185 lines
7.3 KiB
C++
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
|