Files
UnrealEngine/Engine/Plugins/Runtime/GameplayInteractions/Source/GameplayInteractionsModule/Private/StateTree/GameplayInteractionConditions.cpp
2025-05-18 13:04:45 +08:00

214 lines
8.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTree/GameplayInteractionConditions.h"
#include "StateTreeExecutionContext.h"
#include "SmartObjectSubsystem.h"
#include "StateTreeLinker.h"
#include "VisualLogger/VisualLogger.h"
#include "StateTreeNodeDescriptionHelpers.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GameplayInteractionConditions)
#define LOCTEXT_NAMESPACE "GameplayInteractions"
#define ST_INTERACTION_LOG(Verbosity, Format, ...) UE_VLOG_UELOG(Context.GetOwner(), LogStateTree, Verbosity, TEXT("[%s] ") Format, *StaticStruct()->GetName(), ##__VA_ARGS__)
#define ST_INTERACTION_CLOG(Condition, Verbosity, Format, ...) UE_CVLOG_UELOG((Condition), Context.GetOwner(), LogStateTree, Verbosity, TEXT("[%s] ") Format, *StaticStruct()->GetName(), ##__VA_ARGS__)
namespace UE::GameplayInteraction
{
const FGameplayTagContainer* GetSlotTags(const USmartObjectSubsystem& SmartObjectSubsystem, const FSmartObjectSlotHandle Slot, const EGameplayInteractionMatchSlotTagSource Source)
{
const FGameplayTagContainer* TagContainer = nullptr;
SmartObjectSubsystem.ReadSlotData(Slot, [Source, &TagContainer](FConstSmartObjectSlotView SlotView)
{
if (Source == EGameplayInteractionMatchSlotTagSource::RuntimeTags)
{
TagContainer = &SlotView.GetTags();
}
else if (Source == EGameplayInteractionMatchSlotTagSource::ActivityTags)
{
const FSmartObjectSlotDefinition& SlotDefinition = SlotView.GetDefinition();
TagContainer = &SlotDefinition.ActivityTags;
}
});
return TagContainer;
}
};
//----------------------------------------------------------------------//
// FGameplayInteractionSlotTagsMatchCondition
//----------------------------------------------------------------------//
bool FGameplayInteractionSlotTagsMatchCondition::Link(FStateTreeLinker& Linker)
{
Linker.LinkExternalData(SmartObjectSubsystemHandle);
return true;
}
bool FGameplayInteractionSlotTagsMatchCondition::TestCondition(FStateTreeExecutionContext& Context) const
{
const USmartObjectSubsystem& SmartObjectSubsystem = Context.GetExternalData(SmartObjectSubsystemHandle);
const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
const FGameplayTagContainer* Container = UE::GameplayInteraction::GetSlotTags(SmartObjectSubsystem, InstanceData.Slot, Source);
if (Container == nullptr)
{
return false;
}
bool bResult = false;
switch (MatchType)
{
case EGameplayContainerMatchType::Any:
bResult = bExactMatch ? Container->HasAnyExact(InstanceData.TagsToMatch) : Container->HasAny(InstanceData.TagsToMatch);
break;
case EGameplayContainerMatchType::All:
bResult = bExactMatch ? Container->HasAllExact(InstanceData.TagsToMatch) : Container->HasAll(InstanceData.TagsToMatch);
break;
default:
ensureMsgf(false, TEXT("Unhandled match type %s."), *UEnum::GetValueAsString(MatchType));
}
return bResult ^ bInvert;
}
#if WITH_EDITOR
FText FGameplayInteractionSlotTagsMatchCondition::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const
{
const FInstanceDataType* InstanceData = InstanceDataView.GetPtr<FInstanceDataType>();
check(InstanceData);
// Asset
FText SlotValue = BindingLookup.GetBindingSourceDisplayName(FPropertyBindingPath(ID, GET_MEMBER_NAME_CHECKED(FInstanceDataType, Slot)), Formatting);
if (SlotValue.IsEmpty())
{
SlotValue = LOCTEXT("None", "None");
}
FText ContainerValue = BindingLookup.GetBindingSourceDisplayName(FPropertyBindingPath(ID, GET_MEMBER_NAME_CHECKED(FInstanceDataType, TagsToMatch)), Formatting);
if (ContainerValue.IsEmpty())
{
ContainerValue = UE::StateTree::DescHelpers::GetGameplayTagContainerAsText(InstanceData->TagsToMatch);
}
const FText InvertText = UE::StateTree::DescHelpers::GetInvertText(bInvert, Formatting);
const FText ExactMatchText = UE::StateTree::DescHelpers::GetExactMatchText(bExactMatch, Formatting);
const FText MatchTypeText = UEnum::GetDisplayValueAsText(MatchType);
const FText Format = (Formatting == EStateTreeNodeFormatting::RichText)
? LOCTEXT("SlotTagsMatchRich", "{EmptyOrNot}<s>Slot</> {Slot} <s>matches {AnyOrAll}</> {EmptyOrExactly}{TagContainer}")
: LOCTEXT("SlotTagsMatch", "{EmptyOrNot}Slot {Slot} matches {AnyOrAll} {EmptyOrExactly}{TagContainer}");
return FText::FormatNamed(Format,
TEXT("EmptyOrNot"), InvertText,
TEXT("Slot"), SlotValue,
TEXT("AnyOrAll"), MatchTypeText,
TEXT("EmptyOrExactly"), ExactMatchText,
TEXT("TagContainer"), ContainerValue);
}
#endif
//----------------------------------------------------------------------//
// FGameplayInteractionQuerySlotTagCondition
//----------------------------------------------------------------------//
bool FGameplayInteractionQuerySlotTagCondition::Link(FStateTreeLinker& Linker)
{
Linker.LinkExternalData(SmartObjectSubsystemHandle);
return true;
}
bool FGameplayInteractionQuerySlotTagCondition::TestCondition(FStateTreeExecutionContext& Context) const
{
const USmartObjectSubsystem& SmartObjectSubsystem = Context.GetExternalData(SmartObjectSubsystemHandle);
const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
const FGameplayTagContainer* Container = UE::GameplayInteraction::GetSlotTags(SmartObjectSubsystem, InstanceData.Slot, Source);
if (Container == nullptr)
{
return false;
}
return TagQuery.Matches(*Container) ^ bInvert;
}
#if WITH_EDITOR
FText FGameplayInteractionQuerySlotTagCondition::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const
{
const FInstanceDataType* InstanceData = InstanceDataView.GetPtr<FInstanceDataType>();
check(InstanceData);
// Asset
FText SlotValue = BindingLookup.GetBindingSourceDisplayName(FPropertyBindingPath(ID, GET_MEMBER_NAME_CHECKED(FInstanceDataType, Slot)), Formatting);
if (SlotValue.IsEmpty())
{
SlotValue = LOCTEXT("None", "None");
}
const FText QueryValue = UE::StateTree::DescHelpers::GetGameplayTagQueryAsText(TagQuery);
const FText InvertText = UE::StateTree::DescHelpers::GetInvertText(bInvert, Formatting);
const FText Format = (Formatting == EStateTreeNodeFormatting::RichText)
? LOCTEXT("QuerySlotTagRich", "{EmptyOrNot}<s>Slot</> {Slot} <s>matches</> {Query}")
: LOCTEXT("QuerySlotTag", "{EmptyOrNot}Slot {Slot} matches {Query}");
return FText::FormatNamed(Format,
TEXT("EmptyOrNot"), InvertText,
TEXT("Slot"), SlotValue,
TEXT("Query"), QueryValue);
}
#endif
//----------------------------------------------------------------------//
// FGameplayInteractionIsSlotHandleValidCondition
//----------------------------------------------------------------------//
bool FGameplayInteractionIsSlotHandleValidCondition::Link(FStateTreeLinker& Linker)
{
Linker.LinkExternalData(SmartObjectSubsystemHandle);
return true;
}
bool FGameplayInteractionIsSlotHandleValidCondition::TestCondition(FStateTreeExecutionContext& Context) const
{
const USmartObjectSubsystem& SmartObjectSubsystem = Context.GetExternalData(SmartObjectSubsystemHandle);
const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
return (InstanceData.Slot.IsValid() && SmartObjectSubsystem.IsSmartObjectSlotValid(InstanceData.Slot)) ^ bInvert;
}
#if WITH_EDITOR
FText FGameplayInteractionIsSlotHandleValidCondition::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const
{
const FInstanceDataType* InstanceData = InstanceDataView.GetPtr<FInstanceDataType>();
check(InstanceData);
// SLot
FText SlotValue = BindingLookup.GetBindingSourceDisplayName(FPropertyBindingPath(ID, GET_MEMBER_NAME_CHECKED(FInstanceDataType, Slot)), Formatting);
if (SlotValue.IsEmpty())
{
SlotValue = LOCTEXT("None", "None");
}
const FText InvertText = UE::StateTree::DescHelpers::GetInvertText(bInvert, Formatting);
const FText Format = (Formatting == EStateTreeNodeFormatting::RichText)
? LOCTEXT("IsSlotHandleValidRich", "{EmptyOrNot}<s>Slot</> {Slot} <s>is valid</>")
: LOCTEXT("IsSlotHandleValid", "{EmptyOrNot}Slot {Slot} is valid");
return FText::FormatNamed(Format,
TEXT("EmptyOrNot"), InvertText,
TEXT("Slot"), SlotValue);
}
#endif
#undef LOCTEXT_NAMESPACE