Files
UnrealEngine/Engine/Plugins/Runtime/GameplayStateTree/Source/GameplayStateTreeModule/Private/Tasks/StateTreeMoveToTask.cpp
2025-05-18 13:04:45 +08:00

198 lines
7.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Tasks/StateTreeMoveToTask.h"
#include "AIController.h"
#include "Navigation/PathFollowingComponent.h"
#include "StateTreeAsyncExecutionContext.h"
#include "StateTreeExecutionContext.h"
#include "Tasks/AITask_MoveTo.h"
#include "VisualLogger/VisualLogger.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeMoveToTask)
#define LOCTEXT_NAMESPACE "GameplayStateTree"
FStateTreeMoveToTask::FStateTreeMoveToTask()
{
bShouldCallTick = false;
bShouldCopyBoundPropertiesOnTick = false;
bShouldCopyBoundPropertiesOnExitState = false;
}
EStateTreeRunStatus FStateTreeMoveToTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
if (!InstanceData.AIController)
{
UE_VLOG(Context.GetOwner(), LogStateTree, Error, TEXT("FStateTreeMoveToTask failed since AIController is missing."));
return EStateTreeRunStatus::Failed;
}
InstanceData.TaskOwner = TScriptInterface<IGameplayTaskOwnerInterface>(InstanceData.AIController->FindComponentByInterface(UGameplayTaskOwnerInterface::StaticClass()));
if (!InstanceData.TaskOwner)
{
InstanceData.TaskOwner = InstanceData.AIController;
}
return PerformMoveTask(Context, *InstanceData.AIController);
}
EStateTreeRunStatus FStateTreeMoveToTask::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
{
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
if (InstanceData.MoveToTask)
{
if (InstanceData.bTrackMovingGoal && !InstanceData.TargetActor)
{
const FVector CurrentDestination = InstanceData.MoveToTask->GetMoveRequestRef().GetDestination();
if (FVector::DistSquared(CurrentDestination, InstanceData.Destination) > (InstanceData.DestinationMoveTolerance * InstanceData.DestinationMoveTolerance))
{
UE_VLOG(Context.GetOwner(), LogStateTree, Log, TEXT("FStateTreeMoveToTask destination has moved enough. Restarting task."));
return PerformMoveTask(Context, *InstanceData.AIController);
}
}
return EStateTreeRunStatus::Running;
}
return EStateTreeRunStatus::Failed;
}
void FStateTreeMoveToTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
if (InstanceData.MoveToTask && InstanceData.MoveToTask->GetState() != EGameplayTaskState::Finished)
{
UE_VLOG(Context.GetOwner(), LogStateTree, Log, TEXT("FStateTreeMoveToTask aborting move to because state finished."));
InstanceData.MoveToTask->ExternalCancel();
}
// todo: remove this once we fixed the instance data retention issue for re-entering state
InstanceData.MoveToTask = nullptr;
}
UAITask_MoveTo* FStateTreeMoveToTask::PrepareMoveToTask(FStateTreeExecutionContext& Context, AAIController& Controller, UAITask_MoveTo* ExistingTask, FAIMoveRequest& MoveRequest) const
{
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
UAITask_MoveTo* MoveTask = ExistingTask ? ExistingTask : UAITask::NewAITask<UAITask_MoveTo>(Controller, *InstanceData.TaskOwner);
if (MoveTask)
{
MoveTask->SetUp(&Controller, MoveRequest);
}
return MoveTask;
}
EStateTreeRunStatus FStateTreeMoveToTask::PerformMoveTask(FStateTreeExecutionContext& Context, AAIController& Controller) const
{
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
FAIMoveRequest MoveReq;
MoveReq.SetNavigationFilter(InstanceData.FilterClass ? InstanceData.FilterClass : Controller.GetDefaultNavigationFilterClass())
.SetAllowPartialPath(InstanceData.bAllowPartialPath)
.SetAcceptanceRadius(InstanceData.AcceptableRadius)
.SetCanStrafe(InstanceData.bAllowStrafe)
.SetReachTestIncludesAgentRadius(InstanceData.bReachTestIncludesAgentRadius)
.SetReachTestIncludesGoalRadius(InstanceData.bReachTestIncludesGoalRadius)
.SetRequireNavigableEndLocation(InstanceData.bRequireNavigableEndLocation)
.SetProjectGoalLocation(InstanceData.bProjectGoalLocation)
.SetUsePathfinding(true);
if (InstanceData.TargetActor)
{
if (InstanceData.bTrackMovingGoal)
{
MoveReq.SetGoalActor(InstanceData.TargetActor);
}
else
{
MoveReq.SetGoalLocation(InstanceData.TargetActor->GetActorLocation());
}
}
else
{
MoveReq.SetGoalLocation(InstanceData.Destination);
}
if (MoveReq.IsValid())
{
InstanceData.MoveToTask = PrepareMoveToTask(Context, Controller, InstanceData.MoveToTask, MoveReq);
if (InstanceData.MoveToTask)
{
const bool bIsGameplayTaskAlreadyActive = InstanceData.MoveToTask->IsActive();
if (bIsGameplayTaskAlreadyActive)
{
InstanceData.MoveToTask->ConditionalPerformMove();
}
else
{
InstanceData.MoveToTask->ReadyForActivation();
}
// if it is already active, don't re-register the callback and wait for the callback to finish task
if (!bIsGameplayTaskAlreadyActive)
{
// @todo: we want to check the state first time in case the task is a temporary task and the gameplay task is finished instantly, that WeakContext
// won't be able to find the active frame/state. Remove this once we support that.
if (InstanceData.MoveToTask->GetState() == EGameplayTaskState::Finished)
{
return InstanceData.MoveToTask->WasMoveSuccessful() ? EStateTreeRunStatus::Succeeded : EStateTreeRunStatus::Failed;
}
InstanceData.MoveToTask->OnMoveTaskFinished.AddLambda(
[WeakContext = Context.MakeWeakExecutionContext()]
(TEnumAsByte<EPathFollowingResult::Type> InResult, AAIController* InController)
{
WeakContext.FinishTask(InResult == EPathFollowingResult::Success ? EStateTreeFinishTaskType::Succeeded : EStateTreeFinishTaskType::Failed);
});
}
return EStateTreeRunStatus::Running;
}
}
UE_VLOG(Context.GetOwner(), LogStateTree, Error, TEXT("FStateTreeMoveToTask failed because it doesn't have a destination."));
return EStateTreeRunStatus::Failed;
}
#if WITH_EDITOR
EDataValidationResult FStateTreeMoveToTask::Compile(UE::StateTree::ICompileNodeContext& Context)
{
const FInstanceDataType& InstanceData = Context.GetInstanceDataView().Get<FInstanceDataType>();
// We only tick the task if we might track the destination vector
if (Context.HasBindingForProperty(FName(TEXT("Destination"))))
{
if (InstanceData.bTrackMovingGoal || Context.HasBindingForProperty(FName(TEXT("bTrackMovingGoal"))))
{
if (!InstanceData.TargetActor && !Context.HasBindingForProperty(FName(TEXT("TargetActor"))))
{
bShouldCallTick = true;
bShouldCopyBoundPropertiesOnTick = true;
}
}
}
return EDataValidationResult::Valid;
}
FText FStateTreeMoveToTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const
{
const FInstanceDataType* InstanceData = InstanceDataView.GetPtr<FInstanceDataType>();
check(InstanceData);
FText TargetValue = BindingLookup.GetBindingSourceDisplayName(FPropertyBindingPath(ID, GET_MEMBER_NAME_CHECKED(FInstanceDataType, TargetActor)), Formatting);
if (TargetValue.IsEmpty())
{
TargetValue = BindingLookup.GetBindingSourceDisplayName(FPropertyBindingPath(ID, GET_MEMBER_NAME_CHECKED(FInstanceDataType, Destination)), Formatting);
}
if (Formatting == EStateTreeNodeFormatting::RichText)
{
return FText::Format(LOCTEXT("MoveToRich", "<b>Move To</> {0}"), TargetValue);
}
return FText::Format(LOCTEXT("MoveTo", "Move To {0}"), TargetValue);
}
#endif // WITH_EDITOR
#undef LOCTEXT_NAMESPACE