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- Removed gated delay (transition will be delayed until it has been "pressed" for N seconds) - Delay now triggers after the delay duration has passed (single trigger, not "pressed", works with events too) - Added random variation for the delay - Tick/Event transitions has precedence over completion transitions (that is, they are handled before completion transitions) - Removed delay and blocking from completion transitions - Small improvements for transitions UI #rb Mieszko.Zielinski #preflight 6389e0b435192facc1b95cdb [CL 23371519 by mikko mononen in ue5-main branch]
1281 lines
40 KiB
C++
1281 lines
40 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 "StateTreeEditorData.h"
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#include "StateTreeTypes.h"
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#include "Conditions/StateTreeCommonConditions.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 "StateTreeState.h"
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#include "StateTreeExecutionContext.h"
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#include "StateTreePropertyBindingCompiler.h"
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namespace UE::StateTree::Compiler
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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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EStateTreePropertyUsage GetUsageFromMetaData(const FProperty* Property)
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{
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static const FName CategoryName(TEXT("Category"));
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if (Property == nullptr)
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{
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return EStateTreePropertyUsage::Invalid;
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}
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const FString Category = Property->GetMetaData(CategoryName);
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if (Category == TEXT("Input"))
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{
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return EStateTreePropertyUsage::Input;
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}
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if (Category == TEXT("Inputs"))
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{
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return EStateTreePropertyUsage::Input;
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}
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if (Category == TEXT("Output"))
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{
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return EStateTreePropertyUsage::Output;
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}
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if (Category == TEXT("Outputs"))
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{
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return EStateTreePropertyUsage::Output;
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}
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if (Category == TEXT("Context"))
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{
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return EStateTreePropertyUsage::Context;
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}
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return EStateTreePropertyUsage::Parameter;
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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 (!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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// 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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TEXT("Parameters"),
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StateTree->Parameters.GetPropertyBagStruct(),
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EStateTreeBindableStructSource::Parameter,
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EditorData->RootParameters.ID
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};
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const int32 ParametersDataViewIndex = BindingsCompiler.AddSourceStruct(ParametersDesc);
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if (const auto Validation = UE::StateTree::Compiler::IsValidIndex8(ParametersDataViewIndex); Validation.DidFail())
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{
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Validation.Log(Log, TEXT("ParametersDataViewIndex"), ParametersDesc);
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return false;
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}
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StateTree->ParametersDataViewIndex = FStateTreeIndex8(ParametersDataViewIndex);
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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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Desc.Name,
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Desc.Struct,
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EStateTreeBindableStructSource::Context,
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Desc.ID
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};
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const int32 ExternalStructIndex = BindingsCompiler.AddSourceStruct(ExtDataDesc);
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if (const auto Validation = UE::StateTree::Compiler::IsValidIndex8(ExternalStructIndex); 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.DataViewIndex = FStateTreeIndex8(ExternalStructIndex);
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}
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}
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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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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 (!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, InstanceObjects);
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StateTree->SharedInstanceData.Init(*StateTree, SharedInstanceStructs, SharedInstanceObjects);
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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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return false;
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}
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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)
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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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// Create item for the runtime execution state
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InstanceStructs.Add(FInstancedStruct::Make<FStateTreeExecutionState>());
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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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{
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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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FStateTreeCompilerLogStateScope LogStateScope(&State, Log);
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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.Parent = Parent;
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CompactState.Type = State.Type;
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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);
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return true;
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}
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bool FStateTreeCompiler::CreateConditions(UStateTreeState& State, 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 EStateTreeConditionOperand Operand = bIsFirst ? EStateTreeConditionOperand::Copy : CondNode.ConditionOperand;
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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.ConditionIndent, 0, UE::StateTree::MaxConditionIndent);
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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].ConditionIndent, 0, UE::StateTree::MaxConditionIndent) : 0;
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const int32 DeltaIndent = NextIndent - CurrIndent;
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if (!CreateCondition(State, 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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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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if (!CreateEvaluator(EvalNode))
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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 true;
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}
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bool FStateTreeCompiler::CreateStateTasksAndParameters()
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{
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for (int32 i = 0; i < StateTree->States.Num(); i++)
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{
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FCompactStateTreeState& CompactState = StateTree->States[i];
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UStateTreeState* SourceState = SourceStates[i];
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check(SourceState != nullptr);
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FStateTreeCompilerLogStateScope LogStateScope(SourceState, Log);
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// Create parameters
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if (SourceState->Type == EStateTreeStateType::Linked || SourceState->Type == EStateTreeStateType::Subtree)
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{
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// Both linked and subtree has instance data describing their parameters.
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// This allows to resolve the binding paths and lets us have bindable parameters when transitioned into a parameterized subtree directly.
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FInstancedStruct& Instance = InstanceStructs.AddDefaulted_GetRef();
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const int32 InstanceIndex = InstanceStructs.Num() - 1;
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if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(InstanceIndex); Validation.DidFail())
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{
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Validation.Log(Log, TEXT("InstanceIndex"));
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return false;
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}
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CompactState.ParameterInstanceIndex = FStateTreeIndex16(InstanceIndex);
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Instance.InitializeAs<FCompactStateTreeParameters>();
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FCompactStateTreeParameters& CompactParams = Instance.GetMutable<FCompactStateTreeParameters>();
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CompactParams.Parameters = SourceState->Parameters.Parameters;
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if (SourceState->Type == EStateTreeStateType::Subtree)
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{
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// Register a binding source if we have parameters
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int32 SourceStructIndex = INDEX_NONE;
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if (SourceState->Parameters.Parameters.IsValid())
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{
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const FStateTreeBindableStructDesc SubtreeParamsDesc = {
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SourceState->Name,
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SourceState->Parameters.Parameters.GetPropertyBagStruct(),
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EStateTreeBindableStructSource::State,
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SourceState->Parameters.ID
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};
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SourceStructIndex = BindingsCompiler.AddSourceStruct(SubtreeParamsDesc);
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if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(SourceStructIndex); Validation.DidFail())
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{
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Validation.Log(Log, TEXT("SourceStructIndex"), SubtreeParamsDesc);
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return false;
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}
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}
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CompactState.ParameterDataViewIndex = FStateTreeIndex16(SourceStructIndex);
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}
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else if (SourceState->Type == EStateTreeStateType::Linked)
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{
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int32 BatchIndex = INDEX_NONE;
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if (SourceState->Parameters.Parameters.IsValid())
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{
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// Binding target
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FStateTreeBindableStructDesc LinkedParamsDesc = {
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SourceState->Name,
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SourceState->Parameters.Parameters.GetPropertyBagStruct(),
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EStateTreeBindableStructSource::State,
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SourceState->Parameters.ID
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};
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// Check that the bindings for this struct are still all valid.
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TArray<FStateTreeEditorPropertyBinding> Bindings;
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if (!GetAndValidateBindings(LinkedParamsDesc, Bindings))
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{
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return false;
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}
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if (!BindingsCompiler.CompileBatch(LinkedParamsDesc, Bindings, BatchIndex))
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{
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return false;
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}
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if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(BatchIndex); Validation.DidFail())
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{
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Validation.Log(Log, TEXT("BatchIndex"), LinkedParamsDesc);
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return false;
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}
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}
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CompactParams.BindingsBatch = FStateTreeIndex16(BatchIndex);
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}
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}
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// Create tasks
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const int32 TasksBegin = Nodes.Num();
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if (const auto Validation = UE::StateTree::Compiler::IsValidCount16(TasksBegin); Validation.DidFail())
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{
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Validation.Log(Log, TEXT("TasksBegin"));
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return false;
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}
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CompactState.TasksBegin = uint16(TasksBegin);
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for (FStateTreeEditorNode& TaskNode : SourceState->Tasks)
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{
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if (!CreateTask(*SourceState, TaskNode))
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{
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return false;
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}
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}
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if (!CreateTask(*SourceState, SourceState->SingleTask))
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{
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return false;
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}
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const int32 TasksNum = Nodes.Num() - TasksBegin;
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if (const auto Validation = UE::StateTree::Compiler::IsValidCount8(TasksNum); Validation.DidFail())
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{
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Validation.Log(Log, TEXT("TasksNum"));
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return false;
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}
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CompactState.TasksNum = uint8(TasksNum);
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}
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return true;
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}
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bool FStateTreeCompiler::CreateStateTransitions()
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{
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for (int32 i = 0; i < StateTree->States.Num(); i++)
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{
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FCompactStateTreeState& CompactState = StateTree->States[i];
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UStateTreeState* SourceState = SourceStates[i];
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check(SourceState != nullptr);
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FStateTreeCompilerLogStateScope LogStateScope(SourceState, Log);
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// Enter conditions.
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const int32 EnterConditionsBegin = Nodes.Num();
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if (const auto Validation = UE::StateTree::Compiler::IsValidCount16(EnterConditionsBegin); Validation.DidFail())
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{
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Validation.Log(Log, TEXT("EnterConditionsBegin"));
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return false;
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}
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CompactState.EnterConditionsBegin = uint16(EnterConditionsBegin);
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if (!CreateConditions(*SourceState, SourceState->EnterConditions))
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{
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Log.Reportf(EMessageSeverity::Error,
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TEXT("Failed to create state enter condition."));
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return false;
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}
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const int32 EnterConditionsNum = Nodes.Num() - EnterConditionsBegin;
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if (const auto Validation = UE::StateTree::Compiler::IsValidCount8(EnterConditionsNum); Validation.DidFail())
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{
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Validation.Log(Log, TEXT("EnterConditionsNum"));
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return false;
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}
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CompactState.EnterConditionsNum = uint8(EnterConditionsNum);
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// Linked state
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if (SourceState->Type == EStateTreeStateType::Linked)
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{
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// Make sure the linked state is not self or parent to this state.
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const UStateTreeState* LinkedParentState = nullptr;
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for (const UStateTreeState* State = SourceState; State != nullptr; State = State->Parent)
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{
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if (State->ID == SourceState->LinkedSubtree.ID)
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{
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LinkedParentState = State;
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break;
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}
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}
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if (LinkedParentState != nullptr)
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{
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Log.Reportf(EMessageSeverity::Error,
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TEXT("State is linked to it's parent subtree '%s', which will create infinite loop."),
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*LinkedParentState->Name.ToString());
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return false;
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}
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// The linked state must be a subtree.
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const UStateTreeState* TargetState = GetState(SourceState->LinkedSubtree.ID);
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if (TargetState == nullptr)
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{
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Log.Reportf(EMessageSeverity::Error,
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TEXT("Failed to resolve linked subtree '%s'."),
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*SourceState->LinkedSubtree.Name.ToString());
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return false;
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}
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if (TargetState->Type != EStateTreeStateType::Subtree)
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{
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Log.Reportf(EMessageSeverity::Error,
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TEXT("State '%s' is linked to subtree '%s', which is not a subtree."),
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*SourceState->Name.ToString(), *TargetState->Name.ToString());
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return false;
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}
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CompactState.LinkedState = GetStateHandle(SourceState->LinkedSubtree.ID);
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|
|
if (!CompactState.LinkedState.IsValid())
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error,
|
|
TEXT("Failed to resolve linked subtree '%s'."),
|
|
*SourceState->LinkedSubtree.Name.ToString());
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
FCompactStateTransition& CompactTransition = StateTree->Transitions.AddDefaulted_GetRef();
|
|
CompactTransition.Trigger = Transition.Trigger;
|
|
CompactTransition.EventTag = Transition.EventTag;
|
|
CompactTransition.Type = Transition.State.Type;
|
|
if (Transition.bDelayTransition)
|
|
{
|
|
CompactTransition.Delay.Set(Transition.DelayDuration, Transition.DelayRandomVariance);
|
|
}
|
|
|
|
if (EnumHasAnyFlags(Transition.Trigger, EStateTreeTransitionTrigger::OnStateCompleted))
|
|
{
|
|
// Completion transitions cannot have delay.
|
|
CompactTransition.Delay.Reset();
|
|
|
|
// Completion transitions must have valid target state.
|
|
if (CompactTransition.Type == EStateTreeTransitionType::NotSet)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error,
|
|
TEXT("State completion transition to '%s' must have transition to valid state, 'None' not accepted."),
|
|
*Transition.State.Name.ToString());
|
|
}
|
|
}
|
|
|
|
CompactTransition.State = FStateTreeStateHandle::Invalid;
|
|
if (!ResolveTransitionState(*SourceState, Transition.State, CompactTransition.State))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
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, 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);
|
|
}
|
|
|
|
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::ResolveTransitionState(const UStateTreeState& SourceState, const FStateTreeStateLink& Link, FStateTreeStateHandle& OutTransitionHandle) const
|
|
{
|
|
if (Link.Type == EStateTreeTransitionType::GotoState)
|
|
{
|
|
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.Type == EStateTreeTransitionType::NextState)
|
|
{
|
|
// Find next state.
|
|
const UStateTreeState* NextState = SourceState.GetNextSiblingState();
|
|
if (NextState == nullptr)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error,
|
|
TEXT("Failed to resolve transition, there's no 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;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FStateTreeCompiler::CreateCondition(UStateTreeState& State, const FStateTreeEditorNode& CondNode, const EStateTreeConditionOperand Operand, const int8 DeltaIndent)
|
|
{
|
|
if (!CondNode.Node.IsValid())
|
|
{
|
|
// Empty line in conditions array, just silently ignore.
|
|
return true;
|
|
}
|
|
|
|
FStateTreeBindableStructDesc StructDesc;
|
|
StructDesc.ID = CondNode.ID;
|
|
StructDesc.Name = CondNode.Node.GetScriptStruct()->GetFName();
|
|
StructDesc.DataSource = EStateTreeBindableStructSource::Condition;
|
|
|
|
// Check that item has valid instance initialized.
|
|
if (!CondNode.Instance.IsValid() && CondNode.InstanceObject == nullptr)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, StructDesc,
|
|
TEXT("Malformed condition, missing instance value."));
|
|
return false;
|
|
}
|
|
|
|
// Copy the condition
|
|
const FInstancedStruct& Node = Nodes.Add_GetRef(CondNode.Node);
|
|
FStateTreeConditionBase& Cond = Node.GetMutable<FStateTreeConditionBase>();
|
|
|
|
Cond.Operand = Operand;
|
|
Cond.DeltaIndent = DeltaIndent;
|
|
|
|
if (CondNode.Instance.IsValid())
|
|
{
|
|
// Struct instance
|
|
const int32 InstanceIndex = SharedInstanceStructs.Add(CondNode.Instance);
|
|
|
|
// Create binding source struct descriptor.
|
|
StructDesc.Struct = CondNode.Instance.GetScriptStruct();
|
|
StructDesc.Name = Cond.Name;
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(InstanceIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("InstanceIndex"), StructDesc);
|
|
return false;
|
|
}
|
|
Cond.InstanceIndex = FStateTreeIndex16(InstanceIndex);
|
|
Cond.bInstanceIsObject = false;
|
|
|
|
if (!CompileAndValidateNode(StructDesc, Node.GetMutable<FStateTreeNodeBase>(), FStateTreeDataView(InstanceStructs[InstanceIndex])))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Object Instance
|
|
check(CondNode.InstanceObject != nullptr);
|
|
|
|
UObject* Instance = DuplicateObject(CondNode.InstanceObject, StateTree);
|
|
const int32 InstanceIndex = SharedInstanceObjects.Add(Instance);
|
|
|
|
// Create binding source struct descriptor.
|
|
StructDesc.Struct = Instance->GetClass();
|
|
StructDesc.Name = Cond.Name;
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(InstanceIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("InstanceIndex"), StructDesc);
|
|
return false;
|
|
}
|
|
Cond.InstanceIndex = FStateTreeIndex16(InstanceIndex);
|
|
Cond.bInstanceIsObject = true;
|
|
|
|
if (!CompileAndValidateNode(StructDesc, Node.GetMutable<FStateTreeNodeBase>(), FStateTreeDataView(Instance)))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Mark the struct as binding source.
|
|
const int32 SourceStructIndex = BindingsCompiler.AddSourceStruct(StructDesc);
|
|
|
|
// Check that the bindings for this struct are still all valid.
|
|
TArray<FStateTreeEditorPropertyBinding> Bindings;
|
|
if (!GetAndValidateBindings(StructDesc, Bindings))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs.
|
|
int32 BatchIndex = INDEX_NONE;
|
|
if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(BatchIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("BatchIndex"), StructDesc);
|
|
return false;
|
|
}
|
|
Cond.BindingsBatch = FStateTreeIndex16(BatchIndex);
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(SourceStructIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("SourceStructIndex"), StructDesc);
|
|
return false;
|
|
}
|
|
Cond.DataViewIndex = FStateTreeIndex16(SourceStructIndex);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FStateTreeCompiler::CompileAndValidateNode(const FStateTreeBindableStructDesc& NodeDesc, FStateTreeNodeBase& Node, const FStateTreeDataView InstanceData) const
|
|
{
|
|
check(InstanceData.IsValid());
|
|
|
|
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());
|
|
}
|
|
}
|
|
|
|
return Result != EDataValidationResult::Invalid;
|
|
}
|
|
|
|
bool FStateTreeCompiler::CreateTask(UStateTreeState& State, const FStateTreeEditorNode& TaskNode)
|
|
{
|
|
// Silently ignore empty nodes.
|
|
if (!TaskNode.Node.IsValid())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Create binding source struct descriptor.
|
|
FStateTreeBindableStructDesc StructDesc;
|
|
StructDesc.ID = TaskNode.ID;
|
|
StructDesc.Name = TaskNode.Node.GetScriptStruct()->GetFName();
|
|
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
|
|
const FInstancedStruct& Node = Nodes.Add_GetRef(TaskNode.Node);
|
|
FStateTreeTaskBase& Task = Node.GetMutable<FStateTreeTaskBase>();
|
|
|
|
if (TaskNode.Instance.IsValid())
|
|
{
|
|
// Struct Instance
|
|
const int32 InstanceIndex = InstanceStructs.Add(TaskNode.Instance);
|
|
|
|
// Create binding source struct descriptor.
|
|
StructDesc.Struct = TaskNode.Instance.GetScriptStruct();
|
|
StructDesc.Name = Task.Name;
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(InstanceIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("InstanceIndex"), StructDesc);
|
|
return false;
|
|
}
|
|
Task.InstanceIndex = FStateTreeIndex16(InstanceIndex);
|
|
Task.bInstanceIsObject = false;
|
|
|
|
if (!CompileAndValidateNode(StructDesc, Node.GetMutable<FStateTreeNodeBase>(), FStateTreeDataView(InstanceStructs[InstanceIndex])))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Object Instance
|
|
check(TaskNode.InstanceObject != nullptr);
|
|
|
|
UObject* Instance = DuplicateObject(TaskNode.InstanceObject, StateTree);
|
|
const int32 InstanceIndex = InstanceObjects.Add(Instance);
|
|
|
|
// Create binding source struct descriptor.
|
|
StructDesc.Struct = Instance->GetClass();
|
|
StructDesc.Name = Task.Name;
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(InstanceIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("InstanceIndex"), StructDesc);
|
|
return false;
|
|
}
|
|
Task.InstanceIndex = FStateTreeIndex16(InstanceIndex);
|
|
Task.bInstanceIsObject = true;
|
|
|
|
if (!CompileAndValidateNode(StructDesc, Node.GetMutable<FStateTreeNodeBase>(), FStateTreeDataView(Instance)))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Mark the instance as binding source.
|
|
const int32 SourceStructIndex = BindingsCompiler.AddSourceStruct(StructDesc);
|
|
|
|
// Check that the bindings for this struct are still all valid.
|
|
TArray<FStateTreeEditorPropertyBinding> Bindings;
|
|
if (!GetAndValidateBindings(StructDesc, Bindings))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs.
|
|
int32 BatchIndex = INDEX_NONE;
|
|
if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(BatchIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("BatchIndex"), StructDesc);
|
|
return false;
|
|
}
|
|
Task.BindingsBatch = FStateTreeIndex16(BatchIndex);
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(SourceStructIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("SourceStructIndex"), StructDesc);
|
|
return false;
|
|
}
|
|
Task.DataViewIndex = FStateTreeIndex16(SourceStructIndex);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FStateTreeCompiler::CreateEvaluator(const FStateTreeEditorNode& EvalNode)
|
|
{
|
|
// Silently ignore empty nodes.
|
|
if (!EvalNode.Node.IsValid())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Create binding source struct descriptor.
|
|
FStateTreeBindableStructDesc StructDesc;
|
|
StructDesc.ID = EvalNode.ID;
|
|
StructDesc.Name = EvalNode.Node.GetScriptStruct()->GetFName();
|
|
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
|
|
const FInstancedStruct& Node = Nodes.Add_GetRef(EvalNode.Node);
|
|
FStateTreeEvaluatorBase& Eval = Node.GetMutable<FStateTreeEvaluatorBase>();
|
|
|
|
if (EvalNode.Instance.IsValid())
|
|
{
|
|
// Struct Instance
|
|
const int32 InstanceIndex = InstanceStructs.Add(EvalNode.Instance);
|
|
|
|
// Create binding source struct descriptor.
|
|
StructDesc.Struct = EvalNode.Instance.GetScriptStruct();
|
|
StructDesc.Name = Eval.Name;
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(InstanceIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("InstanceIndex"), StructDesc);
|
|
return false;
|
|
}
|
|
Eval.InstanceIndex = FStateTreeIndex16(InstanceIndex);
|
|
Eval.bInstanceIsObject = false;
|
|
|
|
if (!CompileAndValidateNode(StructDesc, Node.GetMutable<FStateTreeNodeBase>(), FStateTreeDataView(InstanceStructs[InstanceIndex])))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Object Instance
|
|
check(EvalNode.InstanceObject != nullptr);
|
|
|
|
UObject* Instance = DuplicateObject(EvalNode.InstanceObject, StateTree);
|
|
const int32 InstanceIndex = InstanceObjects.Add(Instance);
|
|
|
|
// Create binding source struct descriptor.
|
|
StructDesc.Struct = Instance->GetClass();
|
|
StructDesc.Name = Eval.Name;
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(InstanceIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("InstanceIndex"), StructDesc);
|
|
return false;
|
|
}
|
|
Eval.InstanceIndex = FStateTreeIndex16(InstanceIndex);
|
|
Eval.bInstanceIsObject = true;
|
|
|
|
if (!CompileAndValidateNode(StructDesc, Node.GetMutable<FStateTreeNodeBase>(), FStateTreeDataView(Instance)))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Mark the instance as binding source.
|
|
const int32 SourceStructIndex = BindingsCompiler.AddSourceStruct(StructDesc);
|
|
|
|
// Check that the bindings for this struct are still all valid.
|
|
TArray<FStateTreeEditorPropertyBinding> Bindings;
|
|
if (!GetAndValidateBindings(StructDesc, Bindings))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs.
|
|
int32 BatchIndex = INDEX_NONE;
|
|
if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(BatchIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("BatchIndex"), StructDesc);
|
|
return false;
|
|
}
|
|
Eval.BindingsBatch = FStateTreeIndex16(BatchIndex);
|
|
|
|
if (const auto Validation = UE::StateTree::Compiler::IsValidIndex16(SourceStructIndex); Validation.DidFail())
|
|
{
|
|
Validation.Log(Log, TEXT("SourceStructIndex"), StructDesc);
|
|
return false;
|
|
}
|
|
Eval.DataViewIndex = FStateTreeIndex16(SourceStructIndex);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FStateTreeCompiler::IsPropertyAnyEnum(const FStateTreeBindableStructDesc& Struct, FStateTreeEditorPropertyPath Path) const
|
|
{
|
|
bool bIsAnyEnum = false;
|
|
TArray<FStateTreePropertySegment> Segments;
|
|
const FProperty* LeafProperty = nullptr;
|
|
int32 LeafArrayIndex = INDEX_NONE;
|
|
const bool bResolved = FStateTreePropertyBindingCompiler::ResolvePropertyPath(Struct, Path, Segments, LeafProperty, LeafArrayIndex);
|
|
if (bResolved && LeafProperty)
|
|
{
|
|
if (const FProperty* OwnerProperty = LeafProperty->GetOwnerProperty())
|
|
{
|
|
if (const FStructProperty* OwnerStructProperty = CastField<FStructProperty>(OwnerProperty))
|
|
{
|
|
bIsAnyEnum = OwnerStructProperty->Struct == TBaseStructure<FStateTreeAnyEnum>::Get();
|
|
}
|
|
}
|
|
}
|
|
return bIsAnyEnum;
|
|
}
|
|
|
|
bool FStateTreeCompiler::ValidateStructRef(const FStateTreeBindableStructDesc& SourceStruct, FStateTreeEditorPropertyPath SourcePath,
|
|
const FStateTreeBindableStructDesc& TargetStruct, FStateTreeEditorPropertyPath TargetPath) const
|
|
{
|
|
TArray<FStateTreePropertySegment> Segments;
|
|
|
|
const FProperty* TargetLeafProperty = nullptr;
|
|
int32 TargetLeafArrayIndex = INDEX_NONE;
|
|
if (FStateTreePropertyBindingCompiler::ResolvePropertyPath(TargetStruct, TargetPath, Segments, TargetLeafProperty, TargetLeafArrayIndex) == false)
|
|
{
|
|
// This will later be reported by the bindings compiler.
|
|
return true;
|
|
}
|
|
|
|
// 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 '%s' for target '%s:%s'."),
|
|
*TargetBaseStructName, *TargetStruct.Name.ToString(), *TargetPath.ToString());
|
|
return false;
|
|
}
|
|
|
|
const FProperty* SourceLeafProperty = nullptr;
|
|
int32 SourceLeafArrayIndex = INDEX_NONE;
|
|
if (FStateTreePropertyBindingCompiler::ResolvePropertyPath(SourceStruct, SourcePath, Segments, SourceLeafProperty, SourceLeafArrayIndex) == false)
|
|
{
|
|
// This will later be reported by the bindings compiler.
|
|
return true;
|
|
}
|
|
|
|
// 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 bidning source '%s:%s'."),
|
|
*SourceBaseStructName, *SourceStruct.Name.ToString(), *SourcePath.ToString());
|
|
return false;
|
|
}
|
|
|
|
if (SourceBaseStruct->IsChildOf(TargetBaseStruct) == false)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Type mismatch between source '%s:%s' and target '%s:%s' types, '%s' is not child of '%s'."),
|
|
*SourceStruct.Name.ToString(), *SourcePath.ToString(),
|
|
*TargetStruct.Name.ToString(), *TargetPath.ToString(),
|
|
*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:%s' and target '%s:%s' types, '%s' is not child of '%s'."),
|
|
*SourceStruct.Name.ToString(), *SourcePath.ToString(),
|
|
*TargetStruct.Name.ToString(), *TargetPath.ToString(),
|
|
*GetNameSafe(SourceStructProperty->Struct), *GetNameSafe(TargetBaseStruct));
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FStateTreeCompiler::GetAndValidateBindings(const FStateTreeBindableStructDesc& TargetStruct, TArray<FStateTreeEditorPropertyBinding>& OutBindings) const
|
|
{
|
|
if (TargetStruct.Struct == nullptr)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("The type of binding target '%s' is invalid."),
|
|
*TargetStruct.Name.ToString());
|
|
return false;
|
|
}
|
|
|
|
OutBindings.Reset();
|
|
|
|
for (const FStateTreeEditorPropertyBinding& Binding : EditorData->EditorBindings.GetBindings())
|
|
{
|
|
if (Binding.TargetPath.StructID != TargetStruct.ID)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Source must be one of the source structs we have discovered in the tree.
|
|
const FGuid SourceStructID = Binding.SourcePath.StructID;
|
|
const int32 SourceStructIdx = BindingsCompiler.GetSourceStructIndexByID(SourceStructID);
|
|
if (SourceStructIdx == INDEX_NONE)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Failed to find binding source property '%s' for target '%s:%s'."),
|
|
*Binding.SourcePath.ToString(), *TargetStruct.Name.ToString(), *Binding.TargetPath.ToString());
|
|
return false;
|
|
}
|
|
const FStateTreeBindableStructDesc& SourceStruct = BindingsCompiler.GetSourceStructDesc(SourceStructIdx);
|
|
|
|
// Source must be accessible by the target struct via all execution paths.
|
|
TArray<FStateTreeBindableStructDesc> AccessibleStructs;
|
|
EditorData->GetAccessibleStructs(Binding.TargetPath.StructID, AccessibleStructs);
|
|
|
|
const bool bSourceAccessible = AccessibleStructs.ContainsByPredicate([SourceStructID](const FStateTreeBindableStructDesc& Structs)
|
|
{
|
|
return (Structs.ID == SourceStructID);
|
|
});
|
|
|
|
if (!bSourceAccessible)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Property '%s:%s' cannot be bound to '%s:%s', because the binding source '%s' is not updated before '%s' in the tree."),
|
|
*SourceStruct.Name.ToString(), *Binding.SourcePath.ToString(),
|
|
*TargetStruct.Name.ToString(), *Binding.TargetPath.ToString(),
|
|
*SourceStruct.Name.ToString(), *TargetStruct.Name.ToString());
|
|
return false;
|
|
}
|
|
|
|
// Special case fo 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 = IsPropertyAnyEnum(SourceStruct, Binding.SourcePath);
|
|
const bool bTargetIsAnyEnum = IsPropertyAnyEnum(TargetStruct, Binding.TargetPath);
|
|
if (bSourceIsAnyEnum || bTargetIsAnyEnum)
|
|
{
|
|
FStateTreeEditorPropertyBinding ModifiedBinding(Binding);
|
|
if (bSourceIsAnyEnum)
|
|
{
|
|
ModifiedBinding.SourcePath.Path.Add(GET_MEMBER_NAME_STRING_CHECKED(FStateTreeAnyEnum, Value));
|
|
}
|
|
if (bTargetIsAnyEnum)
|
|
{
|
|
ModifiedBinding.TargetPath.Path.Add(GET_MEMBER_NAME_STRING_CHECKED(FStateTreeAnyEnum, Value));
|
|
}
|
|
OutBindings.Add(ModifiedBinding);
|
|
}
|
|
else
|
|
{
|
|
OutBindings.Add(Binding);
|
|
}
|
|
|
|
// Check if the bindings is for struct ref and validate the types.
|
|
if (!ValidateStructRef(SourceStruct, Binding.SourcePath, TargetStruct, Binding.TargetPath))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
auto IsPropertyBound = [&OutBindings](const FString& PropertyName)
|
|
{
|
|
return OutBindings.ContainsByPredicate([&PropertyName](const FStateTreeEditorPropertyBinding& 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.TargetPath.Path.Num() >= 1 && Binding.TargetPath.Path[0] == PropertyName;
|
|
});
|
|
};
|
|
|
|
bool bResult = true;
|
|
|
|
// Validate that Input and Context bindings
|
|
for (TFieldIterator<FProperty> It(TargetStruct.Struct, EFieldIterationFlags::None); It; ++It)
|
|
{
|
|
const FProperty* Property = *It;
|
|
check(Property);
|
|
const FString PropertyName = Property->GetName();
|
|
const EStateTreePropertyUsage Usage = UE::StateTree::Compiler::GetUsageFromMetaData(Property);
|
|
if (Usage == EStateTreePropertyUsage::Input)
|
|
{
|
|
const bool bIsOptional = Property->HasMetaData(TEXT("Optional"));
|
|
|
|
// Make sure that an Input property is bound unless marked optional.
|
|
if (bIsOptional == false && !IsPropertyBound(PropertyName))
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Input property '%s:%s' is expected to have a binding."),
|
|
*TargetStruct.Name.ToString(), *PropertyName);
|
|
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("Context property '%s:%s' type is expected to be Object Reference or Struct."),
|
|
*TargetStruct.Name.ToString(), *PropertyName);
|
|
bResult = false;
|
|
continue;
|
|
}
|
|
|
|
const bool bIsBound = IsPropertyBound(PropertyName);
|
|
|
|
if (!bIsBound)
|
|
{
|
|
const FStateTreeBindableStructDesc Desc = EditorData->FindContextData(ContextObjectType, PropertyName);
|
|
|
|
if (Desc.IsValid())
|
|
{
|
|
// Add automatic binding to Context data.
|
|
FStateTreeEditorPropertyBinding Binding;
|
|
Binding.SourcePath.StructID = Desc.ID;
|
|
|
|
Binding.TargetPath.StructID = TargetStruct.ID;
|
|
Binding.TargetPath.Path.Add(PropertyName);
|
|
|
|
OutBindings.Add(Binding);
|
|
}
|
|
else
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Cound not find matching Context object for Context property '%s:%s'. Property must have munual binding."),
|
|
*TargetStruct.Name.ToString(), *PropertyName);
|
|
bResult = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return bResult;
|
|
}
|