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2025-05-18 13:04:45 +08:00

582 lines
16 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Components/StateTreeComponent.h"
#include "GameplayTasksComponent.h"
#include "StateTreeExecutionContext.h"
#include "VisualLogger/VisualLogger.h"
#include "AIController.h"
#include "Components/StateTreeComponentSchema.h"
#include "Engine/World.h"
#include "Tasks/AITask.h"
#define STATETREE_LOG(Verbosity, Format, ...) UE_VLOG_UELOG(GetOwner(), LogStateTree, Verbosity, Format, ##__VA_ARGS__)
#define STATETREE_CLOG(Condition, Verbosity, Format, ...) UE_CVLOG_UELOG((Condition), GetOwner(), LogStateTree, Verbosity, Format, ##__VA_ARGS__)
namespace UE::GameplayStateTree::Private
{
bool bScheduledTickAllowed = true;
static FAutoConsoleVariableRef CVarRuntimeValidationContext(
TEXT("StateTree.Component.ScheduledTickEnabled"),
bScheduledTickAllowed,
TEXT("True if the scheduled tick feature is enabled for StateTreeComponent. A ScheduledTick StateTree can sleep or delayed for better performance.")
);
}
//////////////////////////////////////////////////////////////////////////
// UStateTreeComponent
void FStateTreeComponentExecutionExtension::ScheduleNextTick(const FContextParameters& Context)
{
if (ensure(Component))
{
Component->ConditionalEnableTick();
}
}
// //////////////////////////////////////////////////////////////////////////
// UStateTreeComponent
UStateTreeComponent::UStateTreeComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bWantsInitializeComponent = true;
PrimaryComponentTick.bStartWithTickEnabled = false;
bIsRunning = false;
bIsPaused = false;
}
void UStateTreeComponent::InitializeComponent()
{
// Skipping UBrainComponent
UActorComponent::InitializeComponent();
ValidateStateTreeReference();
}
#if WITH_EDITOR
void UStateTreeComponent::PostLoad()
{
Super::PostLoad();
PRAGMA_DISABLE_DEPRECATION_WARNINGS
if (StateTree_DEPRECATED != nullptr)
{
StateTreeRef.SetStateTree(StateTree_DEPRECATED);
StateTreeRef.SyncParameters();
StateTree_DEPRECATED = nullptr;
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
#endif //WITH_EDITOR
void UStateTreeComponent::UninitializeComponent()
{
// Skipping UBrainComponent
UActorComponent::UninitializeComponent();
}
bool UStateTreeComponent::CollectExternalData(const FStateTreeExecutionContext& Context, const UStateTree* StateTree, TArrayView<const FStateTreeExternalDataDesc> ExternalDataDescs, TArrayView<FStateTreeDataView> OutDataViews) const
{
return UStateTreeComponentSchema::CollectExternalData(Context, StateTree, ExternalDataDescs, OutDataViews);
}
bool UStateTreeComponent::SetContextRequirements(FStateTreeExecutionContext& Context, bool bLogErrors)
{
Context.SetLinkedStateTreeOverrides(LinkedStateTreeOverrides);
Context.SetCollectExternalDataCallback(FOnCollectStateTreeExternalData::CreateUObject(this, &UStateTreeComponent::CollectExternalData));
return UStateTreeComponentSchema::SetContextRequirements(*this, Context);
}
void UStateTreeComponent::BeginPlay()
{
Super::BeginPlay();
if (bStartLogicAutomatically)
{
StartLogic();
}
}
void UStateTreeComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
StopLogic(UEnum::GetValueAsString(EndPlayReason));
Super::EndPlay(EndPlayReason);
}
void UStateTreeComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (!bIsRunning || bIsPaused)
{
STATETREE_LOG(Warning, TEXT("%hs: Ticking a paused or a not running State Tree component."), __FUNCTION__);
DisableTick();
return;
}
if (!StateTreeRef.IsValid())
{
STATETREE_LOG(Warning, TEXT("%hs: Trying to tick State Tree component with invalid asset."), __FUNCTION__);
DisableTick();
return;
}
FStateTreeExecutionContext Context(*GetOwner(), *StateTreeRef.GetStateTree(), InstanceData);
const bool bValidContextRequirements = SetContextRequirements(Context);
ensureMsgf(bValidContextRequirements, TEXT("The tree started with a valid context and it's now invalid."));
if (bValidContextRequirements)
{
const EStateTreeRunStatus PreviousRunStatus = Context.GetStateTreeRunStatus();
const EStateTreeRunStatus CurrentRunStatus = Context.Tick(DeltaTime);
ScheduleTickFrame(Context.GetNextScheduledTick());
if (CurrentRunStatus != PreviousRunStatus)
{
OnStateTreeRunStatusChanged.Broadcast(CurrentRunStatus);
}
}
else
{
DisableTick();
}
}
void UStateTreeComponent::StartLogic()
{
STATETREE_LOG(Log, TEXT("%hs: Start Logic"), __FUNCTION__);
StartTree();
}
void UStateTreeComponent::RestartLogic()
{
STATETREE_LOG(Log, TEXT("%hs: Restart Logic"), __FUNCTION__);
StartTree();
}
void UStateTreeComponent::StartTree()
{
bIsRunning = false;
if (HasValidStateTreeReference().HasError())
{
DisableTick();
return;
}
FStateTreeExecutionContext Context(*GetOwner(), *StateTreeRef.GetStateTree(), InstanceData);
if (SetContextRequirements(Context))
{
const EStateTreeRunStatus PreviousRunStatus = Context.GetStateTreeRunStatus();
FStateTreeComponentExecutionExtension Extension;
Extension.Component = this;
const EStateTreeRunStatus CurrentRunStatus = Context.Start(FStateTreeExecutionContext::FStartParameters
{
.GlobalParameters = &StateTreeRef.GetParameters(),
.ExecutionExtension = TInstancedStruct<FStateTreeComponentExecutionExtension>::Make(MoveTemp(Extension))
});
bIsRunning = CurrentRunStatus == EStateTreeRunStatus::Running;
ScheduleTickFrame(Context.GetNextScheduledTick());
if (CurrentRunStatus != PreviousRunStatus)
{
OnStateTreeRunStatusChanged.Broadcast(CurrentRunStatus);
}
}
else
{
DisableTick();
}
}
void UStateTreeComponent::StopLogic(const FString& Reason)
{
STATETREE_LOG(Log, TEXT("%hs: Stopping, reason: \'%s\'"), __FUNCTION__, *Reason);
if (!bIsRunning)
{
return;
}
bIsRunning = false;
DisableTick();
if (!StateTreeRef.IsValid())
{
STATETREE_LOG(Warning, TEXT("%hs: Trying to stop State Tree component with invalid asset."), __FUNCTION__);
return;
}
FStateTreeExecutionContext Context(*GetOwner(), *StateTreeRef.GetStateTree(), InstanceData);
if (SetContextRequirements(Context))
{
const EStateTreeRunStatus PreviousRunStatus = Context.GetStateTreeRunStatus();
const EStateTreeRunStatus CurrentRunStatus = Context.Stop();
// Note OnStateTreeRunStatusChanged can enable tick again.
if (CurrentRunStatus != PreviousRunStatus)
{
OnStateTreeRunStatusChanged.Broadcast(CurrentRunStatus);
}
}
}
void UStateTreeComponent::Cleanup()
{
StopLogic(TEXT("Cleanup"));
}
void UStateTreeComponent::PauseLogic(const FString& Reason)
{
STATETREE_LOG(Log, TEXT("%hs: Execution updates: PAUSED (%s)"), __FUNCTION__, *Reason);
bIsPaused = true;
DisableTick();
}
EAILogicResuming::Type UStateTreeComponent::ResumeLogic(const FString& Reason)
{
STATETREE_LOG(Log, TEXT("%hs: Execution updates: RESUMED (%s)"), __FUNCTION__, *Reason);
const EAILogicResuming::Type SuperResumeResult = Super::ResumeLogic(Reason);
bIsPaused = false;
if (bIsRunning)
{
FStateTreeMinimalExecutionContext Context(GetOwner(), StateTreeRef.GetStateTree(), InstanceData);
ScheduleTickFrame(Context.GetNextScheduledTick());
}
else
{
DisableTick();
}
return SuperResumeResult;
}
void UStateTreeComponent::ScheduleTickFrame(const FStateTreeScheduledTick& NextTick)
{
if (bIsRunning && !bIsPaused)
{
if (!UE::GameplayStateTree::Private::bScheduledTickAllowed)
{
// Make sure the component tick is enabled. It ticks every frames.
if (!IsComponentTickEnabled())
{
SetComponentTickEnabled(true);
}
return;
}
if (NextTick.ShouldSleep())
{
if (IsComponentTickEnabled())
{
SetComponentTickEnabled(false);
}
}
else
{
if (!IsComponentTickEnabled())
{
SetComponentTickEnabled(true);
}
if (NextTick.ShouldTickEveryFrames())
{
SetComponentTickIntervalAndCooldown(0.0f);
}
else
{
// We need to force a small dt to tell the TickTaskManager we might not want to be tick every frame.
const float FORCE_TICK_INTERVAL_DT = UE_KINDA_SMALL_NUMBER;
const float NextTickDeltaTime = !NextTick.ShouldTickOnceNextFrame() ? NextTick.GetTickRate() : FORCE_TICK_INTERVAL_DT;
if (!FMath::IsNearlyEqual(GetComponentTickInterval(), NextTickDeltaTime))
{
SetComponentTickIntervalAndCooldown(NextTickDeltaTime);
}
}
}
}
else
{
DisableTick();
}
}
void UStateTreeComponent::ConditionalEnableTick()
{
STATETREE_LOG(Log, TEXT("%hs: EnabledTick manually."), __FUNCTION__);
ScheduleTickFrame(FStateTreeScheduledTick::MakeNextFrame());
}
void UStateTreeComponent::DisableTick()
{
if (IsComponentTickEnabled())
{
SetComponentTickEnabled(false);
}
}
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());
}
}
TSubclassOf<UStateTreeSchema> UStateTreeComponent::GetSchema() const
{
return UStateTreeComponentSchema::StaticClass();
}
void UStateTreeComponent::ValidateStateTreeReference()
{
TValueOrError<void, FString> ValidResult = HasValidStateTreeReference();
if (ValidResult.HasError())
{
STATETREE_LOG(Error, TEXT("%hs: %s. Cannot initialize."), __FUNCTION__, * ValidResult.GetError());
return;
}
const FStateTreeExecutionContext Context(*GetOwner(), *StateTreeRef.GetStateTree(), InstanceData);
if (!Context.IsValid())
{
STATETREE_LOG(Error, TEXT("%hs: Failed to init StateTreeContext."), __FUNCTION__);
return;
}
}
TValueOrError<void, FString> UStateTreeComponent::HasValidStateTreeReference() const
{
if (!StateTreeRef.IsValid())
{
return MakeError(TEXT("The State Tree asset is not set."));
}
if (StateTreeRef.GetStateTree()->GetSchema() == nullptr
|| !StateTreeRef.GetStateTree()->GetSchema()->GetClass()->IsChildOf(UStateTreeComponentSchema::StaticClass()))
{
return MakeError(TEXT("The State Tree schema is not compatible."));
}
return MakeValue();
}
void UStateTreeComponent::SetStateTree(UStateTree* InStateTree)
{
{
// Can't change the StateTreeRef on a running tree. It might change the instance data while running tasks.
FStateTreeReadOnlyExecutionContext Context(GetOwner(), StateTreeRef.GetStateTree(), InstanceData);
if (Context.GetStateTreeRunStatus() == EStateTreeRunStatus::Running)
{
STATETREE_LOG(Warning, TEXT("%hs : Trying to change the state tree on a running instance."), __FUNCTION__);
return;
}
}
StateTreeRef.SetStateTree(InStateTree);
if (StateTreeRef.GetStateTree() != nullptr)
{
TValueOrError<void, FString> ValidResult = HasValidStateTreeReference();
if (ValidResult.HasError())
{
STATETREE_LOG(Warning, TEXT("%hs: %s."), __FUNCTION__, *ValidResult.GetError());
StateTreeRef = FStateTreeReference();
}
}
}
void UStateTreeComponent::SetStateTreeReference(FStateTreeReference InStateTreeReference)
{
{
// Can't change the StateTreeRef on a running tree. It might change the instance data while running tasks.
FStateTreeReadOnlyExecutionContext Context(GetOwner(), StateTreeRef.GetStateTree(), InstanceData);
if (Context.GetStateTreeRunStatus() == EStateTreeRunStatus::Running)
{
STATETREE_LOG(Warning, TEXT("%hs : Trying to change the state tree on a running instance."), __FUNCTION__);
return;
}
}
StateTreeRef = MoveTemp(InStateTreeReference);
if (StateTreeRef.GetStateTree() != nullptr)
{
TValueOrError<void, FString> ValidResult = HasValidStateTreeReference();
if (ValidResult.HasError())
{
STATETREE_LOG(Warning, TEXT("%hs: %s."), __FUNCTION__, *ValidResult.GetError());
StateTreeRef = FStateTreeReference();
}
}
}
void UStateTreeComponent::SetLinkedStateTreeOverrides(FStateTreeReferenceOverrides Overrides)
{
// Validate the schema
for (const FStateTreeReferenceOverrideItem& Item : Overrides.GetOverrideItems())
{
if (const UStateTree* ItemStateTree = Item.GetStateTreeReference().GetStateTree())
{
if (ItemStateTree->GetSchema() == nullptr
|| ItemStateTree->GetSchema()->GetClass()->IsChildOf(UStateTreeComponentSchema::StaticClass()))
{
STATETREE_LOG(Warning, TEXT("%hs: Trying to set the linked overrides '%s' with a wrong schema. %s."),
__FUNCTION__,
*Item.GetStateTag().ToString(),
*ItemStateTree->GetFullName()
);
return;
}
}
}
LinkedStateTreeOverrides = MoveTemp(Overrides);
}
void UStateTreeComponent::AddLinkedStateTreeOverrides(const FGameplayTag StateTag, FStateTreeReference StateTreeReference)
{
// Validate the schema
if (const UStateTree* ItemStateTree = StateTreeReference.GetStateTree())
{
if (ItemStateTree->GetSchema() == nullptr
|| ItemStateTree->GetSchema()->GetClass()->IsChildOf(UStateTreeComponentSchema::StaticClass()))
{
STATETREE_LOG(Warning, TEXT("%hs: Trying to set the linked overrides with the wrong schema. %s."), __FUNCTION__, *ItemStateTree->GetFullName());
return;
}
}
LinkedStateTreeOverrides.AddOverride(FStateTreeReferenceOverrideItem(StateTag, MoveTemp(StateTreeReference)));
}
void UStateTreeComponent::RemoveLinkedStateTreeOverrides(const FGameplayTag StateTag)
{
LinkedStateTreeOverrides.RemoveOverride(StateTag);
}
void UStateTreeComponent::SetStartLogicAutomatically(const bool bInStartLogicAutomatically)
{
bStartLogicAutomatically = bInStartLogicAutomatically;
}
void UStateTreeComponent::SendStateTreeEvent(const FStateTreeEvent& Event)
{
SendStateTreeEvent(Event.Tag, Event.Payload, Event.Origin);
}
void UStateTreeComponent::SendStateTreeEvent(const FGameplayTag Tag, const FConstStructView Payload, const FName Origin)
{
if (!bIsRunning)
{
STATETREE_LOG(Warning, TEXT("%hs: Trying to send event to a State Tree that is not started yet."), __FUNCTION__);
return;
}
if (!StateTreeRef.IsValid())
{
STATETREE_LOG(Warning, TEXT("%hs: Trying to send event to State Tree component with invalid asset."), __FUNCTION__);
return;
}
FStateTreeMinimalExecutionContext Context(GetOwner(), StateTreeRef.GetStateTree(), InstanceData);
Context.SendEvent(Tag, Payload, Origin);
}
EStateTreeRunStatus UStateTreeComponent::GetStateTreeRunStatus() const
{
if (const FStateTreeExecutionState* Exec = InstanceData.GetExecutionState())
{
return Exec->TreeRunStatus;
}
return EStateTreeRunStatus::Failed;
}
#if WITH_GAMEPLAY_DEBUGGER
FString UStateTreeComponent::GetDebugInfoString() const
{
if (!StateTreeRef.IsValid())
{
return FString("No StateTree to run.");
}
return FConstStateTreeExecutionContextView(*GetOwner(), *StateTreeRef.GetStateTree(), InstanceData).Get().GetDebugInfoString();
}
TArray<FName> UStateTreeComponent::GetActiveStateNames() const
{
if (!StateTreeRef.IsValid())
{
return TArray<FName>();
}
return FConstStateTreeExecutionContextView(*GetOwner(), *StateTreeRef.GetStateTree(), InstanceData).Get().GetActiveStateNames();
}
#endif // WITH_GAMEPLAY_DEBUGGER
#undef STATETREE_LOG
#undef STATETREE_CLOG