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

2327 lines
92 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeTest.h"
#include "StateTreeTestBase.h"
#include "AITestsCommon.h"
#include "StateTreeCompilerLog.h"
#include "StateTreeEditorData.h"
#include "StateTreeCompiler.h"
#include "Conditions/StateTreeCommonConditions.h"
#include "Tasks/StateTreeRunParallelStateTreeTask.h"
#include "StateTreeTestTypes.h"
#include "AutoRTFM.h"
#include "Engine/World.h"
#include "Async/ParallelFor.h"
#include "GameplayTagsManager.h"
#include "StateTreeReference.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeTest)
#define LOCTEXT_NAMESPACE "AITestSuite_StateTreeTest"
UE_DISABLE_OPTIMIZATION_SHIP
std::atomic<int32> FStateTreeTestConditionInstanceData::GlobalCounter = 0;
namespace UE::StateTree::Tests
{
struct FStateTreeTest_MakeAndBakeStateTree : FStateTreeTestBase
{
virtual bool InstantTest() override
{
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root")));
UStateTreeState& StateA = Root.AddChildState(FName(TEXT("A")));
UStateTreeState& StateB = Root.AddChildState(FName(TEXT("B")));
// Root
auto& EvalA = EditorData.AddEvaluator<FTestEval_A>();
// State A
auto& TaskB1 = StateA.AddTask<FTestTask_B>();
EditorData.AddPropertyBinding(EvalA, TEXT("IntA"), TaskB1, TEXT("IntB"));
auto& IntCond = StateA.AddEnterCondition<FStateTreeCompareIntCondition>(EGenericAICheck::Less);
IntCond.GetInstanceData().Right = 2;
EditorData.AddPropertyBinding(EvalA, TEXT("IntA"), IntCond, TEXT("Left"));
StateA.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &StateB);
// State B
auto& TaskB2 = StateB.AddTask<FTestTask_B>();
EditorData.AddPropertyBinding(EvalA, TEXT("bBoolA"), TaskB2, TEXT("bBoolB"));
FStateTreeTransition& Trans = StateB.AddTransition({}, EStateTreeTransitionType::GotoState, &Root);
auto& TransFloatCond = Trans.AddCondition<FStateTreeCompareFloatCondition>(EGenericAICheck::Less);
TransFloatCond.GetInstanceData().Right = 13.0f;
EditorData.AddPropertyBinding(EvalA, TEXT("FloatA"), TransFloatCond, TEXT("Left"));
StateB.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::Succeeded);
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
AITEST_TRUE(TEXT("StateTree should be ready to run"), StateTree.IsReadyToRun());
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_MakeAndBakeStateTree, "System.StateTree.MakeAndBakeStateTree");
struct FStateTreeTest_EmptyStateTree : FStateTreeTestBase
{
virtual bool InstantTest() override
{
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root")));
Root.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::Succeeded);
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
Status = Exec.Start();
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
Status = Exec.Tick(0.1f);
AITEST_TRUE(TEXT("StateTree should be completed"), Status == EStateTreeRunStatus::Succeeded);
Exec.LogClear();
Exec.Stop();
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_EmptyStateTree, "System.StateTree.Empty");
struct FStateTreeTest_Sequence : FStateTreeTestBase
{
virtual bool InstantTest() override
{
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root")));
UStateTreeState& State1 = Root.AddChildState(FName(TEXT("State1")));
UStateTreeState& State2 = Root.AddChildState(FName(TEXT("State2")));
auto& Task1 = State1.AddTask<FTestTask_Stand>(FName(TEXT("Task1")));
State1.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::NextState);
auto& Task2 = State2.AddTask<FTestTask_Stand>(FName(TEXT("Task2")));
State2.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::Succeeded);
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
const TCHAR* TickStr(TEXT("Tick"));
const TCHAR* EnterStateStr(TEXT("EnterState"));
const TCHAR* ExitStateStr(TEXT("ExitState"));
Status = Exec.Start();
AITEST_TRUE(TEXT("StateTree Task1 should enter state"), Exec.Expect(Task1.GetName(), EnterStateStr));
AITEST_FALSE(TEXT("StateTree Task1 should not tick"), Exec.Expect(Task1.GetName(), TickStr));
Exec.LogClear();
Status = Exec.Tick(0.1f);
AITEST_TRUE(TEXT("StateTree Task1 should tick, and exit state"), Exec.Expect(Task1.GetName(), TickStr).Then(Task1.GetName(), ExitStateStr));
AITEST_TRUE(TEXT("StateTree Task2 should enter state"), Exec.Expect(Task2.GetName(), EnterStateStr));
AITEST_FALSE(TEXT("StateTree Task2 should not tick"), Exec.Expect(Task2.GetName(), TickStr));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
Status = Exec.Tick(0.1f);
AITEST_TRUE(TEXT("StateTree Task2 should tick, and exit state"), Exec.Expect(Task2.GetName(), TickStr).Then(Task2.GetName(), ExitStateStr));
AITEST_FALSE(TEXT("StateTree Task1 should not tick"), Exec.Expect(Task1.GetName(), TickStr));
AITEST_TRUE(TEXT("StateTree should be completed"), Status == EStateTreeRunStatus::Succeeded);
Exec.LogClear();
Status = Exec.Tick(0.1f);
AITEST_FALSE(TEXT("StateTree Task1 should not tick"), Exec.Expect(Task1.GetName(), TickStr));
AITEST_FALSE(TEXT("StateTree Task2 should not tick"), Exec.Expect(Task2.GetName(), TickStr));
Exec.LogClear();
Exec.Stop();
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_Sequence, "System.StateTree.Sequence");
struct FStateTreeTest_Select : FStateTreeTestBase
{
virtual bool InstantTest() override
{
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root")));
UStateTreeState& State1 = Root.AddChildState(FName(TEXT("State1")));
UStateTreeState& State1A = State1.AddChildState(FName(TEXT("State1A")));
auto& TaskRoot = Root.AddTask<FTestTask_Stand>(FName(TEXT("TaskRoot")));
TaskRoot.GetNode().TicksToCompletion = 3; // let Task1A to complete first
auto& Task1 = State1.AddTask<FTestTask_Stand>(FName(TEXT("Task1")));
Task1.GetNode().TicksToCompletion = 3; // let Task1A to complete first
auto& Task1A = State1A.AddTask<FTestTask_Stand>(FName(TEXT("Task1A")));
Task1A.GetNode().TicksToCompletion = 2;
State1A.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &State1);
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
const TCHAR* TickStr(TEXT("Tick"));
const TCHAR* EnterStateStr(TEXT("EnterState"));
const TCHAR* ExitStateStr(TEXT("ExitState"));
// Start and enter state
Status = Exec.Start();
AITEST_TRUE(TEXT("StateTree TaskRoot should enter state"), Exec.Expect(TaskRoot.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree Task1 should enter state"), Exec.Expect(Task1.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree Task1A should enter state"), Exec.Expect(Task1A.GetName(), EnterStateStr));
AITEST_FALSE(TEXT("StateTree TaskRoot should not tick"), Exec.Expect(TaskRoot.GetName(), TickStr));
AITEST_FALSE(TEXT("StateTree Task1 should not tick"), Exec.Expect(Task1.GetName(), TickStr));
AITEST_FALSE(TEXT("StateTree Task1A should not tick"), Exec.Expect(Task1A.GetName(), TickStr));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
// Regular tick, no state selection at all.
Status = Exec.Tick(0.1f);
AITEST_TRUE(TEXT("StateTree tasks should update in order"), Exec.Expect(TaskRoot.GetName(), TickStr).Then(Task1.GetName(), TickStr).Then(Task1A.GetName(), TickStr));
AITEST_FALSE(TEXT("StateTree TaskRoot should not EnterState"), Exec.Expect(TaskRoot.GetName(), EnterStateStr));
AITEST_FALSE(TEXT("StateTree Task1 should not EnterState"), Exec.Expect(Task1.GetName(), EnterStateStr));
AITEST_FALSE(TEXT("StateTree Task1A should not EnterState"), Exec.Expect(Task1A.GetName(), EnterStateStr));
AITEST_FALSE(TEXT("StateTree TaskRoot should not ExitState"), Exec.Expect(TaskRoot.GetName(), ExitStateStr));
AITEST_FALSE(TEXT("StateTree Task1 should not ExitState"), Exec.Expect(Task1.GetName(), ExitStateStr));
AITEST_FALSE(TEXT("StateTree Task1A should not ExitState"), Exec.Expect(Task1A.GetName(), ExitStateStr));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
// Partial reselect, Root should not get EnterState
Status = Exec.Tick(0.1f);
AITEST_FALSE(TEXT("StateTree TaskRoot should not enter state"), Exec.Expect(TaskRoot.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree Task1 should tick, exit state, and enter state"), Exec.Expect(Task1.GetName(), TickStr).Then(Task1.GetName(), ExitStateStr).Then(Task1.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree Task1A should tick, exit state, and enter state"), Exec.Expect(Task1A.GetName(), TickStr).Then(Task1A.GetName(), ExitStateStr).Then(Task1A.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
Exec.Stop();
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_Select, "System.StateTree.Select");
struct FStateTreeTest_FailEnterState : FStateTreeTestBase
{
virtual bool InstantTest() override
{
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root")));
UStateTreeState& State1 = Root.AddChildState(FName(TEXT("State1")));
UStateTreeState& State1A = State1.AddChildState(FName(TEXT("State1A")));
auto& TaskRoot = Root.AddTask<FTestTask_Stand>(FName(TEXT("TaskRoot")));
auto& Task1 = State1.AddTask<FTestTask_Stand>(FName(TEXT("Task1")));
auto& Task2 = State1.AddTask<FTestTask_Stand>(FName(TEXT("Task2")));
Task2.GetNode().EnterStateResult = EStateTreeRunStatus::Failed;
auto& Task3 = State1.AddTask<FTestTask_Stand>(FName(TEXT("Task3")));
auto& Task1A = State1A.AddTask<FTestTask_Stand>(FName(TEXT("Task1A")));
State1A.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &State1);
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
const TCHAR* TickStr(TEXT("Tick"));
const TCHAR* EnterStateStr(TEXT("EnterState"));
const TCHAR* ExitStateStr(TEXT("ExitState"));
const TCHAR* StateCompletedStr(TEXT("StateCompleted"));
// Start and enter state
Status = Exec.Start();
AITEST_TRUE(TEXT("StateTree TaskRoot should enter state"), Exec.Expect(TaskRoot.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree Task1 should enter state"), Exec.Expect(Task1.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree Task2 should enter state"), Exec.Expect(Task2.GetName(), EnterStateStr));
AITEST_FALSE(TEXT("StateTree Task3 should not enter state"), Exec.Expect(Task3.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree Should execute StateCompleted in reverse order"), Exec.Expect(Task2.GetName(), StateCompletedStr).Then(Task1.GetName(), StateCompletedStr).Then(TaskRoot.GetName(), StateCompletedStr));
AITEST_FALSE(TEXT("StateTree Task3 should not state complete"), Exec.Expect(Task3.GetName(), StateCompletedStr));
AITEST_TRUE(TEXT("StateTree exec status should be failed"), Exec.GetLastTickStatus() == EStateTreeRunStatus::Failed);
Exec.LogClear();
// Stop and exit state
Status = Exec.Stop();
AITEST_TRUE(TEXT("StateTree TaskRoot should exit state"), Exec.Expect(TaskRoot.GetName(), ExitStateStr));
AITEST_TRUE(TEXT("StateTree Task1 should exit state"), Exec.Expect(Task1.GetName(), ExitStateStr));
AITEST_TRUE(TEXT("StateTree Task2 should exit state"), Exec.Expect(Task2.GetName(), ExitStateStr));
AITEST_FALSE(TEXT("StateTree Task3 should not exit state"), Exec.Expect(Task3.GetName(), ExitStateStr));
AITEST_TRUE(TEXT("StateTree status should be stopped"), Status == EStateTreeRunStatus::Stopped);
Exec.LogClear();
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_FailEnterState, "System.StateTree.FailEnterState");
struct FStateTreeTest_Restart : FStateTreeTestBase
{
virtual bool InstantTest() override
{
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root")));
UStateTreeState& State1 = Root.AddChildState(FName(TEXT("State1")));
auto& Task1 = State1.AddTask<FTestTask_Stand>(FName(TEXT("Task1")));
Task1.GetNode().TicksToCompletion = 2;
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE("StateTree should get compiled", bResult);
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE("StateTree should init", bInitSucceeded);
const TCHAR* TickStr(TEXT("Tick"));
const TCHAR* EnterStateStr(TEXT("EnterState"));
const TCHAR* ExitStateStr(TEXT("ExitState"));
const TCHAR* StateCompletedStr(TEXT("StateCompleted"));
// Start and enter state
Status = Exec.Start();
AITEST_TRUE(TEXT("StateTree Task1 should enter state"), Exec.Expect(Task1.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree exec status should be running"), Exec.GetLastTickStatus() == EStateTreeRunStatus::Running);
Exec.LogClear();
// Tick
Status = Exec.Tick(0.1f);
AITEST_TRUE(TEXT("StateTree exec status should be running"), Exec.GetLastTickStatus() == EStateTreeRunStatus::Running);
Exec.LogClear();
// Call Start again, should stop and start the tree.
Status = Exec.Start();
AITEST_TRUE(TEXT("StateTree Task1 should exit state"), Exec.Expect(Task1.GetName(), ExitStateStr));
AITEST_TRUE(TEXT("StateTree Task1 should enter state"), Exec.Expect(Task1.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree exec status should be running"), Exec.GetLastTickStatus() == EStateTreeRunStatus::Running);
Exec.LogClear();
Exec.Stop();
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_Restart, "System.StateTree.Restart");
struct FStateTreeTest_SubTree_ActiveTasks : FStateTreeTestBase
{
virtual bool InstantTest() override
{
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root")));
UStateTreeState& State1 = Root.AddChildState(FName(TEXT("State1")), EStateTreeStateType::Linked);
UStateTreeState& State2 = Root.AddChildState(FName(TEXT("State2")));
UStateTreeState& State3 = Root.AddChildState(FName(TEXT("State3")), EStateTreeStateType::Subtree);
UStateTreeState& State3A = State3.AddChildState(FName(TEXT("State3A")));
UStateTreeState& State3B = State3.AddChildState(FName(TEXT("State3B")));
State1.SetLinkedState(State3.GetLinkToState());
State1.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &State2);
auto& Task2 = State2.AddTask<FTestTask_Stand>(FName(TEXT("Task2")));
State2.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::Succeeded);
auto& Task3A = State3A.AddTask<FTestTask_Stand>(FName(TEXT("Task3A")));
State3A.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &State3B);
auto& Task3B = State3B.AddTask<FTestTask_Stand>(FName(TEXT("Task3B")));
State3B.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::Succeeded);
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
const TCHAR* TickStr(TEXT("Tick"));
const TCHAR* EnterStateStr(TEXT("EnterState"));
const TCHAR* ExitStateStr(TEXT("ExitState"));
const TCHAR* StateCompletedStr(TEXT("StateCompleted"));
// Start and enter state
Status = Exec.Start();
AITEST_TRUE(TEXT("StateTree Active States should be in Root/State1/State3/State3A"), Exec.ExpectInActiveStates(Root.Name, State1.Name, State3.Name, State3A.Name));
AITEST_FALSE(TEXT("StateTree Task2 should not enter state"), Exec.Expect(Task2.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree Task3A should enter state"), Exec.Expect(Task3A.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
// Transition within subtree
Status = Exec.Tick(0.1f);
AITEST_TRUE(TEXT("StateTree Active States should be in Root/State1/State3/State3B"), Exec.ExpectInActiveStates(Root.Name, State1.Name, State3.Name, State3B.Name));
AITEST_TRUE(TEXT("StateTree Task3B should enter state"), Exec.Expect(Task3B.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
// Complete subtree
Status = Exec.Tick(0.1f);
AITEST_TRUE(TEXT("StateTree Active States should be in Root/State2"), Exec.ExpectInActiveStates(Root.Name, State2.Name));
AITEST_TRUE(TEXT("StateTree Task2 should enter state"), Exec.Expect(Task2.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
// Complete the whole tree
Status = Exec.Tick(0.1f);
AITEST_TRUE(TEXT("StateTree should complete in succeeded"), Status == EStateTreeRunStatus::Succeeded);
Exec.LogClear();
Exec.Stop();
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_SubTree_ActiveTasks, "System.StateTree.SubTree.ActiveTasks");
struct FStateTreeTest_SubTree_NoActiveTasks : FStateTreeTestBase
{
virtual bool InstantTest() override
{
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
/*
- RootA
- StateA : SubTree -> StateB
- StateB
- RootB -> StateB
- SubTree[DisabledTask] -> StateB
- StateC -> RootB
*/
UStateTreeState& RootA = EditorData.AddSubTree(FName(TEXT("RootA")));
UStateTreeState& StateA = RootA.AddChildState(FName(TEXT("StateA")));
UStateTreeState& StateB = RootA.AddChildState(FName(TEXT("StateB")));
UStateTreeState& RootB = EditorData.AddSubTree(FName(TEXT("RootB")));
UStateTreeState& SubTree = EditorData.AddSubTree(FName(TEXT("SubTree")));
UStateTreeState& StateC = SubTree.AddChildState(FName(TEXT("StateC")));
SubTree.Type = EStateTreeStateType::Subtree;
StateA.Type = EStateTreeStateType::Linked;
StateA.SetLinkedState(SubTree.GetLinkToState());
StateA.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &StateB);
RootB.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &StateB);
SubTree.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &StateB);
StateC.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &RootB);
auto& TaskNode = SubTree.AddTask<FTestTask_Stand>(FName(TEXT("DisabledTask")));
TaskNode.GetNode().bTaskEnabled = false;
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
// Start and enter state
Status = Exec.Start();
AITEST_TRUE(TEXT("StateTree Active States should be in RootA/StateA/SubTree/StateC"),
Exec.ExpectInActiveStates(RootA.Name, StateA.Name, SubTree.Name, StateC.Name));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
// Transition from the subtree frame. The parent frame and the disabled task should be ignored.
Status = Exec.Tick(0.1f);
AITEST_TRUE(TEXT("StateTree Active States should be in RootB"),
Exec.ExpectInActiveStates(RootB.Name));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
Status = Exec.Tick(0.1f);
AITEST_TRUE(TEXT("StateTree Active States should be in RootA/StateB"),
Exec.ExpectInActiveStates(RootA.Name, StateB.Name));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
Status = Exec.Tick(0.1f);
AITEST_TRUE(TEXT("StateTree Active States should be in RootA/StateA/SubTree/StateC"),
Exec.ExpectInActiveStates(RootA.Name, StateA.Name, SubTree.Name, StateC.Name));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
Exec.Stop();
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_SubTree_NoActiveTasks, "System.StateTree.SubTree.NoActiveTasks");
struct FStateTreeTest_SubTree_Condition : FStateTreeTestBase
{
virtual bool InstantTest() override
{
/*
- Root
- Linked : Subtree -> Root
- SubTree : Task1
- ? State1 : Task2 -> Succeeded // condition linked to Task1
- State2 : Task3
*/
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root")));
UStateTreeState& Linked = Root.AddChildState(FName(TEXT("Linked")), EStateTreeStateType::Linked);
UStateTreeState& SubTree = Root.AddChildState(FName(TEXT("SubTree")), EStateTreeStateType::Subtree);
UStateTreeState& State1 = SubTree.AddChildState(FName(TEXT("State1")));
UStateTreeState& State2 = SubTree.AddChildState(FName(TEXT("State2")));
Linked.SetLinkedState(SubTree.GetLinkToState());
Linked.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &Linked);
// SubTask should not complete during the test.
TStateTreeEditorNode<FTestTask_Stand>& SubTask = SubTree.AddTask<FTestTask_Stand>(FName(TEXT("SubTask")));
SubTask.GetNode().TicksToCompletion = 100;
TStateTreeEditorNode<FTestTask_Stand>& Task1 = State1.AddTask<FTestTask_Stand>(FName(TEXT("Task1")));
Task1.GetNode().TicksToCompletion = 1;
TStateTreeEditorNode<FTestTask_Stand>& Task2 = State2.AddTask<FTestTask_Stand>(FName(TEXT("Task2")));
Task2.GetNode().TicksToCompletion = 1;
// Allow to enter State1 if Task1 instance data TicksToCompletion > 0.
TStateTreeEditorNode<FStateTreeCompareIntCondition>& IntCond1 = State1.AddEnterCondition<FStateTreeCompareIntCondition>(EGenericAICheck::Greater);
EditorData.AddPropertyBinding(SubTask, TEXT("CurrentTick"), IntCond1, TEXT("Left"));
IntCond1.GetInstanceData().Right = 0;
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE("StateTree should get compiled", bResult);
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
const TCHAR* TickStr(TEXT("Tick"));
const TCHAR* EnterStateStr(TEXT("EnterState"));
const TCHAR* ExitStateStr(TEXT("ExitState"));
const TCHAR* StateCompletedStr(TEXT("StateCompleted"));
// Start and enter state
Status = Exec.Start();
AITEST_TRUE(TEXT("StateTree Active States should be in Root/Linked/SubTree/State2"), Exec.ExpectInActiveStates(Root.Name, Linked.Name, SubTree.Name, State2.Name));
AITEST_FALSE(TEXT("StateTree State1 should not be active"), Exec.ExpectInActiveStates(State1.Name)); // Enter condition should prevent to enter State1
AITEST_TRUE(TEXT("StateTree SubTask should enter state"), Exec.Expect(SubTask.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree Task2 should enter state"), Exec.Expect(Task2.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
// Task1 completes, and we should enter State1 since the enter condition now passes.
Status = Exec.Tick(0.1f);
AITEST_TRUE(TEXT("StateTree Active States should be in Root/Linked/SubTree/State1"), Exec.ExpectInActiveStates(Root.Name, Linked.Name, SubTree.Name, State1.Name));
AITEST_FALSE(TEXT("StateTree State2 should not be active"), Exec.ExpectInActiveStates(State2.Name));
AITEST_TRUE(TEXT("StateTree Task1 should enter state"), Exec.Expect(Task1.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
Exec.Stop();
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_SubTree_Condition, "System.StateTree.SubTree.Condition");
struct FStateTreeTest_SubTree_CascadedSucceeded : FStateTreeTestBase
{
virtual bool InstantTest() override
{
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
// - Root [TaskA]
// - LinkedState>SubTreeState -> (F)Failed
// - SubTreeState [TaskB]
// - SubLinkedState>SubSubTreeState -> (S)Failed
// - SubSubTreeState
// - SubSubLeaf [TaskC] -> (S)Succeeded
UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root")));
UStateTreeState& LinkedState = Root.AddChildState(FName(TEXT("Linked")), EStateTreeStateType::Linked);
UStateTreeState& SubTreeState = Root.AddChildState(FName(TEXT("SubTreeState")), EStateTreeStateType::Subtree);
UStateTreeState& SubLinkedState = SubTreeState.AddChildState(FName(TEXT("SubLinkedState")), EStateTreeStateType::Linked);
UStateTreeState& SubSubTreeState = Root.AddChildState(FName(TEXT("SubSubTreeState")), EStateTreeStateType::Subtree);
UStateTreeState& SubSubLeaf = SubSubTreeState.AddChildState(FName(TEXT("SubSubLeaf")));
LinkedState.SetLinkedState(SubTreeState.GetLinkToState());
SubLinkedState.SetLinkedState(SubSubTreeState.GetLinkToState());
LinkedState.AddTransition(EStateTreeTransitionTrigger::OnStateFailed, EStateTreeTransitionType::Failed);
SubLinkedState.AddTransition(EStateTreeTransitionTrigger::OnStateSucceeded, EStateTreeTransitionType::Failed);
SubSubLeaf.AddTransition(EStateTreeTransitionTrigger::OnStateSucceeded, EStateTreeTransitionType::Succeeded);
TStateTreeEditorNode<FTestTask_Stand>& TaskA = Root.AddTask<FTestTask_Stand>(FName(TEXT("TaskA")));
TStateTreeEditorNode<FTestTask_Stand>& TaskB = SubTreeState.AddTask<FTestTask_Stand>(FName(TEXT("TaskB")));
TStateTreeEditorNode<FTestTask_Stand>& TaskC = SubSubLeaf.AddTask<FTestTask_Stand>(FName(TEXT("TaskC")));
TaskA.GetNode().TicksToCompletion = 2;
TaskB.GetNode().TicksToCompletion = 2;
TaskC.GetNode().TicksToCompletion = 1; // The deepest task completes first.
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
const TCHAR* TickStr(TEXT("Tick"));
const TCHAR* EnterStateStr(TEXT("EnterState"));
const TCHAR* ExitStateStr(TEXT("ExitState"));
const TCHAR* StateCompletedStr(TEXT("StateCompleted"));
// Start and enter state
Status = Exec.Start();
AITEST_TRUE(TEXT("StateTree Active States should be in Root/Linked/SubTreeState"), Exec.ExpectInActiveStates(Root.Name, LinkedState.Name, SubTreeState.Name, SubLinkedState.Name, SubSubTreeState.Name, SubSubLeaf.Name));
AITEST_TRUE(TEXT("TaskA,B,C should enter state"), Exec.Expect(TaskA.GetName(), EnterStateStr).Then(TaskB.GetName(), EnterStateStr).Then(TaskC.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
// Subtrees completes, and it completes the whole tree too.
// There's no good way to observe this externally. We switch the return along the way to make sure the transition does not happen directly from the leaf to failed.
Status = Exec.Tick(0.1f);
AITEST_TRUE(TEXT("StateTree should be Failed"), Status == EStateTreeRunStatus::Failed);
Exec.LogClear();
Exec.Stop();
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_SubTree_CascadedSucceeded, "System.StateTree.SubTree.CascadedSucceeded");
struct FStateTreeTest_SharedInstanceData : FStateTreeTestBase
{
virtual bool InstantTest() override
{
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root")));
auto& IntCond = Root.AddEnterCondition<FStateTreeTestCondition>();
IntCond.GetInstanceData().Count = 1;
auto& Task = Root.AddTask<FTestTask_Stand>(FName(TEXT("Task")));
Task.GetNode().TicksToCompletion = 2;
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
// Init, nothing should access the shared data.
constexpr int32 NumConcurrent = 100;
UE_AUTORTFM_OPEN
{
FStateTreeTestConditionInstanceData::GlobalCounter = 0;
};
bool bInitSucceeded = true;
TArray<FStateTreeInstanceData> InstanceDatas;
InstanceDatas.SetNum(NumConcurrent);
for (int32 Index = 0; Index < NumConcurrent; Index++)
{
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceDatas[Index]);
bInitSucceeded &= Exec.IsValid();
}
AITEST_TRUE(TEXT("All StateTree contexts should init"), bInitSucceeded);
int32 GlobalCounterValue;
UE_AUTORTFM_OPEN
{
GlobalCounterValue = FStateTreeTestConditionInstanceData::GlobalCounter;
};
AITEST_EQUAL(TEXT("Test condition global counter should be 0"), GlobalCounterValue, 0);
// Start in parallel
// This should create shared data per thread.
// We expect that ParallelForWithTaskContext() creates a context per thread.
TArray<FStateTreeTestRunContext> RunContexts;
ParallelForWithTaskContext(
RunContexts,
InstanceDatas.Num(),
[&InstanceDatas, &StateTree](FStateTreeTestRunContext& RunContext, int32 Index)
{
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceDatas[Index]);
const EStateTreeRunStatus Status = Exec.Start();
if (Status == EStateTreeRunStatus::Running)
{
RunContext.Count++;
}
}
);
int32 StartTotalRunning = 0;
for (FStateTreeTestRunContext RunContext : RunContexts)
{
StartTotalRunning += RunContext.Count;
}
AITEST_EQUAL(TEXT("All StateTree contexts should be running after Start"), StartTotalRunning, NumConcurrent);
UE_AUTORTFM_OPEN
{
GlobalCounterValue = FStateTreeTestConditionInstanceData::GlobalCounter;
};
AITEST_EQUAL(TEXT("Test condition global counter should equal context count after Start"), GlobalCounterValue, InstanceDatas.Num());
// Tick in parallel
// This should not recreate the data, so FStateTreeTestConditionInstanceData::GlobalCounter should stay as is.
for (FStateTreeTestRunContext RunContext : RunContexts)
{
RunContext.Count = 0;
}
ParallelForWithTaskContext(
RunContexts,
InstanceDatas.Num(),
[&InstanceDatas, &StateTree](FStateTreeTestRunContext& RunContext, int32 Index)
{
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceDatas[Index]);
const EStateTreeRunStatus Status = Exec.Tick(0.1f);
if (Status == EStateTreeRunStatus::Running)
{
RunContext.Count++;
}
}
);
int32 TickTotalRunning = 0;
for (FStateTreeTestRunContext RunContext : RunContexts)
{
TickTotalRunning += RunContext.Count;
}
AITEST_EQUAL(TEXT("All StateTree contexts should be running after Tick"), TickTotalRunning, NumConcurrent);
UE_AUTORTFM_OPEN
{
GlobalCounterValue = FStateTreeTestConditionInstanceData::GlobalCounter;
};
AITEST_EQUAL(TEXT("Test condition global counter should equal context count after Tick"), GlobalCounterValue, InstanceDatas.Num());
ParallelForWithTaskContext(
RunContexts,
InstanceDatas.Num(),
[&InstanceDatas, &StateTree](FStateTreeTestRunContext& RunContext, int32 Index)
{
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceDatas[Index]);
Exec.Stop();
}
);
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_SharedInstanceData, "System.StateTree.SharedInstanceData");
struct FStateTreeTest_LastConditionWithIndent : FStateTreeTestBase
{
virtual bool InstantTest() override
{
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root")));
UStateTreeState& State1 = Root.AddChildState(FName(TEXT("State1")));
auto& Task1 = State1.AddTask<FTestTask_Stand>(FName(TEXT("Task1")));
State1.AddEnterCondition<FStateTreeTestCondition>();
auto& LastCondition = State1.AddEnterCondition<FStateTreeTestCondition>();
// Last condition has Indent
LastCondition.ExpressionIndent = 1;
State1.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::Succeeded);
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
const TCHAR* TickStr(TEXT("Tick"));
const TCHAR* EnterStateStr(TEXT("EnterState"));
const TCHAR* ExitStateStr(TEXT("ExitState"));
Status = Exec.Start();
AITEST_TRUE(TEXT("StateTree Task1 should enter state"), Exec.Expect(Task1.GetName(), EnterStateStr));
AITEST_FALSE(TEXT("StateTree Task1 should not tick"), Exec.Expect(Task1.GetName(), TickStr));
Exec.LogClear();
Status = Exec.Tick(0.1f);
AITEST_TRUE(TEXT("StateTree Task1 should tick, and exit state"), Exec.Expect(Task1.GetName(), TickStr).Then(Task1.GetName(), ExitStateStr));
AITEST_TRUE(TEXT("StateTree should be completed"), Status == EStateTreeRunStatus::Succeeded);
Exec.LogClear();
Status = Exec.Tick(0.1f);
AITEST_FALSE(TEXT("StateTree Task1 should not tick"), Exec.Expect(Task1.GetName(), TickStr));
Exec.LogClear();
Exec.Stop();
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_LastConditionWithIndent, "System.StateTree.LastConditionWithIndent");
struct FStateTreeTest_StateRequiringEvent : FStateTreeTestBase
{
virtual bool InstantTest() override
{
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root")));
FGameplayTag ValidTag = GetTestTag1();
FGameplayTag InvalidTag = GetTestTag2();
using FValidPayload = FStateTreeTest_PropertyStructA;
using FInvalidPayload = FStateTreeTest_PropertyStructB;
// This state shouldn't be selected as it requires different tag.
UStateTreeState& StateA = Root.AddChildState(FName(TEXT("A")));
StateA.bHasRequiredEventToEnter = true;
StateA.RequiredEventToEnter.Tag = InvalidTag;
auto& TaskA = StateA.AddTask<FTestTask_Stand>(FName(TEXT("TaskA")));
// This state shouldn't be selected as it requires different payload.
UStateTreeState& StateB = Root.AddChildState(FName(TEXT("B")));
StateB.bHasRequiredEventToEnter = true;
StateB.RequiredEventToEnter.PayloadStruct = FInvalidPayload::StaticStruct();
auto& TaskB = StateB.AddTask<FTestTask_Stand>(FName(TEXT("TaskB")));
// This state shouldn't be selected as it requires the same tag, but different payload.
UStateTreeState& StateC = Root.AddChildState(FName(TEXT("C")));
StateC.bHasRequiredEventToEnter = true;
StateC.RequiredEventToEnter.Tag = ValidTag;
StateC.RequiredEventToEnter.PayloadStruct = FInvalidPayload::StaticStruct();
auto& TaskC = StateC.AddTask<FTestTask_Stand>(FName(TEXT("TaskC")));
// This state shouldn't be selected as it requires the same payload, but different tag.
UStateTreeState& StateD = Root.AddChildState(FName(TEXT("D")));
StateD.bHasRequiredEventToEnter = true;
StateD.RequiredEventToEnter.Tag = InvalidTag;
StateD.RequiredEventToEnter.PayloadStruct = FValidPayload::StaticStruct();
auto& TaskD = StateD.AddTask<FTestTask_Stand>(FName(TEXT("TaskD")));
// This state should be selected as the arrived event matches the requirement.
UStateTreeState& StateE = Root.AddChildState(FName(TEXT("E")));
StateE.bHasRequiredEventToEnter = true;
StateE.RequiredEventToEnter.Tag = ValidTag;
StateE.RequiredEventToEnter.PayloadStruct = FValidPayload::StaticStruct();
auto& TaskE = StateE.AddTask<FTestTask_Stand>(FName(TEXT("TaskE")));
// This state should be selected only initially when there's not event in the queue.
UStateTreeState& StateInitial = Root.AddChildState(FName(TEXT("Initial")));
auto& TaskInitial = StateInitial.AddTask<FTestTask_Stand>(FName(TEXT("TaskInitial")));
StateInitial.AddTransition(EStateTreeTransitionTrigger::OnEvent, ValidTag, EStateTreeTransitionType::GotoState, &Root);
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
const TCHAR* EnterStateStr(TEXT("EnterState"));
auto Test=[&](FTestStateTreeExecutionContext& Exec)
{
AITEST_FALSE(TEXT("StateTree TaskA should not enter state"), Exec.Expect(TaskA.GetName(), EnterStateStr));
AITEST_FALSE(TEXT("StateTree TaskB should not enter state"), Exec.Expect(TaskB.GetName(), EnterStateStr));
AITEST_FALSE(TEXT("StateTree TaskC should not enter state"), Exec.Expect(TaskC.GetName(), EnterStateStr));
AITEST_FALSE(TEXT("StateTree TaskD should not enter state"), Exec.Expect(TaskD.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree TaskE should enter state"), Exec.Expect(TaskE.GetName(), EnterStateStr));
return true;
};
{
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE("StateTree should init", bInitSucceeded);
Status = Exec.Start();
AITEST_TRUE(TEXT("StateTree TaskInitial should enter state"), Exec.Expect(TaskInitial.GetName(), EnterStateStr));
Exec.LogClear();
Exec.SendEvent(ValidTag, FConstStructView::Make(FValidPayload()));
Status = Exec.Tick(0.1f);
if (!Test(Exec))
{
return false;
}
Exec.LogClear();
Exec.Stop();
}
// Same test but event sent with weak context while the FTestStateTreeExecutionContext still exist
{
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
Status = Exec.Start();
AITEST_TRUE(TEXT("StateTree TaskInitial should enter state"), Exec.Expect(TaskInitial.GetName(), EnterStateStr));
Exec.LogClear();
FStateTreeWeakExecutionContext WeakExec = Exec.MakeWeakExecutionContext();
WeakExec.SendEvent(ValidTag, FConstStructView::Make(FValidPayload()));
Status = Exec.Tick(0.1f);
if (!Test(Exec))
{
return false;
}
Exec.LogClear();
Exec.Stop();
}
// Same test but event sent with weak context
{
FStateTreeWeakExecutionContext WeakExec;
{
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
Status = Exec.Start();
AITEST_TRUE(TEXT("StateTree TaskInitial should enter state"), Exec.Expect(TaskInitial.GetName(), EnterStateStr));
Exec.LogClear();
WeakExec = Exec.MakeWeakExecutionContext();
}
{
WeakExec.SendEvent(ValidTag, FConstStructView::Make(FValidPayload()));
}
{
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
Status = Exec.Tick(0.1f);
if (!Test(Exec))
{
return false;
}
Exec.LogClear();
Exec.Stop();
}
}
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_StateRequiringEvent, "System.StateTree.StateRequiringEvent");
//
// The stop tests test how the combinations of execution path to stop the tree are reported on ExitState() transition.
//
struct FStateTreeTest_Stop : FStateTreeTestBase
{
UStateTree& SetupTree()
{
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root")));
UStateTreeState& StateA = Root.AddChildState(FName(TEXT("A")));
TStateTreeEditorNode<FTestTask_Stand>& TaskA = StateA.AddTask<FTestTask_Stand>(TaskAName);
TStateTreeEditorNode<FTestTask_Stand>& GlobalTask = EditorData.AddGlobalTask<FTestTask_Stand>(GlobalTaskName);
// Transition success
StateA.AddTransition(EStateTreeTransitionTrigger::OnStateSucceeded, EStateTreeTransitionType::Succeeded);
StateA.AddTransition(EStateTreeTransitionTrigger::OnStateFailed, EStateTreeTransitionType::Failed);
GlobalTask.GetNode().TicksToCompletion = GlobalTaskTicks;
GlobalTask.GetNode().TickCompletionResult = GlobalTaskStatus;
GlobalTask.GetNode().EnterStateResult = GlobalTaskEnterStatus;
TaskA.GetNode().TicksToCompletion = NormalTaskTicks;
TaskA.GetNode().TickCompletionResult = NormalTaskStatus;
TaskA.GetNode().EnterStateResult = NormalTaskEnterStatus;
return StateTree;
}
virtual bool InstantTest() override
{
UStateTree& StateTree = SetupTree();
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
const TCHAR* TickStr(TEXT("Tick"));
const TCHAR* EnterStateStr(TEXT("EnterState"));
const TCHAR* ExitStateStr(TEXT("ExitState"));
Status = Exec.Start();
AITEST_EQUAL(TEXT("Start should be running"), Status, EStateTreeRunStatus::Running);
AITEST_TRUE(TEXT("StateTree GlobalTask should enter state"), Exec.Expect(GlobalTaskName, EnterStateStr));
AITEST_TRUE(TEXT("StateTree TaskA should enter state"), Exec.Expect(TaskAName, EnterStateStr));
Exec.LogClear();
Status = Exec.Tick(0.1f);
AITEST_EQUAL(TEXT("Tree should end expectedly"), Status, ExpectedStatusAfterTick);
AITEST_TRUE(TEXT("StateTree GlobalTask should get exit state expectedly"), Exec.Expect(GlobalTaskName, ExpectedExitStatusStr));
AITEST_TRUE(TEXT("StateTree TaskA should get exit state expectedly"), Exec.Expect(TaskAName, ExpectedExitStatusStr));
Exec.LogClear();
Exec.Stop();
return true;
}
protected:
const FName GlobalTaskName = FName(TEXT("GlobalTask"));
const FName TaskAName = FName(TEXT("TaskA"));
EStateTreeRunStatus NormalTaskStatus = EStateTreeRunStatus::Succeeded;
EStateTreeRunStatus NormalTaskEnterStatus = EStateTreeRunStatus::Running;
int32 NormalTaskTicks = 1;
EStateTreeRunStatus GlobalTaskStatus = EStateTreeRunStatus::Succeeded;
EStateTreeRunStatus GlobalTaskEnterStatus = EStateTreeRunStatus::Running;
int32 GlobalTaskTicks = 1;
EStateTreeRunStatus ExpectedStatusAfterTick = EStateTreeRunStatus::Succeeded;
FString ExpectedExitStatusStr = TEXT("ExitSucceeded");
};
struct FStateTreeTest_Stop_NormalSucceeded : FStateTreeTest_Stop
{
virtual bool SetUp() override
{
// Normal task completes as succeeded.
NormalTaskStatus = EStateTreeRunStatus::Succeeded;
NormalTaskTicks = 1;
// Global task completes later
GlobalTaskTicks = 2;
// Tree should complete as succeeded.
ExpectedStatusAfterTick = EStateTreeRunStatus::Succeeded;
// Tasks should have Transition.CurrentRunStatus as succeeded
ExpectedExitStatusStr = TEXT("ExitSucceeded");
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_Stop_NormalSucceeded, "System.StateTree.Stop.NormalSucceeded");
struct FStateTreeTest_Stop_NormalFailed : FStateTreeTest_Stop
{
virtual bool SetUp() override
{
// Normal task completes as failed.
NormalTaskStatus = EStateTreeRunStatus::Failed;
NormalTaskTicks = 1;
// Global task completes later.
GlobalTaskTicks = 2;
// Tree should complete as failed.
ExpectedStatusAfterTick = EStateTreeRunStatus::Failed;
// Tasks should have Transition.CurrentRunStatus as failed.
ExpectedExitStatusStr = TEXT("ExitFailed");
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_Stop_NormalFailed, "System.StateTree.Stop.NormalFailed");
struct FStateTreeTest_Stop_GlobalSucceeded : FStateTreeTest_Stop
{
virtual bool SetUp() override
{
// Normal task completes later.
NormalTaskTicks = 2;
// Global task completes as succeeded.
GlobalTaskStatus = EStateTreeRunStatus::Succeeded;
GlobalTaskTicks = 1;
// Tree should complete as succeeded.
ExpectedStatusAfterTick = EStateTreeRunStatus::Succeeded;
// Tasks should have Transition.CurrentRunStatus as succeeded.
ExpectedExitStatusStr = TEXT("ExitSucceeded");
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_Stop_GlobalSucceeded, "System.StateTree.Stop.GlobalSucceeded");
struct FStateTreeTest_Stop_GlobalFailed : FStateTreeTest_Stop
{
virtual bool SetUp() override
{
// Normal task completes later
NormalTaskTicks = 2;
// Global task completes as failed.
GlobalTaskStatus = EStateTreeRunStatus::Failed;
GlobalTaskTicks = 1;
// Tree should complete as failed.
ExpectedStatusAfterTick = EStateTreeRunStatus::Failed;
// Tasks should have Transition.CurrentRunStatus as failed.
ExpectedExitStatusStr = TEXT("ExitFailed");
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_Stop_GlobalFailed, "System.StateTree.Stop.GlobalFailed");
//
// Tests combinations of completing the tree on EnterState.
//
struct FStateTreeTest_StopEnterNormal : FStateTreeTest_Stop
{
virtual bool InstantTest() override
{
UStateTree& StateTree = SetupTree();
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
const TCHAR* TickStr(TEXT("Tick"));
const TCHAR* EnterStateStr(TEXT("EnterState"));
const TCHAR* ExitStateStr(TEXT("ExitState"));
// If a normal task fails at start, the last tick status will be failed, but transition handling (and final execution status) will take place next tick.
Status = Exec.Start();
AITEST_EQUAL(TEXT("Tree should be running after start"), Status, EStateTreeRunStatus::Running);
AITEST_EQUAL(TEXT("Last execution status should be expected value"), Exec.GetLastTickStatus(), ExpectedStatusAfterStart);
// Handles any transitions from failed transition
Status = Exec.Tick(0.1f);
AITEST_EQUAL(TEXT("Start should be expected value"), Status, ExpectedStatusAfterStart);
AITEST_TRUE(TEXT("StateTree GlobalTask should get exit state expectedly"), Exec.Expect(GlobalTaskName, ExpectedExitStatusStr));
AITEST_TRUE(TEXT("StateTree TaskA should enter state"), Exec.Expect(TaskAName, EnterStateStr));
AITEST_TRUE(TEXT("StateTree TaskA should report exit status"), Exec.Expect(TaskAName, ExpectedExitStatusStr));
Exec.Stop();
return true;
}
EStateTreeRunStatus ExpectedStatusAfterStart = EStateTreeRunStatus::Succeeded;
FString ExpectedExitStatusStr = TEXT("ExitSucceeded");
bool bExpectNormalTaskToRun = true;
};
struct FStateTreeTest_Stop_NormalEnterSucceeded : FStateTreeTest_StopEnterNormal
{
virtual bool SetUp() override
{
// Tasks should complete later.
NormalTaskTicks = 2;
GlobalTaskTicks = 2;
// Normal task EnterState as succeeded, completion is handled using completion transitions.
NormalTaskEnterStatus = EStateTreeRunStatus::Succeeded;
// Tree should complete as succeeded.
ExpectedStatusAfterStart = EStateTreeRunStatus::Succeeded;
// Tasks should have Transition.CurrentRunStatus as succeeded.
ExpectedExitStatusStr = TEXT("ExitSucceeded");
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_Stop_NormalEnterSucceeded, "System.StateTree.Stop.NormalEnterSucceeded");
struct FStateTreeTest_Stop_NormalEnterFailed : FStateTreeTest_StopEnterNormal
{
virtual bool SetUp() override
{
// Tasks should complete later.
NormalTaskTicks = 2;
GlobalTaskTicks = 2;
// Normal task EnterState as failed, completion is handled using completion transitions.
NormalTaskEnterStatus = EStateTreeRunStatus::Failed;
// Tree should complete as failed.
ExpectedStatusAfterStart = EStateTreeRunStatus::Failed;
// Tasks should have Transition.CurrentRunStatus as failed.
ExpectedExitStatusStr = TEXT("ExitFailed");
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_Stop_NormalEnterFailed, "System.StateTree.Stop.NormalEnterFailed");
struct FStateTreeTest_StopEnterGlobal : FStateTreeTest_Stop
{
virtual bool InstantTest() override
{
UStateTree& StateTree = SetupTree();
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
const TCHAR* TickStr(TEXT("Tick"));
const TCHAR* EnterStateStr(TEXT("EnterState"));
const TCHAR* ExitStateStr(TEXT("ExitState"));
Status = Exec.Start();
AITEST_EQUAL(TEXT("Start should be expected value"), Status, ExpectedStatusAfterStart);
AITEST_TRUE(TEXT("StateTree GlobalTask should get exit state expectedly"), Exec.Expect(GlobalTaskName, ExpectedExitStatusStr));
// Normal tasks should not run
AITEST_FALSE(TEXT("StateTree TaskA should not enter state"), Exec.Expect(TaskAName, EnterStateStr));
AITEST_FALSE(TEXT("StateTree TaskA should not report exit status"), Exec.Expect(TaskAName, ExpectedExitStatusStr));
Exec.LogClear();
Exec.Stop();
return true;
}
EStateTreeRunStatus ExpectedStatusAfterStart = EStateTreeRunStatus::Succeeded;
FString ExpectedExitStatusStr = TEXT("ExitSucceeded");
};
struct FStateTreeTest_Stop_GlobalEnterSucceeded : FStateTreeTest_StopEnterGlobal
{
virtual bool SetUp() override
{
// Tasks should complete later.
NormalTaskTicks = 2;
GlobalTaskTicks = 2;
// Global task EnterState as succeeded, completion is handled directly based on the global task status.
GlobalTaskEnterStatus = EStateTreeRunStatus::Succeeded;
// Tree should complete as succeeded.
ExpectedStatusAfterStart = EStateTreeRunStatus::Succeeded;
// Tasks should have Transition.CurrentRunStatus as Succeeded.
ExpectedExitStatusStr = TEXT("ExitSucceeded");
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_Stop_GlobalEnterSucceeded, "System.StateTree.Stop.GlobalEnterSucceeded");
struct FStateTreeTest_Stop_GlobalEnterFailed : FStateTreeTest_StopEnterGlobal
{
virtual bool SetUp() override
{
// Tasks should complete later.
NormalTaskTicks = 2;
GlobalTaskTicks = 2;
// Global task EnterState as failed, completion is handled directly based on the global task status.
GlobalTaskEnterStatus = EStateTreeRunStatus::Failed;
// Tree should complete as failed.
ExpectedStatusAfterStart = EStateTreeRunStatus::Failed;
// Tasks should have Transition.CurrentRunStatus as failed.
ExpectedExitStatusStr = TEXT("ExitFailed");
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_Stop_GlobalEnterFailed, "System.StateTree.Stop.GlobalEnterFailed");
struct FStateTreeTest_Stop_ExternalStop : FStateTreeTest_Stop
{
virtual bool SetUp() override
{
// Tasks should complete later.
NormalTaskTicks = 2;
GlobalTaskTicks = 2;
// Tree should tick and keep on running.
ExpectedStatusAfterTick = EStateTreeRunStatus::Running;
// Tree should stop as stopped.
ExpectedStatusAfterStop = EStateTreeRunStatus::Stopped;
// Tasks should have Transition.CurrentRunStatus as stopped.
ExpectedExitStatusStr = TEXT("ExitStopped");
return true;
}
virtual bool InstantTest() override
{
UStateTree& StateTree = SetupTree();
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
const TCHAR* TickStr(TEXT("Tick"));
const TCHAR* EnterStateStr(TEXT("EnterState"));
const TCHAR* ExitStateStr(TEXT("ExitState"));
Status = Exec.Start();
AITEST_EQUAL(TEXT("Start should be running"), Status, EStateTreeRunStatus::Running);
AITEST_TRUE(TEXT("StateTree GlobalTask should enter state"), Exec.Expect(GlobalTaskName, EnterStateStr));
AITEST_TRUE(TEXT("StateTree TaskA should enter state"), Exec.Expect(TaskAName, EnterStateStr));
Exec.LogClear();
Status = Exec.Tick(0.1f);
AITEST_EQUAL(TEXT("Tree should end expectedly"), Status, ExpectedStatusAfterTick);
Exec.LogClear();
Status = Exec.Stop(EStateTreeRunStatus::Stopped);
AITEST_EQUAL(TEXT("Start should be running"), Status, ExpectedStatusAfterStop);
if (!ExpectedExitStatusStr.IsEmpty())
{
AITEST_TRUE(TEXT("StateTree GlobalTask should get exit state expectedly"), Exec.Expect(GlobalTaskName, ExpectedExitStatusStr));
AITEST_TRUE(TEXT("StateTree TaskA should get exit state expectedly"), Exec.Expect(TaskAName, ExpectedExitStatusStr));
}
return true;
}
EStateTreeRunStatus ExpectedStatusAfterStop = EStateTreeRunStatus::Stopped;
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_Stop_ExternalStop, "System.StateTree.Stop.ExternalStop");
struct FStateTreeTest_Stop_AlreadyStopped : FStateTreeTest_Stop_ExternalStop
{
virtual bool SetUp() override
{
// Normal task completes before stop.
NormalTaskTicks = 1;
NormalTaskStatus = EStateTreeRunStatus::Succeeded;
// Global task completes later
GlobalTaskTicks = 2;
// Tree should tick stop as succeeded.
ExpectedStatusAfterTick = EStateTreeRunStatus::Succeeded;
// Tree is already stopped, should keep the status (not Stopped).
ExpectedStatusAfterStop = EStateTreeRunStatus::Succeeded;
// Skip exit status check.
ExpectedExitStatusStr = TEXT("");
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_Stop_AlreadyStopped, "System.StateTree.Stop.AlreadyStopped");
//
// The deferred stop tests validates that the tree can be properly stopped if requested in the main entry points (Start, Tick, Stop).
//
struct FStateTreeTest_DeferredStop : FStateTreeTestBase
{
UStateTree& SetupTree() const
{
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root")));
UStateTreeState& StateA = Root.AddChildState(FName(TEXT("A")));
TStateTreeEditorNode<FTestTask_StopTree>& TaskA = StateA.AddTask<FTestTask_StopTree>(TEXT("Task"));
TStateTreeEditorNode<FTestTask_StopTree>& GlobalTask = EditorData.AddGlobalTask<FTestTask_StopTree>(TEXT("GlobalTask"));
StateA.AddTransition(EStateTreeTransitionTrigger::OnStateSucceeded, EStateTreeTransitionType::Succeeded);
StateA.AddTransition(EStateTreeTransitionTrigger::OnStateFailed, EStateTreeTransitionType::Failed);
GlobalTask.GetNode().Phase = GlobalTaskPhase;
TaskA.GetNode().Phase = TaskPhase;
return StateTree;
}
virtual bool RunDerivedTest(FTestStateTreeExecutionContext& Exec) = 0;
virtual bool InstantTest() override
{
UStateTree& StateTree = SetupTree();
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
return RunDerivedTest(Exec);
}
protected:
EStateTreeUpdatePhase GlobalTaskPhase = EStateTreeUpdatePhase::Unset;
EStateTreeUpdatePhase TaskPhase = EStateTreeUpdatePhase::Unset;
};
struct FStateTreeTest_DeferredStop_EnterGlobalTask : FStateTreeTest_DeferredStop
{
FStateTreeTest_DeferredStop_EnterGlobalTask() { GlobalTaskPhase = EStateTreeUpdatePhase::EnterStates; }
virtual bool RunDerivedTest(FTestStateTreeExecutionContext& Exec) override
{
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
Status = Exec.Start();
AITEST_EQUAL(TEXT("Tree should be stopped"), Status, EStateTreeRunStatus::Stopped);
Exec.Stop();
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_DeferredStop_EnterGlobalTask, "System.StateTree.DeferredStop.EnterGlobalTask");
struct FStateTreeTest_DeferredStop_TickGlobalTask : FStateTreeTest_DeferredStop
{
FStateTreeTest_DeferredStop_TickGlobalTask() { GlobalTaskPhase = EStateTreeUpdatePhase::TickStateTree; }
virtual bool RunDerivedTest(FTestStateTreeExecutionContext& Exec) override
{
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
Status = Exec.Start();
AITEST_EQUAL(TEXT("Tree should be running"), Status, EStateTreeRunStatus::Running);
Status = Exec.Tick(0.1f);
AITEST_EQUAL(TEXT("Tree should be stopped"), Status, EStateTreeRunStatus::Stopped);
Exec.Stop();
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_DeferredStop_TickGlobalTask, "System.StateTree.DeferredStop.TickGlobalTask");
struct FStateTreeTest_DeferredStop_ExitGlobalTask : FStateTreeTest_DeferredStop
{
FStateTreeTest_DeferredStop_ExitGlobalTask() { GlobalTaskPhase = EStateTreeUpdatePhase::ExitStates; }
virtual bool RunDerivedTest(FTestStateTreeExecutionContext& Exec) override
{
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
Status = Exec.Start();
AITEST_EQUAL(TEXT("Tree should be running"), Status, EStateTreeRunStatus::Running);
Status = Exec.Tick(0.1f);
AITEST_EQUAL(TEXT("Tree should be running"), Status, EStateTreeRunStatus::Running);
Status = Exec.Stop();
AITEST_EQUAL(TEXT("Tree should be stopped"), Status, EStateTreeRunStatus::Stopped);
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_DeferredStop_ExitGlobalTask, "System.StateTree.DeferredStop.ExitGlobalTask");
struct FStateTreeTest_DeferredStop_EnterTask : FStateTreeTest_DeferredStop
{
FStateTreeTest_DeferredStop_EnterTask() { TaskPhase = EStateTreeUpdatePhase::EnterStates; }
virtual bool RunDerivedTest(FTestStateTreeExecutionContext& Exec) override
{
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
Status = Exec.Start();
AITEST_EQUAL(TEXT("Tree should be running"), Status, EStateTreeRunStatus::Stopped);
Exec.Stop();
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_DeferredStop_EnterTask, "System.StateTree.DeferredStop.EnterTask");
struct FStateTreeTest_DeferredStop_TickTask : FStateTreeTest_DeferredStop
{
FStateTreeTest_DeferredStop_TickTask() { TaskPhase = EStateTreeUpdatePhase::TickStateTree; }
virtual bool RunDerivedTest(FTestStateTreeExecutionContext& Exec) override
{
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
Status = Exec.Start();
AITEST_EQUAL(TEXT("Tree should be running"), Status, EStateTreeRunStatus::Running);
Status = Exec.Tick(0.1f);
AITEST_EQUAL(TEXT("Tree should be stopped"), Status, EStateTreeRunStatus::Stopped);
Exec.Stop();
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_DeferredStop_TickTask, "System.StateTree.DeferredStop.TickTask");
struct FStateTreeTest_DeferredStop_ExitTask : FStateTreeTest_DeferredStop
{
FStateTreeTest_DeferredStop_ExitTask() { TaskPhase = EStateTreeUpdatePhase::ExitStates; }
virtual bool RunDerivedTest(FTestStateTreeExecutionContext& Exec) override
{
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
Status = Exec.Start();
AITEST_EQUAL(TEXT("Tree should be running"), Status, EStateTreeRunStatus::Running);
Status = Exec.Tick(0.1f);
AITEST_EQUAL(TEXT("Tree should be running"), Status, EStateTreeRunStatus::Running);
Status = Exec.Stop();
AITEST_EQUAL(TEXT("Tree should be stopped"), Status, EStateTreeRunStatus::Stopped);
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_DeferredStop_ExitTask, "System.StateTree.DeferredStop.ExitTask");
struct FStateTreeTest_FinishTasks : FStateTreeTestBase
{
virtual bool InstantTest() override
{
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
/*
- RootA
- StateA -> StateB
- StateB -> StateA
*/
UStateTreeState& RootA = EditorData.AddSubTree(FName(TEXT("RootA")));
UStateTreeState& StateA = RootA.AddChildState(FName(TEXT("StateA")));
UStateTreeState& StateB = RootA.AddChildState(FName(TEXT("StateB")));
StateA.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &StateB);
StateB.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &StateA);
TStateTreeEditorNode<FStateTreeTestCondition>& BoolCondB = StateB.AddEnterCondition<FStateTreeTestCondition>();
BoolCondB.GetNode().bTestConditionResult = false;
TStateTreeEditorNode<FTestTask_PrintValue>& StateATask = StateA.AddTask<FTestTask_PrintValue>("StateATaskA");
StateATask.GetInstanceData().Value = 101;
StateATask.GetNode().CustomTickFunc = [](FStateTreeExecutionContext& Context, const FTestTask_PrintValue* Task)
{
Context.FinishTask(*Task, EStateTreeFinishTaskType::Succeeded);
FTestTask_PrintValue::FInstanceDataType& InstanceData = Context.GetInstanceData(*Task);
++InstanceData.Value;
};
// Test one finish
{
{
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
}
{
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
// Start and enter state
Status = Exec.Start();
AITEST_TRUE(TEXT("StateTree Active States should be in RootA/StateA"),
Exec.ExpectInActiveStates(RootA.Name, StateA.Name));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
// One FinishTask, it should loop to StateA
Status = Exec.Tick(0.1f);
AITEST_TRUE(TEXT("StateTree Active States should be in RootA/StateA"),
Exec.ExpectInActiveStates(RootA.Name, StateA.Name));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
AITEST_TRUE(TEXT("Expect the output tasks"), Exec.Expect("StateATaskA", TEXT("Tick101"))
.Then("StateATaskA", TEXT("Exitstate102"))
//@TODO: instance data should be reset
//.Then("StateATaskA", TEXT("EnterState101"))
);
Exec.LogClear();
Exec.Stop();
}
}
// Test two finish
{
{
StateATask.GetNode().CustomTickFunc = [](FStateTreeExecutionContext& Context, const FTestTask_PrintValue* Task)
{
Context.FinishTask(*Task, EStateTreeFinishTaskType::Succeeded);
Context.FinishTask(*Task, EStateTreeFinishTaskType::Succeeded);
FTestTask_PrintValue::FInstanceDataType& InstanceData = Context.GetInstanceData(*Task);
++InstanceData.Value;
};
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
}
{
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
// Start and enter state
Status = Exec.Start();
AITEST_TRUE(TEXT("StateTree Active States should be in RootA/StateA"),
Exec.ExpectInActiveStates(RootA.Name, StateA.Name));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
// One FinishTask, it should loop to StateA
Status = Exec.Tick(0.1f);
AITEST_TRUE(TEXT("StateTree Active States should be in RootA/StateA"),
Exec.ExpectInActiveStates(RootA.Name, StateA.Name));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
AITEST_TRUE(TEXT("Expect the output tasks"), Exec.Expect("StateATaskA", TEXT("Tick101"))
.Then("StateATaskA", TEXT("Exitstate102"))
//@TODO: instance data should be reset
//.Then("StateATaskA", TEXT("EnterState101"))
);
Exec.LogClear();
Exec.Stop();
}
}
// Test finish in exit state
{
{
StateATask.GetNode().CustomTickFunc = [](FStateTreeExecutionContext& Context, const FTestTask_PrintValue* Task)
{
Context.FinishTask(*Task, EStateTreeFinishTaskType::Succeeded);
FTestTask_PrintValue::FInstanceDataType& InstanceData = Context.GetInstanceData(*Task);
++InstanceData.Value;
};
StateATask.GetNode().CustomExitStateFunc = [](FStateTreeExecutionContext& Context, const FTestTask_PrintValue* Task)
{
Context.FinishTask(*Task, EStateTreeFinishTaskType::Succeeded);
FTestTask_PrintValue::FInstanceDataType& InstanceData = Context.GetInstanceData(*Task);
++InstanceData.Value;
};
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
}
{
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
// Start and enter state
Status = Exec.Start();
AITEST_TRUE(TEXT("StateTree Active States should be in RootA/StateA"),
Exec.ExpectInActiveStates(RootA.Name, StateA.Name));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
// One FinishTask in exit but should not close StateA again. It should loop to StateA
Status = Exec.Tick(0.1f);
AITEST_TRUE(TEXT("StateTree Active States should be in RootA/StateA"),
Exec.ExpectInActiveStates(RootA.Name, StateA.Name));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
AITEST_TRUE(TEXT("Expect the output tasks"), Exec.Expect("StateATaskA", TEXT("Tick101"))
.Then("StateATaskA", TEXT("ExitState102"))
//@TODO: instance data should be reset
//.Then("StateATaskA", TEXT("EnterState101"))
);
AITEST_FALSE(TEXT("Expect the output tasks"), Exec.Expect("StateATaskA", TEXT("ExitState103")));
Exec.LogClear();
Exec.Stop();
}
}
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_FinishTasks, "System.StateTree.FinishTask");
// Test nested tree overrides
struct FStateTreeTest_NestedOverride : FStateTreeTestBase
{
virtual bool InstantTest() override
{
FStateTreeCompilerLog Log;
const FGameplayTag Tag = GetTestTag1();
const FGameplayTag Tag2 = GetTestTag2();
// Asset 2
UStateTree& StateTree2 = NewStateTree();
UStateTreeEditorData& EditorData2 = *Cast<UStateTreeEditorData>(StateTree2.EditorData);
FInstancedPropertyBag& RootPropertyBag2 = GetRootPropertyBag(EditorData2);
RootPropertyBag2.AddProperty(FName(TEXT("Int")), EPropertyBagPropertyType::Int32);
UStateTreeState& Root2 = EditorData2.AddSubTree(FName(TEXT("Root2")));
TStateTreeEditorNode<FTestTask_Stand>& TaskRoot2 = Root2.AddTask<FTestTask_Stand>(FName(TEXT("TaskRoot2")));
{
FStateTreeCompiler Compiler2(Log);
const bool bResult2 = Compiler2.Compile(StateTree2);
AITEST_TRUE("StateTree2 should get compiled", bResult2);
}
// Asset 3
UStateTree& StateTree3 = NewStateTree();
UStateTreeEditorData& EditorData3 = *Cast<UStateTreeEditorData>(StateTree3.EditorData);
FInstancedPropertyBag& RootPropertyBag3 = GetRootPropertyBag(EditorData3);
RootPropertyBag3.AddProperty(FName(TEXT("Float")), EPropertyBagPropertyType::Float); // Different parameters
UStateTreeState& Root3 = EditorData3.AddSubTree(FName(TEXT("Root3")));
TStateTreeEditorNode<FTestTask_Stand>& TaskRoot3 = Root3.AddTask<FTestTask_Stand>(FName(TEXT("TaskRoot3")));
{
FStateTreeCompiler Compiler3(Log);
const bool bResult3 = Compiler3.Compile(StateTree3);
AITEST_TRUE(TEXT("StateTree3 should get compiled"), bResult3);
}
// Wrong Asset 4
UStateTree* StateTree4 = NewObject<UStateTree>(&GetWorld());;
{
UStateTreeEditorData* EditorData = NewObject<UStateTreeEditorData>(StateTree4);
check(EditorData);
StateTree4->EditorData = EditorData;
EditorData->Schema = NewObject<UStateTreeTestSchema2>();
FInstancedPropertyBag& RootPropertyBag = GetRootPropertyBag(*EditorData);
RootPropertyBag.AddProperty(FName(TEXT("Float")), EPropertyBagPropertyType::Float); // Different parameters
UStateTreeState& Root4 = EditorData->AddSubTree(FName(TEXT("Root4")));
TStateTreeEditorNode<FTestTask_Stand>& TaskRoot4 = Root3.AddTask<FTestTask_Stand>(FName(TEXT("TaskRoot4")));
FStateTreeCompiler Compiler4(Log);
const bool bResult4 = Compiler4.Compile(*StateTree4);
AITEST_TRUE(TEXT("StateTree4 should get compiled"), bResult4);
}
// Main asset
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
FInstancedPropertyBag& RootPropertyBag = GetRootPropertyBag(EditorData);
RootPropertyBag.AddProperty(FName(TEXT("Int")), EPropertyBagPropertyType::Int32);
UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root1")));
UStateTreeState& StateA = Root.AddChildState(FName(TEXT("A1")), EStateTreeStateType::LinkedAsset);
StateA.Tag = Tag;
StateA.SetLinkedStateAsset(&StateTree2);
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
const TCHAR* TickStr(TEXT("Tick"));
const TCHAR* EnterStateStr(TEXT("EnterState"));
const TCHAR* ExitStateStr(TEXT("ExitState"));
// Without overrides
{
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
Status = Exec.Start();
AITEST_EQUAL(TEXT("Start should complete with Running"), Status, EStateTreeRunStatus::Running);
AITEST_TRUE(TEXT("StateTree should enter TaskRoot2"), Exec.Expect(TaskRoot2.GetName(), EnterStateStr));
Exec.Stop();
}
// With overrides
{
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FStateTreeReferenceOverrides Overrides;
FStateTreeReference OverrideRef;
OverrideRef.SetStateTree(&StateTree3);
Overrides.AddOverride(Tag, OverrideRef);
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
Exec.SetLinkedStateTreeOverrides(Overrides);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE("StateTree should init", bInitSucceeded);
Status = Exec.Start();
AITEST_EQUAL(TEXT("Start should complete with Running"), Status, EStateTreeRunStatus::Running);
AITEST_TRUE(TEXT("StateTree should enter TaskRoot3"), Exec.Expect(TaskRoot3.GetName(), EnterStateStr));
AITEST_FALSE(TEXT("StateTree should not enter TaskRoot2"), Exec.Expect(TaskRoot2.GetName(), EnterStateStr));
Exec.Stop();
}
// With wrong overrides
{
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FStateTreeReferenceOverrides Overrides;
FStateTreeReference OverrideRef3;
OverrideRef3.SetStateTree(&StateTree3);
Overrides.AddOverride(Tag, OverrideRef3);
FStateTreeReference OverrideRef4;
OverrideRef4.SetStateTree(StateTree4);
Overrides.AddOverride(Tag2, OverrideRef4);
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
GetTestRunner().AddExpectedMessage(TEXT("their schemas don't match"), ELogVerbosity::Error, EAutomationExpectedMessageFlags::Contains, 1, false);
Exec.SetLinkedStateTreeOverrides(Overrides);
AITEST_TRUE(TEXT("Start should complete with Running"), GetTestRunner().HasMetExpectedErrors());
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
Status = Exec.Start();
AITEST_EQUAL(TEXT("Start should complete with Running"), Status, EStateTreeRunStatus::Running);
AITEST_TRUE(TEXT("StateTree should enter TaskRoot2"), Exec.Expect(TaskRoot2.GetName(), EnterStateStr));
AITEST_FALSE(TEXT("StateTree should not enter TaskRoot3"), Exec.Expect(TaskRoot3.GetName(), EnterStateStr));
Exec.Stop();
}
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_NestedOverride, "System.StateTree.NestedOverride");
// Test parallel tree event priority handling.
struct FStateTreeTest_RecursiveParallelTask : FStateTreeTestBase
{
virtual bool InstantTest() override
{
//Tree 1
// Root (with task that runs Tree 1)
UStateTree& StateTree1 = NewStateTree();
{
UStateTreeEditorData& EditorData1 = *Cast<UStateTreeEditorData>(StateTree1.EditorData);
UStateTreeState* Root1 = &EditorData1.AddSubTree("Tree1StateRoot");
TStateTreeEditorNode<FStateTreeRunParallelStateTreeTask>& GlobalTask = EditorData1.AddGlobalTask<FStateTreeRunParallelStateTreeTask>();
GlobalTask.GetInstanceData().StateTree.SetStateTree(&StateTree1);
TStateTreeEditorNode<FTestTask_PrintValue>& RootTask = Root1->AddTask<FTestTask_PrintValue>();
RootTask.GetInstanceData().Value = 101;
}
{
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree1);
AITEST_TRUE(TEXT("StateTreePar should get compiled"), bResult);
}
{
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree1, StateTree1, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
{
GetTestRunner().AddExpectedError(TEXT("Trying to start a new parallel tree from the same tree"), EAutomationExpectedErrorFlags::Contains, 1);
EStateTreeRunStatus Status = Exec.Start();
AITEST_EQUAL(TEXT("Start should complete with failed"), Status, EStateTreeRunStatus::Failed);
AITEST_TRUE(TEXT(""), GetTestRunner().HasMetExpectedMessages());
}
}
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_RecursiveParallelTask, "System.StateTree.RecursiveParallelTask");
// Test parallel tree event priority handling.
struct FStateTreeTest_ParallelEventPriority : FStateTreeTestBase
{
EStateTreeTransitionPriority ParallelTreePriority = EStateTreeTransitionPriority::Normal;
virtual bool InstantTest() override
{
FStateTreeCompilerLog Log;
const FGameplayTag EventTag = GetTestTag1();
// Parallel tree
// - Root
// - State1 ?-> State2
// - State2
UStateTree& StateTreePar = NewStateTree();
UStateTreeEditorData& EditorDataPar = *Cast<UStateTreeEditorData>(StateTreePar.EditorData);
UStateTreeState& RootPar = EditorDataPar.AddSubTree(FName(TEXT("Root")));
UStateTreeState& State1 = RootPar.AddChildState(FName(TEXT("State1")));
UStateTreeState& State2 = RootPar.AddChildState(FName(TEXT("State2")));
TStateTreeEditorNode<FTestTask_Stand>& Task1 = State1.AddTask<FTestTask_Stand>(FName(TEXT("Task1")));
Task1.GetNode().TicksToCompletion = 100;
State1.AddTransition(EStateTreeTransitionTrigger::OnEvent, EventTag, EStateTreeTransitionType::NextState);
TStateTreeEditorNode<FTestTask_Stand>& Task2 = State2.AddTask<FTestTask_Stand>(FName(TEXT("Task2")));
Task2.GetNode().TicksToCompletion = 100;
{
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTreePar);
AITEST_TRUE(TEXT("StateTreePar should get compiled"), bResult);
}
// Main asset
// - Root [StateTreePar]
// - State3 ?-> State4
// - State4
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root")));
UStateTreeState& State3 = Root.AddChildState(FName(TEXT("State3")));
UStateTreeState& State4 = Root.AddChildState(FName(TEXT("State4")));
TStateTreeEditorNode<FStateTreeRunParallelStateTreeTask>& TaskPar = Root.AddTask<FStateTreeRunParallelStateTreeTask>();
TaskPar.GetNode().SetEventHandlingPriority(ParallelTreePriority);
TaskPar.GetInstanceData().StateTree.SetStateTree(&StateTreePar);
TStateTreeEditorNode<FTestTask_Stand>& Task3 = State3.AddTask<FTestTask_Stand>(FName(TEXT("Task3")));
Task3.GetNode().TicksToCompletion = 100;
State3.AddTransition(EStateTreeTransitionTrigger::OnEvent, EventTag, EStateTreeTransitionType::NextState);
TStateTreeEditorNode<FTestTask_Stand>& Task4 = State4.AddTask<FTestTask_Stand>(FName(TEXT("Task4")));
Task4.GetNode().TicksToCompletion = 100;
{
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
}
const TCHAR* TickStr(TEXT("Tick"));
const TCHAR* EnterStateStr(TEXT("EnterState"));
const TCHAR* ExitStateStr(TEXT("ExitState"));
// Run StateTreePar in parallel with the main tree.
// Both trees have a transition on same event.
// Setting the priority to Low, should make the main tree to take the transition.
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
Status = Exec.Start();
AITEST_EQUAL(TEXT("Start should complete with Running"), Status, EStateTreeRunStatus::Running);
AITEST_TRUE(TEXT("StateTree should enter Task1, Task3"), Exec.Expect(Task1.GetName(), EnterStateStr).Then(Task3.GetName(), EnterStateStr));
Exec.LogClear();
Status = Exec.Tick(0.1f);
AITEST_EQUAL(TEXT("Tick should complete with Running"), Status, EStateTreeRunStatus::Running);
AITEST_TRUE(TEXT("StateTree should tick Task1, Task3"), Exec.Expect(Task1.GetName(), TickStr).Then(Task3.GetName(), TickStr));
Exec.LogClear();
Exec.SendEvent(EventTag);
// If the parallel tree priority is < Normal, then it should always be handled after the main tree.
// If the parallel tree priority is Normal, then the state order decides (leaf to root)
// If the parallel tree priority is > Normal, then it should always be handled before the main tree.
if (ParallelTreePriority <= EStateTreeTransitionPriority::Normal)
{
// Main tree should do the transition.
Status = Exec.Tick(0.1f);
AITEST_EQUAL(TEXT("Tick should complete with Running"), Status, EStateTreeRunStatus::Running);
AITEST_TRUE(TEXT("StateTree should enter Task4"), Exec.Expect(Task4.GetName(), EnterStateStr));
Exec.LogClear();
Status = Exec.Tick(0.1f);
AITEST_EQUAL(TEXT("Tick should complete with Running"), Status, EStateTreeRunStatus::Running);
AITEST_TRUE(TEXT("StateTree should tick Task1, Task4"), Exec.Expect(Task1.GetName(), TickStr).Then(Task4.GetName(), TickStr));
Exec.LogClear();
}
else
{
// Parallel tree should do the transition.
Status = Exec.Tick(0.1f);
AITEST_EQUAL(TEXT("Tick should complete with Running"), Status, EStateTreeRunStatus::Running);
AITEST_TRUE(TEXT("StateTree should enter Task2"), Exec.Expect(Task2.GetName(), EnterStateStr));
Exec.LogClear();
Status = Exec.Tick(0.1f);
AITEST_EQUAL(TEXT("Tick should complete with Running"), Status, EStateTreeRunStatus::Running);
AITEST_TRUE(TEXT("StateTree should tick Task2, Task3"), Exec.Expect(Task2.GetName(), TickStr).Then(Task3.GetName(), TickStr));
Exec.LogClear();
}
Exec.Stop();
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_ParallelEventPriority, "System.StateTree.ParallelEventPriority");
struct FStateTreeTest_ParallelEventPriority_Low : FStateTreeTest_ParallelEventPriority
{
FStateTreeTest_ParallelEventPriority_Low()
{
ParallelTreePriority = EStateTreeTransitionPriority::Low;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_ParallelEventPriority_Low, "System.StateTree.ParallelEventPriority.Low");
struct FStateTreeTest_ParallelEventPriority_High : FStateTreeTest_ParallelEventPriority
{
FStateTreeTest_ParallelEventPriority_High()
{
ParallelTreePriority = EStateTreeTransitionPriority::High;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_ParallelEventPriority_High, "System.StateTree.ParallelEventPriority.High");
struct FStateTreeTest_SubTreeTransition : FStateTreeTestBase
{
virtual bool InstantTest() override
{
UStateTree& StateTree = NewStateTree();
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree.EditorData);
/*
- Root
- PreLastStand [Task1] -> Reinforcements
- BusinessAsUsual [Task2]
- LastStand [Task3]
- Reinforcements>TimeoutChecker
- (f)TimeoutChecker
- RemainingCount [Task4]
*/
UStateTreeState& Root = EditorData.AddSubTree(FName(TEXT("Root")));
UStateTreeState& PreLastStand = Root.AddChildState(FName(TEXT("PreLastStand")));
UStateTreeState& BusinessAsUsual = PreLastStand.AddChildState(FName(TEXT("BusinessAsUsual")));
UStateTreeState& LastStand = Root.AddChildState(FName(TEXT("LastStand")));
UStateTreeState& Reinforcements = LastStand.AddChildState(FName(TEXT("Reinforcements")), EStateTreeStateType::Linked);
UStateTreeState& TimeoutChecker = LastStand.AddChildState(FName(TEXT("TimeoutChecker")), EStateTreeStateType::Subtree);
UStateTreeState& RemainingCount = TimeoutChecker.AddChildState(FName(TEXT("RemainingCount")));
Reinforcements.SetLinkedState(TimeoutChecker.GetLinkToState());
TStateTreeEditorNode<FTestTask_Stand>& Task1 = PreLastStand.AddTask<FTestTask_Stand>(FName(TEXT("Task1")));
PreLastStand.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &Reinforcements);
Task1.GetInstanceData().Value = 1; // This should finish before the child state
TStateTreeEditorNode<FTestTask_Stand>& Task2 = BusinessAsUsual.AddTask<FTestTask_Stand>(FName(TEXT("Task2")));
Task2.GetInstanceData().Value = 2;
TStateTreeEditorNode<FTestTask_Stand>& Task3 = LastStand.AddTask<FTestTask_Stand>(FName(TEXT("Task3")));
Task3.GetInstanceData().Value = 2;
TStateTreeEditorNode<FTestTask_Stand>& Task4 = LastStand.AddTask<FTestTask_Stand>(FName(TEXT("Task4")));
Task4.GetInstanceData().Value = 2;
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree);
AITEST_TRUE(TEXT("StateTree should get compiled"), bResult);
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
FStateTreeInstanceData InstanceData;
FTestStateTreeExecutionContext Exec(StateTree, StateTree, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE(TEXT("StateTree should init"), bInitSucceeded);
const TCHAR* TickStr(TEXT("Tick"));
const TCHAR* EnterStateStr(TEXT("EnterState"));
const TCHAR* ExitStateStr(TEXT("ExitState"));
const TCHAR* StateCompletedStr(TEXT("StateCompleted"));
// Start and enter state
Status = Exec.Start();
AITEST_TRUE(TEXT("StateTree Active States should be in Root/PreLastStand/BusinessAsUsual"), Exec.ExpectInActiveStates(Root.Name, PreLastStand.Name, BusinessAsUsual.Name));
AITEST_TRUE(TEXT("StateTree Task1 should enter state"), Exec.Expect(Task1.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree Task2 should enter state"), Exec.Expect(Task2.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
// Transition to Reinforcements
Status = Exec.Tick(0.1f);
AITEST_TRUE(TEXT("StateTree Active States should be in Root/LastStand/Reinforcements/TimeoutChecker/RemainingCount"), Exec.ExpectInActiveStates(Root.Name, LastStand.Name, Reinforcements.Name, TimeoutChecker.Name, RemainingCount.Name));
AITEST_TRUE(TEXT("StateTree Task3 should enter state"), Exec.Expect(Task3.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree Task4 should enter state"), Exec.Expect(Task4.GetName(), EnterStateStr));
AITEST_TRUE(TEXT("StateTree should be running"), Status == EStateTreeRunStatus::Running);
Exec.LogClear();
Exec.Stop();
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_SubTreeTransition, "System.StateTree.SubTreeTransition");
struct FStateTreeTest_Reentrant : FStateTreeTestBase
{
virtual bool InstantTest() override
{
//Tree1
// -Root
// - State1
// - State2: OnComplete -> State1
UStateTree& StateTree1 = NewStateTree();
{
UStateTreeEditorData& EditorData = *Cast<UStateTreeEditorData>(StateTree1.EditorData);
UStateTreeState& Root1 = EditorData.AddSubTree(FName(TEXT("Tree1Root")));
UStateTreeState& State1 = Root1.AddChildState(FName(TEXT("Tree1State1")));
UStateTreeState& State2 = State1.AddChildState(FName(TEXT("Tree1State2")));
State2.AddTransition(EStateTreeTransitionTrigger::OnStateCompleted, EStateTreeTransitionType::GotoState, &State1);
{
TStateTreeEditorNode<FTestTask_PrintValue>& State1Task1 = State1.AddTask<FTestTask_PrintValue>("Tree1State1Task1");
State1Task1.GetInstanceData().Value = 101;
State1Task1.GetInstanceData().TickRunStatus = EStateTreeRunStatus::Running;
}
{
TStateTreeEditorNode<FTestTask_PrintValue>& State2Task1 = State2.AddTask<FTestTask_PrintValue>("Tree1State2Task1");
State2Task1.GetInstanceData().Value = 201;
State2Task1.GetInstanceData().TickRunStatus = EStateTreeRunStatus::Succeeded;
}
{
FStateTreeCompilerLog Log;
FStateTreeCompiler Compiler(Log);
const bool bResult = Compiler.Compile(StateTree1);
AITEST_TRUE("StateTree should get compiled", bResult);
}
}
{
FStateTreeInstanceData InstanceData;
{
FTestStateTreeExecutionContext Exec(StateTree1, StateTree1, InstanceData);
const bool bInitSucceeded = Exec.IsValid();
AITEST_TRUE("StateTree should init", bInitSucceeded);
// Start and enter state
EStateTreeRunStatus Status = Exec.Start();
AITEST_TRUE("StateTree Active States should be in Tree1Root/Tree1State1/Tree1State2",
Exec.ExpectInActiveStates("Tree1Root", "Tree1State1", "Tree1State2"));
AITEST_TRUE("StateTree should be running", Status == EStateTreeRunStatus::Running);
Exec.LogClear();
}
{
// On go to State1, reselect State1 and State2. It's a new State2 same State1.
FTestStateTreeExecutionContext Exec(StateTree1, StateTree1, InstanceData);
UE::StateTree::FActiveStatePath BeforeStatePath = InstanceData.GetExecutionState()->GetActiveStatePath();
EStateTreeRunStatus Status = Exec.Tick(0.1f);
AITEST_TRUE("StateTree Active States should be in Tree1Root/Tree1State1/Tree1State2",
Exec.ExpectInActiveStates("Tree1Root", "Tree1State1", "Tree1State2"));
AITEST_TRUE("StateTree should be running", Status == EStateTreeRunStatus::Running);
AITEST_TRUE("Expect the output tasks", Exec.Expect("Tree1State1Task1", TEXT("Tick101"))
.Then("Tree1State2Task1", TEXT("Tick201"))
.Then("Tree1State2Task1", TEXT("ExitState201"))
//@TODO Should select a new state because it's completed.
//.Then("Tree1State2Task1", TEXT("ExitState=Changed"))
.Then("Tree1State1Task1", TEXT("ExitState101"))
.Then("Tree1State1Task1", TEXT("ExitState=Sustained"))
.Then("Tree1State1Task1", TEXT("EnterState101"))
.Then("Tree1State1Task1", TEXT("EnterState=Sustained"))
.Then("Tree1State2Task1", TEXT("EnterState201"))
//@TODO Should select a new state because it's completed.
//.Then("Tree1State2Task1", TEXT("EnterState=Changed"))
);
UE::StateTree::FActiveStatePath AfterStatePath = InstanceData.GetExecutionState()->GetActiveStatePath();
AITEST_TRUE(TEXT("Same length"), AfterStatePath.Num() == BeforeStatePath.Num());
AITEST_TRUE(TEXT("Length is 3"), AfterStatePath.Num() == 3);
AITEST_TRUE(TEXT("Element 1 is the same"), AfterStatePath.GetView()[0] == BeforeStatePath.GetView()[0]);
//@TODO Should select a new state because it's completed.
//AITEST_TRUE(TEXT("Element 2 is the same"), AfterStatePath.GetView()[1] == BeforeStatePath.GetView()[1]);
//@TODO Should select a new state because it's completed.
//AITEST_TRUE(TEXT("Element 3 is different"), AfterStatePath.GetView()[2] != BeforeStatePath.GetView()[2]);
Exec.LogClear();
}
{
FTestStateTreeExecutionContext Exec(StateTree1, StateTree1, InstanceData);
Exec.Stop();
}
}
return true;
}
};
IMPLEMENT_AI_INSTANT_TEST(FStateTreeTest_Reentrant, "System.StateTree.Reentrant");
} // namespace UE::StateTree::Tests
UE_ENABLE_OPTIMIZATION_SHIP
#undef LOCTEXT_NAMESPACE