#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Composites
{
using Opsive.BehaviorDesigner.Runtime.Components;
using Opsive.BehaviorDesigner.Runtime.Utility;
using Opsive.GraphDesigner.Runtime;
using Opsive.Shared.Utility;
using Unity.Collections;
using Unity.Entities;
using Unity.Burst;
using UnityEngine;
using System;
///
/// A node representation of the priority selector task.
///
[NodeIcon("cea0f2b6cee06a742bb35dcc40202e8e", "744afc2640950e045961296f1d5800d7")]
[NodeDescription("Similar to the selector task, the priority selector task will return success as soon as a child task returns success. " +
"Instead of running the tasks sequentially from left to right within the tree, the priority selector will ask the task what its priority is to determine the order. " +
"The higher priority tasks have a higher chance at being run first.")]
public struct PrioritySelector : ILogicNode, IParentNode, ITaskComponentData, IComposite, ISavableTask, ICloneable
{
[Tooltip("The index of the node.")]
[SerializeField] ushort m_Index;
[Tooltip("The parent index of the node. ushort.MaxValue indicates no parent.")]
[SerializeField] ushort m_ParentIndex;
[Tooltip("The sibling index of the node. ushort.MaxValue indicates no sibling.")]
[SerializeField] ushort m_SiblingIndex;
private ushort m_ComponentIndex;
public ushort Index { get => m_Index; set => m_Index = value; }
public ushort ParentIndex { get => m_ParentIndex; set => m_ParentIndex = value; }
public ushort SiblingIndex { get => m_SiblingIndex; set => m_SiblingIndex = value; }
public ushort RuntimeIndex { get; set; }
public int MaxChildCount { get { return int.MaxValue; } }
public ComponentType Tag { get => typeof(PrioritySelectorTag); }
public System.Type SystemType { get => typeof(PrioritySelectorTaskSystem); }
///
/// Adds the IBufferElementData to the entity.
///
/// The world that the entity exists.
/// The entity that the IBufferElementData should be assigned to.
public void AddBufferElement(World world, Entity entity)
{
DynamicBuffer buffer;
if (world.EntityManager.HasBuffer(entity)) {
buffer = world.EntityManager.GetBuffer(entity);
} else {
buffer = world.EntityManager.AddBuffer(entity);
}
buffer.Add(new PrioritySelectorComponent() {
Index = RuntimeIndex,
});
m_ComponentIndex = (ushort)(buffer.Length - 1);
}
///
/// Clears the IBufferElementData from the entity.
///
/// The world that the entity exists.
/// The entity that the IBufferElementData should be cleared from.
public void ClearBufferElement(World world, Entity entity)
{
DynamicBuffer buffer;
if (world.EntityManager.HasBuffer(entity)) {
buffer = world.EntityManager.GetBuffer(entity);
buffer.Clear();
}
}
///
/// Specifies the type of reflection that should be used to save the task.
///
/// The index of the sub-task. This is used for the task set allowing each contained task to have their own save type.
public MemberVisibility GetSaveReflectionType(int index) { return MemberVisibility.None; }
///
/// Returns the current task state.
///
/// The DOTS world.
/// The DOTS entity.
/// The current task state.
public object Save(World world, Entity entity)
{
var prioritySelectorComponents = world.EntityManager.GetBuffer(entity);
var prioritySelectorComponent = prioritySelectorComponents[m_ComponentIndex];
// Save the active child and array order.
var saveData = new object[2];
saveData[0] = prioritySelectorComponent.ActiveRelativeChildIndex;
if (prioritySelectorComponent.Priorities.IsCreated) {
saveData[1] = prioritySelectorComponent.Priorities.ToArray();
}
return saveData;
}
///
/// Loads the previous task state.
///
/// The previous task state.
/// The DOTS world.
/// The DOTS entity.
public void Load(object saveData, World world, Entity entity)
{
var prioritySelectorComponents = world.EntityManager.GetBuffer(entity);
var prioritySelectorComponent = prioritySelectorComponents[m_ComponentIndex];
// saveData is the active child and array order.
var taskSaveData = (object[])saveData;
prioritySelectorComponent.ActiveRelativeChildIndex = (ushort)taskSaveData[0];
if (taskSaveData[1] != null) {
prioritySelectorComponent.Priorities = new NativeArray((PrioritySelectorComponent.PriorityItem[])taskSaveData[1], Allocator.Persistent);
}
prioritySelectorComponents[m_ComponentIndex] = prioritySelectorComponent;
}
///
/// Creates a deep clone of the component.
///
/// A deep clone of the component.
public object Clone()
{
var clone = Activator.CreateInstance();
clone.Index = Index;
clone.ParentIndex = ParentIndex;
clone.SiblingIndex = SiblingIndex;
return clone;
}
}
///
/// The DOTS data structure for the PrioritySelector class.
///
public struct PrioritySelectorComponent : IBufferElementData
{
[Tooltip("The index of the node.")]
public ushort Index;
[Tooltip("The relative index of the child that is currently active.")]
public ushort ActiveRelativeChildIndex;
[Tooltip("The latest priority values for each child task.")]
public NativeArray Priorities;
///
/// Joins the task index with the priority value.
///
public struct PriorityItem : IComparable
{
[Tooltip("The index of the task.")]
public ushort TaskIndex;
[Tooltip("The index of the PriorityValueComponent. A value of ushort.MaxValue indicates that there is not a corresponding PriorityValueComponent to this element.")]
public ushort PriorityValueIndex;
[Tooltip("The priority value.")]
public float Value;
///
/// Compares the current PriorityItem to the other PriorityItem.
///
/// The other PriorityItem.
/// The comparison between the current PriorityItem and the other PriorityItem.
public int CompareTo(PriorityItem other)
{
// The higher the value the lower the item is in the array.
return other.Value.CompareTo(Value);
}
}
}
///
/// DOTS structure that contains the most recently priority of the task.
///
public struct PriorityValueComponent : IBufferElementData
{
[Tooltip("The index of the task.")]
public ushort Index;
[Tooltip("The current priority value. The higher the value the more likely it will be selected.")]
public float Value;
}
///
/// A DOTS tag indicating when a PrioritySelector node is active.
///
public struct PrioritySelectorTag : IComponentData, IEnableableComponent { }
///
/// Runs the PrioritySelector logic.
///
[DisableAutoCreation]
public partial struct PrioritySelectorTaskSystem : ISystem
{
///
/// Updates the logic.
///
/// The current state of the system.
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
var hasPriorityValueComponent = false;
foreach (var (branchComponents, taskComponents, prioritySelectorComponents, priorityValueComponents) in
SystemAPI.Query, DynamicBuffer, DynamicBuffer, DynamicBuffer>().WithAll()) {
hasPriorityValueComponent = true;
for (int i = 0; i < prioritySelectorComponents.Length; ++i) {
var prioritySelectorComponent = prioritySelectorComponents[i];
var taskComponent = taskComponents[prioritySelectorComponent.Index];
var branchComponent = branchComponents[taskComponent.BranchIndex];
// Do not continue if there will be an interrupt.
if (branchComponent.InterruptType != InterruptType.None) {
continue;
}
var prioritySelectorComponentsBuffer = prioritySelectorComponents;
var taskComponentsBuffer = taskComponents;
var branchComponentBuffer = branchComponents;
if (taskComponent.Status == TaskStatus.Queued) {
taskComponent.Status = TaskStatus.Running;
taskComponentsBuffer[taskComponent.Index] = taskComponent;
// Initialize the priority value array.
NativeArray priorities;
if (prioritySelectorComponent.Priorities.Length == 0) {
var childCount = TraversalUtility.GetImmediateChildCount(ref taskComponent, ref taskComponentsBuffer);
priorities = new NativeArray(childCount, Allocator.Persistent);
// Match the PriorityValueComponent with the child index.
var childIndex = (ushort)(taskComponent.Index + 1);
for (ushort j = 0; j < childCount; ++j) {
priorities[j] = new PrioritySelectorComponent.PriorityItem() { TaskIndex = childIndex, PriorityValueIndex = ushort.MaxValue, Value = float.MinValue };
for (ushort k = 0; k < priorityValueComponents.Length; ++k) {
var priorityValueComponent = priorityValueComponents[k];
if (priorityValueComponent.Index == childIndex) {
var priorityItem = priorities[j];
priorityItem.PriorityValueIndex = k;
priorities[j] = priorityItem;
break;
}
}
childIndex = taskComponents[childIndex].SiblingIndex;
}
prioritySelectorComponent.Priorities = priorities;
}
// Determine the child order when the task starts.
priorities = prioritySelectorComponent.Priorities;
for (ushort j = 0; j < priorities.Length; ++j) {
var valueIndex = priorities[j].PriorityValueIndex;
// The task may not have a matching PriorityValueComponent.
if (valueIndex == ushort.MaxValue) {
continue;
}
var priorityItem = priorities[j];
priorityItem.Value = priorityValueComponents[valueIndex].Value;
priorities[j] = priorityItem;
}
priorities.Sort();
prioritySelectorComponent.Priorities = priorities;
prioritySelectorComponentsBuffer[i] = prioritySelectorComponent;
prioritySelectorComponent.ActiveRelativeChildIndex = 0;
branchComponent.NextIndex = prioritySelectorComponent.Priorities[prioritySelectorComponent.ActiveRelativeChildIndex].TaskIndex;
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
// Start the child.
var nextChildTaskComponent = taskComponents[branchComponent.NextIndex];
nextChildTaskComponent.Status = TaskStatus.Queued;
taskComponentsBuffer[branchComponent.NextIndex] = nextChildTaskComponent;
} else if (taskComponent.Status != TaskStatus.Running) {
continue;
}
// The prioritySelector task is currently active. Check the first child.
var childTaskComponent = taskComponents[prioritySelectorComponent.Priorities[prioritySelectorComponent.ActiveRelativeChildIndex].TaskIndex];
if (childTaskComponent.Status == TaskStatus.Queued || childTaskComponent.Status == TaskStatus.Running) {
// The child should keep running.
continue;
}
// Switch to the next highest priority. If no more priority values exist the task should act as a normal selector.
if (prioritySelectorComponent.ActiveRelativeChildIndex == prioritySelectorComponent.Priorities.Length - 1 ||
childTaskComponent.Status == TaskStatus.Success) {
// There are no more children or the child succeeded. The selector task should end.
taskComponent.Status = childTaskComponent.Status;
prioritySelectorComponent.ActiveRelativeChildIndex = 0;
taskComponentsBuffer[prioritySelectorComponent.Index] = taskComponent;
branchComponent.NextIndex = taskComponent.ParentIndex;
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
} else {
// The child task returned failure. Move onto the next task.
prioritySelectorComponent.ActiveRelativeChildIndex++;
var nextIndex = prioritySelectorComponent.Priorities[prioritySelectorComponent.ActiveRelativeChildIndex].TaskIndex;
var nextTaskComponent = taskComponents[nextIndex];
nextTaskComponent.Status = TaskStatus.Queued;
taskComponentsBuffer[nextIndex] = nextTaskComponent;
branchComponent.NextIndex = nextIndex;
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
}
prioritySelectorComponentsBuffer[i] = prioritySelectorComponent;
}
}
// Special case where the PrioritySelectorComponent has no PriorityValueComponent children.
if (!hasPriorityValueComponent) {
foreach (var (prioritySelectorComponents, taskComponents, branchComponents) in
SystemAPI.Query, DynamicBuffer, DynamicBuffer>().WithAll()) {
for (int i = 0; i < prioritySelectorComponents.Length; ++i) {
var prioritySelectorComponent = prioritySelectorComponents[i];
var taskComponent = taskComponents[prioritySelectorComponent.Index];
// If there are no values then the selector should return failure.
if (taskComponent.Status == TaskStatus.Queued && prioritySelectorComponent.Priorities.Length == 0) {
taskComponent.Status = TaskStatus.Failure;
var taskComponentsBuffer = taskComponents;
taskComponentsBuffer[prioritySelectorComponent.Index] = taskComponent;
var branchComponent = branchComponents[taskComponent.BranchIndex];
branchComponent.NextIndex = taskComponent.ParentIndex;
var branchComponentBuffer = branchComponents;
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
}
}
}
}
}
///
/// The task has been destroyed.
///
/// The current state of the system.
private void OnDestroy(ref SystemState state)
{
foreach (var prioritySelectorComponents in SystemAPI.Query>()) {
for (int i = 0; i < prioritySelectorComponents.Length; ++i) {
prioritySelectorComponents[i].Priorities.Dispose();
}
}
}
}
}
#endif