Start of state system rework

This commit is contained in:
Kevin Poretti 2023-07-15 21:36:46 -04:00
parent 85f0cbf804
commit 4cf3834b2d
6 changed files with 172 additions and 89 deletions

View File

@ -5,51 +5,60 @@
// FF includes
#include "FFStateMachineComponent.h"
void UFFState::InitActorInfo(AActor* InOwner, AActor* InAvatar)
void UFFStateBehavior::Enter(const FFFStateContext& InStateContext)
{
Owner = InOwner;
Avatar = InAvatar;
OnEnter(InStateContext);
}
void UFFState::Enter()
void UFFStateBehavior::Exit(const FFFStateContext& InStateContext)
{
TicksInState = 0;
OnEnter();
OnExit(InStateContext);
}
void UFFState::Exit()
void UFFStateBehavior::Update(float OneFrame, const FFFStateContext& InStateContext)
{
OnExit();
OnUpdate(OneFrame, InStateContext);
}
void UFFState::Update(float OneFrame)
{
TicksInState++;
OnUpdate(OneFrame);
}
void UFFState::OnEnter_Implementation()
void UFFStateBehavior::OnLanded_Implementation(const FFFStateContext& InStateContext)
{
}
void UFFState::OnExit_Implementation()
void UFFStateBehavior::OnEnter_Implementation(const FFFStateContext& InStateContext)
{
}
void UFFState::OnUpdate_Implementation(float OneFrame)
void UFFStateBehavior::OnExit_Implementation(const FFFStateContext& InStateContext)
{
}
UWorld* UFFState::GetWorld() const
void UFFStateBehavior::OnUpdate_Implementation(float OneFrame, const FFFStateContext& InStateContext)
{
}
void UFFStateBehavior::OnHit_Implementation(const FFFStateContext& InStateContext)
{
}
void UFFStateBehavior::OnBlock_Implementation(const FFFStateContext& InStateContext)
{
}
void UFFStateBehavior::OnInputEvent_Implementation(const FFFStateContext& InStateContext)
{
}
UWorld* UFFStateBehavior::GetWorld() const
{
UFFStateMachineComponent* SMC = Cast<UFFStateMachineComponent>(GetOuter());
if(SMC)
@ -58,4 +67,4 @@ UWorld* UFFState::GetWorld() const
}
return nullptr;
}
}

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@ -7,26 +7,12 @@
#include "FFState.generated.h"
/**
* A state is an object that provides rules and conditions for when a state can be transitioned into
* and logic to run when the state is entered, exited, and active.
*/
UCLASS()
class UNREALFIGHTINGFRAMEWORK_API UFFState : public UObject
USTRUCT(BlueprintType)
struct FFFStateData
{
GENERATED_BODY()
GENERATED_BODY()
public:
/**
* Initializes pointers to what owns this state and what avatar this state represents.
*
* @param InOwner Actor that owns this state machine.
* @param InAvatar Actor that this state machine represents.
*/
virtual void InitActorInfo(AActor* InOwner, AActor* InAvatar);
/** Name of this state */
/** Name of this state */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="UFF|State")
FName Name;
@ -38,21 +24,56 @@ public:
UPROPERTY(EditAnywhere)
uint8 StateType;
/** How many ticks have elapsed since this state was entered */
UPROPERTY(BlueprintReadOnly, Category="UFF|State")
int32 TicksInState;
};
USTRUCT(BlueprintType)
struct FFFStateContext
{
GENERATED_BODY()
/** Actor that owns the avatar. Typically a player controller. */
AActor* Owner;
/**
* Actor that represents the player's avatar or an object associated with the player's avatar.
* This is typically a character or a weapon.
*/
AActor* Avatar;
/**
* Data associated with this state.
* For example this can be new movement values or data about the hitboxes if this state represents an attack.
*/
FFFStateData StateData;
};
/**
* A state is an object that provides rules and conditions for when a state can be transitioned into
* and logic to run when the state is entered, exited, and active.
*/
UCLASS()
class UNREALFIGHTINGFRAMEWORK_API UFFStateBehavior : public UObject
{
GENERATED_BODY()
public:
/** Name of this state behavior */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="UFF|State")
FName Name;
// TODO: since state's are now purely behavioral can we remove these function calls?
// They are basically redundant with OnEnter, OnUpdate, OnExit, etc.
/**
* Called whenever this state is transitioned into.
*
* Resets TicksInState and calls appropriate Blueprint hooks
*/
void Enter();
void Enter(const FFFStateContext& InStateContext);
/**
* Called whenever this state is transitioned out of into a new state.
*/
void Exit();
void Exit(const FFFStateContext& InStateContext);
/**
* Called whenever this state is active and the game logic ticks.
@ -61,19 +82,19 @@ public:
*
* @param OneFrame the time that elapses during one fixed tick
*/
void Update(float OneFrame);
void Update(float OneFrame, const FFFStateContext& InStateContext);
/**
* Blueprint hook that is called whenever this state is transitioned into
*/
UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
void OnEnter();
void OnEnter(const FFFStateContext& InStateContext);
/**
* Blueprint hook that is called whenever this state is transitioned out of into a new state
*/
UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
void OnExit();
void OnExit(const FFFStateContext& InStateContext);
/**
* Blueprint hook that is called whenever this state is active and the game logic ticks
@ -81,25 +102,21 @@ public:
* @param OneFrame the time that elapses during one fixed tick
*/
UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
void OnUpdate(float OneFrame);
void OnUpdate(float OneFrame, const FFFStateContext& InStateContext);
UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
void OnLanded(const FFFStateContext& InStateContext);
UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
void OnHit(const FFFStateContext& InStateContext);
UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
void OnBlock(const FFFStateContext& InStateContext);
UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
void OnInputEvent(const FFFStateContext& InStateContext);
// UObject interface
virtual UWorld* GetWorld() const override;
// End of UObject interface
protected:
/**
* Actor that owns this state.
* This will typically be a player controller that possesses the avatar.
*/
UPROPERTY(BlueprintReadOnly)
AActor* Owner;
/**
* The avatar is an actor that this state represents.
* This will typically be a pawn or character.
*/
UPROPERTY(BlueprintReadOnly)
AActor* Avatar;
};

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@ -0,0 +1,6 @@
// Unreal Fighting Framework by Kevin Poretti
#include "State/FFStateContextInterface.h"
// Add default functionality here for any IFFStateContextInterface functions that are not pure virtual.

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@ -0,0 +1,31 @@
// Unreal Fighting Framework by Kevin Poretti
#pragma once
#include "CoreMinimal.h"
#include "UObject/Interface.h"
#include "FFStateContextInterface.generated.h"
UINTERFACE(MinimalAPI)
class UFFStateContextInterface : public UInterface
{
GENERATED_BODY()
};
/**
*
*/
class UNREALFIGHTINGFRAMEWORK_API IFFStateContextInterface
{
GENERATED_BODY()
public:
virtual bool CheckStateEnabled(uint8 StateType) = 0;
virtual bool CheckStance(uint8 Stance) = 0;
virtual bool CheckStateEntryConditions(const TArray<uint8>& EntryConditions) = 0;
virtual bool CheckInputSequences(const TArray<FFFInputSequence>& InputSequences) = 0;
};

View File

@ -14,13 +14,13 @@ UFFStateMachineComponent::UFFStateMachineComponent()
void UFFStateMachineComponent::Initialize()
{
for(const TSubclassOf<UFFState>& CurrState : DefaultStates)
for(const TSubclassOf<UFFStateBehavior>& CurrState : DefaultStates)
{
UFFState* TempState = AddState(CurrState);
UFFStateBehavior* TempState = AddState(CurrState);
if(!CurrentState) // first state to be created is the entry into this state machine
{
CurrentState = TempState;
CurrentState->Enter();
CurrentState->Enter(GetCurrentStateContext());
}
}
}
@ -33,13 +33,12 @@ void UFFStateMachineComponent::InitActorInfo(AActor* InOwner, AActor* InAvatar)
}
UFFState* UFFStateMachineComponent::AddState(TSubclassOf<UFFState> StateClassToAdd)
UFFStateBehavior* UFFStateMachineComponent::AddState(TSubclassOf<UFFStateBehavior> StateClassToAdd)
{
UFFState* TempState = NewObject<UFFState>(this, StateClassToAdd);
UFFStateBehavior* TempState = NewObject<UFFStateBehavior>(this, StateClassToAdd);
if(TempState)
{
States.Add(TempState);
TempState->InitActorInfo(Owner, Avatar);
return TempState;
}
@ -47,9 +46,9 @@ UFFState* UFFStateMachineComponent::AddState(TSubclassOf<UFFState> StateClassToA
}
void UFFStateMachineComponent::AddStates(const TArray<TSubclassOf<UFFState>>& StateClassesToAdd)
void UFFStateMachineComponent::AddStates(const TArray<TSubclassOf<UFFStateBehavior>>& StateClassesToAdd)
{
for(const TSubclassOf<UFFState>& CurrState : StateClassesToAdd)
for(const TSubclassOf<UFFStateBehavior>& CurrState : StateClassesToAdd)
{
AddState(CurrState);
}
@ -61,13 +60,15 @@ void UFFStateMachineComponent::RemoveState(FName StateToRemove)
UE_LOG(LogTemp, Error, TEXT("UFFStateMachineComponent::RemoveState is not yet implemented"));
}
void UFFStateMachineComponent::SwitchStates(UFFState* NewState)
void UFFStateMachineComponent::SwitchStates(UFFStateBehavior* NewState)
{
check(NewState);
CurrentState->Exit();
CurrentState->Exit(GetCurrentStateContext());
CurrentState = NewState;
CurrentState->Enter();
CurrentState->Enter(GetCurrentStateContext());
TicksInState = 0;
}
@ -77,11 +78,20 @@ FName UFFStateMachineComponent::GetCurrentStateName() const
}
UFFState* UFFStateMachineComponent::FindStateWithName(FName StateName)
FFFStateContext UFFStateMachineComponent::GetCurrentStateContext() const
{
for (UFFState* CurrState : States)
FFFStateContext CurrStateContext;
CurrStateContext.Owner = Owner;
CurrStateContext.Avatar = Avatar;
return CurrStateContext;
}
UFFStateBehavior* UFFStateMachineComponent::FindStateWithName(FName StateName)
{
for (UFFStateBehavior* CurrState : States)
{
if(CurrState ->Name == StateName)
if(CurrState->Name == StateName)
{
return CurrState;
}
@ -106,7 +116,7 @@ void UFFStateMachineComponent::FixedTick(float OneFrame)
{
// Should we switch states?
for(UFFState* CurrState : States)
for(UFFStateBehavior* CurrState : States)
{
// Check if the state is enabled
@ -128,7 +138,8 @@ void UFFStateMachineComponent::FixedTick(float OneFrame)
check(CurrentState);
// Tick current state
CurrentState->Update(OneFrame);
TicksInState++;
CurrentState->Update(OneFrame, GetCurrentStateContext());
// Debug
}

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@ -47,14 +47,14 @@ public:
*
* @return A pointer to the state that was added or nullptr if there was an issue adding or creating the state
*/
UFFState* AddState(TSubclassOf<UFFState> StateClassToAdd);
UFFStateBehavior* AddState(TSubclassOf<UFFStateBehavior> StateClassToAdd);
/**
* Creates an instance of the state classes and adds newly created states to this state machine.
*
* @param StateClassesToAdd Array of state class types to be added to this state machine
*/
void AddStates(const TArray<TSubclassOf<UFFState>>& StateClassesToAdd);
void AddStates(const TArray<TSubclassOf<UFFStateBehavior>>& StateClassesToAdd);
/**
* Destroys the state with corresponding name and removes it from this state machine.
@ -66,7 +66,7 @@ public:
*
* Triggers the Exit callback on the CurrentState and the Enter callback on the new state
*/
void SwitchStates(UFFState* NewState);
void SwitchStates(UFFStateBehavior* NewState);
/**
* Returns the name of the current state
@ -74,6 +74,11 @@ public:
UFUNCTION(BlueprintPure)
FName GetCurrentStateName() const;
/**
*
*/
FFFStateContext GetCurrentStateContext() const;
// IFFSystemInterface interface
virtual void FixedTick(float OneFrame) override;
// End of IFFSystemInterface interface
@ -93,24 +98,28 @@ protected:
UPROPERTY(BlueprintReadOnly)
AActor* Avatar;
/** How many ticks have elapsed since the currently active state was entered */
UPROPERTY(BlueprintReadOnly, Category="UFF|State")
int32 TicksInState;
/**
* States classes to create and add to this state machine when the game starts
*/
UPROPERTY(EditDefaultsOnly, Category="UFF|State Machine")
TArray<TSubclassOf<UFFState>> DefaultStates;
TArray<TSubclassOf<UFFStateBehavior>> DefaultStates;
/** Current active state for this state machine */
UPROPERTY(BlueprintReadOnly)
UFFState* CurrentState;
UFFStateBehavior* CurrentState;
// States that have been added
UPROPERTY(BlueprintReadOnly)
TArray<UFFState*> States;
TArray<UFFStateBehavior*> States;
/**
* Returns the state with corresponding name
*/
UFFState* FindStateWithName(FName StateName);
UFFStateBehavior* FindStateWithName(FName StateName);
// UActorComponent interface
virtual void BeginPlay() override;