// Copyright Epic Games, Inc. All Rights Reserved.
#include "CombatStateTreeUtility.h"
#include "StateTreeExecutionContext.h"
#include "StateTreeExecutionTypes.h"
#include "Engine/World.h"
#include "GameFramework/Character.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "AIController.h"
#include "CombatEnemy.h"
#include "Kismet/GameplayStatics.h"
#include "StateTreeAsyncExecutionContext.h"
bool FStateTreeCharacterGroundedCondition::TestCondition(FStateTreeExecutionContext& Context) const
{
const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
// is the character currently grounded?
bool bCondition = InstanceData.Character->GetMovementComponent()->IsMovingOnGround();
return InstanceData.bMustBeOnAir ? !bCondition : bCondition;
}
#if WITH_EDITOR
FText FStateTreeCharacterGroundedCondition::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
{
return FText::FromString("Is Character Grounded");
}
#endif // WITH_EDITOR
////////////////////////////////////////////////////////////////////
bool FStateTreeIsInDangerCondition::TestCondition(FStateTreeExecutionContext& Context) const
{
const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
// ensure we have a valid enemy character
if (InstanceData.Character)
{
// is the last detected danger event within the reaction threshold?
const float ReactionDelta = InstanceData.Character->GetWorld()->GetTimeSeconds() - InstanceData.Character->GetLastDangerTime();
if (ReactionDelta < InstanceData.MaxReactionTime && ReactionDelta > InstanceData.MinReactionTime)
{
// do a dot product check to determine if the danger location is within the character's detection cone
const FVector DangerDir = (InstanceData.Character->GetLastDangerLocation() - InstanceData.Character->GetActorLocation()).GetSafeNormal2D();
const float DangerDot = FVector::DotProduct(DangerDir, InstanceData.Character->GetActorForwardVector());
const float ConeAngleCos = FMath::Cos(FMath::DegreesToRadians(InstanceData.DangerSightConeAngle));
return DangerDot > ConeAngleCos;
}
}
return false;
}
#if WITH_EDITOR
FText FStateTreeIsInDangerCondition::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
{
return FText::FromString("Is Character In Danger");
}
#endif // WITH_EDITOR
////////////////////////////////////////////////////////////////////
EStateTreeRunStatus FStateTreeComboAttackTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
// have we transitioned from another state?
if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
{
// get the instance data
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
// bind to the on attack completed delegate
InstanceData.Character->OnAttackCompleted.BindLambda(
[WeakContext = Context.MakeWeakExecutionContext()]()
{
WeakContext.FinishTask(EStateTreeFinishTaskType::Succeeded);
}
);
// tell the character to do a combo attack
InstanceData.Character->DoAIComboAttack();
}
return EStateTreeRunStatus::Running;
}
void FStateTreeComboAttackTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
// have we transitioned from another state?
if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
{
// get the instance data
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
// unbind the on attack completed delegate
InstanceData.Character->OnAttackCompleted.Unbind();
}
}
#if WITH_EDITOR
FText FStateTreeComboAttackTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
{
return FText::FromString("Do Combo Attack");
}
#endif // WITH_EDITOR
////////////////////////////////////////////////////////////////////
EStateTreeRunStatus FStateTreeChargedAttackTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
// have we transitioned from another state?
if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
{
// get the instance data
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
// bind to the on attack completed delegate
InstanceData.Character->OnAttackCompleted.BindLambda(
[WeakContext = Context.MakeWeakExecutionContext()]()
{
WeakContext.FinishTask(EStateTreeFinishTaskType::Succeeded);
}
);
// tell the character to do a charged attack
InstanceData.Character->DoAIChargedAttack();
}
return EStateTreeRunStatus::Running;
}
void FStateTreeChargedAttackTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
// have we transitioned from another state?
if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
{
// get the instance data
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
// unbind the on attack completed delegate
InstanceData.Character->OnAttackCompleted.Unbind();
}
}
#if WITH_EDITOR
FText FStateTreeChargedAttackTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
{
return FText::FromString("Do Charged Attack");
}
#endif // WITH_EDITOR
////////////////////////////////////////////////////////////////////
EStateTreeRunStatus FStateTreeWaitForLandingTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
// have we transitioned from another state?
if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
{
// get the instance data
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
// bind to the on enemy landed delegate
InstanceData.Character->OnEnemyLanded.BindLambda(
[WeakContext = Context.MakeWeakExecutionContext()]()
{
WeakContext.FinishTask(EStateTreeFinishTaskType::Succeeded);
}
);
}
return EStateTreeRunStatus::Running;
}
void FStateTreeWaitForLandingTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
// have we transitioned from another state?
if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
{
// get the instance data
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
// unbind the on enemy landed delegate
InstanceData.Character->OnEnemyLanded.Unbind();
}
}
#if WITH_EDITOR
FText FStateTreeWaitForLandingTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
{
return FText::FromString("Wait for Landing");
}
#endif // WITH_EDITOR
////////////////////////////////////////////////////////////////////
EStateTreeRunStatus FStateTreeFaceActorTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
// have we transitioned from another state?
if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
{
// get the instance data
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
// set the AI Controller's focus
InstanceData.Controller->SetFocus(InstanceData.ActorToFaceTowards);
}
return EStateTreeRunStatus::Running;
}
void FStateTreeFaceActorTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
// have we transitioned to another state?
if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
{
// get the instance data
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
// clear the AI Controller's focus
InstanceData.Controller->ClearFocus(EAIFocusPriority::Gameplay);
}
}
#if WITH_EDITOR
FText FStateTreeFaceActorTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
{
return FText::FromString("Face Towards Actor");
}
#endif // WITH_EDITOR
////////////////////////////////////////////////////////////////////
EStateTreeRunStatus FStateTreeFaceLocationTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
// have we transitioned from another state?
if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
{
// get the instance data
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
// set the AI Controller's focus
InstanceData.Controller->SetFocalPoint(InstanceData.FaceLocation);
}
return EStateTreeRunStatus::Running;
}
void FStateTreeFaceLocationTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
// have we transitioned to another state?
if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
{
// get the instance data
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
// clear the AI Controller's focus
InstanceData.Controller->ClearFocus(EAIFocusPriority::Gameplay);
}
}
#if WITH_EDITOR
FText FStateTreeFaceLocationTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
{
return FText::FromString("Face Towards Location");
}
#endif // WITH_EDITOR
////////////////////////////////////////////////////////////////////
EStateTreeRunStatus FStateTreeSetCharacterSpeedTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
// have we transitioned from another state?
if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
{
// get the instance data
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
// set the character's max ground speed
InstanceData.Character->GetCharacterMovement()->MaxWalkSpeed = InstanceData.Speed;
}
return EStateTreeRunStatus::Running;
}
#if WITH_EDITOR
FText FStateTreeSetCharacterSpeedTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
{
return FText::FromString("Set Character Speed");
}
#endif // WITH_EDITOR
////////////////////////////////////////////////////////////////////
EStateTreeRunStatus FStateTreeGetPlayerInfoTask::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
{
// get the instance data
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
// get the character possessed by the first local player
InstanceData.TargetPlayerCharacter = Cast(UGameplayStatics::GetPlayerPawn(InstanceData.Character, 0));
// do we have a valid target?
if (InstanceData.TargetPlayerCharacter)
{
// update the last known location
InstanceData.TargetPlayerLocation = InstanceData.TargetPlayerCharacter->GetActorLocation();
}
// update the distance
InstanceData.DistanceToTarget = FVector::Distance(InstanceData.TargetPlayerLocation, InstanceData.Character->GetActorLocation());
return EStateTreeRunStatus::Running;
}
#if WITH_EDITOR
FText FStateTreeGetPlayerInfoTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
{
return FText::FromString("Get Player Info");
}
#endif // WITH_EDITOR