Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeEvaluatorBase.h
mikko mononen cfabe1b4e1 StateTree: control flow evaluators
- added base class for common evaluators
- added cooldown guard
- added selection guard

#jira none
#preflight 61b1d4b6764790bee6ade85a

#ROBOMERGE-AUTHOR: mikko.mononen
#ROBOMERGE-SOURCE: CL 18417343 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v897-18405271)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0

[CL 18417348 by mikko mononen in ue5-release-engine-test branch]
2021-12-09 05:40:14 -05:00

103 lines
4.5 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "StateTreeTypes.h"
#include "StateTreeEvaluatorBase.generated.h"
struct FStateTreeExecutionContext;
/**
* Base struct of StateTree Evaluators.
* Evaluators calculate and expose data to be used for decision making in a StateTree.
*/
USTRUCT()
struct STATETREEMODULE_API FStateTreeEvaluatorBase
{
GENERATED_BODY()
FStateTreeEvaluatorBase() = default;
virtual ~FStateTreeEvaluatorBase() {}
/** @return Struct that represents the runtime data of the evaluator. */
virtual const UStruct* GetInstanceDataType() const { return nullptr; };
/**
* Called when the StateTree asset is linked. Allows to resolve references to other StateTree data.
* @see TStateTreeExternalDataHandle
* @see TStateTreeInstanceDataPropertyHandle
* @param Linker Reference to the linker
* @return true if linking succeeded.
*/
virtual bool Link(FStateTreeLinker& Linker) { return true; }
/**
* Called when a new state is entered and evaluator is part of active states. The change type parameter describes if the evaluator's state
* was previously part of the list of active states (Sustained), or if it just became active (Changed).
* @param Context Reference to current execution context.
* @param ChangeType Describes the change type (Changed/Sustained).
* @param Transition Describes the states involved in the transition
*/
virtual void EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const {}
/**
* Called when a current state is exited and evaluator is part of active states. The change type parameter describes if the evaluator's state
* will be active after the transition (Sustained), or if it will became inactive (Changed).
* @param Context Reference to current execution context.
* @param ChangeType Describes the change type (Changed/Sustained).
* @param Transition Describes the states involved in the transition
*/
virtual void ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const {}
/**
* Called Right after a state has been completed. StateCompleted is called in reverse order to allow to propagate state to Evaluators and Tasks that
* are executed earlier in the tree. Note that StateCompleted is not called if conditional transition changes the state.
* @param Context Reference to current execution context.
* @param CompletionStatus Describes the running status of the completed state (Succeeded/Failed).
* @param CompletedState Handle of the state that was completed.
*/
virtual void StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeHandle CompletedState) const {}
/**
* Called when evaluator needs to be updated. EvalType describes if the tick happens during state tree tick when the evaluator is on active state (Tick),
* or during state selection process when the evaluator's state is visited while it's inactive (PreSelection).
* That is, type "Tick" means that the call happens between EnterState()/ExitState() pair, "PreSelection" is used otherwise.
* @param Context Reference to current execution context.
* @param EvalType Describes tick type.
* @param DeltaTime Time since last StateTree tick, or 0 if called during preselection.
*/
virtual void Evaluate(FStateTreeExecutionContext& Context, const EStateTreeEvaluationType EvalType, const float DeltaTime) const {}
#if WITH_GAMEPLAY_DEBUGGER
virtual void AppendDebugInfoString(FString& DebugString, const FStateTreeExecutionContext& Context) const;
#endif // WITH_GAMEPLAY_DEBUGGER
UPROPERTY(EditDefaultsOnly, Category = Evaluator, meta=(EditCondition = "false", EditConditionHides))
FName Name;
/** Property binding copy batch handle. */
UPROPERTY()
FStateTreeHandle BindingsBatch = FStateTreeHandle::Invalid; // Property binding copy batch handle.
/** The runtime data's data view index in the StateTreeExecutionContext, and source struct index in property binding. */
UPROPERTY()
uint16 DataViewIndex = 0;
UPROPERTY()
uint16 InstanceIndex = 0;
UPROPERTY()
uint8 bInstanceIsObject : 1;
};
/**
* Base class (namespace) for all common Evaluators that are generally applicable.
* This allows schemas to safely include all Evaluators child of this struct.
*/
USTRUCT(Meta=(Hidden))
struct STATETREEMODULE_API FStateTreeEvaluatorCommonBase : public FStateTreeEvaluatorBase
{
GENERATED_BODY()
};