContext> : public TStructOpsTypeTraitsBase2<FStateTreeExecutionContext>
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{
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enum
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{
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WithAddStructReferencedObjects = true,
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};
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};
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