132 lines
5.2 KiB
C++
132 lines
5.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MassZoneGraphNavigationUtils.h"
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#include "MassCommonTypes.h"
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#include "MassNavigationFragments.h"
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#include "MassZoneGraphNavigationFragments.h"
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#include "ZoneGraphSubsystem.h"
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#include "VisualLogger/VisualLogger.h"
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#include "MassDebugger.h"
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namespace UE::MassNavigation
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{
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static constexpr float InflateDistance = 200.0f; // @todo: make a setting.
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bool ActivateActionMove(const UWorld& World,
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const UObject* Requester,
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const FMassEntityHandle Entity,
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const UZoneGraphSubsystem& ZoneGraphSubsystem,
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const FMassZoneGraphLaneLocationFragment& LaneLocation,
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const FZoneGraphShortPathRequest& PathRequest,
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const float AgentRadius,
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const float DesiredSpeed,
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FMassMoveTargetFragment& InOutMoveTarget,
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FMassZoneGraphShortPathFragment& OutShortPath,
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FMassZoneGraphCachedLaneFragment& OutCachedLane)
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{
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OutShortPath.Reset();
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OutCachedLane.Reset();
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InOutMoveTarget.DistanceToGoal = 0.0f;
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InOutMoveTarget.EntityDistanceToGoal = FMassMoveTargetFragment::UnsetDistance;
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InOutMoveTarget.DesiredSpeed.Set(0.0f);
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if (!ensureMsgf(InOutMoveTarget.GetCurrentAction() == EMassMovementAction::Move, TEXT("Expecting action 'Move': Invalid action %u"), InOutMoveTarget.GetCurrentAction()))
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{
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return false;
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}
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const FZoneGraphStorage* ZoneGraphStorage = ZoneGraphSubsystem.GetZoneGraphStorage(LaneLocation.LaneHandle.DataHandle);
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if (ZoneGraphStorage == nullptr)
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{
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UE_VLOG(Requester, LogMassNavigation, Error, TEXT("Entity [%s] move request failed: missing ZoneGraph Storage for current lane %s."),
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*Entity.DebugGetDescription(),
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*LaneLocation.LaneHandle.ToString());
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return false;
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}
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InOutMoveTarget.IntentAtGoal = EMassMovementAction::Stand;
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InOutMoveTarget.DesiredSpeed.Set(DesiredSpeed);
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OutCachedLane.CacheLaneData(*ZoneGraphStorage, LaneLocation.LaneHandle, LaneLocation.DistanceAlongLane, PathRequest.TargetDistance, InflateDistance);
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if (OutShortPath.RequestPath(OutCachedLane, PathRequest, LaneLocation.DistanceAlongLane, AgentRadius))
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{
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InOutMoveTarget.IntentAtGoal = OutShortPath.EndOfPathIntent;
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InOutMoveTarget.DistanceToGoal = (OutShortPath.NumPoints > 0) ? OutShortPath.Points[OutShortPath.NumPoints - 1].DistanceAlongLane.Get() : 0.0f;
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#if WITH_MASSGAMEPLAY_DEBUG
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UE_CVLOG(UE::Mass::Debug::IsDebuggingEntity(Entity),
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Requester,
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LogMassNavigation,
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Log,
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TEXT("Move %s, on lane %s, from %.1fcm to %.1fcm, next lane %s."),
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PathRequest.bMoveReverse ? TEXT("reverse") : TEXT("forward"),
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*LaneLocation.LaneHandle.ToString(),
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LaneLocation.DistanceAlongLane,
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PathRequest.TargetDistance,
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*PathRequest.NextLaneHandle.ToString());
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#endif // WITH_MASSGAMEPLAY_DEBUG
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}
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else
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{
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UE_VLOG(Requester, LogMassNavigation, Error, TEXT("Entity [%s] move request failed: unable to request path on lane %s."),
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*Entity.DebugGetDescription(),
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*LaneLocation.LaneHandle.ToString());
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return false;
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}
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UE_VLOG(Requester, LogMassNavigation, Log, TEXT("Entity [%s] successfully requested %s"), *Entity.DebugGetDescription(), *InOutMoveTarget.ToString());
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return true;
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}
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bool ActivateActionStand(const UWorld& World,
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const UObject* Requester,
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const FMassEntityHandle Entity,
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const UZoneGraphSubsystem& ZoneGraphSubsystem,
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const FMassZoneGraphLaneLocationFragment& LaneLocation,
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const float DesiredSpeed,
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FMassMoveTargetFragment& MoveTarget,
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FMassZoneGraphShortPathFragment& ShortPath,
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FMassZoneGraphCachedLaneFragment& CachedLane)
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{
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ShortPath.Reset();
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CachedLane.Reset();
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MoveTarget.DistanceToGoal = 0.0f;
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MoveTarget.EntityDistanceToGoal = FMassMoveTargetFragment::UnsetDistance;
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MoveTarget.DesiredSpeed.Set(0.0f);
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if (!ensureMsgf(MoveTarget.GetCurrentAction() == EMassMovementAction::Stand, TEXT("Expecting action 'Stand': Invalid action %u"), MoveTarget.GetCurrentAction()))
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{
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return false;
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}
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const FZoneGraphStorage* ZoneGraphStorage = ZoneGraphSubsystem.GetZoneGraphStorage(LaneLocation.LaneHandle.DataHandle);
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MoveTarget.IntentAtGoal = EMassMovementAction::Stand;
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MoveTarget.DesiredSpeed.Set(DesiredSpeed);
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CachedLane.CacheLaneData(*ZoneGraphStorage, LaneLocation.LaneHandle, LaneLocation.DistanceAlongLane, LaneLocation.DistanceAlongLane, InflateDistance);
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UE_VLOG(Requester, LogMassNavigation, Log, TEXT("Entity [%s] successfully requested %s"), *Entity.DebugGetDescription(), *MoveTarget.ToString());
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return true;
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}
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bool ActivateActionAnimate(const UWorld& World,
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const UObject* Requester,
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const FMassEntityHandle Entity,
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FMassMoveTargetFragment& MoveTarget)
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{
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MoveTarget.DistanceToGoal = 0.0f;
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MoveTarget.EntityDistanceToGoal = FMassMoveTargetFragment::UnsetDistance;
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MoveTarget.DesiredSpeed.Set(0.0f);
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if (!ensureMsgf(MoveTarget.GetCurrentAction() == EMassMovementAction::Animate, TEXT("Expecting action 'Animate': Invalid action %u"), MoveTarget.GetCurrentAction()))
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{
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return false;
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}
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MoveTarget.IntentAtGoal = EMassMovementAction::Stand;
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UE_VLOG(Requester, LogMassNavigation, Log, TEXT("Entity [%s] successfully requested %s"), *Entity.DebugGetDescription(), *MoveTarget.ToString());
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return true;
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}
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}
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