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- Removed change type from EnterState/ExitState and moved it to transition result - Added bShouldStateChangeOnReselect which allows to configure a task to behave more like state - Updated existing tasks #jira UE-156544 #rb Mieszko.Zielinski #preflight 6333f6dca907d7192f5f0ccc [CL 22221382 by mikko mononen in ue5-main branch]
112 lines
4.5 KiB
C++
112 lines
4.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Blueprint/StateTreeTaskBlueprintBase.h"
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#include "CoreMinimal.h"
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#include "StateTreeExecutionContext.h"
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#include "BlueprintNodeHelpers.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeTaskBlueprintBase)
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//----------------------------------------------------------------------//
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// UStateTreeTaskBlueprintBase
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//----------------------------------------------------------------------//
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UStateTreeTaskBlueprintBase::UStateTreeTaskBlueprintBase(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bHasEnterState = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveEnterState"), *this, *StaticClass());
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bHasExitState = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveExitState"), *this, *StaticClass());
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bHasStateCompleted = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveStateCompleted"), *this, *StaticClass());
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bHasTick = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveTick"), *this, *StaticClass());
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}
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EStateTreeRunStatus UStateTreeTaskBlueprintBase::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition)
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{
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if (bHasEnterState)
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{
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FScopedCurrentContext(*this, Context);
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return ReceiveEnterState(Transition);
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}
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return EStateTreeRunStatus::Running;
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}
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void UStateTreeTaskBlueprintBase::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition)
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{
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if (bHasExitState)
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{
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FScopedCurrentContext(*this, Context);
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ReceiveExitState(Transition);
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}
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}
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void UStateTreeTaskBlueprintBase::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates)
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{
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if (bHasStateCompleted)
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{
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FScopedCurrentContext(*this, Context);
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ReceiveStateCompleted(CompletionStatus, CompletedActiveStates);
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}
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}
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EStateTreeRunStatus UStateTreeTaskBlueprintBase::Tick(FStateTreeExecutionContext& Context, const float DeltaTime)
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{
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if (bHasTick)
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{
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FScopedCurrentContext(*this, Context);
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return ReceiveTick(DeltaTime);
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}
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return EStateTreeRunStatus::Running;
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}
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//----------------------------------------------------------------------//
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// FStateTreeBlueprintTaskWrapper
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//----------------------------------------------------------------------//
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EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
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check(Instance);
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// @todo: remove this and copy bShouldStateChangeOnReselect from the instance instead.
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// This is not currently possible todo. Maybe we should have some kind of pre-compile validation pass where this could be done.
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const bool bShouldCallStateChange = Transition.ChangeType == EStateTreeStateChangeType::Changed
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|| (Transition.ChangeType == EStateTreeStateChangeType::Sustained && Instance->bShouldStateChangeOnReselect);
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if (bShouldCallStateChange)
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{
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return Instance->EnterState(Context, Transition);
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}
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return EStateTreeRunStatus::Running;
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}
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void FStateTreeBlueprintTaskWrapper::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
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check(Instance);
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// @todo: remove this and copy bShouldStateChangeOnReselect from the instance instead.
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// This is not currently possible todo. Maybe we should have some kind of pre-compile validation pass where this could be done.
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const bool bShouldCallStateChange = Transition.ChangeType == EStateTreeStateChangeType::Changed
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|| (Transition.ChangeType == EStateTreeStateChangeType::Sustained && Instance->bShouldStateChangeOnReselect);
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if (bShouldCallStateChange)
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{
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Instance->ExitState(Context, Transition);
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}
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}
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void FStateTreeBlueprintTaskWrapper::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates) const
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{
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UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
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check(Instance);
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Instance->StateCompleted(Context, CompletionStatus, CompletedActiveStates);
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}
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EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
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{
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UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
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check(Instance);
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return Instance->Tick(Context, DeltaTime);
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}
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