Files
UnrealEngineUWP/Engine/Plugins/Runtime/GameplayStateTree/Source/GameplayStateTreeModule/Private/Components/StateTreeComponent.cpp
Yoan StAmant f4f130cbae GameplatStateTree Plugin
- moved StateTreeBrainComponent (from StateTreeModule) and renamed StateTreeComponent
- added FStateTreeTaskCommonBase (similar to FStateTreeTaskCommonCondition)
#rnx
#rb mikko.mononen
#preflight 626fd50d645c64f3a236325a

[CL 20007596 by Yoan StAmant in ue5-main branch]
2022-05-02 09:15:14 -04:00

250 lines
6.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Components/StateTreeComponent.h"
#include "GameFramework/Actor.h"
#include "GameplayTasksComponent.h"
#include "VisualLogger/VisualLogger.h"
#include "StateTree.h"
#include "StateTreeEvaluatorBase.h"
#include "Conditions/StateTreeCondition_Common.h"
#include "AIController.h"
#include "GameFramework/CharacterMovementComponent.h"
#define STATETREE_LOG(Verbosity, Format, ...) UE_VLOG(GetOwner(), LogStateTree, Verbosity, Format, ##__VA_ARGS__)
#define STATETREE_CLOG(Condition, Verbosity, Format, ...) UE_CVLOG((Condition), GetOwner(), LogStateTree, Verbosity, Format, ##__VA_ARGS__)
//////////////////////////////////////////////////////////////////////////
// UStateTreeComponent
UStateTreeComponent::UStateTreeComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bWantsInitializeComponent = true;
bIsRunning = false;
bIsPaused = false;
}
void UStateTreeComponent::InitializeComponent()
{
if (StateTree == nullptr)
{
STATETREE_LOG(Error, TEXT("%s: StateTree asset is not set, cannot initialize."), ANSI_TO_TCHAR(__FUNCTION__));
return;
}
if (!StateTreeContext.Init(*GetOwner(), *StateTree, EStateTreeStorage::Internal))
{
STATETREE_LOG(Error, TEXT("%s: Failed to init StateTreeContext."), ANSI_TO_TCHAR(__FUNCTION__));
}
}
void UStateTreeComponent::UninitializeComponent()
{
}
bool UStateTreeComponent::SetContextRequirements()
{
if (!StateTreeContext.IsValid())
{
return false;
}
const UWorld* World = GetWorld();
if (World == nullptr)
{
return false;
}
for (const FStateTreeExternalDataDesc& ItemDesc : StateTreeContext.GetExternalDataDescs())
{
if (ItemDesc.Struct != nullptr)
{
if (ItemDesc.Struct->IsChildOf(UWorldSubsystem::StaticClass()))
{
UWorldSubsystem* Subsystem = World->GetSubsystemBase(Cast<UClass>(const_cast<UStruct*>(ItemDesc.Struct)));
StateTreeContext.SetExternalData(ItemDesc.Handle, FStateTreeDataView(Subsystem));
}
else if (ItemDesc.Struct->IsChildOf(UActorComponent::StaticClass()))
{
UActorComponent* Component = GetOwner()->FindComponentByClass(Cast<UClass>(const_cast<UStruct*>(ItemDesc.Struct)));
StateTreeContext.SetExternalData(ItemDesc.Handle, FStateTreeDataView(Component));
}
else if (ItemDesc.Struct->IsChildOf(APawn::StaticClass()))
{
APawn* OwnerPawn = (AIOwner != nullptr) ? AIOwner->GetPawn() : Cast<APawn>(GetOwner());
StateTreeContext.SetExternalData(ItemDesc.Handle, FStateTreeDataView(OwnerPawn));
}
else if (ItemDesc.Struct->IsChildOf(AAIController::StaticClass()))
{
AAIController* OwnerController = (AIOwner != nullptr) ? AIOwner.Get() : Cast<AAIController>(GetOwner());
StateTreeContext.SetExternalData(ItemDesc.Handle, FStateTreeDataView(OwnerController));
}
else if (ItemDesc.Struct->IsChildOf(AActor::StaticClass()))
{
AActor* OwnerActor = (AIOwner != nullptr) ? AIOwner->GetPawn() : GetOwner();
StateTreeContext.SetExternalData(ItemDesc.Handle, FStateTreeDataView(OwnerActor));
}
}
}
return StateTreeContext.AreExternalDataViewsValid();
}
void UStateTreeComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (!bIsRunning || bIsPaused)
{
return;
}
if (SetContextRequirements())
{
StateTreeContext.Tick(DeltaTime);
}
}
void UStateTreeComponent::StartLogic()
{
STATETREE_LOG(Log, TEXT("%s: Start Logic"), ANSI_TO_TCHAR(__FUNCTION__));
if (SetContextRequirements())
{
StateTreeContext.Start();
bIsRunning = true;
}
}
void UStateTreeComponent::RestartLogic()
{
STATETREE_LOG(Log, TEXT("%s: Restart Logic"), ANSI_TO_TCHAR(__FUNCTION__));
if (SetContextRequirements())
{
StateTreeContext.Start();
bIsRunning = true;
}
}
void UStateTreeComponent::StopLogic(const FString& Reason)
{
STATETREE_LOG(Log, TEXT("%s: Stopping, reason: \'%s\'"), ANSI_TO_TCHAR(__FUNCTION__), *Reason);
if (SetContextRequirements())
{
StateTreeContext.Stop();
bIsRunning = false;
}
}
void UStateTreeComponent::Cleanup()
{
}
void UStateTreeComponent::PauseLogic(const FString& Reason)
{
STATETREE_LOG(Log, TEXT("%s: Execution updates: PAUSED (%s)"), ANSI_TO_TCHAR(__FUNCTION__), *Reason);
bIsPaused = true;
}
EAILogicResuming::Type UStateTreeComponent::ResumeLogic(const FString& Reason)
{
STATETREE_LOG(Log, TEXT("%s: Execution updates: RESUMED (%s)"), ANSI_TO_TCHAR(__FUNCTION__), *Reason);
const EAILogicResuming::Type SuperResumeResult = Super::ResumeLogic(Reason);
if (!!bIsPaused)
{
bIsPaused = false;
if (SuperResumeResult == EAILogicResuming::Continue)
{
// Nop
}
else if (SuperResumeResult == EAILogicResuming::RestartedInstead)
{
RestartLogic();
}
}
return SuperResumeResult;
}
bool UStateTreeComponent::IsRunning() const
{
return bIsRunning;
}
bool UStateTreeComponent::IsPaused() const
{
return bIsPaused;
}
UGameplayTasksComponent* UStateTreeComponent::GetGameplayTasksComponent(const UGameplayTask& Task) const
{
const UAITask* AITask = Cast<const UAITask>(&Task);
return (AITask && AITask->GetAIController()) ? AITask->GetAIController()->GetGameplayTasksComponent(Task) : Task.GetGameplayTasksComponent();
}
AActor* UStateTreeComponent::GetGameplayTaskOwner(const UGameplayTask* Task) const
{
if (Task == nullptr)
{
return GetAIOwner();
}
const UAITask* AITask = Cast<const UAITask>(Task);
if (AITask)
{
return AITask->GetAIController();
}
const UGameplayTasksComponent* TasksComponent = Task->GetGameplayTasksComponent();
return TasksComponent ? TasksComponent->GetGameplayTaskOwner(Task) : nullptr;
}
AActor* UStateTreeComponent::GetGameplayTaskAvatar(const UGameplayTask* Task) const
{
if (Task == nullptr)
{
return GetAIOwner() ? GetAIOwner()->GetPawn() : nullptr;
}
const UAITask* AITask = Cast<const UAITask>(Task);
if (AITask)
{
return AITask->GetAIController() ? AITask->GetAIController()->GetPawn() : nullptr;
}
const UGameplayTasksComponent* TasksComponent = Task->GetGameplayTasksComponent();
return TasksComponent ? TasksComponent->GetGameplayTaskAvatar(Task) : nullptr;
}
uint8 UStateTreeComponent::GetGameplayTaskDefaultPriority() const
{
return static_cast<uint8>(EAITaskPriority::AutonomousAI);
}
void UStateTreeComponent::OnGameplayTaskInitialized(UGameplayTask& Task)
{
const UAITask* AITask = Cast<const UAITask>(&Task);
if (AITask && (AITask->GetAIController() == nullptr))
{
// this means that the task has either been created without specifying
// UAITAsk::OwnerController's value (like via BP's Construct Object node)
// or it has been created in C++ with inappropriate function
UE_LOG(LogStateTree, Error, TEXT("Missing AIController in AITask %s"), *AITask->GetName());
}
}
#if WITH_GAMEPLAY_DEBUGGER
FString UStateTreeComponent::GetDebugInfoString() const
{
return StateTreeContext.GetDebugInfoString();
}
#endif // WITH_GAMEPLAY_DEBUGGER
#undef STATETREE_LOG
#undef STATETREE_CLOG