Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeExecutionContext.h
mikko mononen ef7ea7b60d StateTree: Resolve external dependecies at load time instead of bake time
- added StateTree linker
- added Link() method to tasks and evaluators
- added templated item reference which makes getter code less error prone

#jira none

#ROBOMERGE-AUTHOR: mikko.mononen
#ROBOMERGE-SOURCE: CL 17941680 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v885-17909292)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0

[CL 17941733 by mikko mononen in ue5-release-engine-test branch]
2021-10-27 06:11:44 -04:00

317 lines
13 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTree.h"
#include "InstancedStruct.h"
#include "Containers/StaticArray.h"
#include "StateTreePropertyBindings.h"
#include "StateTreeExecutionContext.generated.h"
USTRUCT()
struct STATETREEMODULE_API FStateTreeExecutionState
{
GENERATED_BODY()
/** Currently active state */
FStateTreeHandle CurrentState = FStateTreeHandle::Invalid;
/** Result of last tick */
EStateTreeRunStatus LastTickStatus = EStateTreeRunStatus::Failed;
/** Running status of the instance */
EStateTreeRunStatus TreeRunStatus = EStateTreeRunStatus::Unset;
/** Delayed transition handle, if exists */
int16 GatedTransitionIndex = INDEX_NONE;
/** Running time of the delayed transition */
float GatedTransitionTime = 0.0f;
};
UENUM()
enum class EStateTreeStorage : uint8
{
/** Execution context has internal storage */
Internal,
/** Execution context assumes external storage */
External,
};
/**
* Runs StateTrees defined in UStateTree asset.
* Uses constant data from StateTree, keeps local storage of variables, and creates instanced Evaluators and Tasks.
*/
USTRUCT()
struct STATETREEMODULE_API FStateTreeExecutionContext
{
GENERATED_BODY()
public:
FStateTreeExecutionContext();
virtual ~FStateTreeExecutionContext();
/** Initializes the StateTree instance to be used with specific owner and StateTree asset. */
bool Init(UObject& InOwner, const UStateTree& InStateTree, const EStateTreeStorage InStorageType);
/** Returns the StateTree asset in use. */
const UStateTree* GetStateTree() const { return StateTree; }
UObject* GetOwner() const { return Owner; }
UWorld* GetWorld() const { return World; };
void SetWorld(UWorld* InWorld) { World = InWorld; };
/** Start executing. */
void Start(FStateTreeItemView ExternalStorage = FStateTreeItemView());
/** Stop executing. */
void Stop(FStateTreeItemView ExternalStorage = FStateTreeItemView());
/** Tick the state tree logic. */
EStateTreeRunStatus Tick(const float DeltaTime, FStateTreeItemView ExternalStorage = FStateTreeItemView());
/** @return Pointer to a State or null if state not found */
const FBakedStateTreeState* GetStateFromHandle(const FStateTreeHandle StateHandle) const
{
return (StateTree && StateTree->States.IsValidIndex(StateHandle.Index)) ? &StateTree->States[StateHandle.Index] : nullptr;
}
/** @return Array view to external item descriptors associated with this context. Note: Init() must be called before calling this method. */
TConstArrayView<FStateTreeExternalItemDesc> GetExternalItems() const
{
check(StateTree);
return StateTree->ExternalItems;
}
/** @return True if all required external item pointers are set. */
bool AreExternalItemsValid() const
{
check(StateTree);
bool bResult = true;
for (const FStateTreeExternalItemDesc& ItemDesc : StateTree->ExternalItems)
{
const FStateTreeItemView& ItemView = ItemViews[ItemDesc.Handle.ItemIndex];
if (ItemDesc.Requirement == EStateTreeItemRequirement::Required)
{
// Required items must have valid pointer and expected type.
if (ItemView.GetMemory() == nullptr || ItemView.GetStruct() != ItemDesc.Struct)
{
bResult = false;
break;
}
}
else
{
// Optional items must have same type if they are set.
if (ItemView.IsValid() && ItemView.GetStruct() != ItemDesc.Struct)
{
bResult = false;
break;
}
}
}
return bResult;
}
/** @return Handle to external item of type InStruct, or invalid handle if struct not found. */
FStateTreeItemHandle GetExternalItemHandleByStruct(const UStruct* InStruct) const
{
check(StateTree);
const FStateTreeExternalItemDesc* Item = StateTree->ExternalItems.FindByPredicate([InStruct](const FStateTreeExternalItemDesc& Item) { return Item.Struct == InStruct; });
return Item != nullptr ? Item->Handle : FStateTreeItemHandle::Invalid;
}
/** Sets external item view value for specific item. */
void SetExternalItem(const FStateTreeItemHandle ItemHandle, FStateTreeItemView Item)
{
check(StateTree);
check(ItemHandle.IsValid());
ItemViews[ItemHandle.ItemIndex] = Item;
}
/**
* Returns reference to external item based on provided item handle. The return type is deducted from the handle's template type.
* @param ItemHandle Valid TStateTreeItemHandle<> item handle.
* @return reference to external item based on handle or null if item is not set.
*/
template <typename T>
typename T::ItemType& GetExternalItem(const T ItemHandle) const
{
check(StateTree);
check(ItemHandle.IsValid());
checkSlow(StateTree->ExternalItems[ItemHandle.ItemIndex].Requirement != EStateTreeItemRequirement::Optional); // Optionals should query pointer instead.
return ItemViews[ItemHandle.ItemIndex].GetMutable<T::ItemType>();
}
/**
* Returns pointer to external item based on provided item handle. The return type is deducted from the handle's template type.
* @param ItemHandle Valid TStateTreeItemHandle<> item handle.
* @return pointer to external item based on handle or null if item is not set.
*/
template <typename T>
typename T::ItemType* GetExternalItemPtr(const T ItemHandle) const
{
check(StateTree);
check(ItemHandle.IsValid());
return ItemViews[ItemHandle.ItemIndex].GetMutablePtr<T::ItemType>();
}
EStateTreeRunStatus GetLastTickStatus(FStateTreeItemView ExternalStorage = FStateTreeItemView()) const;
EStateTreeRunStatus GetEnterStateStatus() const { return EnterStateStatus; }
#if WITH_GAMEPLAY_DEBUGGER
/** @return Debug string describing the current state of the execution */
FString GetDebugInfoString(FStateTreeItemView ExternalStorage = FStateTreeItemView()) const;
#endif // WITH_GAMEPLAY_DEBUGGER
#if WITH_STATETREE_DEBUG
FString GetActiveStateName(FStateTreeItemView ExternalStorage = FStateTreeItemView()) const;
void DebugPrintInternalLayout(FStateTreeItemView ExternalStorage);
#endif
protected:
/** @return Prefix that will be used by STATETREE_LOG and STATETREE_CLOG, empty by default. */
virtual FString GetInstanceDescription() const { return TEXT(""); }
/** Callback when gated transition is triggered. Contexts that are event based can use this to trigger a future event. */
virtual void BeginGatedTransition(const FStateTreeExecutionState& Exec) {};
/**
* Resets the instance to initial empty state. Note: Does not call ExitState().
*/
void Reset();
/**
* Handles logic for entering State. EnterState is called on new active Evaluators and Tasks that are part of the re-planned tree.
* Re-planned tree is from the transition target up to the leaf state. States that are parent to the transition target state
* and still active after the transition will remain intact.
* @return Run status returned by the tasks.
*/
EStateTreeRunStatus EnterState(FStateTreeItemView Storage, const FStateTreeTransitionResult& Transition);
/**
* Handles logic for exiting State. ExitState is called on current active Evaluators and Tasks that are part of the re-planned tree.
* Re-planned tree is from the transition target up to the leaf state. States that are parent to the transition target state
* and still active after the transition will remain intact.
*/
void ExitState(FStateTreeItemView Storage, const FStateTreeTransitionResult& Transition);
/**
* Handles logic for exiting State. ExitState is called on current active Evaluators and Tasks in reverse order (from leaf to root).
*/
void StateCompleted(FStateTreeItemView Storage, const FStateTreeHandle CurrentState, const EStateTreeRunStatus CompletionStatus);
/**
* Ticks evaluators of all active states starting from current state by delta time.
* If TickEvaluators() is called multiple times per frame (i.e. during selection when visiting new states), each state and evaluator is ticked only once.
*/
void TickEvaluators(FStateTreeItemView Storage, const FStateTreeHandle CurrentState, const EStateTreeEvaluationType EvalType, const float DeltaTime);
/**
* Ticks tasks of all active states starting from current state by delta time.
* @return Run status returned by the tasks.
*/
EStateTreeRunStatus TickTasks(FStateTreeItemView Storage, const FStateTreeHandle CurrentState, const float DeltaTime);
/**
* Checks all conditions at given range
* @return True if all conditions pass.
*/
bool TestAllConditions(const uint32 ConditionsOffset, const uint32 ConditionsNum);
/**
* Triggers transitions based on current run status. CurrentStatus is used to select which transitions events are triggered.
* If CurrentStatus is "Running", "Conditional" transitions pass, "Completed/Failed" will trigger "OnCompleted/OnSucceeded/OnFailed" transitions.
* Transition target state can point to a selector state. For that reason the result contains both the target state, as well ass
* the actual next state returned by the selector.
* @return Transition result describing the source state, state transitioned to, and next selected state.
*/
FStateTreeTransitionResult TriggerTransitions(FStateTreeItemView Storage, const FStateTreeStateStatus CurrentStatus, const int Depth);
/**
* Runs state selection logic starting at the specified state, walking towards the leaf states.
* If the preconditions of NextState are not met, "Invalid" is returned.
* If NextState is a selector state, SelectState is called recursively (depth-first) to all child states (where NextState will be one of child states).
* If NextState is a leaf state, the NextState is returned.
* @param Storage View representing all runtime data used by tasks and evaluators
* @param InitialStateStatus Describes the current state and running status (will be passed intact to next selector)
* @param InitialTargetState The state the initial transition target state (will be passed intact to next selector)
* @param NextState The state which we try to select next.
* @param Depth Depth of recursion.
* @return Transition result describing the source state, transition target state, and next selected state.
*/
FStateTreeTransitionResult SelectState(FStateTreeItemView Storage, const FStateTreeStateStatus InitialStateStatus, const FStateTreeHandle InitialTargetState, const FStateTreeHandle NextState, const int Depth);
/** @return State handles from specified state handle back to the root, specified handle included. */
int32 GetActiveStates(const FStateTreeHandle StateHandle, TStaticArray<FStateTreeHandle, 32>& OutStateHandles) const;
/** @return Mutable storage based on storage settings. */
FStateTreeItemView SelectMutableStorage(FStateTreeItemView ExternalStorage)
{
return StorageType == EStateTreeStorage::External ? ExternalStorage : FStateTreeItemView(StorageInstance);
}
/** @return Const storage based on storage settings. */
const FStateTreeItemView SelectStorage(FStateTreeItemView ExternalStorage) const
{
return StorageType == EStateTreeStorage::External ? ExternalStorage : FStateTreeItemView(StorageInstance);
}
/** @return View to an Evaluator or a Task. */
FStateTreeItemView GetItem(FStateTreeItemView Storage, const int32 Index) const
{
const FStateTreeRuntimeStorageItemOffset& ItemOffset = StateTree->RuntimeStorageOffsets[Index];
return FStateTreeItemView(ItemOffset.Struct, Storage.GetMutableMemory() + ItemOffset.Offset);
}
/** @return StateTree execution state from the runtime storage. */
FStateTreeExecutionState& GetExecState(FStateTreeItemView Storage) const
{
const FStateTreeRuntimeStorageItemOffset& ItemOffset = StateTree->RuntimeStorageOffsets[0];
check(ItemOffset.Struct == FStateTreeExecutionState::StaticStruct());
return *reinterpret_cast<FStateTreeExecutionState*>(Storage.GetMutableMemory() + ItemOffset.Offset);
}
/** @return String describing state status for logging and debug. */
FString GetStateStatusString(const FStateTreeStateStatus StateStatus) const;
/** @return String describing state name for logging and debug. */
FString GetSafeStateName(const FStateTreeHandle State) const;
/** @return String describing full path of an activate state for logging and debug. */
FString DebugGetStatePath(TArrayView<FStateTreeHandle> ActiveStateHandles, int32 ActiveStateIndex) const;
/** The StateTree asset the context is initialized for */
UPROPERTY()
const UStateTree* StateTree = nullptr;
UPROPERTY()
UObject* Owner = nullptr;
UPROPERTY()
UWorld* World = nullptr;
/** States visited during a tick while updating evaluators. Initialized to match the number of states in the asset. */
TArray<bool> VisitedStates;
/** Array of item pointers (external items, tasks, evaluators), used during evaluation. Initialized to match the number of items in the asset. */
TArray<FStateTreeItemView> ItemViews;
/** Optional Instance of the storage */
FInstancedStruct StorageInstance;
/** Storage type of the context */
EStateTreeStorage StorageType = EStateTreeStorage::Internal;
/**
* Temporary status held within the context when calling 'EnterState' on multiple tasks.
* Since it is called on all tasks even if a failed status was returned, this allow other tasks to act accordingly.
* Note. This should be replaced by symmetrical unrolling of tasks on failure.
*/
EStateTreeRunStatus EnterStateStatus = EStateTreeRunStatus::Unset;
};