#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 random sequence task.
///
[NodeIcon("edb30349221143a408c76da55a6aa809", "cfb9039832ed52748b617bde070898dc")]
[NodeDescription("Similar to the sequence task, the random sequence task will return success as soon as every child task returns success. " +
"The difference is that the random sequence class will run its children in a random order. The sequence task is deterministic " +
"in that it will always run the tasks from left to right within the tree. The random sequence task shuffles the child tasks up and then begins " +
"execution in a random order. Other than that the random sequence class is the same as the sequence class. It will stop running tasks " +
"as soon as a single task ends in failure. On a task failure it will stop executing all of the child tasks and return failure. " +
"If no child returns failure then it will return success.")]
public struct RandomSequence : ILogicNode, IParentNode, ITaskComponentData, IComposite, IConditionalAbortParent, IInterruptResponder, 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;
[Tooltip("Specifies how the child conditional tasks should be reevaluated.")]
[SerializeField] ConditionalAbortType m_AbortType;
[Tooltip("The seed of the random number generator. Set to 0 to use the entity index as the seed.")]
[SerializeField] uint m_Seed;
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 ConditionalAbortType AbortType { get => m_AbortType; set => m_AbortType = value; }
public uint Seed { get => m_Seed; set => m_Seed = value; }
public int MaxChildCount { get { return int.MaxValue; } }
public ComponentType Tag { get => typeof(RandomSequenceTag); }
public Type SystemType { get => typeof(RandomSequenceTaskSystem); }
public Type InterruptSystemType { get => typeof(RandomSequenceInterruptSystem); }
///
/// 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 RandomSequenceComponent() {
Index = RuntimeIndex,
Seed = m_Seed,
});
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 randomSequenceComponents = world.EntityManager.GetBuffer(entity);
var randomSequenceComponent = randomSequenceComponents[m_ComponentIndex];
// Save the active child and array order.
var saveData = new object[2];
saveData[0] = randomSequenceComponent.ActiveRelativeChildIndex;
if (randomSequenceComponent.TaskOrder.IsCreated) {
var taskOrder = randomSequenceComponent.TaskOrder.Value.Indicies.ToArray();
saveData[1] = taskOrder;
}
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 randomSequenceComponents = world.EntityManager.GetBuffer(entity);
var randomSequenceComponent = randomSequenceComponents[m_ComponentIndex];
// saveData is the active child and array order.
var taskSaveData = (object[])saveData;
randomSequenceComponent.ActiveRelativeChildIndex = (ushort)taskSaveData[0];
if (taskSaveData[1] != null) {
var taskOrder = (ushort[])taskSaveData[1];
var builder = new BlobBuilder(Allocator.Temp);
ref var root = ref builder.ConstructRoot();
var orderArray = builder.Allocate(ref root.Indicies, taskOrder.Length);
for (int i = 0; i < taskOrder.Length; i++) {
orderArray[i] = taskOrder[i];
}
randomSequenceComponent.TaskOrder = builder.CreateBlobAssetReference(Allocator.Persistent);
builder.Dispose();
}
randomSequenceComponents[m_ComponentIndex] = randomSequenceComponent;
}
///
/// 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;
clone.AbortType = AbortType;
return clone;
}
}
///
/// The DOTS data structure for the RandomSequence class.
///
public struct RandomSequenceComponent : 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 seed of the random number generator.")]
public uint Seed;
[Tooltip("The random number generator for the task.")]
public Unity.Mathematics.Random RandomNumberGenerator;
[Tooltip("The indicies of the child task execution order.")]
public BlobAssetReference TaskOrder;
}
///
/// A DOTS tag indicating when a RandomSequence node is active.
///
public struct RandomSequenceTag : IComponentData, IEnableableComponent { }
///
/// Runs the RandomSequence logic.
///
[DisableAutoCreation]
public partial struct RandomSequenceTaskSystem : ISystem
{
///
/// Updates the logic.
///
/// The current state of the system.
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
foreach (var (branchComponents, taskComponents, randomSequenceComponents, entity) in
SystemAPI.Query, DynamicBuffer, DynamicBuffer>().WithAll().WithEntityAccess()) {
for (int i = 0; i < randomSequenceComponents.Length; ++i) {
var randomSequenceComponent = randomSequenceComponents[i];
var taskComponent = taskComponents[randomSequenceComponent.Index];
var branchComponent = branchComponents[taskComponent.BranchIndex];
// Do not continue if there will be an interrupt.
if (branchComponent.InterruptType != InterruptType.None) {
continue;
}
var randomSequenceComponentsBuffer = randomSequenceComponents;
var taskComponentsBuffer = taskComponents;
var branchComponentBuffer = branchComponents;
if (taskComponent.Status == TaskStatus.Queued) {
taskComponent.Status = TaskStatus.Running;
taskComponentsBuffer[taskComponent.Index] = taskComponent;
// Initialize the task order array.
if (!randomSequenceComponent.TaskOrder.IsCreated) {
var childCount = TraversalUtility.GetImmediateChildCount(ref taskComponent, ref taskComponentsBuffer);
var builder = new BlobBuilder(Allocator.Temp);
ref var root = ref builder.ConstructRoot();
var orderArray = builder.Allocate(ref root.Indicies, childCount);
var childIndex = taskComponent.Index + 1;
for (int j = 0; j < childCount; ++j) {
orderArray[j] = (ushort)childIndex;
childIndex = taskComponents[childIndex].SiblingIndex;
}
randomSequenceComponent.TaskOrder = builder.CreateBlobAssetReference(Allocator.Persistent);
builder.Dispose();
}
// Generate a new random number seed for each entity.
if (randomSequenceComponent.RandomNumberGenerator.state == 0) {
randomSequenceComponent.RandomNumberGenerator = Unity.Mathematics.Random.CreateFromIndex(randomSequenceComponent.Seed != 0 ? randomSequenceComponent.Seed : (uint)entity.Index);
}
// Use fisher-yates to shuffle the array in place.
ref var initialTaskOrder = ref randomSequenceComponent.TaskOrder.Value.Indicies;
var index = initialTaskOrder.Length;
while (index != 0) {
var randomUnitFloat = randomSequenceComponent.RandomNumberGenerator.NextFloat();
var randomIndex = (int)Unity.Mathematics.math.floor(randomUnitFloat * index);
index--;
var element = initialTaskOrder[randomIndex];
initialTaskOrder[randomIndex] = initialTaskOrder[index];
initialTaskOrder[index] = element;
}
randomSequenceComponent.ActiveRelativeChildIndex = 0;
randomSequenceComponentsBuffer[i] = randomSequenceComponent;
branchComponent.NextIndex = initialTaskOrder[randomSequenceComponent.ActiveRelativeChildIndex];
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 randomSequence task is currently active. Check the first child.
ref var taskOrder = ref randomSequenceComponent.TaskOrder.Value.Indicies;
var childTaskComponent = taskComponents[taskOrder[randomSequenceComponent.ActiveRelativeChildIndex]];
if (childTaskComponent.Status == TaskStatus.Queued || childTaskComponent.Status == TaskStatus.Running) {
// The child should keep running.
continue;
}
if (randomSequenceComponent.ActiveRelativeChildIndex == taskOrder.Length - 1 || childTaskComponent.Status == TaskStatus.Failure) {
// There are no more children or the child failed. The random sequence task should end. A task status of inactive indicates the last task was disabled. Return success.
taskComponent.Status = childTaskComponent.Status != TaskStatus.Inactive ? childTaskComponent.Status : TaskStatus.Success;
randomSequenceComponent.ActiveRelativeChildIndex = 0;
taskComponentsBuffer[randomSequenceComponent.Index] = taskComponent;
branchComponent.NextIndex = taskComponent.ParentIndex;
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
} else {
// The child task returned success. Move onto the next task.
randomSequenceComponent.ActiveRelativeChildIndex++;
var nextIndex = taskOrder[randomSequenceComponent.ActiveRelativeChildIndex];
var nextTaskComponent = taskComponents[nextIndex];
nextTaskComponent.Status = TaskStatus.Queued;
taskComponentsBuffer[nextIndex] = nextTaskComponent;
branchComponent.NextIndex = nextIndex;
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
}
randomSequenceComponentsBuffer[i] = randomSequenceComponent;
}
}
}
///
/// The task has been destroyed.
///
/// The current state of the system.
private void OnDestroy(ref SystemState state)
{
foreach (var randomSequenceComponents in SystemAPI.Query>()) {
for (int i = 0; i < randomSequenceComponents.Length; ++i) {
var randomSequenceComponent = randomSequenceComponents[i];
if (randomSequenceComponent.TaskOrder.IsCreated) {
randomSequenceComponent.TaskOrder.Dispose();
}
}
}
}
}
///
/// An interrupt has occurred. Ensure the task state is correct after the interruption.
///
[DisableAutoCreation]
public partial struct RandomSequenceInterruptSystem : ISystem
{
///
/// Runs the logic after an interruption.
///
/// The current state of the system.
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
foreach (var (taskComponents, randomSequenceComponents) in
SystemAPI.Query, DynamicBuffer>().WithAll()) {
for (int i = 0; i < randomSequenceComponents.Length; ++i) {
var randomSequenceComponent = randomSequenceComponents[i];
// The active child will have a non-running status if it has been interrupted.
var taskComponent = taskComponents[randomSequenceComponent.Index];
if (taskComponent.Status == TaskStatus.Running && taskComponents[randomSequenceComponent.TaskOrder.Value.Indicies[randomSequenceComponent.ActiveRelativeChildIndex]].Status != TaskStatus.Running) {
ushort relativeChildIndex = 0;
// Find the currently active task.
while (taskComponents[randomSequenceComponent.TaskOrder.Value.Indicies[relativeChildIndex]].Status != TaskStatus.Running) {
relativeChildIndex++;
}
randomSequenceComponent.ActiveRelativeChildIndex = relativeChildIndex;
var randomSequenceBuffer = randomSequenceComponents;
randomSequenceBuffer[i] = randomSequenceComponent;
}
}
}
}
}
}
#endif