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UnrealEngine/Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Public/StateTreeCompiler.h
2025-05-18 13:04:45 +08:00

185 lines
7.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreePropertyBindingCompiler.h"
struct FStructView;
enum class EStateTreeExpressionOperand : uint8;
enum class EStateTreePropertyUsage : uint8;
struct FStateTreeDataView;
struct FStateTreeStateHandle;
class UStateTree;
class UStateTreeState;
class UStateTreeEditorData;
class UStateTreeSchema;
struct FStateTreeEditorNode;
struct FStateTreeStateLink;
struct FStateTreeNodeBase;
/**
* Helper class to convert StateTree editor representation into a compact data.
* Holds data needed during compiling.
*/
struct STATETREEEDITORMODULE_API FStateTreeCompiler
{
public:
explicit FStateTreeCompiler(FStateTreeCompilerLog& InLog)
: Log(InLog)
{
}
bool Compile(UStateTree& InStateTree);
private:
/** Resolves the state a transition points to, and the optional fallback for failing to enter the state. SourceState is nullptr for global tasks. */
bool ResolveTransitionStateAndFallback(const UStateTreeState* SourceState, const FStateTreeStateLink& Link, FStateTreeStateHandle& OutTransitionHandle, EStateTreeSelectionFallback& OutFallback) const;
FStateTreeStateHandle GetStateHandle(const FGuid& StateID) const;
UStateTreeState* GetState(const FGuid& StateID) const;
bool CreateParameters();
bool CreateStates();
bool CreateStateRecursive(UStateTreeState& State, const FStateTreeStateHandle Parent);
bool CreateEvaluators();
bool CreateGlobalTasks();
bool CreateStateTasksAndParameters();
bool CreateStateTransitions();
bool CreateStateConsiderations();
bool CreateBindingsForNodes(TConstArrayView<FStateTreeEditorNode> EditorNodes, FStateTreeIndex16 NodesBegin, TArray<FInstancedStruct>& Instances);
bool CreateBindingsForStruct(const FStateTreeBindableStructDesc& TargetStruct, FStateTreeDataView TargetValue, FStateTreeIndex16 PropertyFuncsBegin, FStateTreeIndex16 PropertyFuncsEnd, FStateTreeIndex16& OutBatchIndex);
bool CreatePropertyFunctionsForStruct(FGuid StructID);
bool CreatePropertyFunction(const FStateTreeEditorNode& FuncEditorNode);
bool CreateConditions(UStateTreeState& State, const FString& StatePath, TConstArrayView<FStateTreeEditorNode> Conditions);
bool CreateCondition(UStateTreeState& State, const FString& StatePath, const FStateTreeEditorNode& CondNode, const EStateTreeExpressionOperand Operand, const int8 DeltaIndent);
bool CreateConsiderations(UStateTreeState& State, const FString& StatePath, TConstArrayView<FStateTreeEditorNode> Considerations);
bool CreateConsideration(UStateTreeState& State, const FString& StatePath, const FStateTreeEditorNode& ConsiderationNode, const EStateTreeExpressionOperand Operand, const int8 DeltaIndent);
template<class T = FStateTreeNodeBase>
T* CreateNodeWithSharedInstanceData(UStateTreeState* State, const FStateTreeEditorNode& EditorNode, FStateTreeBindableStructDesc& StructDesc);
bool CreateTask(UStateTreeState* State, const FStateTreeEditorNode& TaskNode, const FStateTreeDataHandle TaskDataHandle);
bool CreateEvaluator(const FStateTreeEditorNode& EvalNode, const FStateTreeDataHandle EvalDataHandle);
struct FValidatedPathBindings
{
TArray<FStateTreePropertyPathBinding> CopyBindings;
TArray<FStateTreePropertyPathBinding> DelegateDispatchers;
TArray<FStateTreePropertyPathBinding> DelegateListeners;
TArray<FStateTreePropertyPathBinding> ReferenceBindings;
};
bool GetAndValidateBindings(const FStateTreeBindableStructDesc& TargetStruct, FStateTreeDataView TargetValue, FValidatedPathBindings& OutValidatedBindings) const;
bool IsPropertyOfTypeOrChild(UScriptStruct& Type, const FStateTreeBindableStructDesc& Struct, FPropertyBindingPath Path) const;
bool ValidateStructRef(const FStateTreeBindableStructDesc& SourceStruct, FPropertyBindingPath SourcePath,
const FStateTreeBindableStructDesc& TargetStruct, FPropertyBindingPath TargetPath) const;
bool CompileAndValidateNode(const UStateTreeState* SourceState, const FStateTreeBindableStructDesc& NodeDesc, FStructView NodeView, const FStateTreeDataView InstanceData);
void InstantiateStructSubobjects(FStructView Struct);
FStateTreeCompilerLog& Log;
UStateTree* StateTree = nullptr;
UStateTreeEditorData* EditorData = nullptr;
UStateTreeSchema* Schema = nullptr;
TMap<FGuid, int32> IDToNode;
TMap<FGuid, int32> IDToState;
TMap<FGuid, int32> IDToTransition;
TMap<FGuid, const FStateTreeDataView > IDToStructValue;
TArray<UStateTreeState*> SourceStates;
TArray<FInstancedStruct> Nodes;
TArray<FInstancedStruct> InstanceStructs;
TArray<FInstancedStruct> SharedInstanceStructs;
/** Cached result of MakeCompletionTasksMask for global tasks. Indicates where state tasks should start. */
int32 GlobalTaskEndBit = 0;
FStateTreePropertyBindingCompiler BindingsCompiler;
/** The Compile function executed. */
bool bCompiled = false;
};
namespace UE::StateTree::Compiler
{
struct FValidationResult
{
FValidationResult() = default;
FValidationResult(const bool bInResult, const int32 InValue, const int32 InMaxValue) : bResult(bInResult), Value(InValue), MaxValue(InMaxValue) {}
/** Validation succeeded */
bool DidSucceed() const { return bResult == true; }
/** Validation failed */
bool DidFail() const { return bResult == false; }
/**
* Logs common validation for IsValidIndex16(), IsValidIndex8(), IsValidCount16(), IsValidCount8().
* @param Log reference to the compiler log.
* @param ContextText Text identifier for the context where the test is done.
* @param ContextStruct Struct identifier for the context where the test is done.
*/
void Log(FStateTreeCompilerLog& Log, const TCHAR* ContextText, const FStateTreeBindableStructDesc& ContextStruct = FStateTreeBindableStructDesc()) const;
bool bResult = true;
int32 Value = 0;
int32 MaxValue = 0;
};
/**
* Checks if given index can be represented as uint16, including MAX_uint16 as INDEX_NONE.
* @param Index Index to test
* @return validation result.
*/
inline FValidationResult IsValidIndex16(const int32 Index)
{
return FValidationResult(Index == INDEX_NONE || (Index >= 0 && Index < MAX_uint16), Index, MAX_uint16 - 1);
}
/**
* Checks if given index can be represented as uint8, including MAX_uint8 as INDEX_NONE.
* @param Index Index to test
* @return true if the index is valid.
*/
inline FValidationResult IsValidIndex8(const int32 Index)
{
return FValidationResult(Index == INDEX_NONE || (Index >= 0 && Index < MAX_uint8), Index, MAX_uint8 - 1);
}
/**
* Checks if given count can be represented as uint16.
* @param Count Count to test
* @return true if the count is valid.
*/
inline FValidationResult IsValidCount16(const int32 Count)
{
return FValidationResult(Count >= 0 && Count <= MAX_uint16, Count, MAX_uint16);
}
/**
* Checks if given count can be represented as uint8.
* @param Count Count to test
* @return true if the count is valid.
*/
inline FValidationResult IsValidCount8(const int32 Count)
{
return FValidationResult(Count >= 0 && Count <= MAX_uint8, Count, MAX_uint8);
}
/**
* Returns UScriptStruct defined in "BaseStruct" metadata of given property.
* @param Property Handle to property where value is got from.
* @param OutBaseStructName Handle to property where value is got from.
* @return Script struct defined by the BaseStruct or nullptr if not found.
*/
const UScriptStruct* GetBaseStructFromMetaData(const FProperty* Property, FString& OutBaseStructName);
}; // UE::StateTree::Compiler