Files
UnrealEngineUWP/Engine/Plugins/Runtime/GameplayInteractions/Source/GameplayInteractionsModule/Private/GameplayTask_MoveToStandTransition.cpp
henrik karlsson fa90b399a4 Added includes for future change. This changelist only contains added #include and a couple of empty placeholder files
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch

#preflight 63635997876630122adeab9f
#rb none

[CL 22958990 by henrik karlsson in ue5-main branch]
2022-11-03 14:18:47 -04:00

182 lines
7.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "GameplayTask_MoveToStandTransition.h"
#include "AISystem.h"
#include "GameFramework/Pawn.h"
#include "VisualLogger/VisualLogger.h"
#include "AIResources.h"
#include "GameplayTasksComponent.h"
#include "NavigationData.h"
#include "NavigationSystem.h"
#include "GameplayActuationComponent.h"
#include "NavCorridor.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameplayInteractionsTypes.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GameplayTask_MoveToStandTransition)
//-----------------------------------------------------
// FGameplayTransitionDesc_MoveToStand
//-----------------------------------------------------
UGameplayTask* FGameplayTransitionDesc_MoveToStand::MakeTransitionTask(const FMakeGameplayTransitionTaskContext& Context) const
{
check(Context.MovementComponent);
const FGameplayActuationState_Moving* CurrentState = Context.CurrentActuationState.GetPtr<FGameplayActuationState_Moving>();
const FGameplayActuationState_Standing* NextState = Context.NextActuationState.GetPtr<FGameplayActuationState_Standing>();
if (CurrentState == nullptr || NextState == nullptr)
{
return nullptr;
}
constexpr double BreakingDistance = 250.0;
// Match, create transitions.
UGameplayTask_MoveToStandTransition* NewTransitionTask = UGameplayTask::NewTask<UGameplayTask_MoveToStandTransition>(Context.TasksComponent);
const int32 LastIndex = CurrentState->Corridor->Portals.Num() - 2;
const FVector PathDir = LastIndex >= 0 ? (CurrentState->Corridor->Portals[LastIndex + 1].Location - CurrentState->Corridor->Portals[LastIndex].Location).GetSafeNormal2D() : FVector::ForwardVector;
NewTransitionTask->BreakingDistance = BreakingDistance;
NewTransitionTask->StartHeadingDirection = FVector(CurrentState->HeadingDirection);
NewTransitionTask->ActuationState.ActuationName = FName(TEXT("MoveToStand"));
NewTransitionTask->ActuationState.HeadingDirection = CurrentState->HeadingDirection;
NewTransitionTask->ActuationState.Prediction.Location = CurrentState->Path->GetEndLocation();
NewTransitionTask->ActuationState.Prediction.Direction = FVector3f(PathDir);
NewTransitionTask->ActuationState.Prediction.Speed = 0.0f;
NewTransitionTask->ActuationState.Prediction.Time = 0.0f; // @todo
NewTransitionTask->ActuationState.Path = CurrentState->Path;
NewTransitionTask->ActuationState.Corridor = CurrentState->Corridor;
// Transition task setup
NewTransitionTask->ResourceOverlapPolicy = ETaskResourceOverlapPolicy::StartOnTop;
NewTransitionTask->Priority = 128;
return NewTransitionTask;
}
//-----------------------------------------------------
// UGameplayTask_MoveToStandTransition
//-----------------------------------------------------
UGameplayTask_MoveToStandTransition::UGameplayTask_MoveToStandTransition(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bTickingTask = true;
AddRequiredResource(UAIResource_Movement::StaticClass());
AddClaimedResource(UAIResource_Movement::StaticClass());
}
bool UGameplayTask_MoveToStandTransition::ShouldActivate(const FMakeGameplayTransitionTaskContext& Context) const
{
const FGameplayActuationState_Moving* CurrentState = Context.CurrentActuationState.GetPtr<FGameplayActuationState_Moving>();
const FGameplayActuationState_Standing* NextState = Context.NextActuationState.GetPtr<FGameplayActuationState_Standing>();
if (CurrentState == nullptr || NextState == nullptr)
{
return false;
}
const FVector CurrentLocation = Context.MovementComponent->GetActorFeetLocation();
const double DistanceToStand = FVector::Dist2D(CurrentLocation, NextState->Prediction.Location);
return DistanceToStand < BreakingDistance;
}
void UGameplayTask_MoveToStandTransition::ExternalCancel()
{
EndTask();
}
void UGameplayTask_MoveToStandTransition::Activate()
{
Super::Activate();
APawn* Pawn = Cast<APawn>(GetAvatarActor());
check(Pawn);
MovementComponent = Pawn->FindComponentByClass<UCharacterMovementComponent>();
if (MovementComponent == nullptr)
{
UE_VLOG(GetGameplayTasksComponent(), LogGameplayTasks, Error, TEXT("Failed to find movement component"));
bCompleted = true;
return;
}
bCompleted = false;
}
void UGameplayTask_MoveToStandTransition::TickTask(float DeltaTime)
{
UWorld* World = GetWorld();
check(World);
checkf(MovementComponent, TEXT("Expecting valid Movement Component."));
const FVector CurrentLocation = MovementComponent->GetActorFeetLocation();
const FVector CurrentVelocity = MovementComponent->Velocity;
double CurrentSpeed = CurrentVelocity.Length();
const float MaxSpeed = MovementComponent->GetMaxSpeed();
constexpr float MaxAcceleration = 350.0f;
const FVector EndLocation = ActuationState.Prediction.Location;
const FVector EndDirection = FVector(ActuationState.Prediction.Direction);
const float DistanceToEnd = FVector::DistSquared2D(CurrentLocation, EndLocation);
const float Speed = MaxSpeed;
const float DeltaSpeed = FMath::Clamp(Speed - CurrentSpeed, -MaxAcceleration * DeltaTime, MaxAcceleration * DeltaTime);
CurrentSpeed += DeltaSpeed;
const float Fade = FMath::Clamp(FMath::Sqrt(DistanceToEnd) / BreakingDistance, 0.0f, 1.0f);
const float FadeMaxSpeed = MaxSpeed * FMath::Sqrt(Fade);
CurrentSpeed = FMath::Clamp(CurrentSpeed, 1.0, FadeMaxSpeed);
const double DistanceToGoal = FVector::DotProduct(EndDirection, CurrentLocation - EndLocation);
const FVector DirToEnd = DistanceToGoal > -10.0f ? EndDirection : (EndLocation - CurrentLocation).GetSafeNormal();
const FVector HeadingDir = FMath::Lerp(StartHeadingDirection, EndDirection, FMath::Square(Fade)).GetSafeNormal();
ActuationState.HeadingDirection = FVector3f(HeadingDir);
const FVector ClampedVelocity = DirToEnd * CurrentSpeed;
MovementComponent->RequestDirectMove(ClampedVelocity, /*bForceMaxSpeed*/false);
if (!bCompleted && DistanceToGoal > 0.0f)
{
if (OnTransitionCompleted.IsBound())
{
OnTransitionCompleted.Broadcast(EGameplayTransitionResult::Succeeded, this);
}
bCompleted = true;
}
#if ENABLE_VISUAL_LOG
if (FVisualLogger::IsRecording())
{
UE_VLOG_LOCATION(GetGameplayTasksComponent(), LogGameplayTasks, Log, CurrentLocation, 30, FColor::White, TEXT("Move -> Stand"));
const FVector Offset(0,0,10);
UE_VLOG_SEGMENT_THICK(GetGameplayTasksComponent(), LogGameplayTasks, Log, CurrentLocation + Offset, ActuationState.Prediction.Location + Offset, FColor::Red, 2, TEXT("Fade:%.2f"), Fade);
UE_VLOG_CIRCLE_THICK(GetGameplayTasksComponent(), LogGameplayTasks, Log, ActuationState.Prediction.Location + Offset, FVector::UpVector, 30.0f, FColor::Red, 2, TEXT_EMPTY);
UE_VLOG_SEGMENT_THICK(GetGameplayTasksComponent(), LogGameplayTasks, Log, ActuationState.Prediction.Location + Offset, ActuationState.Prediction.Location + FVector(ActuationState.Prediction.Direction) * 100.0 + Offset, FColor::Red, 4, TEXT_EMPTY);
// Debug draw
if (ActuationState.Path.IsValid())
{
UE::GameplayInteraction::Debug::VLogPath(GetGameplayTasksComponent(), *ActuationState.Path.Get());
}
if (ActuationState.Corridor.IsValid())
{
UE::GameplayInteraction::Debug::VLogCorridor(GetGameplayTasksComponent(), *ActuationState.Corridor.Get());
}
}
#endif // ENABLE_VISUAL_LOG
}