#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Systems
{
using Opsive.BehaviorDesigner.Runtime.Components;
using Opsive.BehaviorDesigner.Runtime.Groups;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Utility;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Jobs;
using UnityEngine;
///
/// Loops through the active tasks to determine if the system should stay active for the current tick.
///
[UpdateInGroup(typeof(TraversalSystemGroup))]
[UpdateBefore(typeof(TraversalTaskSystemGroup))]
public partial struct DetermineEvaluationSystem : ISystem
{
private bool m_JobScheduled;
private EntityQuery m_Query;
private JobHandle m_Dependency;
private EntityCommandBuffer m_EntityCommandBuffer;
private NativeArray m_Results;
[Tooltip("Should the group stay active? An inactive tree does not run.")]
public bool Active { get; private set; }
[Tooltip("Should the group be evaluate? This bool indicates if the entire tree should be evaluated instead of the reevaluation" +
"concept for conditional aborts. The tree will be reevaluated if any of the leaf tasks have a status of running.")]
public bool Evaluate { get; private set; }
///
/// The system has been created.
///
/// The state of the system.
private void OnCreate(ref SystemState state)
{
Active = Evaluate = true;
m_JobScheduled = false;
m_Query = SystemAPI.QueryBuilder().WithAllRW().WithAll().WithAll().WithAbsent().Build();
}
///
/// Executes the job to determine if the system should stay active and evaluating.
///
/// The current state of the system.
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
Active = Evaluate = true;
m_JobScheduled = true;
m_EntityCommandBuffer = new EntityCommandBuffer(Allocator.TempJob);
m_Results = new NativeArray(3, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
for (int i = 0; i < m_Results.Length; ++i) {
m_Results[i] = false;
}
state.Dependency = new DetermineEvaluationJob()
{
EntityCommandBuffer = m_EntityCommandBuffer.AsParallelWriter(),
Results = m_Results
}.ScheduleParallel(m_Query, state.Dependency);
m_Dependency = state.Dependency;
}
///
/// Completes the job and releases any memory.
///
/// The running EntityManager.
[BurstCompile]
public void Complete(EntityManager entityManager)
{
if (!m_JobScheduled) {
return;
}
m_Dependency.Complete();
m_EntityCommandBuffer.Playback(entityManager);
m_EntityCommandBuffer.Dispose();
if (m_Results.IsCreated) {
if (m_Results[0]) {
Active = m_Results[1];
Evaluate = m_Results[2];
} else {
// If the first element is false then no trees executed.
Active = Evaluate = false;
}
m_Results.Dispose();
}
m_JobScheduled = false;
}
///
/// The system has been destroyed.
///
/// The current state of the system.
private void OnDestroy(ref SystemState state)
{
if (m_Dependency.IsCompleted) {
return;
}
m_Results.Dispose();
}
///
/// Job which determine if the system should stay active. If any behavior tree should stay active then the entire system must remain active.
///
[BurstCompile]
public partial struct DetermineEvaluationJob : IJobEntity
{
[Tooltip("CommandBuffer which sets the component data.")]
public EntityCommandBuffer.ParallelWriter EntityCommandBuffer;
[Tooltip("The computed results.")]
[NativeDisableParallelForRestriction] public NativeArray Results;
///
/// Executes the job.
///
/// The entity that is being acted upon.
/// The index of the entity.
/// An array of branch components.
/// An array of task components.
/// The EvaluationComponent that belongs to the entity.
[BurstCompile]
private void Execute(Entity entity, [EntityIndexInQuery] int entityIndex, ref DynamicBuffer branchComponents, ref DynamicBuffer taskComponents, ref EvaluationComponent evaluationComponent)
{
Results[0] = true; // The first element indicates that the job has been executed.
// No branches may be active.
var active = false;
for (int i = 0; i < branchComponents.Length; ++i) {
var branchComponent = branchComponents[i];
if (branchComponent.ActiveIndex == ushort.MaxValue) {
continue;
}
active = true;
break;
}
// If a branch is active then at least one task within that branch is active.
var evaluate = false;
if (active) {
var continueEvaluation = false;
for (int i = 0; i < branchComponents.Length; ++i) {
var branchComponent = branchComponents[i];
if (branchComponent.ActiveIndex == ushort.MaxValue) {
continue;
}
var taskComponent = taskComponents[branchComponent.ActiveIndex];
var taskComponentBuffer = taskComponents;
var isParentTask = EvaluationUtility.IsParentTask(ref taskComponentBuffer, branchComponent.ActiveIndex);
// Continue evaluation if the active task is an outer node (action or conditional) and is not running OR
// the task is an inner node (composite or decorator), is running, and is not a parallel task. Parent tasks cannot run without an active child.
if ((!isParentTask && taskComponent.Status != TaskStatus.Running && taskComponent.ParentIndex != ushort.MaxValue) ||
(isParentTask && (taskComponent.Status == TaskStatus.Queued || taskComponent.Status == TaskStatus.Running) &&
!EvaluationUtility.IsParallelTask(ref taskComponentBuffer, branchComponent.ActiveIndex))) {
continueEvaluation = true;
break;
}
}
if (continueEvaluation) {
evaluationComponent.EvaluationCount++;
// Disable the evaluation if too many tasks have run.
if ((evaluationComponent.EvaluationType == EvaluationType.EntireTree && evaluationComponent.EvaluationCount >= taskComponents.Length * 2) ||
(evaluationComponent.EvaluationType == EvaluationType.Count && evaluationComponent.EvaluationCount >= evaluationComponent.MaxEvaluationCount)) {
// Reset the count when the component has been disabled.
evaluationComponent.EvaluationCount = 0;
EntityCommandBuffer.SetComponentEnabled(entityIndex, entity, false);
} else {
evaluate = true;
}
} else {
evaluationComponent.EvaluationCount = 0;
EntityCommandBuffer.SetComponentEnabled(entityIndex, entity, false);
}
}
// Sets the results. These results are not thread safe but that's ok because the value will only be read after the job is complete.
if (active) {
Results[1] = true;
}
if (evaluate) {
Results[2] = true;
}
}
}
}
///
/// Traverses and ensures the correct tasks are active.
///
[UpdateInGroup(typeof(TraversalSystemGroup), OrderFirst = true)]
[UpdateBefore(typeof(TraversalTaskSystemGroup))]
public partial struct EvaluationSystem : ISystem
{
private bool m_JobScheduled;
private EntityQuery m_Query;
private JobHandle m_Dependency;
private EntityCommandBuffer m_EntityCommandBuffer;
///
/// The system has been created.
///
/// The state of the system.
private void OnCreate(ref SystemState state)
{
m_JobScheduled = false;
m_Query = SystemAPI.QueryBuilder().WithAllRW().WithAllRW().WithAbsent().Build();
}
///
/// Starts the job which traverses the tree.
///
/// The current state of the system.
private void OnUpdate(ref SystemState state)
{
m_JobScheduled = true;
m_EntityCommandBuffer = new EntityCommandBuffer(state.WorldUpdateAllocator);
state.Dependency = new EvaluationJob()
{
EntityCommandBuffer = m_EntityCommandBuffer.AsParallelWriter(),
}.ScheduleParallel(m_Query, state.Dependency);
}
///
/// Completes the job and releases any memory.
///
/// The running EntityManager.
/// Has the system been stopped?
[BurstCompile]
public void Complete(EntityManager entityManager, bool stopRunning = false)
{
if (!m_JobScheduled) {
return;
}
if (!stopRunning) {
m_Dependency.Complete();
m_EntityCommandBuffer.Playback(entityManager);
m_EntityCommandBuffer.Dispose();
}
m_JobScheduled = false;
}
///
/// Job which traverses the tree.
///
[BurstCompile]
public partial struct EvaluationJob : IJobEntity
{
[Tooltip("CommandBuffer which sets the component data.")]
public EntityCommandBuffer.ParallelWriter EntityCommandBuffer;
///
/// Executes the job.
///
/// The entity that is being acted upon.
/// The index of the entity.An array of branch components.
/// An array of task components.
[BurstCompile]
public void Execute(Entity entity, [EntityIndexInQuery] int entityIndex, ref DynamicBuffer branchComponents, ref DynamicBuffer taskComponents)
{
EvaluationUtility.Traverse(ref entity, ref EntityCommandBuffer, entityIndex, ref branchComponents, ref taskComponents);
}
}
}
///
/// Utility functions for the task evaluation.
///
[BurstCompile]
public struct EvaluationUtility
{
///
/// Is the task at the specified index a parent task.
///
/// An array of task components.
/// The index to check if it is a parent.
/// True if the task at the specified index is a parent task.
[BurstCompile]
public static bool IsParentTask(ref DynamicBuffer taskComponents, int index)
{
// The last task cannot be a parent.
if (index == taskComponents.Length - 1) {
return false;
}
// The next child will have a parent of the current task.
if (taskComponents[index + 1].ParentIndex == index) {
return true;
}
// The parent index is different - the current task is not a parent.
return false;
}
///
/// Is the task at the specified index a parallel task.
///
/// An array of task components.
/// The index to check if it is parallel.
/// True if the task at the specified index is a parallel task.
[BurstCompile]
public static bool IsParallelTask(ref DynamicBuffer taskComponents, int index)
{
// The task is a parent task, but is it parallel?
return taskComponents[index].BranchIndex != taskComponents[index + 1].BranchIndex;
}
///
/// Traverses through the TaskComponents to determine the active index. This method will update the corresponding tag.
///
/// The entity being traversed.
/// The EntityCommandBuffer used to update the tag.
/// The index of the entity.
/// An array of branch components.
/// An array of task components.
[BurstCompile]
public static void Traverse(ref Entity entity, ref EntityCommandBuffer.ParallelWriter entityCommandBuffer, int entityIndex, ref DynamicBuffer branchComponents, ref DynamicBuffer taskComponents)
{
for (int i = 0; i < branchComponents.Length; ++i) {
var branchComponent = branchComponents[i];
if (branchComponent.ActiveIndex != ushort.MaxValue && branchComponent.ActiveIndex == branchComponent.NextIndex) {
var activeTask = taskComponents[branchComponent.ActiveIndex];
if (activeTask.Status == TaskStatus.Success || activeTask.Status == TaskStatus.Failure) {
branchComponent.NextIndex = activeTask.ParentIndex;
}
}
if (branchComponent.ActiveIndex != branchComponent.NextIndex) {
// Do not switch into a disabled task.
if (branchComponent.NextIndex != ushort.MaxValue && taskComponents[branchComponent.NextIndex].Disabled) {
var taskComponent = taskComponents[branchComponent.NextIndex];
taskComponent.Status = TaskStatus.Inactive;
var taskComponentBuffer = taskComponents;
taskComponentBuffer[branchComponent.NextIndex] = taskComponent;
branchComponent.NextIndex = branchComponent.ActiveIndex;
} else {
// The status for all children should be reset back to their inactive state if the next task is within a new branch. This will prevent
// the return status from being reset when the task ends normally.
var taskComponentBuffer = taskComponents;
if (branchComponent.NextIndex != ushort.MaxValue &&
!TraversalUtility.IsParent((ushort)branchComponent.ActiveIndex, (ushort)branchComponent.NextIndex, ref taskComponentBuffer)) {
var nextTaskComponent = taskComponents[branchComponent.NextIndex];
nextTaskComponent.Status = nextTaskComponent.Status == TaskStatus.Running ? TaskStatus.Running : TaskStatus.Queued;
taskComponentBuffer[branchComponent.NextIndex] = nextTaskComponent;
var childCount = TraversalUtility.GetChildCount(branchComponent.NextIndex, ref taskComponentBuffer);
for (int j = 0; j < childCount; ++j) {
var childTaskComponent = taskComponents[branchComponent.NextIndex + j + 1];
childTaskComponent.Status = TaskStatus.Inactive;
taskComponentBuffer[branchComponent.NextIndex + j + 1] = childTaskComponent;
}
}
branchComponent.ActiveIndex = branchComponent.NextIndex;
// Change the component tag if the task type is different.
var componentType = branchComponent.ActiveIndex != ushort.MaxValue ? taskComponents[branchComponent.ActiveIndex].TagComponentType : new ComponentType();
if (componentType != branchComponent.ActiveTagComponentType) {
if (branchComponent.ActiveTagComponentType.TypeIndex != TypeIndex.Null) {
var deactivateTag = true;
for (int j = 0; j < branchComponents.Length; ++j) {
// The tag should be deactivated if no other tasks have the same tag type.
if (i != j && branchComponents[j].ActiveIndex != ushort.MaxValue &&
branchComponent.ActiveTagComponentType == branchComponents[j].ActiveTagComponentType) {
deactivateTag = false;
break;
}
}
// The task of that type is no longer active - disable the system to prevent it from running.
if (deactivateTag) {
entityCommandBuffer.SetComponentEnabled(entityIndex, entity, branchComponent.ActiveTagComponentType, false);
}
}
// A new system type should start.
if (branchComponent.ActiveIndex != ushort.MaxValue) {
var taskComponent = taskComponents[branchComponent.ActiveIndex];
entityCommandBuffer.SetComponentEnabled(entityIndex, entity, taskComponent.TagComponentType, true);
}
branchComponent.ActiveTagComponentType = componentType;
}
}
var branchComponentBuffer = branchComponents;
branchComponentBuffer[i] = branchComponent;
}
}
}
}
}
#endif