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December 28, 2019 03:54
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namespace Project { | |
using Unity.Burst; | |
using Unity.Collections; | |
using Unity.Entities; | |
using Unity.Jobs; | |
using Unity.Mathematics; | |
using static Unity.Mathematics.math; | |
[UpdateInGroup(typeof(SimulationSystemGroup))] | |
public class DigTaskStartSystem : JobComponentSystem { | |
public JobHandle dependencies; | |
private EndSimulationEntityCommandBufferSystem system; | |
protected override void OnCreate() => | |
system = World.GetExistingSystem<EndSimulationEntityCommandBufferSystem>(); | |
protected override JobHandle OnUpdate(JobHandle dependencies) { | |
var agents = GetEntityQuery(new EntityQueryDesc { | |
All = new ComponentType[] { typeof(Position) }, | |
None = new ComponentType[] { typeof(DigTask), typeof(DigInstruction) }, | |
}).ToEntityArray(Allocator.TempJob); | |
var tasks = GetEntityQuery(typeof(Position), typeof(DigInstruction)) | |
.ToEntityArray(Allocator.TempJob); | |
var positions = GetComponentDataFromEntity<Position>(isReadOnly: true); | |
var weights = new NativeArray<float>(tasks.Length * agents.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); | |
dependencies = new FloatMaxJob { | |
floats = weights, | |
}.Schedule(weights.Length, 1, dependencies); | |
dependencies = new PathJob { | |
width = Game.Width, | |
height = Game.Height, | |
cells = Game.Cells, | |
tasks = tasks, | |
agents = agents, | |
positions = positions, | |
weights = weights, | |
}.Schedule(tasks.Length, 1, dependencies); | |
dependencies = new ReduceColumnJob { | |
width = tasks.Length, | |
height = agents.Length, | |
weights = weights, | |
}.Schedule(tasks.Length, 1, dependencies); | |
dependencies = new ReduceRowJob { | |
width = tasks.Length, | |
weights = weights, | |
}.Schedule(agents.Length, 1, dependencies); | |
var E = new NativeArray<bool>(tasks.Length * agents.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); | |
dependencies = new MarkElligibleJob { | |
weights = weights, | |
E = E, | |
}.Schedule(E.Length, 1, dependencies); | |
var M = new NativeArray<bool>(tasks.Length * agents.Length, Allocator.TempJob); | |
dependencies = new MaximalMatchingJob { | |
width = tasks.Length, | |
height = agents.Length, | |
E = E, | |
M = M, | |
}.Schedule(dependencies); | |
var buffer = system.CreateCommandBuffer().ToConcurrent(); | |
var taskCount = tasks.Length; | |
var agentCount = agents.Length; | |
dependencies = Entities | |
.WithName("AssignJob") | |
.WithReadOnly(agents) | |
.WithReadOnly(M) | |
.WithDeallocateOnJobCompletion(agents) | |
.WithDeallocateOnJobCompletion(M) | |
.WithDeallocateOnJobCompletion(tasks) | |
.WithAll<DigInstruction>() | |
.ForEach((Entity task, int entityInQueryIndex, in Position position) => { | |
tasks[0] = tasks[0]; | |
for (var agent = 0; agent < agentCount; ++agent) { | |
if (M[entityInQueryIndex + agent * taskCount]) { | |
buffer.DestroyEntity(entityInQueryIndex, task); | |
buffer.AddComponent(entityInQueryIndex, agents[agent], new DigTask { | |
progress = 0f, | |
}); | |
buffer.AddComponent(entityInQueryIndex, agents[agent], new Path { | |
position = (int2)position.value, | |
range = 1, | |
}); | |
break; | |
} | |
} | |
}) | |
.Schedule(dependencies); | |
system.AddJobHandleForProducer(dependencies); | |
return this.dependencies = dependencies; | |
} | |
[BurstCompile] | |
private struct FloatMaxJob : IJobParallelFor { | |
[WriteOnly] public NativeArray<float> floats; | |
public void Execute(int index) { | |
floats[index] = float.MaxValue; | |
} | |
} | |
[BurstCompile] | |
private struct PathJob : IJobParallelFor { | |
public int width; | |
public int height; | |
[ReadOnly] public ComponentDataFromEntity<Position> positions; | |
[ReadOnly] public NativeArray<Cell> cells; | |
[ReadOnly] public NativeArray<Entity> tasks; | |
[ReadOnly] public NativeArray<Entity> agents; | |
[WriteOnly, NativeDisableParallelForRestriction] public NativeArray<float> weights; | |
// x | |
// 012 | |
// y3_5z | |
// 678 | |
// w | |
private bool3x3 Prune(int2 p, bool4 n) { | |
if (p.Equals(int2(-1, -1))) { // Moving down and right | |
return new bool3x3( | |
true, true, n.z, | |
true, false, false, | |
n.w, false, false | |
); | |
} | |
if (p.Equals(int2(-1, 0))) { // Moving right | |
return new bool3x3( | |
n.x, false, false, | |
true, false, false, | |
n.w, false, false | |
); | |
} | |
if (p.Equals(int2(-1, +1))) { // Moving up and right | |
return new bool3x3( | |
n.x, false, false, | |
true, false, false, | |
true, true, n.z | |
); | |
} | |
if (p.Equals(int2(0, -1))) { // Moving down | |
return new bool3x3( | |
n.y, true, n.z, | |
false, false, false, | |
false, false, false | |
); | |
} | |
if (p.Equals(int2(0, +1))) { // Moving up | |
return new bool3x3( | |
false, false, false, | |
false, false, false, | |
n.y, true, n.z | |
); | |
} | |
if (p.Equals(int2(+1, -1))) { // Moving down and left | |
return new bool3x3( | |
n.y, true, true, | |
false, false, true, | |
false, false, n.w | |
); | |
} | |
if (p.Equals(int2(+1, 0))) { // Moving left | |
return new bool3x3( | |
false, false, n.x, | |
false, false, true, | |
false, false, n.w | |
); | |
} | |
if (p.Equals(int2(+1, +1))) { // Moving up and left | |
return new bool3x3( | |
false, false, n.x, | |
false, false, true, | |
n.y, true, true | |
); | |
} | |
return new bool3x3(true, true, true, true, false, true, true, true, true); | |
} | |
// TODO: Implement properly | |
private bool Forced(int2 n) { | |
for (var y = -1; y <= 1; ++y) { | |
for (var x = -1; x <= 1; ++x) { | |
if (x == 0 && y != 0 || x != 0 && y == 0) { | |
if ((cells[n.x + x + (n.y + y) * width].flags & Flags.Collision) != Flags.None) { | |
return true; | |
} | |
} | |
} | |
} | |
return false; | |
} | |
private int2 Jump(int2 x, int2 d, int2 g) { | |
var n = x + d; | |
if (any(n < 0) || any(n > int2(width, height)) || (cells[n.x + n.y * width].flags & Flags.Collision) != Flags.None) { | |
return int2(-1, -1); | |
} | |
if (n.Equals(g)) { | |
return n; | |
} | |
if (Forced(n)) { | |
return n; | |
} | |
if (all(abs(d))) { | |
if (!Jump(n, int2(d.x, 0), g).Equals(int2(-1, -1))) { | |
return n; | |
} | |
if (!Jump(n, int2(0, d.y), g).Equals(int2(-1, -1))) { | |
return n; | |
} | |
} | |
return Jump(n, d, g); | |
} | |
public void Execute(int task) { | |
var open = new NativeList<int2>(Allocator.Temp); | |
var g = new NativeHashMap<int2, float>(1, Allocator.Temp); | |
var f = new NativeHashMap<int2, float>(1, Allocator.Temp); | |
var p = new NativeHashMap<int2, int2>(1, Allocator.Temp); | |
var start = (int2)positions[tasks[task]].value; | |
for (var agent = 0; agent < agents.Length; ++agent) { | |
var agentPosition = positions[agents[agent]].value; | |
var goal = (int2)agentPosition; | |
open.Clear(); | |
g.Clear(); | |
f.Clear(); | |
p.Clear(); | |
open.Add(start); | |
g[start] = 0f; | |
f[start] = abs(start.x - goal.x) + abs(start.y - goal.y); | |
p[start] = int2(0, 0); | |
while (open.Length > 0) { | |
var index = open.Length - 1; | |
var current = open[index]; | |
var minimum = f[current]; | |
for (var i = index - 1; i >= 0; --i) { | |
var candidate = open[i]; | |
var estimate = f[candidate]; | |
if (estimate < minimum) { | |
minimum = estimate; | |
index = i; | |
} | |
} | |
current = open[index]; | |
var currentID = current.x + current.y * width; | |
open.RemoveAtSwapBack(index); | |
// Done? | |
if (current.Equals(goal)) { | |
weights[task + agent * tasks.Length] = g[current]; | |
break; | |
} | |
var neighbors = Prune(p[current], new bool4( | |
(cells[currentID + 0 - width].flags & Flags.Collision) != Flags.None, | |
(cells[currentID - 1 + 0].flags & Flags.Collision) != Flags.None, | |
(cells[currentID + 1 + 0].flags & Flags.Collision) != Flags.None, | |
(cells[currentID + 0 + width].flags & Flags.Collision) != Flags.None | |
)); | |
var currentG = g[current]; | |
for (var y = -1; y <= 1; ++y) { | |
for (var x = -1; x <= 1; ++x) { | |
if (!neighbors[x + 1][y + 1]) { continue; } | |
var direction = int2(x, y); | |
var next = Jump(current, direction, goal); | |
if (all(next > -1)) { | |
var d = abs(current.x - next.x) + abs(current.y - next.y); | |
var tentativeG = currentG + d; | |
if (!g.ContainsKey(next) || tentativeG < g[next]) { | |
var h = abs(goal.x - next.x) + abs(goal.y - next.y); | |
g[next] = tentativeG; | |
f[next] = tentativeG + h; | |
p[next] = direction; | |
if (!open.Contains(next)) { | |
open.Add(next); | |
} | |
} | |
} | |
} | |
} | |
} | |
} | |
g.Dispose(); | |
f.Dispose(); | |
p.Dispose(); | |
open.Dispose(); | |
} | |
} | |
[BurstCompile] | |
private struct ReduceColumnJob : IJobParallelFor { | |
public int width; | |
public int height; | |
[NativeDisableParallelForRestriction] public NativeArray<float> weights; | |
public void Execute(int i) { | |
var min = float.MaxValue; | |
for (var j = 0; j < height; ++j) { | |
var weight = weights[i + j * width]; | |
if (weight < min) { | |
min = weight; | |
} | |
} | |
if (min < float.MaxValue) { | |
for (var j = 0; j < height; ++j) { | |
weights[i + j * width] -= min; | |
} | |
} | |
} | |
} | |
[BurstCompile] | |
private struct ReduceRowJob : IJobParallelFor { | |
public int width; | |
[NativeDisableParallelForRestriction] public NativeArray<float> weights; | |
public void Execute(int j) { | |
var min = float.MaxValue; | |
for (var i = 0; i < width; ++i) { | |
var weight = weights[i + j * width]; | |
if (weight < min) { | |
min = weight; | |
} | |
} | |
if (min < float.MaxValue) { | |
for (var i = 0; i < width; ++i) { | |
weights[i + j * width] -= min; | |
} | |
} | |
} | |
} | |
[BurstCompile] | |
private struct MarkElligibleJob : IJobParallelFor { | |
[ReadOnly, DeallocateOnJobCompletion] public NativeArray<float> weights; | |
[WriteOnly, NativeDisableParallelForRestriction] public NativeArray<bool> E; | |
public void Execute(int index) { | |
E[index] = weights[index] == 0f; | |
} | |
} | |
[BurstCompile] | |
private struct MaximalMatchingJob : IJob { | |
public int width; | |
public int height; | |
[ReadOnly, DeallocateOnJobCompletion] public NativeArray<bool> E; | |
[WriteOnly] public NativeArray<bool> M; | |
public void Execute() { | |
var C = new NativeArray<bool>(width, Allocator.Temp); | |
var R = new NativeArray<bool>(height, Allocator.Temp); | |
for (var y = 0; y < height; ++y) { | |
for (var x = 0; x < width; ++x) { | |
var index = x + y * width; | |
if (E[index] && !C[x] && !R[y]) { | |
M[index] = true; | |
C[x] = true; | |
R[y] = true; | |
break; | |
} | |
} | |
} | |
C.Dispose(); | |
R.Dispose(); | |
} | |
} | |
} | |
} |
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