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#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 utility selector task.
/// </summary>
[NodeIcon("9d36cd363c3e08246a6e9eaf5ad99d69", "db3d0b77c7f9e0b4f9157aa03178836a")]
[ Opsive . Shared . Utility . Description ( "The utility selector task evaluates the child tasks using Utility Theory AI. The child task can return the utility value " +
"at that particular time. The task with the highest utility value will be selected and the existing running task will be aborted. The utility selector " +
"task reevaluates its children every tick." ) ]
public class UtilitySelector : ECSCompositeTask < UtilitySelectorTaskSystem , UtilitySelectorComponent > , IParentNode , ISavableTask , ICloneable
{
private ushort m_ComponentIndex ;
public override ComponentType Flag { get = > typeof ( UtilitySelectorFlag ) ; }
/// <summary>
/// Returns a new TBufferElement for use by the system.
/// </summary>
/// <returns>A new TBufferElement for use by the system.</returns>
public override UtilitySelectorComponent GetBufferElement ( )
{
return new UtilitySelectorComponent ( )
{
Index = RuntimeIndex ,
} ;
}
/// <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 ) ;
ComponentUtility . AddInterruptComponents ( world . EntityManager , entity ) ;
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 utilitySelectorComponents = world . EntityManager . GetBuffer < UtilitySelectorComponent > ( entity ) ;
var utilitySelectorComponent = utilitySelectorComponents [ m_ComponentIndex ] ;
// Save the active child.
return utilitySelectorComponent . ActiveChildIndex ;
}
/// <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 utilitySelectorComponents = world . EntityManager . GetBuffer < UtilitySelectorComponent > ( entity ) ;
var utilitySelectorComponent = utilitySelectorComponents [ m_ComponentIndex ] ;
// saveData is the active child index.
utilitySelectorComponent . ActiveChildIndex = ( ushort ) saveData ;
utilitySelectorComponents [ m_ComponentIndex ] = utilitySelectorComponent ;
}
/// <summary>
/// Creates a deep clone of the component.
/// </summary>
/// <returns>A deep clone of the component.</returns>
public object Clone ( )
{
var clone = Activator . CreateInstance < UtilitySelector > ( ) ;
clone . Index = Index ;
clone . ParentIndex = ParentIndex ;
clone . SiblingIndex = SiblingIndex ;
return clone ;
}
}
/// <summary>
/// The DOTS data structure for the UtilitySelector class.
/// </summary>
public struct UtilitySelectorComponent : IBufferElementData
{
[Tooltip("The index of the node.")]
public ushort Index ;
[Tooltip("The index of the child that is currently active.")]
public ushort ActiveChildIndex ;
[Tooltip("The index of the UtilityValueComponent that corresponds to each child.")]
public NativeArray < UtilityItem > UtilityItems ;
/// <summary>
/// A mapping between the UnityValueComponent and the task.
/// </summary>
public struct UtilityItem
{
[Tooltip("The index of the task.")]
public ushort TaskIndex ;
[Tooltip("The index of the UtilityValueComponent.")]
public ushort UtilityValueIndex ;
[Tooltip("Can the task continue to exectute?")]
public bool CanExecute ;
}
}
/// <summary>
/// DOTS structure that contains the most recently utility of the task.
/// </summary>
public struct UtilityValueComponent : IBufferElementData
{
[Tooltip("The index of the task.")]
public ushort Index ;
[Tooltip("The current utility value. The higher the value the more likely it will be selected.")]
public float Value ;
}
/// <summary>
/// A DOTS tag indicating when a UtilitySelector node is active.
/// </summary>
public struct UtilitySelectorFlag : IComponentData , IEnableableComponent { }
/// <summary>
/// Runs the UtilitySelector logic.
/// </summary>
[DisableAutoCreation]
public partial struct UtilitySelectorTaskSystem : ISystem
{
/// <summary>
/// Updates the logic.
/// </summary>
/// <param name="state">The current state of the system.</param>
[BurstCompile]
private void OnUpdate ( ref SystemState state )
{
var hasUtilityValueComponent = false ;
foreach ( var ( utilitySelectorComponents , utilityValueComponents , taskComponents , branchComponents , entity ) in
SystemAPI . Query < DynamicBuffer < UtilitySelectorComponent > , DynamicBuffer < UtilityValueComponent > , DynamicBuffer < TaskComponent > , DynamicBuffer < BranchComponent > > ( ) . WithAll < EvaluateFlag > ( ) . WithEntityAccess ( ) ) {
hasUtilityValueComponent = true ;
for ( int i = 0 ; i < utilitySelectorComponents . Length ; + + i ) {
var utilitySelectorComponent = utilitySelectorComponents [ i ] ;
var taskComponent = taskComponents [ utilitySelectorComponent . Index ] ;
var branchComponent = branchComponents [ taskComponent . BranchIndex ] ;
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// Do not continue if there will be an interrupt or the branch cannot execute.
if ( branchComponent . InterruptType ! = InterruptType . None | | ! branchComponent . CanExecute ) {
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continue ;
}
var utilitySelectorComponentsBuffer = utilitySelectorComponents ;
var utilityValueComponentBuffer = utilityValueComponents ;
var taskComponentsBuffer = taskComponents ;
var branchComponentBuffer = branchComponents ;
if ( taskComponent . Status = = TaskStatus . Queued ) {
// Initialize the UtilityItem array.
if ( utilitySelectorComponent . UtilityItems . Length = = 0 ) {
var childCount = TraversalUtility . GetImmediateChildCount ( ref taskComponent , ref taskComponentsBuffer ) ;
var utilityItems = new NativeArray < UtilitySelectorComponent . UtilityItem > ( childCount , Allocator . Persistent ) ;
// Match the UtilitySelectorComponent with the child index.
var childIndex = ( ushort ) ( taskComponent . Index + 1 ) ;
for ( ushort j = 0 ; j < childCount ; + + j ) {
utilityItems [ j ] = new UtilitySelectorComponent . UtilityItem ( ) { TaskIndex = childIndex , UtilityValueIndex = ushort . MaxValue , CanExecute = ! taskComponents [ childIndex ] . Disabled } ;
for ( ushort k = 0 ; k < utilityValueComponents . Length ; + + k ) {
var utilityValueComponent = utilityValueComponents [ k ] ;
if ( utilityValueComponent . Index = = childIndex ) {
var utilityItem = utilityItems [ j ] ;
utilityItem . UtilityValueIndex = k ;
utilityItems [ j ] = utilityItem ;
break ;
}
}
childIndex = taskComponents [ childIndex ] . SiblingIndex ;
}
utilitySelectorComponent . UtilityItems = utilityItems ;
} else {
// Reset the execution status.
var childIndex = ( ushort ) ( taskComponent . Index + 1 ) ;
for ( int j = 0 ; j < utilitySelectorComponent . UtilityItems . Length ; + + j ) {
var utilityItem = utilitySelectorComponent . UtilityItems [ j ] ;
utilityItem . CanExecute = ! taskComponents [ childIndex ] . Disabled ;
utilitySelectorComponent . UtilityItems [ j ] = utilityItem ;
childIndex = taskComponents [ childIndex ] . SiblingIndex ;
}
}
utilitySelectorComponent . ActiveChildIndex = GetHighestUtility ( utilitySelectorComponent . UtilityItems , ref utilityValueComponentBuffer ) ;
utilitySelectorComponentsBuffer [ i ] = utilitySelectorComponent ;
if ( utilitySelectorComponent . ActiveChildIndex = = ushort . MaxValue ) {
taskComponent . Status = TaskStatus . Failure ;
branchComponent . NextIndex = taskComponent . ParentIndex ;
} else {
taskComponent . Status = TaskStatus . Running ;
branchComponent . NextIndex = utilitySelectorComponent . UtilityItems [ utilitySelectorComponent . ActiveChildIndex ] . TaskIndex ;
// Start the child.
var nextChildTaskComponent = taskComponents [ branchComponent . NextIndex ] ;
nextChildTaskComponent . Status = TaskStatus . Queued ;
taskComponentsBuffer [ branchComponent . NextIndex ] = nextChildTaskComponent ;
}
taskComponentsBuffer [ taskComponent . Index ] = taskComponent ;
branchComponentBuffer [ taskComponent . BranchIndex ] = branchComponent ;
continue ;
} else if ( taskComponent . Status ! = TaskStatus . Running ) {
continue ;
}
var childTaskComponent = taskComponents [ utilitySelectorComponent . UtilityItems [ utilitySelectorComponent . ActiveChildIndex ] . TaskIndex ] ;
if ( childTaskComponent . Status = = TaskStatus . Success ) {
// The child has returned success. Stop the selector.
taskComponent . Status = childTaskComponent . Status ;
taskComponentsBuffer [ utilitySelectorComponent . Index ] = taskComponent ;
branchComponent . NextIndex = taskComponent . ParentIndex ;
branchComponentBuffer [ taskComponent . BranchIndex ] = branchComponent ;
continue ;
} else if ( childTaskComponent . Status = = TaskStatus . Failure ) {
var utilityItem = utilitySelectorComponent . UtilityItems [ utilitySelectorComponent . ActiveChildIndex ] ;
utilityItem . CanExecute = false ;
utilitySelectorComponent . UtilityItems [ utilitySelectorComponent . ActiveChildIndex ] = utilityItem ;
utilitySelectorComponentsBuffer [ i ] = utilitySelectorComponent ;
}
// The active task returned failure or is currently running. Determine if the active task needs to change.
var highestIndex = GetHighestUtility ( utilitySelectorComponent . UtilityItems , ref utilityValueComponentBuffer ) ;
if ( highestIndex = = utilitySelectorComponent . ActiveChildIndex ) {
// No changes are necessary.
continue ;
}
var activeTaskIndex = utilitySelectorComponent . UtilityItems [ utilitySelectorComponent . ActiveChildIndex ] . TaskIndex ;
utilitySelectorComponent . ActiveChildIndex = highestIndex ;
utilitySelectorComponentsBuffer [ i ] = utilitySelectorComponent ;
// A new branch has been selected. Trigger an interrupt on the currently active branch.
if ( taskComponents [ activeTaskIndex ] . Status = = TaskStatus . Running ) {
branchComponent . InterruptType = InterruptType . Branch ;
branchComponent . InterruptIndex = utilitySelectorComponent . UtilityItems [ highestIndex ] . TaskIndex ;
state . EntityManager . SetComponentEnabled < InterruptFlag > ( entity , true ) ;
branchComponentBuffer [ taskComponent . BranchIndex ] = branchComponent ;
continue ;
}
// No more tasks may need to run.
if ( highestIndex = = ushort . MaxValue ) {
taskComponent . Status = TaskStatus . Failure ;
taskComponentsBuffer [ utilitySelectorComponent . Index ] = taskComponent ;
branchComponent . NextIndex = taskComponent . ParentIndex ;
} else {
// Run the task with the next highest utility value.
var nextTaskIndex = utilitySelectorComponent . UtilityItems [ utilitySelectorComponent . ActiveChildIndex ] . TaskIndex ;
var nextTaskComponent = taskComponents [ nextTaskIndex ] ;
nextTaskComponent . Status = TaskStatus . Queued ;
taskComponentsBuffer [ nextTaskIndex ] = nextTaskComponent ;
branchComponent . NextIndex = nextTaskIndex ;
}
branchComponentBuffer [ taskComponent . BranchIndex ] = branchComponent ;
}
}
// Special case where the UtilitySelectorComponent has no UtilityValueComponent children.
if ( ! hasUtilityValueComponent ) {
foreach ( var ( utilitySelectorComponents , taskComponents , branchComponents ) in
SystemAPI . Query < DynamicBuffer < UtilitySelectorComponent > , DynamicBuffer < TaskComponent > , DynamicBuffer < BranchComponent > > ( ) . WithAll < UtilitySelectorFlag , EvaluateFlag > ( ) ) {
for ( int i = 0 ; i < utilitySelectorComponents . Length ; + + i ) {
var utilitySelectorComponent = utilitySelectorComponents [ i ] ;
var taskComponent = taskComponents [ utilitySelectorComponent . Index ] ;
// If there are no values then the selector should return failure.
if ( taskComponent . Status = = TaskStatus . Queued & & utilitySelectorComponent . UtilityItems . Length = = 0 ) {
taskComponent . Status = TaskStatus . Failure ;
var taskComponentsBuffer = taskComponents ;
taskComponentsBuffer [ utilitySelectorComponent . Index ] = taskComponent ;
var branchComponent = branchComponents [ taskComponent . BranchIndex ] ;
branchComponent . NextIndex = taskComponent . ParentIndex ;
var branchComponentBuffer = branchComponents ;
branchComponentBuffer [ taskComponent . BranchIndex ] = branchComponent ;
}
}
}
}
}
/// <summary>
/// Retruns the task index with the highest utility value.
/// </summary>
/// <param name="utilityItems">The components with utility values.</param>
/// <param name="utilityValueComponents">The utility values of the tasks.</param>
/// <returns>The task with the highest utility value.</returns>
[BurstCompile]
private ushort GetHighestUtility ( NativeArray < UtilitySelectorComponent . UtilityItem > utilityItems , ref DynamicBuffer < UtilityValueComponent > utilityValueComponents )
{
var utilityIndex = ushort . MaxValue ;
var highestUtility = float . MinValue ;
for ( ushort i = 0 ; i < utilityItems . Length ; + + i ) {
if ( utilityItems [ i ] . UtilityValueIndex = = ushort . MaxValue | | ! utilityItems [ i ] . CanExecute ) {
continue ;
}
var utilityValue = utilityValueComponents [ utilityItems [ i ] . UtilityValueIndex ] . Value ;
if ( utilityValue > highestUtility ) {
highestUtility = utilityValue ;
utilityIndex = i ;
}
}
return utilityIndex ;
}
/// <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 utilitySelectorComponents in SystemAPI . Query < DynamicBuffer < UtilitySelectorComponent > > ( ) ) {
for ( int i = 0 ; i < utilitySelectorComponents . Length ; + + i ) {
utilitySelectorComponents [ i ] . UtilityItems . Dispose ( ) ;
}
}
}
}
}
#endif