void AAIController::GrabDebugSnapshot(FVisualLogEntry* Snapshot) const
{
    FVisualLogStatusCategory MyCategory;
    MyCategory.Category = TEXT("AI Controller");
    MyCategory.Add(TEXT("Pawn"), GetNameSafe(GetPawn()));
    AActor* FocusActor = GetFocusActor();
    MyCategory.Add(TEXT("Focus"), GetDebugName(FocusActor));

    if (FocusActor == nullptr)
    {
        MyCategory.Add(TEXT("Focus Location"), TEXT_AI_LOCATION(GetFocalPoint()));
    }
    Snapshot->Status.Add(MyCategory);

    if (GetPawn())
    {
        Snapshot->Location = GetPawn()->GetActorLocation();
    }

    if (PathFollowingComponent)
    {
        PathFollowingComponent->DescribeSelfToVisLog(Snapshot);
    }

    if (BrainComponent != nullptr)
    {
        BrainComponent->DescribeSelfToVisLog(Snapshot);
    }

    if (PerceptionComponent != nullptr)
    {
        PerceptionComponent->DescribeSelfToVisLog(Snapshot);
    }

    if (CachedGameplayTasksComponent != nullptr)
    {
        CachedGameplayTasksComponent->DescribeSelfToVisLog(Snapshot);
    }
}
示例#2
0
EPathFollowingRequestResult::Type AAIController::MoveTo(const FAIMoveRequest& MoveRequest)
{
	SCOPE_CYCLE_COUNTER(STAT_MoveTo);
	UE_VLOG(this, LogAINavigation, Log, TEXT("MoveTo: %s"), *MoveRequest.ToString());

	EPathFollowingRequestResult::Type Result = EPathFollowingRequestResult::Failed;
	bool bCanRequestMove = true;
	bool bAlreadyAtGoal = false;

	if (!MoveRequest.HasGoalActor())
	{
		if (MoveRequest.GetGoalLocation().ContainsNaN() || FAISystem::IsValidLocation(MoveRequest.GetGoalLocation()) == false)
		{
			UE_VLOG(this, LogAINavigation, Error, TEXT("AAIController::MoveTo: Destination is not valid! Goal(%s)"), TEXT_AI_LOCATION(MoveRequest.GetGoalLocation()));
			bCanRequestMove = false;
		}

		// fail if projection to navigation is required but it failed
		if (bCanRequestMove && MoveRequest.IsProjectingGoal())
		{
			UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
			const FNavAgentProperties& AgentProps = GetNavAgentPropertiesRef();
			FNavLocation ProjectedLocation;

			if (NavSys && !NavSys->ProjectPointToNavigation(MoveRequest.GetGoalLocation(), ProjectedLocation, AgentProps.GetExtent(), &AgentProps))
			{
				UE_VLOG_LOCATION(this, LogAINavigation, Error, MoveRequest.GetGoalLocation(), 30.f, FLinearColor::Red, TEXT("AAIController::MoveTo failed to project destination location to navmesh"));
				bCanRequestMove = false;
			}

			MoveRequest.UpdateGoalLocation(ProjectedLocation.Location);
		}

		bAlreadyAtGoal = bCanRequestMove && PathFollowingComponent &&
			PathFollowingComponent->HasReached(MoveRequest.GetGoalLocation(), MoveRequest.GetAcceptanceRadius(), !MoveRequest.CanStopOnOverlap());
	}
	else
	{
		bAlreadyAtGoal = bCanRequestMove && PathFollowingComponent &&
			PathFollowingComponent->HasReached(*MoveRequest.GetGoalActor(), MoveRequest.GetAcceptanceRadius(), !MoveRequest.CanStopOnOverlap());
	}

	if (bAlreadyAtGoal)
	{
		UE_VLOG(this, LogAINavigation, Log, TEXT("MoveToActor: already at goal!"));

		// make sure previous move request gets aborted
		PathFollowingComponent->AbortMove(TEXT("Aborting move due to new move request finishing with AlreadyAtGoal"), FAIRequestID::AnyRequest);

		PathFollowingComponent->SetLastMoveAtGoal(true);
		
		OnMoveCompleted(FAIRequestID::CurrentRequest, EPathFollowingResult::Success);
		Result = EPathFollowingRequestResult::AlreadyAtGoal;
	}
	else if (bCanRequestMove)
	{
		FPathFindingQuery Query;
		const bool bValidQuery = PreparePathfinding(MoveRequest, Query);
		const FAIRequestID RequestID = bValidQuery ? RequestPathAndMove(MoveRequest, Query) : FAIRequestID::InvalidRequest;

		if (RequestID.IsValid())
		{
			bAllowStrafe = MoveRequest.CanStrafe();
			Result = EPathFollowingRequestResult::RequestSuccessful;
		}
	}

	if (Result == EPathFollowingRequestResult::Failed)
	{
		if (PathFollowingComponent)
		{
			PathFollowingComponent->SetLastMoveAtGoal(false);
		}

		OnMoveCompleted(FAIRequestID::InvalidRequest, EPathFollowingResult::Invalid);
	}

	return Result;
}
FPathFollowingRequestResult AAIController::MoveTo(const FAIMoveRequest& MoveRequest, FNavPathSharedPtr* OutPath)
{
    // both MoveToActor and MoveToLocation can be called from blueprints/script and should keep only single movement request at the same time.
    // this function is entry point of all movement mechanics - do NOT abort in here, since movement may be handled by AITasks, which support stacking

    SCOPE_CYCLE_COUNTER(STAT_MoveTo);
    UE_VLOG(this, LogAINavigation, Log, TEXT("MoveTo: %s"), *MoveRequest.ToString());

    FPathFollowingRequestResult ResultData;
    ResultData.Code = EPathFollowingRequestResult::Failed;

    if (MoveRequest.IsValid() == false)
    {
        UE_VLOG(this, LogAINavigation, Error, TEXT("MoveTo request failed due MoveRequest not being valid. Most probably desireg Goal Actor not longer exists"), *MoveRequest.ToString());
        return ResultData;
    }

    if (PathFollowingComponent == nullptr)
    {
        UE_VLOG(this, LogAINavigation, Error, TEXT("MoveTo request failed due missing PathFollowingComponent"));
        return ResultData;
    }

    ensure(MoveRequest.GetNavigationFilter() || !DefaultNavigationFilterClass);

    bool bCanRequestMove = true;
    bool bAlreadyAtGoal = false;

    if (!MoveRequest.IsMoveToActorRequest())
    {
        if (MoveRequest.GetGoalLocation().ContainsNaN() || FAISystem::IsValidLocation(MoveRequest.GetGoalLocation()) == false)
        {
            UE_VLOG(this, LogAINavigation, Error, TEXT("AAIController::MoveTo: Destination is not valid! Goal(%s)"), TEXT_AI_LOCATION(MoveRequest.GetGoalLocation()));
            bCanRequestMove = false;
        }

        // fail if projection to navigation is required but it failed
        if (bCanRequestMove && MoveRequest.IsProjectingGoal())
        {
            UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
            const FNavAgentProperties& AgentProps = GetNavAgentPropertiesRef();
            FNavLocation ProjectedLocation;

            if (NavSys && !NavSys->ProjectPointToNavigation(MoveRequest.GetGoalLocation(), ProjectedLocation, INVALID_NAVEXTENT, &AgentProps))
            {
                UE_VLOG_LOCATION(this, LogAINavigation, Error, MoveRequest.GetGoalLocation(), 30.f, FColor::Red, TEXT("AAIController::MoveTo failed to project destination location to navmesh"));
                bCanRequestMove = false;
            }

            MoveRequest.UpdateGoalLocation(ProjectedLocation.Location);
        }

        bAlreadyAtGoal = bCanRequestMove && PathFollowingComponent->HasReached(MoveRequest);
    }
    else
    {
        bAlreadyAtGoal = bCanRequestMove && PathFollowingComponent->HasReached(MoveRequest);
    }

    if (bAlreadyAtGoal)
    {
        UE_VLOG(this, LogAINavigation, Log, TEXT("MoveTo: already at goal!"));
        ResultData.MoveId = PathFollowingComponent->RequestMoveWithImmediateFinish(EPathFollowingResult::Success);
        ResultData.Code = EPathFollowingRequestResult::AlreadyAtGoal;
    }
    else if (bCanRequestMove)
    {
        FPathFindingQuery PFQuery;

        const bool bValidQuery = BuildPathfindingQuery(MoveRequest, PFQuery);
        if (bValidQuery)
        {
            FNavPathSharedPtr Path;
            FindPathForMoveRequest(MoveRequest, PFQuery, Path);

            const FAIRequestID RequestID = Path.IsValid() ? RequestMove(MoveRequest, Path) : FAIRequestID::InvalidRequest;
            if (RequestID.IsValid())
            {
                bAllowStrafe = MoveRequest.CanStrafe();
                ResultData.MoveId = RequestID;
                ResultData.Code = EPathFollowingRequestResult::RequestSuccessful;

                if (OutPath)
                {
                    *OutPath = Path;
                }
            }
        }
    }

    if (ResultData.Code == EPathFollowingRequestResult::Failed)
    {
        ResultData.MoveId = PathFollowingComponent->RequestMoveWithImmediateFinish(EPathFollowingResult::Invalid);
    }

    return ResultData;
}
示例#4
0
EPathFollowingRequestResult::Type AAIController::MoveToLocation(const FVector& Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, TSubclassOf<UNavigationQueryFilter> FilterClass)
{
	SCOPE_CYCLE_COUNTER(STAT_MoveToLocation);

	EPathFollowingRequestResult::Type Result = EPathFollowingRequestResult::Failed;
	bool bCanRequestMove = true;

	UE_VLOG(this, LogAINavigation, Log, TEXT("MoveToLocation: Goal(%s) AcceptRadius(%.1f%s) bUsePathfinding(%d) bCanStrafe(%d) Filter(%s)")
		, TEXT_AI_LOCATION(Dest), AcceptanceRadius, bStopOnOverlap ? TEXT(" + agent") : TEXT(""), bUsePathfinding, bCanStrafe, *GetNameSafe(FilterClass));

	// Check input is valid
	if (Dest.ContainsNaN())
	{
		UE_VLOG(this, LogAINavigation, Error, TEXT("AAIController::MoveToLocation: Destination is not valid! Goal(%s) AcceptRadius(%.1f%s) bUsePathfinding(%d) bCanStrafe(%d)")
			, TEXT_AI_LOCATION(Dest), AcceptanceRadius, bStopOnOverlap ? TEXT(" + agent") : TEXT(""), bUsePathfinding, bCanStrafe);

		ensure(!Dest.ContainsNaN());
		bCanRequestMove = false;
	}

	FVector GoalLocation = Dest;

	// fail if projection to navigation is required but it failed
	if (bCanRequestMove && bProjectDestinationToNavigation)
	{
		UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
		const FNavAgentProperties& AgentProps = GetNavAgentPropertiesRef();
		FNavLocation ProjectedLocation;

		if (NavSys && !NavSys->ProjectPointToNavigation(Dest, ProjectedLocation, AgentProps.GetExtent(), &AgentProps))
		{
			UE_VLOG_LOCATION(this, LogAINavigation, Error, Dest, 30.f, FLinearColor::Red, TEXT("AAIController::MoveToLocation failed to project destination location to navmesh"));
			bCanRequestMove = false;
		}

		GoalLocation = ProjectedLocation.Location;
	}

	if (bCanRequestMove && PathFollowingComponent && PathFollowingComponent->HasReached(GoalLocation, AcceptanceRadius, !bStopOnOverlap))
	{
		UE_VLOG(this, LogAINavigation, Log, TEXT("MoveToLocation: already at goal!"));

		// make sure previous move request gets aborted
		PathFollowingComponent->AbortMove(TEXT("Aborting move due to new move request finishing with AlreadyAtGoal"), FAIRequestID::AnyRequest);

		PathFollowingComponent->SetLastMoveAtGoal(true);

		OnMoveCompleted(FAIRequestID::CurrentRequest, EPathFollowingResult::Success);
		Result = EPathFollowingRequestResult::AlreadyAtGoal;
		bCanRequestMove = false;
	}

	if (bCanRequestMove)
	{
		FPathFindingQuery Query;
		const bool bValidQuery = PreparePathfinding(Query, GoalLocation, NULL, bUsePathfinding, FilterClass);
		const FAIRequestID RequestID = bValidQuery ? RequestPathAndMove(Query, NULL, AcceptanceRadius, bStopOnOverlap, NULL) : FAIRequestID::InvalidRequest;

		if (RequestID.IsValid())
		{
			bAllowStrafe = bCanStrafe;
			Result = EPathFollowingRequestResult::RequestSuccessful;
		}
	}

	if (Result == EPathFollowingRequestResult::Failed)
	{
		if (PathFollowingComponent)
		{
			PathFollowingComponent->SetLastMoveAtGoal(false);
		}

		OnMoveCompleted(FAIRequestID::InvalidRequest, EPathFollowingResult::Invalid);
	}

	return Result;
}