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Author SHA1 Message Date
df3c340779 Merge branch 'release/0.1.0' 2023-11-01 18:38:12 -04:00
18 changed files with 94 additions and 606 deletions

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@ -4,12 +4,8 @@ This library provides actors, components, and other general data structures that
### To-Do
- [X] State Machine
- [X] Input Buffer
- [ ] Unit tests
- [ ] Generic "Actor" class for any game affecting actors that need to run at a fixed tick & rollback
- [ ] Interfaces/virtual functions for rolling back and resimulating objects
- [ ] Methods for queueing animations/VFX/SFX when re-simulating
- [ ] State Machine
- [ ] Input Buffer
### Setup

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@ -1,31 +0,0 @@
// Project Sword & Gun Copyright Kevin Poretti
#include "GameplayFramework/FFAIController.h"
AFFAIController::AFFAIController()
{
InputBuffer = CreateDefaultSubobject<UFFInputBufferComponent>(TEXT("InputBuffer"));
bWantsPlayerState = true;
}
bool AFFAIController::CheckInputSequence(const FFFInputSequence& InInputSequence)
{
return false;
}
bool AFFAIController::CheckInputSequences(const TArray<FFFInputSequence>& InInputSequences)
{
return false;
}
FVector AFFAIController::GetMoveInputAsWorldDirection() const
{
return FVector::ZeroVector;
}
void AFFAIController::DisableMostRecentInput()
{
check(InputBuffer);
InputBuffer->DisableMostRecentInput();
}

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@ -1,42 +0,0 @@
// Project Sword & Gun Copyright Kevin Poretti
#pragma once
// FF includes
#include "State/IFFStateOwnerInterface.h"
#include "Input/FFInputBufferComponent.h"
// UE includes
#include "CoreMinimal.h"
#include "AIController.h"
#include "FFAIController.generated.h"
/**
*
*/
UCLASS()
class UNREALFIGHTINGFRAMEWORK_API AFFAIController : public AAIController, public IFFStateOwnerInterface
{
GENERATED_BODY()
public:
AFFAIController();
// IFFStateOwnerInterface
UFUNCTION(BlueprintCallable, Category="UFF State Owner Interface")
virtual bool CheckInputSequence(const FFFInputSequence& InInputSequence) override;
UFUNCTION(BlueprintCallable, Category="UFF State Owner Interface")
virtual bool CheckInputSequences(const TArray<FFFInputSequence>& InInputSequences) override;
virtual FVector GetMoveInputAsWorldDirection() const override;
virtual void DisableMostRecentInput() override;
// End of IFFStateOwnerInterface
protected:
/** Input Buffer component */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "UFF|Input", meta = (AllowPrivateAccess = "true"))
UFFInputBufferComponent* InputBuffer;
};

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@ -1,13 +1,7 @@
// Unreal Fighting Framework by Kevin Poretti
// Project Sword & Gun Copyright Kevin Poretti
#include "GameplayFramework/FFGameState.h"
// FF includes
#include "Input/FFPlayerController.h"
// UE includes
#include "Kismet/GameplayStatics.h"
void AFFGameState::OnFixedTick(float OneTick)
{
}
@ -17,50 +11,15 @@ void AFFGameState::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
/*
* TODO: I want to reinvestigate how we're collecting and applying inputs. I seem to keep getting
* weird timing issues due to how Unreal collects and informs the game of inputs through function
* callbacks rather than some mechanism where we can poll the state of various actions/axes when
* it comes time to update. The investigation should be two-fold:
*
* 1 - is there any alternative ways of using the EnhancedInputComponent but polling for inputs
* rather than this whole callback system, so when it is time to tick the game state we can just
* do something like a bool bIsJumpPressed = GetActionValue("Jump") for all inputs and axes
* we need to collect?
*
* 2 - if there isn't any polling mechanism in the EnhancedInputComponent, how can we work around
* that and what are some of the things we have to keep in mind? What happens when the Unreal tick
* rate is slower than the game tick rate? Do we just apply the current input to multiple game ticks?
* What about when Unreal's tick rate is faster than the game? Would that make the game feel
* unresponsive i.e. feel like inputs are getting dropped?
*
* 3 - would like to know more about EnhancedInputComponent and inputs in Unreal in general as well.
* Are inputs collected in a separate thread? How does unreal determine when to call any input callbacks
* you've registered with the input component?
*/
// Get inputs
AFFPlayerController* PC = Cast<AFFPlayerController>(UGameplayStatics::GetPlayerController(GetWorld(), 0));
if(!PC)
{
UE_LOG(LogTemp, Warning, TEXT("Could not get a local player controller so no inputs could be collected"));
return;
}
PC->ModifyRawInput();
// Run anything game logic related at a fixed tick rate
// TODO: Interpolate between prev and current game state if there is time left in accumulator
AccumulatedTime += DeltaSeconds;
while(AccumulatedTime > ONE_TICK)
{
PC->AddCurrentInputToBuffer();
OnFixedTick(ONE_TICK);
AccumulatedTime -= ONE_TICK;
CurrentTick++;
}
PC->ConsumeMoveInput();
}

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@ -1,4 +1,4 @@
// Unreal Fighting Framework by Kevin Poretti
// Project Sword & Gun Copyright Kevin Poretti
#pragma once

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@ -18,37 +18,29 @@ bool UFFInputBufferComponent::CheckInputSequence(const FFFInputSequence& InputSe
{
if(InputSequence.Sequence.IsEmpty())
{
UE_LOG(LogTemp, Warning,
UE_LOG(LogTemp, Error,
TEXT("FFInputBufferComponent :: CheckInputSequence - tried to check input sequence but it was empty"));
return false;
}
int CondIdx = InputSequence.Sequence.Num() - 1;
int ElapsedFrames = 0;
for(int InpIdx = InputBuffer.Num() - 1; InpIdx > 0; InpIdx--)
for(int InpIdx = InputBuffer.Num() - 1; InpIdx > 1; InpIdx--)
{
int32 RequiredButtons = InputSequence.Sequence[CondIdx].RequiredButtons;
EFFButtonState RequiredButtonState = InputSequence.Sequence[CondIdx].RequiredButtonState;
int32 TimeoutDuration = InputSequence.Sequence[CondIdx].TimeoutDuration;
int32 PrevInput = InputBuffer[InpIdx - 1].Buttons;
int32 CurrInput = InputBuffer[InpIdx].Buttons;
int32 PrevDisable = InputBuffer[InpIdx - 1].DisabledButtons;
int32 CurrDisable = InputBuffer[InpIdx].DisabledButtons;
bool bCondFoundThisIteration = false;
switch (RequiredButtonState)
{
// TODO: should it be (PrevInput & RequiredButtons) == RequiredButtons or what we have now?
// TODO: If you have a sequence that is defined as something like button 1 pressed + button 2 pressed
// and the buttons are pressed on the same exact frame, then this implementation will not
// account for that. We should keep checking the sequences against the current frame's
// inputs until no sequences are detected, then continue on checking through the input buffer.
case EFFButtonState::BTNS_Pressed:
if(!(PrevInput & RequiredButtons | PrevDisable) &&
CurrInput & RequiredButtons & ~CurrDisable)
{
CondIdx--;
ElapsedFrames = 0;
bCondFoundThisIteration = true;
}
break;
case EFFButtonState::BTNS_Released:
@ -56,16 +48,12 @@ bool UFFInputBufferComponent::CheckInputSequence(const FFFInputSequence& InputSe
!(CurrInput & RequiredButtons | CurrDisable))
{
CondIdx--;
ElapsedFrames = 0;
bCondFoundThisIteration = true;
}
break;
case EFFButtonState::BTNS_Down:
if(CurrInput & RequiredButtons & ~CurrDisable)
{
CondIdx--;
ElapsedFrames = 0;
bCondFoundThisIteration = true;
}
break;
// TODO: implement button held condition
@ -81,14 +69,10 @@ bool UFFInputBufferComponent::CheckInputSequence(const FFFInputSequence& InputSe
return true;
}
// No condition found this iteration, so increment elapse frames and see if current condition timed out
if(!bCondFoundThisIteration)
ElapsedFrames++;
if(ElapsedFrames > InputSequence.MaxDuration)
{
ElapsedFrames++;
if(ElapsedFrames > TimeoutDuration)
{
return false;
}
return false;
}
}
@ -97,16 +81,6 @@ bool UFFInputBufferComponent::CheckInputSequence(const FFFInputSequence& InputSe
void UFFInputBufferComponent::DisableMostRecentInput()
{
if(InputBuffer.Num() < 2)
{
return;
}
InputBuffer[InputBuffer.Num() - 1].DisabledButtons |= InputBuffer[InputBuffer.Num() - 1].Buttons;
InputBuffer[InputBuffer.Num() - 2].DisabledButtons |= InputBuffer[InputBuffer.Num() - 2].Buttons;
}
void UFFInputBufferComponent::FlushBuffer()
{
InputBuffer.Flush();
}

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@ -16,8 +16,7 @@ enum class EFFButtonState : uint8
{
BTNS_Pressed UMETA(DisplayName="Pressed"),
BTNS_Released UMETA(DisplayName="Released"),
BTNS_Down UMETA(DisplayName="Down"),
//BTNS_Up UMETA(DisplayName="Up),
BTNS_Down UMETA(DisplayName="Down"),
//BTNS_Held UMETA(DisplayName="Held"),
BTNS_MAX UMETA(Hidden)
};
@ -31,7 +30,7 @@ struct FFFInputState
GENERATED_BODY()
FVector2D MoveAxes;
FRotator LookRot;
FVector2D LookAxes;
UPROPERTY(EditAnywhere, Meta = (Bitmask))
int32 Buttons;
@ -39,7 +38,7 @@ struct FFFInputState
FFFInputState()
: MoveAxes(FVector2D::ZeroVector)
, LookRot(FRotator::ZeroRotator)
, LookAxes(FVector2D::ZeroVector)
, Buttons(0)
, DisabledButtons(0)
{
@ -51,25 +50,17 @@ struct FFFInputCondition
{
GENERATED_BODY()
/** Buttons required for this specific condition to be valid */
// Buttons required for this specific condition to be valid
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 RequiredButtons;
/** The button state required for condition to be valid i.e. pressed or released */
// The button state required for condition to be valid i.e. pressed or released
UPROPERTY(EditAnywhere, BlueprintReadWrite)
EFFButtonState RequiredButtonState;
/*
* How many ticks that can be checked since the last valid input condition was found before
* this condition is considered not valid/found in the input buffer
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 TimeoutDuration;
FFFInputCondition()
: RequiredButtons(0)
, RequiredButtonState(EFFButtonState::BTNS_Pressed)
, TimeoutDuration(0)
{
}
};
@ -81,8 +72,12 @@ struct FFFInputSequence
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FFFInputCondition> Sequence;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 MaxDuration;
FFFInputSequence()
: MaxDuration(0)
{
}
};
@ -101,8 +96,6 @@ public:
void DisableMostRecentInput();
void FlushBuffer();
protected:
/** The underlying buffer data structure for holding past input states */
TCircleBuffer<FFFInputState, 120> InputBuffer;

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@ -7,7 +7,6 @@
// UE includes
#include "EnhancedInputSubsystems.h"
#include "Kismet/KismetMathLibrary.h"
AFFPlayerController::AFFPlayerController()
{
@ -26,37 +25,13 @@ void AFFPlayerController::ModifyRawInput()
}
bool AFFPlayerController::HasMoveInput()
{
// TODO: configurable deadzone
return !ModifiedInput.MoveAxes.IsNearlyZero();
}
void AFFPlayerController::ConsumeMoveInput()
{
RawInput.MoveAxes = FVector2D::ZeroVector;
}
FVector AFFPlayerController::GetMoveInputAsWorldDirection() const
{
FRotator ViewRotationYaw = FRotator(0.0f, ModifiedInput.LookRot.Yaw, 0.0f);
FVector ForwardInput = UKismetMathLibrary::GetForwardVector(ViewRotationYaw) * ModifiedInput.MoveAxes.Y;
FVector RightInput = UKismetMathLibrary::GetRightVector(ViewRotationYaw) * ModifiedInput.MoveAxes.X;
return ForwardInput + RightInput;
}
void AFFPlayerController::AddCurrentInputToBuffer()
void AFFPlayerController::FixedTick(float OneFrame)
{
//UnacknowledgedInputs.Push(RawInput);
InputBuffer->AddInput(ModifiedInput);
//SendInputsToRemote();
}
bool AFFPlayerController::CheckInputSequence(const FFFInputSequence& InInputSequence)
{
return InputBuffer->CheckInputSequence(InInputSequence);
@ -81,7 +56,6 @@ bool AFFPlayerController::CheckInputSequences(const TArray<FFFInputSequence>& In
return false;
}
void AFFPlayerController::DisableMostRecentInput()
{
InputBuffer->DisableMostRecentInput();
@ -103,12 +77,3 @@ void AFFPlayerController::SetupInputComponent()
}
}
}
void AFFPlayerController::FlushPressedKeys()
{
Super::FlushPressedKeys();
RawInput.Buttons = 0;
RawInput.MoveAxes = FVector2D::ZeroVector;
}

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@ -20,7 +20,7 @@
* unacknowledged inputs to a remote client or server for processing.
*/
UCLASS()
class UNREALFIGHTINGFRAMEWORK_API AFFPlayerController : public APlayerController, public IFFStateOwnerInterface
class UNREALFIGHTINGFRAMEWORK_API AFFPlayerController : public APlayerController, public IFFSystemInterface, public IFFStateOwnerInterface
{
GENERATED_BODY()
@ -36,7 +36,7 @@ public:
* @brief Gets the current input after cleaning/modifying the raw input state
* @return the current input
*/
virtual FFFInputState GetModifiedInput() const { return ModifiedInput; }
virtual FFFInputState GetModifiedInput() const { return ModifiedInput; };
/**
* @brief Function called before inputs are passed to the game logic to update the game state.
@ -47,40 +47,22 @@ public:
*/
virtual void ModifyRawInput();
/**
* @brief Checks if the current input state has movement input being applied
* @return True if move axes is non-zero, false otherwise
*/
UFUNCTION(BlueprintPure)
bool HasMoveInput();
// IFFSystemInterface interface
virtual void FixedTick(float OneFrame) override;
// End of IFFSystemInterface
/**
* @brief Zeroes out the raw movement axes after input has been processed
*/
void ConsumeMoveInput();
/**
* @brief Adds the current state of the player input to the input buffer for processing and
* interpretation after input has been cleaned
*/
void AddCurrentInputToBuffer();
// IFFStateOwnerInterface
// IFFStateOwnerInterface
UFUNCTION()
virtual bool CheckInputSequence(const FFFInputSequence& InInputSequence) override;
UFUNCTION()
virtual bool CheckInputSequences(const TArray<FFFInputSequence>& InputSequences) override;
virtual FVector GetMoveInputAsWorldDirection() const override;
virtual void DisableMostRecentInput() override;
// End of IFFStateOwnerInterface
// APlayerController interface
virtual void SetupInputComponent() override;
virtual void FlushPressedKeys() override;
// End of APlayerController interface
protected:

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@ -57,22 +57,13 @@ bool UFFState::CanTransition(const FFFStateContext& InStateContext)
return false;
}
return OnCanTransition(InStateContext) && !bIsFollowupState;
return OnCanTransition(InStateContext);
}
void UFFState::Enter(const FFFStateContext& InStateContext)
{
PlayMontage(InStateContext);
if(bDisableMostRecentInputOnEntry)
{
IFFStateOwnerInterface* PC = Cast<IFFStateOwnerInterface>(InStateContext.Owner);
if(PC)
{
PC->DisableMostRecentInput();
}
}
OnEnter(InStateContext);
}
@ -80,6 +71,8 @@ void UFFState::Enter(const FFFStateContext& InStateContext)
void UFFState::Exit(const FFFStateContext& InStateContext, EFFStateFinishReason StateFinishReason)
{
if(InStateContext.Avatar &&
(bStopMontageOnStateEnd && StateFinishReason == EFFStateFinishReason::SFT_DurationMetOrExceeded || StateFinishReason == EFFStateFinishReason::SFT_Interrupted) ||
(bStopMontageOnMovementModeChange && StateFinishReason == EFFStateFinishReason::SFT_NotInReqMovementMode))
@ -140,24 +133,28 @@ void UFFState::MovementModeChanged(EMovementMode PrevMovementMode, uint8 Previou
{
OnMovementModeChanged(PrevMovementMode, PreviousCustomMode,
NewMovementMode, NewCustomMode, InStateContext);
// TODO: Movement mode MOVE_None means movement is disabled but in this context it means no movement
// mode is specifically required to stay in this state i.e. changing from falling to walking
// will not exit out of this state. I think I want to use my own movement mode enum just so I
// can explicitly document this is what is meant by none
if((ReqMovementMode != EMovementMode::MOVE_None && NewMovementMode != ReqMovementMode) ||
((ReqMovementMode == MOVE_Custom) && NewCustomMode != RequiredCustomMode))
{
Finish(InStateContext, EFFStateFinishReason::SFT_NotInReqMovementMode);
}
}
void UFFState::AttackHit(const FHitResult& HitResult, const FFFStateContext& InStateContext)
void UFFState::Hit(const FFFStateContext& InStateContext)
{
OnAttackHit(HitResult, InStateContext);
OnHit(InStateContext);
}
void UFFState::HitTaken(const FFFStateContext& InStateContext)
void UFFState::Block(const FFFStateContext& InStateContext)
{
OnHitTaken(InStateContext);
}
void UFFState::BlockTaken(const FFFStateContext& InStateContext)
{
OnBlockTaken(InStateContext);
OnBlock(InStateContext);
}
@ -169,24 +166,18 @@ void UFFState::Finish(const FFFStateContext& InStateContext, EFFStateFinishReaso
// the appropriate flags are set. I think having this state finish reason is good but I may want
// to rethink the way we handle logic for ending a state and which class is in charge of handling
// what
if(GetFollowupState(InStateContext) != NAME_None)
{
InStateContext.Parent->GoToState(GetFollowupState(InStateContext), StateFinishReason);
}
else
{
InStateContext.Parent->GoToEntryState(StateFinishReason);
}
InStateContext.Parent->GoToEntryState(StateFinishReason);
}
FName UFFState::GetFollowupState_Implementation(const FFFStateContext& InStateContext)
void UFFState::RegisterInputHandler(const FFFInputSequence& InRequiredSequence, FFFInputEventDelegate InDelegate)
{
return FollowupState;
FFFInputEventHandler TempHandler;
TempHandler.RequiredSequence = InRequiredSequence;
TempHandler.Delegate = InDelegate;
InputHandlers.Add(TempHandler);
}
void UFFState::PlayMontage(const FFFStateContext& InStateContext)
{
// TODO: think of a better way to handle optionally playing montages other than the one set as MontageToPlay

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@ -35,11 +35,6 @@ struct FFFStateContext
DECLARE_DYNAMIC_DELEGATE_OneParam(FFFInputEventDelegate, const FFFStateContext&, InStateContext);
/*
* TODO: check if this is even used anymore and if not delete? I recall using this in a few
* states/actions but it was a pain to use and I switched to checking an input sequence directly in
* a state's update function
*/
USTRUCT(BlueprintType)
struct FFFInputEventHandler
{
@ -57,15 +52,10 @@ struct FFFInputEventHandler
UENUM(BlueprintType)
enum class EFFStateFinishReason : uint8
{
/** State ended due to another state's entry condition being satisfied */
// TODO: document
SFT_Interrupted UMETA(DisplayName="Interrupted"),
/** State ended because the number of ticks in this state exceeded state's duration property */
SFT_DurationMetOrExceeded UMETA(DisplayName="Duration Reached"),
/** State ended because the owner is no longer in the movement mode required by the state */
SFT_NotInReqMovementMode UMETA(DisplayName="Not In Required Movement Mode"),
SFT_MAX UMETA(Hidden)
};
@ -122,13 +112,6 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
TArray<FFFInputSequence> InputSequences;
/**
* Should the most recent input in the controlling player's input buffer be disabled when
* entering this state?
*/
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
bool bDisableMostRecentInputOnEntry = true;
/**
* If true the state can transition from itself into itself without having to go through
* another state like Idle
@ -136,24 +119,12 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
bool bCanTransitionToSelf = false;
/**
* Specifies whether a state is a followup state or not.
*
* Followup states are states that should only be transitioned into from another specific state
* but otherwise have no other specific conditions that need to be met to transition.
* Setting this flag to true when there are no other conditions prevents this state from
* constantly being transitioned into by the state machine.
*/
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
bool bIsFollowupState = false;
/**
* State to transition to when this state is finished. If left blank then the entry state
* of the state machine will be transitioned into.
*/
TEnumAsByte<EMovementMode> ReqMovementMode;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
FName FollowupState = NAME_None;
uint8 RequiredCustomMode;
/**
* Animation to begin playing when this state is entered
*/
@ -197,7 +168,7 @@ public:
*
* Calls appropriate Blueprint hooks.
*
* @param StateFinishReason the reason the state is ending i.e. the state's duration elapse
* TODO: document StateFinishReason
*/
virtual void Exit(const FFFStateContext& InStateContext, EFFStateFinishReason StateFinishReason);
@ -210,40 +181,20 @@ public:
*/
virtual void Update(float OneFrame, const FFFStateContext& InStateContext);
/**
* Called whenever state owners lands on a walkable surface after they were previously falling.
*
* Calls appropriate Blueprint hooks.
*
* @param Hit Hit result for the surface that was landed on
*/
// TODO: document
virtual void Landed(const FHitResult& Hit, const FFFStateContext& InStateContext);
/**
* @brief Called whenever the state's owner current movement mode changes
*
* Calls appropriate Blueprint hooks.
*
* @param PrevMovementMode previous movement mode.
* @param PreviousCustomMode previous movement mode if PrevMovementMode is MOVE_Custom
* @param NewMovementMode new movement mode
* @param NewCustomMode new movement mode if NewMovementMode is MOVE_Custom
*/
// TODO: document
virtual void MovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode,
EMovementMode NewMovementMode, uint8 NewCustomMode, const FFFStateContext& InStateContext);
// TODO: document
virtual void AttackHit(const FHitResult& HitResult, const FFFStateContext& InStateContext);
// TODO: document
// TODO: call this callback when the avatar is hit
// TODO: pass in hitdata struct as well
virtual void HitTaken(/*const FHitParams& HitParams,*/ const FFFStateContext& InStateContext);
virtual void Hit(const FFFStateContext& InStateContext);
// TODO: document
// TODO: call this callback when the avatar blocks a hit
// TODO: pass in hitdata struct as well
virtual void BlockTaken(const FFFStateContext& InStateContext);
virtual void Block(const FFFStateContext& InStateContext);
/**
* Called when you want to exit from this state but no eligible transitions exist to other states,
@ -260,8 +211,13 @@ public:
*/
UFUNCTION(BlueprintCallable)
virtual void Finish(const FFFStateContext& InStateContext, EFFStateFinishReason StateFinishReason);
/** @brief Blueprint hook for when the state is first created. */
// TODO: document
UFUNCTION(BlueprintCallable)
virtual void RegisterInputHandler(
const FFFInputSequence& InRequiredSequence, FFFInputEventDelegate InDelegate);
// TODO: document
UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
void OnInit(const FFFStateContext& InStateContext);
@ -291,47 +247,21 @@ public:
UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
void OnUpdate(float OneFrame, const FFFStateContext& InStateContext);
/**
* Returns the next state to transition into when this state finishes.
*
* This is called during the Finish function, either when the state duration is reached or the
* state is manually finished due to some other logic.
*
* By default this returns the name of the state specified by the FollowupState property or
* NAME_None if the FollowupState is not specified.
*/
UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
FName GetFollowupState(const FFFStateContext& InStateContext);
// TODO: Don't like this at all and needs to be refactored or redesigned
UFUNCTION(BlueprintCallable, Category="UFF|State|Animations")
void PlayMontage(const FFFStateContext& InStateContext);
// TODO: Don't like this at all and needs to be refactored or redesigned
/**
* Blueprint hook for overriding the logic for when a anim montage plays at the start of a state
* @param InStateContext
*/
UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
void OnPlayMontage(const FFFStateContext& InStateContext);
/**
* @brief Blueprint hook for whenever state owners lands on a walkable surface after they were
* previously falling.
*
* @param Hit Hit result for the surface that was landed on
*/
// TODO: document
UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
void OnLanded(const FHitResult& Hit, const FFFStateContext& InStateContext);
/**
* @brief Blueprint hook whenever the state's owner current movement mode changes
*
* @param PrevMovementMode previous movement mode.
* @param PreviousCustomMode previous movement mode if PrevMovementMode is MOVE_Custom
* @param NewMovementMode new movement mode
* @param NewCustomMode new movement mode if NewMovementMode is MOVE_Custom
*/
// TODO: document
UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
void OnMovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode,
EMovementMode NewMovementMode, uint8 NewCustomMode, const FFFStateContext& InStateContext);
@ -339,16 +269,12 @@ public:
// TODO: document
// TODO: pass in hitdata struct as well
UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
void OnAttackHit(const FHitResult& Hit, const FFFStateContext& InStateContext);
void OnHit(const FFFStateContext& InStateContext);
// TODO: document
UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
void OnHitTaken(/*const FHitParams,*/ const FFFStateContext& InStateContext);
// TODO: document
// TODO: pass in hitdata struct as well
UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
void OnBlockTaken(/*const FHitParams,*/ const FFFStateContext& InStateContext);
void OnBlock(const FFFStateContext& InStateContext);
// UObject interface
virtual UWorld* GetWorld() const override;

View File

@ -102,10 +102,21 @@ void UFFStateMachineComponent::GoToState(UFFState* NewState, EFFStateFinishReaso
{
check(CurrentState);
check(NewState);
// if state being transitioned into requires an input sequence we need to disable the most
// recent input in the player controller input buffer to prevent unwanted "double firing" of
// actions that have short durations but very lenient required input sequences
if(NewState->InputSequences.Num() > 0)
{
IFFStateOwnerInterface* PC = Cast<IFFStateOwnerInterface>(Owner);
if(PC)
{
PC->DisableMostRecentInput();
}
}
CurrentState->Exit(GetCurrentStateContext(), StateFinishReason);
TicksInState = 0;
OnLandedTick = 0;
TickStateWasEntered = GetWorld()->GetGameState<AFFGameState>()->GetCurrentTick();
CurrentSubStateLabel = NAME_None;
NewState->Enter(GetCurrentStateContext());
@ -150,8 +161,6 @@ void UFFStateMachineComponent::Landed(const FHitResult& Hit)
{
check(CurrentState)
OnLandedTick = GetWorld()->GetGameState<AFFGameState>()->GetCurrentTick();
CurrentState->Landed(Hit, GetCurrentStateContext());
}
@ -174,16 +183,6 @@ void UFFStateMachineComponent::MovementModeChanged(EMovementMode PrevMovementMod
NewMovementMode, NewCustomMode, GetCurrentStateContext());
}
void UFFStateMachineComponent::AttackHit(const FHitResult& HitResult)
{
check(CurrentState)
CurrentState->AttackHit(HitResult, GetCurrentStateContext());
}
void UFFStateMachineComponent::TakeHit()
{
CurrentState->HitTaken(GetCurrentStateContext());
}
void UFFStateMachineComponent::FixedTick(float OneFrame)
{
@ -234,7 +233,7 @@ UFFState* UFFStateMachineComponent::FindStateWithName(FName StateName)
}
}
UE_LOG(LogTemp, Error,
UE_LOG(LogTemp, Warning,
TEXT("Could not find state in state machine with name %s"), *StateName.ToString());
return nullptr;

View File

@ -73,10 +73,8 @@ public:
*
* Triggers the Exit callback on the CurrentState and the Enter callback on the new state
*
* @param StateFinishReason the reason the current state is ending i.e. the current state's
* duration elapsed
* TODO: document StateFinishReason
*/
UFUNCTION(BlueprintCallable)
void GoToState(FName NewStateName, EFFStateFinishReason StateFinishReason);
/**
@ -84,16 +82,14 @@ public:
*
* Triggers the Exit callback on the CurrentState and the Enter callback on the new state
*
* @param StateFinishReason the reason the current state is ending i.e. the current state's
* duration elapsed
* TODO: document StateFinishReason
*/
void GoToState(UFFState* NewState, EFFStateFinishReason StateFinishReason);
/**
* Transitions from CurrentState to the default entry state
*
* @param StateFinishReason the reason the current state is ending i.e. the current state's
* duration elapsed
* TODO: document StateFinishReason
*/
void GoToEntryState(EFFStateFinishReason StateFinishReason);
@ -108,14 +104,6 @@ public:
UFUNCTION(BlueprintPure)
FORCEINLINE int64 GetTickStateWasEntered() const { return TickStateWasEntered; }
/**
* Returns the tick number which corresponds to when the On Landed event fired
*
* The tick number represents the ticks that have elapsed since the game began.
*/
UFUNCTION(BlueprintPure)
FORCEINLINE int64 GetOnLandedTick() const { return OnLandedTick; }
UFUNCTION(BlueprintPure)
const UFFState* GetCurrentState() const { return const_cast<UFFState*>(CurrentState); }
@ -135,38 +123,16 @@ public:
void SetSubStateLabel(FName InSubStateLabel);
/**
* TODO: document
*
*/
FFFStateContext GetCurrentStateContext();
// Events
/**
* Called whenever state machine's owner lands on a walkable surface after they were previously falling.
*
* @param Hit Hit result for the surface that was landed on
*/
virtual void Landed(const FHitResult& Hit);
/**
* @brief Called whenever the state machine's owner current movement mode changes
*
* Calls appropriate Blueprint hooks.
*
* @param PrevMovementMode previous movement mode.
* @param PreviousCustomMode previous movement mode if PrevMovementMode is MOVE_Custom
* @param NewMovementMode new movement mode
* @param NewCustomMode new movement mode if NewMovementMode is MOVE_Custom
*/
virtual void MovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode,
EMovementMode NewMovementMode, uint8 NewCustomMode);
// TODO: document
virtual void AttackHit(const FHitResult& HitResult);
// TODO: document
// TODO: bring HitParams struct into FightingFramework
virtual void TakeHit(/* const FHitParams& HitParams*/);
FOnStateTransitionSignature OnStateTransition;
// IFFSystemInterface interface
@ -192,27 +158,19 @@ protected:
int64 TicksInState;
/**
* The tick number which corresponds to when the current state was entered.
* The tick number which corresponds to when this state was entered into.
*
* The tick number represents the ticks that have elapsed since the game began.
*/
int64 TickStateWasEntered;
/**
* The tick number which corresponds to when the On Landed event was called for the current tick.
*
* The tick number represents the ticks that have elapsed since the game began.
*/
int64 OnLandedTick;
/** Current active state for this state machine */
UPROPERTY()
UFFState* CurrentState;
/** Current SubState label or NAME_None if there is no SubState label set for the current state */
/** Current SubState label or NAME_None if there is no SubState label set for the current state*/
FName CurrentSubStateLabel;
// TODO: should be a TMap
// States that have been added
UPROPERTY()
TArray<UFFState*> States;

View File

@ -2,10 +2,6 @@
#pragma once
// FF includes
#include "Input/FFInputBufferComponent.h"
// UE includes
#include "CoreMinimal.h"
#include "UObject/Interface.h"
@ -18,46 +14,18 @@ class UFFStateOwnerInterface : public UInterface
};
/**
* TODO: document
*
*/
// TODO: why is this an interface again?
class UNREALFIGHTINGFRAMEWORK_API IFFStateOwnerInterface
{
GENERATED_BODY()
public:
/**
* @brief Checks to see if the provided input sequence has a valid matching series of inputs in
* the input buffer
*
* @param InInputSequence sequence of inputs to check in the input buffer
* @return true if the input sequence has a valid matching series of inputs in the input buffer
*/
UFUNCTION(BlueprintCallable, Category="UFF State Owner Interface")
virtual bool CheckInputSequence(const FFFInputSequence& InInputSequence) = 0;
/**
* @brief Checks to see if at least one of the provided input sequences has a valid matching
* series of inputs in the input buffer
*
* @param InInputSequences array of sequences of inputs to check in the input buffer
* @return true if at least one input sequence has a valid matching series of inputs in the
* input buffer
*/
UFUNCTION(BlueprintCallable, Category="UFF State Owner Interface")
virtual bool CheckInputSequences(const TArray<FFFInputSequence>& InInputSequences) = 0;
/**
* @brief Convert 2D movement input a 3D world direction relative to the view orientation
*
* @return direction of player's 2D movement input in world space
*/
virtual FVector GetMoveInputAsWorldDirection() const = 0;
/**
* @brief Sets the current tick's input in the input buffer as disabled, preventing it from
* being considered as valid input for input sequence interpretation
*/
virtual void DisableMostRecentInput() = 0;
};

View File

@ -1,139 +0,0 @@
// Unreal Fighting Framework by Kevin Poretti
// FF includes
#include "Input/FFInputBufferComponent.h"
// UE includes
#include "CoreMinimal.h"
#include "Misc/AutomationTest.h"
#if WITH_DEV_AUTOMATION_TESTS
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FInputBufferTest, "FightingFramework.Input.InputBuffer",
EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter)
bool FInputBufferTest::RunTest(const FString& Parameters)
{
TStrongObjectPtr<UWorld> World = TStrongObjectPtr(UWorld::CreateWorld(EWorldType::Game, false));
// Create a dummy actor
TStrongObjectPtr<AActor> InputBufferOwner = TStrongObjectPtr<AActor>(World->SpawnActor<AActor>());
TestTrue(TEXT("Create InputBufferOwner"), InputBufferOwner.IsValid());
UFFInputBufferComponent* InputBuffer =
NewObject<UFFInputBufferComponent>(InputBufferOwner.Get(),
UFFInputBufferComponent::StaticClass(), TEXT("InputBuffer"));
InputBuffer->RegisterComponent();
// InputBuffer must be able to be created as a subobject of an actor
{
TestNotNull(TEXT("Create new InputBuffer component"), InputBuffer);
}
// InputBuffer should not attempt to evaluate an input sequence if there is only one input in
// the buffer and should return false
{
FFFInputState InputDown;
InputDown.Buttons = 0x00000001;
InputBuffer->AddInput(InputDown);
FFFInputCondition PressedCondition;
PressedCondition.RequiredButtons = 0x00000001;
PressedCondition.RequiredButtonState = EFFButtonState::BTNS_Pressed;
PressedCondition.TimeoutDuration = 0;
FFFInputSequence PressedSequence;
PressedSequence.Sequence.Add(PressedCondition);
TestFalse(TEXT("Don't try to detect a sequence if only one input is present in the buffer"),
InputBuffer->CheckInputSequence(PressedSequence));
}
InputBuffer->FlushBuffer();
// InputBuffer should not attempt to evaluate an input sequence if the sequence has no input conditions
{
FFFInputState InputUp;
InputUp.Buttons = 0x00000000;
FFFInputState InputDown;
InputDown.Buttons = 0x00000001;
InputBuffer->AddInput(InputUp);
InputBuffer->AddInput(InputDown);
FFFInputSequence EmptySequence;
TestFalse(TEXT("Don't try to detect a sequence if the sequence has no input conditions"),
InputBuffer->CheckInputSequence(EmptySequence));
}
InputBuffer->FlushBuffer();
// InputBuffer must detect simple button pressed condition
{
FFFInputState InputUp;
InputUp.Buttons = 0x00000000;
FFFInputState InputDown;
InputDown.Buttons = 0x00000001;
InputBuffer->AddInput(InputUp);
InputBuffer->AddInput(InputDown);
FFFInputCondition PressedCondition;
PressedCondition.RequiredButtons = 0x00000001;
PressedCondition.RequiredButtonState = EFFButtonState::BTNS_Pressed;
PressedCondition.TimeoutDuration = 0;
FFFInputSequence PressedSequence;
PressedSequence.Sequence.Add(PressedCondition);
TestTrue(TEXT("Detect a single button press in the buffer"),
InputBuffer->CheckInputSequence(PressedSequence));
}
InputBuffer->FlushBuffer();
// InputBuffer must detect simple button released condition
{
FFFInputState InputUp;
InputUp.Buttons = 0x0000000;
FFFInputState InputDown;
InputDown.Buttons = 0x00000001;
InputBuffer->AddInput(InputDown);
InputBuffer->AddInput(InputUp);
FFFInputCondition ReleasedCondition;
ReleasedCondition.RequiredButtons = 0x00000001;
ReleasedCondition.RequiredButtonState = EFFButtonState::BTNS_Released;
ReleasedCondition.TimeoutDuration = 0;
FFFInputSequence ReleasedSequence;
ReleasedSequence.Sequence.Add(ReleasedCondition);
TestTrue(TEXT("Detect a single button release in the buffer"),
InputBuffer->CheckInputSequence(ReleasedSequence));
}
InputBuffer->FlushBuffer();
// InputBuffer must detect simple button down condition
{
FFFInputState InputUp;
InputUp.Buttons = 0x0000000;
FFFInputState InputDown;
InputDown.Buttons = 0x00000001;
InputBuffer->AddInput(InputUp);
InputBuffer->AddInput(InputDown);
FFFInputCondition DownCondition;
DownCondition.RequiredButtons = 0x00000001;
DownCondition.RequiredButtonState = EFFButtonState::BTNS_Down;
DownCondition.TimeoutDuration = 0;
FFFInputSequence DownSequence;
DownSequence.Sequence.Add(DownCondition);
TestTrue(TEXT("Detect a single button press in the buffer"),
InputBuffer->CheckInputSequence(DownSequence));
}
World->DestroyWorld(false);
return true;
}
#endif //WITH_DEV_AUTOMATION_TESTS

View File

@ -26,7 +26,6 @@ public class UnrealFightingFramework : ModuleRules
{
"Core",
"EnhancedInput",
"AIModule",
// ... add other public dependencies that you statically link with here ...
}
);

View File

@ -108,16 +108,6 @@ public:
return true;
}
/**
* @brief Flushes the buffer of all contents
*/
void Flush()
{
WriteIdx = 0;
ReadIdx = 0;
_Num = 0;
}
/**
* @brief Returns the element at an index supplied to the function.
* This function will account for write index offset and wraparound of the supplied index.
@ -129,7 +119,7 @@ public:
{
return Buffer[(ReadIdx + Index) % L];
}
FORCEINLINE bool IsEmpty() const
{
return _Num == 0;