2025-11-25 08:19:33 -05:00
#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 ;
/// <summary>
/// A node representation of the random selector task.
/// </summary>
[NodeIcon("d7c1e0f5830316e449df8a35561df859", "7638e4bc5a1f4cd488801902387ec5ea")]
[ Opsive . Shared . Utility . Description ( "Similar to the selector task, the random selector task will return success as soon as a child task returns success. " +
"The difference is that the random selector class will run its children in a random order. The selector task is deterministic " +
"in that it will always run the tasks from left to right within the tree. The random selector task shuffles the child tasks up and then begins " +
"execution in a random order. Other than that the random selector class is the same as the selector class. It will continue running tasks " +
"until a task completes successfully. If no child tasks return success then it will return failure." ) ]
public class RandomSelector : ECSCompositeTask < RandomSelectorTaskSystem , RandomSelectorComponent > , 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 override ComponentType Flag { get = > typeof ( RandomSelectorFlag ) ; }
public Type InterruptSystemType { get = > typeof ( RandomSelectorInterruptSystem ) ; }
/// <summary>
/// Returns a new TBufferElement for use by the system.
/// </summary>
/// <returns>A new TBufferElement for use by the system.</returns>
public override RandomSelectorComponent GetBufferElement ( )
{
return new RandomSelectorComponent ( )
{
Index = RuntimeIndex ,
Seed = m_Seed ,
} ;
}
/// <summary>
/// Adds the IBufferElementData to the entity.
/// </summary>
/// <param name="world">The world that the entity exists in.</param>
/// <param name="entity">The entity that the IBufferElementData should be assigned to.</param>
/// <param name="gameObject">The GameObject that the entity is attached to.</param>
/// <returns>The index of the element within the buffer.</returns>
public override int AddBufferElement ( World world , Entity entity , GameObject gameObject )
{
m_ComponentIndex = ( ushort ) base . AddBufferElement ( world , entity , gameObject ) ;
return m_ComponentIndex ;
}
/// <summary>
/// Specifies the type of reflection that should be used to save the task.
/// </summary>
/// <param name="index">The index of the sub-task. This is used for the task set allowing each contained task to have their own save type.</param>
public MemberVisibility GetSaveReflectionType ( int index ) { return MemberVisibility . None ; }
/// <summary>
/// Returns the current task state.
/// </summary>
/// <param name="world">The DOTS world.</param>
/// <param name="entity">The DOTS entity.</param>
/// <returns>The current task state.</returns>
public object Save ( World world , Entity entity )
{
var randomSelectorComponents = world . EntityManager . GetBuffer < RandomSelectorComponent > ( entity ) ;
var randomSelectorComponent = randomSelectorComponents [ m_ComponentIndex ] ;
// Save the active child and array order.
var saveData = new object [ 2 ] ;
saveData [ 0 ] = randomSelectorComponent . ActiveRelativeChildIndex ;
if ( randomSelectorComponent . TaskOrder . IsCreated ) {
var taskOrder = randomSelectorComponent . TaskOrder . Value . Indicies . ToArray ( ) ;
saveData [ 1 ] = taskOrder ;
}
return saveData ;
}
/// <summary>
/// Loads the previous task state.
/// </summary>
/// <param name="saveData">The previous task state.</param>
/// <param name="world">The DOTS world.</param>
/// <param name="entity">The DOTS entity.</param>
public void Load ( object saveData , World world , Entity entity )
{
var randomSelectorComponents = world . EntityManager . GetBuffer < RandomSelectorComponent > ( entity ) ;
var randomSelectorComponent = randomSelectorComponents [ m_ComponentIndex ] ;
// saveData is the active child and array order.
var taskSaveData = ( object [ ] ) saveData ;
randomSelectorComponent . 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 < IndiciesBlob > ( ) ;
var orderArray = builder . Allocate ( ref root . Indicies , taskOrder . Length ) ;
for ( int i = 0 ; i < taskOrder . Length ; i + + ) {
orderArray [ i ] = taskOrder [ i ] ;
}
randomSelectorComponent . TaskOrder = builder . CreateBlobAssetReference < IndiciesBlob > ( Allocator . Persistent ) ;
builder . Dispose ( ) ;
}
randomSelectorComponents [ m_ComponentIndex ] = randomSelectorComponent ;
}
/// <summary>
/// Creates a deep clone of the component.
/// </summary>
/// <returns>A deep clone of the component.</returns>
public object Clone ( )
{
var clone = Activator . CreateInstance < RandomSelector > ( ) ;
clone . Index = Index ;
clone . ParentIndex = ParentIndex ;
clone . SiblingIndex = SiblingIndex ;
clone . AbortType = AbortType ;
return clone ;
}
}
/// <summary>
/// The DOTS data structure for the RandomSelector class.
/// </summary>
public struct RandomSelectorComponent : 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 < IndiciesBlob > TaskOrder ;
}
/// <summary>
/// A DOTS tag indicating when a RandomSelector node is active.
/// </summary>
public struct RandomSelectorFlag : IComponentData , IEnableableComponent { }
/// <summary>
/// Runs the RandomSelector logic.
/// </summary>
[DisableAutoCreation]
public partial struct RandomSelectorTaskSystem : ISystem
{
/// <summary>
/// Updates the logic.
/// </summary>
/// <param name="state">The current state of the system.</param>
[BurstCompile]
private void OnUpdate ( ref SystemState state )
{
foreach ( var ( branchComponents , taskComponents , randomSelectorComponents , entity ) in
SystemAPI . Query < DynamicBuffer < BranchComponent > , DynamicBuffer < TaskComponent > , DynamicBuffer < RandomSelectorComponent > > ( ) . WithAll < RandomSelectorFlag , EvaluateFlag > ( ) . WithEntityAccess ( ) ) {
for ( int i = 0 ; i < randomSelectorComponents . Length ; + + i ) {
var randomSelectorComponent = randomSelectorComponents [ i ] ;
var taskComponent = taskComponents [ randomSelectorComponent . Index ] ;
var branchComponent = branchComponents [ taskComponent . BranchIndex ] ;
2026-01-03 18:19:39 -05:00
// Do not continue if there will be an interrupt or the branch cannot execute.
if ( branchComponent . InterruptType ! = InterruptType . None | | ! branchComponent . CanExecute ) {
2025-11-25 08:19:33 -05:00
continue ;
}
var randomSelectorComponentsBuffer = randomSelectorComponents ;
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 ( ! randomSelectorComponent . TaskOrder . IsCreated ) {
var childCount = TraversalUtility . GetImmediateChildCount ( ref taskComponent , ref taskComponentsBuffer ) ;
var builder = new BlobBuilder ( Allocator . Temp ) ;
ref var root = ref builder . ConstructRoot < IndiciesBlob > ( ) ;
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 ;
}
randomSelectorComponent . TaskOrder = builder . CreateBlobAssetReference < IndiciesBlob > ( Allocator . Persistent ) ;
builder . Dispose ( ) ;
}
// Generate a new random number seed for each entity.
if ( randomSelectorComponent . RandomNumberGenerator . state = = 0 ) {
randomSelectorComponent . RandomNumberGenerator = Unity . Mathematics . Random . CreateFromIndex ( randomSelectorComponent . Seed ! = 0 ? randomSelectorComponent . Seed : ( uint ) entity . Index ) ;
}
// Use fisher-yates to shuffle the array in place.
ref var initialTaskOrder = ref randomSelectorComponent . TaskOrder . Value . Indicies ;
var index = initialTaskOrder . Length ;
while ( index ! = 0 ) {
var randomUnitFloat = randomSelectorComponent . RandomNumberGenerator . NextFloat ( ) ;
var randomIndex = ( int ) Unity . Mathematics . math . floor ( randomUnitFloat * index ) ;
index - - ;
var element = initialTaskOrder [ randomIndex ] ;
initialTaskOrder [ randomIndex ] = initialTaskOrder [ index ] ;
initialTaskOrder [ index ] = element ;
}
randomSelectorComponent . ActiveRelativeChildIndex = 0 ;
randomSelectorComponentsBuffer [ i ] = randomSelectorComponent ;
branchComponent . NextIndex = initialTaskOrder [ randomSelectorComponent . ActiveRelativeChildIndex ] ;
branchComponentBuffer [ taskComponent . BranchIndex ] = branchComponent ;
// The child may have already ran and have a non-inactive status.
var nextChildTaskComponent = taskComponents [ branchComponent . NextIndex ] ;
nextChildTaskComponent . Status = TaskStatus . Queued ;
taskComponentsBuffer [ branchComponent . NextIndex ] = nextChildTaskComponent ;
} else if ( taskComponent . Status ! = TaskStatus . Running ) {
continue ;
}
// The randomSelector task is currently active. Check the first child.
ref var taskOrder = ref randomSelectorComponent . TaskOrder . Value . Indicies ;
var childTaskComponent = taskComponents [ taskOrder [ randomSelectorComponent . ActiveRelativeChildIndex ] ] ;
if ( childTaskComponent . Status = = TaskStatus . Queued | | childTaskComponent . Status = = TaskStatus . Running ) {
// The child should keep running.
continue ;
}
if ( randomSelectorComponent . ActiveRelativeChildIndex = = taskOrder . Length - 1 | | childTaskComponent . Status = = TaskStatus . Success ) {
// There are no more children or the child succeeded. The random selector task should end. A task status of inactive indicates the last task was disabled. Return failure.
taskComponent . Status = childTaskComponent . Status ! = TaskStatus . Inactive ? childTaskComponent . Status : TaskStatus . Failure ;
randomSelectorComponent . ActiveRelativeChildIndex = 0 ;
taskComponentsBuffer [ randomSelectorComponent . Index ] = taskComponent ;
branchComponent . NextIndex = taskComponent . ParentIndex ;
branchComponentBuffer [ taskComponent . BranchIndex ] = branchComponent ;
} else {
// The child task returned failure. Move onto the next task.
randomSelectorComponent . ActiveRelativeChildIndex + + ;
var nextIndex = taskOrder [ randomSelectorComponent . ActiveRelativeChildIndex ] ;
var nextTaskComponent = taskComponents [ nextIndex ] ;
nextTaskComponent . Status = TaskStatus . Queued ;
taskComponentsBuffer [ nextIndex ] = nextTaskComponent ;
branchComponent . NextIndex = nextIndex ;
branchComponentBuffer [ taskComponent . BranchIndex ] = branchComponent ;
}
randomSelectorComponentsBuffer [ i ] = randomSelectorComponent ;
}
}
}
/// <summary>
/// The task has been destroyed.
/// </summary>
/// <param name="state">The current state of the system.</param>
private void OnDestroy ( ref SystemState state )
{
foreach ( var randomSelectorComponents in SystemAPI . Query < DynamicBuffer < RandomSelectorComponent > > ( ) ) {
for ( int i = 0 ; i < randomSelectorComponents . Length ; + + i ) {
var randomSelectorComponent = randomSelectorComponents [ i ] ;
if ( randomSelectorComponent . TaskOrder . IsCreated ) {
randomSelectorComponent . TaskOrder . Dispose ( ) ;
}
}
}
}
}
/// <summary>
/// An interrupt has occurred. Ensure the task state is correct after the interruption.
/// </summary>
[DisableAutoCreation]
public partial struct RandomSelectorInterruptSystem : ISystem
{
/// <summary>
/// Runs the logic after an interruption.
/// </summary>
/// <param name="state">The current state of the system.</param>
[BurstCompile]
private void OnUpdate ( ref SystemState state )
{
foreach ( var ( taskComponents , randomSelectorComponents ) in
SystemAPI . Query < DynamicBuffer < TaskComponent > , DynamicBuffer < RandomSelectorComponent > > ( ) . WithAll < InterruptFlag > ( ) ) {
for ( int i = 0 ; i < randomSelectorComponents . Length ; + + i ) {
var randomSelectorComponent = randomSelectorComponents [ i ] ;
// The active child will have a non-running status if it has been interrupted.
var taskComponent = taskComponents [ randomSelectorComponent . Index ] ;
if ( taskComponent . Status = = TaskStatus . Running & & taskComponents [ randomSelectorComponent . TaskOrder . Value . Indicies [ randomSelectorComponent . ActiveRelativeChildIndex ] ] . Status ! = TaskStatus . Running ) {
ushort relativeChildIndex = 0 ;
// Find the currently active task.
while ( taskComponents [ randomSelectorComponent . TaskOrder . Value . Indicies [ relativeChildIndex ] ] . Status ! = TaskStatus . Running ) {
relativeChildIndex + + ;
}
randomSelectorComponent . ActiveRelativeChildIndex = relativeChildIndex ;
var randomSelectorBuffer = randomSelectorComponents ;
randomSelectorBuffer [ i ] = randomSelectorComponent ;
}
}
}
}
}
}
#endif