#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals
{
using Opsive.BehaviorDesigner.Runtime.Components;
using Opsive.BehaviorDesigner.Runtime.Utility;
using Opsive.GraphDesigner.Runtime;
using Opsive.GraphDesigner.Runtime.Variables;
using Opsive.Shared.Utility;
using Unity.Burst;
using Unity.Entities;
using UnityEngine;
using System;
///
/// A node representation of the random probability task.
///
[NodeIcon("69bf50f8923f54c4c8bb8e258883a411", "6c5770241610a4c4aae4ac3af0ac8bf8")]
[NodeDescription("The random probability task will return success when the random probability is below the succeed probability. It will otherwise return failure.")]
public class RandomProbability : ILogicNode, ITaskComponentData, IConditional, IReevaluateResponder, 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("The probability of the task returning success.")]
[SerializeField] [Range(0, 1)] float m_SuccessProbability;
[Tooltip("The seed of the random number generator. Set to 0 to use the entity index as the seed.")]
[SerializeField] uint m_Seed;
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 float SuccessProbability { get => m_SuccessProbability; set => m_SuccessProbability = value; }
public uint Seed { get => m_Seed; set => m_Seed = value; }
public ComponentType Tag { get => typeof(RandomProbabilityTag); }
public System.Type SystemType { get => typeof(RandomProbabilityTaskSystem); }
public ComponentType ReevaluateTag { get => typeof(RandomProbabilityReevaluateTag); }
public System.Type ReevaluateSystemType { get => typeof(RandomProbabilityReevaluateTaskSystem); }
///
/// Resets the task to its default values.
///
public void Reset()
{
m_SuccessProbability = 1;
}
///
/// 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 RandomProbabilityComponent()
{
Index = RuntimeIndex,
SuccessProbability = m_SuccessProbability,
Seed = m_Seed,
});
}
///
/// 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();
}
}
///
/// 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.SuccessProbability = SuccessProbability;
return clone;
}
}
///
/// The DOTS data structure for the RandomProbability class.
///
public struct RandomProbabilityComponent : IBufferElementData
{
[Tooltip("The index of the node.")]
public ushort Index;
[Tooltip("The probability of the task returning success.")]
public float SuccessProbability;
[Tooltip("The seed of the random number generator.")]
public uint Seed;
[Tooltip("The random number generator for the task.")]
public Unity.Mathematics.Random RandomNumberGenerator;
}
///
/// A DOTS tag indicating when a RandomProbability node is active.
///
public struct RandomProbabilityTag : IComponentData, IEnableableComponent { }
///
/// Runs the RandomProbability logic.
///
[DisableAutoCreation]
public partial struct RandomProbabilityTaskSystem : ISystem
{
///
/// Creates the job.
///
/// The current state of the system.
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
var query = SystemAPI.QueryBuilder().WithAllRW().WithAllRW().WithAll().Build();
state.Dependency = new RandomProbabilityJob().ScheduleParallel(query, state.Dependency);
}
///
/// Job which executes the task logic.
///
[BurstCompile]
private partial struct RandomProbabilityJob : IJobEntity
{
///
/// Executes the random probability logic.
///
/// The entity that is running the logic.
/// An array of TaskComponents.
/// An array of RandomProbabilityComponents.
[BurstCompile]
public void Execute(Entity entity, ref DynamicBuffer taskComponents, ref DynamicBuffer randomProbabilityComponents)
{
for (int i = 0; i < randomProbabilityComponents.Length; ++i) {
var randomProbabilityComponent = randomProbabilityComponents[i];
var taskComponent = taskComponents[randomProbabilityComponent.Index];
if (taskComponent.Status == TaskStatus.Queued) {
// Generate a new random number seed for each entity.
if (randomProbabilityComponent.RandomNumberGenerator.state == 0) {
randomProbabilityComponent.RandomNumberGenerator = Unity.Mathematics.Random.CreateFromIndex(randomProbabilityComponent.Seed != 0 ? randomProbabilityComponent.Seed : (uint)entity.Index);
}
// NextFloat updates the RandomNumberGenerator so the component must be replaced.
var probability = randomProbabilityComponent.RandomNumberGenerator.NextFloat();
var randomProbabilityBuffer = randomProbabilityComponents;
randomProbabilityBuffer[i] = randomProbabilityComponent;
// The task will always change status.
taskComponent.Status = probability < randomProbabilityComponent.SuccessProbability ? TaskStatus.Success : TaskStatus.Failure;
taskComponents[randomProbabilityComponent.Index] = taskComponent;
} else if (taskComponent.Status == TaskStatus.Running) {
// A status of running means the task is being resumed from a conditional abort. Return success.
taskComponent.Status = TaskStatus.Success;
taskComponents[randomProbabilityComponent.Index] = taskComponent;
}
}
}
}
}
///
/// A DOTS tag indicating when an RandomProbability node needs to be reevaluated.
///
public struct RandomProbabilityReevaluateTag : IComponentData, IEnableableComponent
{
}
///
/// Runs the RandomProbability reevaluation logic.
///
[DisableAutoCreation]
public partial struct RandomProbabilityReevaluateTaskSystem : ISystem
{
///
/// Updates the reevaluation logic.
///
/// The current state of the system.
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
foreach (var (taskComponents, randomProbabilityComponents, entity) in
SystemAPI.Query, DynamicBuffer>().WithAll().WithEntityAccess()) {
for (int i = 0; i < randomProbabilityComponents.Length; ++i) {
var randomProbabilityComponent = randomProbabilityComponents[i];
var taskComponent = taskComponents[randomProbabilityComponent.Index];
if (!taskComponent.Reevaluate) {
continue;
}
// NextFloat updates the RandomNumberGenerator so the component must be replaced.
var probability = randomProbabilityComponent.RandomNumberGenerator.NextFloat();
var randomProbabilityBuffer = randomProbabilityComponents;
randomProbabilityBuffer[i] = randomProbabilityComponent;
var status = probability < randomProbabilityComponent.SuccessProbability ? TaskStatus.Success : TaskStatus.Failure;
if (status != taskComponent.Status) {
taskComponent.Status = status;
var buffer = taskComponents;
buffer[taskComponent.Index] = taskComponent;
}
}
}
}
}
[NodeIcon("69bf50f8923f54c4c8bb8e258883a411", "6c5770241610a4c4aae4ac3af0ac8bf8")]
[NodeDescription("The random probability task will return success when the random probability is below the succeed probability. It will otherwise return failure.")]
public class SharedRandomProbability : Conditional
{
[Tooltip("The probability of the task returning success.")]
[SerializeField] SharedVariable m_SuccessProbability;
[Tooltip("The seed of the random number generator. Set to 0 to disable.")]
[SerializeField] int m_Seed;
public SharedVariable SuccessProbability { get => m_SuccessProbability; set => m_SuccessProbability = value; }
public int Seed { get => m_Seed; set => m_Seed = value; }
///
/// Callback when the task is initialized.
///
public override void OnAwake()
{
if (m_Seed != 0) {
UnityEngine.Random.InitState(m_Seed);
}
}
///
/// Executes the task logic.
///
/// The status of the task.
public override TaskStatus OnUpdate()
{
return UnityEngine.Random.value < m_SuccessProbability.Value ? TaskStatus.Success : TaskStatus.Failure;
}
}
}
#endif