#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.Variables.ECS; using Opsive.GraphDesigner.Runtime; using Opsive.Shared.Utility; using Unity.Collections; using Unity.Collections.LowLevel.Unsafe; using Unity.Entities; using Unity.Burst; using UnityEngine; using System; /// /// A node representation of the random sequence task. /// [NodeIcon("edb30349221143a408c76da55a6aa809", "cfb9039832ed52748b617bde070898dc")] [Opsive.Shared.Utility.Description("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 class RandomSequence : ECSCompositeTask, IParentNode, IConditionalAbortParent, IInterruptResponder, ISavableTask, ICloneable { [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 ConditionalAbortType AbortType { get => m_AbortType; set => m_AbortType = value; } public uint Seed { get => m_Seed; set => m_Seed = value; } public Type InterruptSystemType { get => typeof(RandomSequenceInterruptSystem); } /// /// Returns a new TBufferElement for use by the system. /// /// A new TBufferElement for use by the system. public override RandomSequenceComponent GetBufferElement() { return new RandomSequenceComponent() { Index = RuntimeIndex, Seed = m_Seed, }; } /// /// Adds the IBufferElementData to the entity. /// /// The world that the entity exists in. /// The entity that the IBufferElementData should be assigned to. /// The ECS variable registry for registering SharedVariable fields. /// The GameObject that the entity is attached to. /// The index of the element within the buffer. public override int AddBufferElement(World world, Entity entity, ECSVariableRegistry registry, GameObject gameObject) { m_ComponentIndex = (ushort)base.AddBufferElement(world, entity, registry, gameObject); return m_ComponentIndex; } /// /// 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 = new ushort[randomSequenceComponent.TaskOrder.Length]; for (int i = 0; i < randomSequenceComponent.TaskOrder.Length; ++i) { taskOrder[i] = randomSequenceComponent.TaskOrder[i]; } 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]; if (randomSequenceComponent.TaskOrder.IsCreated) { randomSequenceComponent.TaskOrder.Dispose(); } randomSequenceComponent.TaskOrder = new UnsafeList(taskOrder.Length, Allocator.Persistent); randomSequenceComponent.TaskOrder.Resize(taskOrder.Length); for (int i = 0; i < taskOrder.Length; i++) { randomSequenceComponent.TaskOrder[i] = taskOrder[i]; } } 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.Enabled = Enabled; 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 UnsafeList TaskOrder; } /// /// A DOTS tag indicating when a RandomSequence node is active. /// public struct RandomSequenceFlag : IComponentData, IEnableableComponent { } /// /// Runs the RandomSequence logic. /// [DisableAutoCreation] public partial struct RandomSequenceTaskSystem : ISystem { private EntityQuery m_Query; /// /// Builds the query. /// /// The current state of the system. private void OnCreate(ref SystemState state) { m_Query = SystemAPI.QueryBuilder().WithAllRW().WithAllRW().WithAllRW().WithAll().Build(); } /// /// Creates the job. /// /// The current state of the system. [BurstCompile] private void OnUpdate(ref SystemState state) { state.Dependency = new RandomSequenceJob().ScheduleParallel(m_Query, state.Dependency); } /// /// Job which executes the task logic. /// [BurstCompile] private partial struct RandomSequenceJob : IJobEntity { /// /// Executes the random sequence logic. /// /// An array of BranchComponents. /// An array of TaskComponents. /// An array of RandomSequenceComponents. /// The entity being executed. [BurstCompile] public void Execute(ref DynamicBuffer branchComponents, ref DynamicBuffer taskComponents, ref DynamicBuffer randomSequenceComponents, Entity entity) { for (int i = 0; i < randomSequenceComponents.Length; ++i) { var randomSequenceComponent = randomSequenceComponents[i]; var taskComponent = taskComponents[randomSequenceComponent.Index]; var taskStatus = taskComponent.Status; // Skip inactive tasks before any branch lookups. if (taskStatus != TaskStatus.Queued && taskStatus != TaskStatus.Running) { continue; } var branchComponent = branchComponents[taskComponent.BranchIndex]; // Do not continue if there will be an interrupt or the branch cannot execute. if (branchComponent.InterruptType != InterruptType.None || !branchComponent.CanExecute) { continue; } if (taskStatus == TaskStatus.Queued) { taskComponent.Status = TaskStatus.Running; taskComponents[taskComponent.Index] = taskComponent; // Initialize the task order array. if (!randomSequenceComponent.TaskOrder.IsCreated) { var childCount = TraversalUtility.GetImmediateChildCount(ref taskComponent, ref taskComponents); randomSequenceComponent.TaskOrder = new UnsafeList(childCount, Allocator.Persistent); randomSequenceComponent.TaskOrder.Resize(childCount); var childIndex = taskComponent.Index + 1; for (int j = 0; j < childCount; ++j) { randomSequenceComponent.TaskOrder[j] = (ushort)childIndex; childIndex = taskComponents[childIndex].SiblingIndex; } } // 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); } randomSequenceComponent.ActiveRelativeChildIndex = 0; if (randomSequenceComponent.TaskOrder.Length > 1) { // Lazy Fisher-Yates: only place the first entry now. var randomIndex = randomSequenceComponent.RandomNumberGenerator.NextInt(randomSequenceComponent.TaskOrder.Length); var element = randomSequenceComponent.TaskOrder[randomIndex]; randomSequenceComponent.TaskOrder[randomIndex] = randomSequenceComponent.TaskOrder[0]; randomSequenceComponent.TaskOrder[0] = element; } randomSequenceComponents[i] = randomSequenceComponent; branchComponent.NextIndex = randomSequenceComponent.TaskOrder[randomSequenceComponent.ActiveRelativeChildIndex]; branchComponents[taskComponent.BranchIndex] = branchComponent; // Start the child. var nextChildTaskComponent = taskComponents[branchComponent.NextIndex]; nextChildTaskComponent.Status = TaskStatus.Queued; taskComponents[branchComponent.NextIndex] = nextChildTaskComponent; } // The randomSequence task is currently active. Check the active child. var childTaskComponent = taskComponents[randomSequenceComponent.TaskOrder[randomSequenceComponent.ActiveRelativeChildIndex]]; if (childTaskComponent.Status == TaskStatus.Queued || childTaskComponent.Status == TaskStatus.Running) { // The child should keep running. continue; } if (randomSequenceComponent.ActiveRelativeChildIndex == randomSequenceComponent.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; taskComponents[randomSequenceComponent.Index] = taskComponent; branchComponent.NextIndex = taskComponent.ParentIndex; branchComponents[taskComponent.BranchIndex] = branchComponent; } else { // The child task returned success. Move onto the next random task. randomSequenceComponent.ActiveRelativeChildIndex++; var nextRelativeChildIndex = randomSequenceComponent.ActiveRelativeChildIndex; var remainingCount = randomSequenceComponent.TaskOrder.Length - nextRelativeChildIndex; if (remainingCount > 1) { // Lazy Fisher-Yates: place only the next slot. var randomIndex = nextRelativeChildIndex + randomSequenceComponent.RandomNumberGenerator.NextInt(remainingCount); var element = randomSequenceComponent.TaskOrder[randomIndex]; randomSequenceComponent.TaskOrder[randomIndex] = randomSequenceComponent.TaskOrder[nextRelativeChildIndex]; randomSequenceComponent.TaskOrder[nextRelativeChildIndex] = element; } var nextIndex = randomSequenceComponent.TaskOrder[nextRelativeChildIndex]; var nextTaskComponent = taskComponents[nextIndex]; nextTaskComponent.Status = TaskStatus.Queued; taskComponents[nextIndex] = nextTaskComponent; branchComponent.NextIndex = nextIndex; branchComponents[taskComponent.BranchIndex] = branchComponent; } randomSequenceComponents[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 (!randomSequenceComponent.TaskOrder.IsCreated) { continue; } var taskOrder = randomSequenceComponent.TaskOrder; if (taskOrder.Length == 0 || randomSequenceComponent.ActiveRelativeChildIndex >= taskOrder.Length) { continue; } if (taskComponent.Status == TaskStatus.Running && taskComponents[taskOrder[randomSequenceComponent.ActiveRelativeChildIndex]].Status != TaskStatus.Running) { ushort relativeChildIndex = 0; // Find the currently active task. while (relativeChildIndex < taskOrder.Length && taskComponents[taskOrder[relativeChildIndex]].Status != TaskStatus.Running) { relativeChildIndex++; } if (relativeChildIndex < taskOrder.Length) { randomSequenceComponent.ActiveRelativeChildIndex = relativeChildIndex; var randomSequenceBuffer = randomSequenceComponents; randomSequenceBuffer[i] = randomSequenceComponent; } } } } } } } #endif