Status quo adding clusterArrays
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@ -188,6 +188,7 @@ namespace NanoBrain {
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anythingChanged = true;
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}
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EditorGUILayout.EndHorizontal();
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} else if (this.currentNucleus is Cluster cluster && cluster.clusterArray != null) {
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.IntField("Array size", cluster.clusterArray.clusters.Count());
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@ -203,11 +203,11 @@ namespace NanoBrain {
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float yMin = 10 + margin - size / 2;
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float yMax = 400 - margin + size;
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Vector3[] verts = new Vector3[4] {
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new(xMin, yMin, 0),
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new(xMax, yMin, 0),
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new(xMax, yMax, 0),
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new(xMin, yMax, 0)
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};
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new(xMin, yMin, 0),
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new(xMax, yMin, 0),
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new(xMax, yMax, 0),
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new(xMin, yMax, 0)
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};
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Handles.color = Color.black;
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Handles.DrawAAConvexPolygon(verts);
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int row = 0;
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@ -331,6 +331,10 @@ namespace NanoBrain {
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continue;
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drawnArrays.Add(clusterReceptor.nucleiArray);
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}
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// Oops...
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// else if (synapse.neuron is Cluster cluster && cluster.clusterArray != null) {
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// }
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if (synapse.neuron is Neuron synapseNeuron) {
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float value = synapseNeuron.outputMagnitude * synapse.weight;
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// Debug.Log($"{synapse.nucleus.name}: {value} {length(synapse.nucleus.outputValue)} {synapse.weight}");
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@ -475,7 +479,6 @@ namespace NanoBrain {
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}
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else
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Handles.Label(labelPos, nucleus.name, style);
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}
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// Draw Cluster ring
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@ -1,12 +1,17 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace NanoBrain {
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[Serializable]
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public class ClusterArray : Nucleus {
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public ClusterPrefab prefab;
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public Cluster[] clusters;
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public Dictionary<int, Cluster> thingClusters = new();
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public ClusterArray(ClusterPrefab prefab, Cluster parent, int size, Nucleus receiver = null) {
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this.prefab = prefab;
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this.name = prefab.name;
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@ -49,9 +54,10 @@ namespace NanoBrain {
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public void Add(ClusterPrefab prefab) {
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if (this.clusters.Length == 0) {
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Debug.LogError("Empty perceptoid array, cannot add");
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return;
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}
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int newLength = this.clusters.Length + 1;
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Cluster[] newArray = new Cluster[newLength];
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Cluster[] newClusters = new Cluster[newLength];
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string baseName = this.name;
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int colonPos = baseName.IndexOf(":");
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@ -59,22 +65,25 @@ namespace NanoBrain {
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baseName = baseName[..colonPos];
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for (int i = 0; i < this.clusters.Length; i++)
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newArray[i] = this.clusters[i];
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newClusters[i] = this.clusters[i];
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Cluster cluster = this.clusters[0];
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newArray[newLength - 1] = cluster.Clone(prefab) as Cluster;
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newArray[newLength - 1].name = $"{baseName}: {newLength - 1}";
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newClusters[newLength - 1] = cluster.Clone(prefab) as Cluster;
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newClusters[newLength - 1].name = $"{baseName}: {newLength - 1}";
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this.clusters = newClusters;
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}
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public void Remove() {
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int newLength = this.clusters.Length - 1;
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if (newLength == 0) {
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Debug.LogWarning("Perceptoid array cannot be empty");
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return;
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}
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Cluster[] newArray = new Cluster[newLength];
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Cluster[] newClusters = new Cluster[newLength];
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for (int i = 0; i < newLength; i++)
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newArray[i] = this.clusters[i];
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newClusters[i] = this.clusters[i];
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// Delete the last perception
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//Cluster.Delete(nucleus);
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this.clusters = newClusters;
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}
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public override void UpdateStateIsolated() {
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@ -87,12 +96,22 @@ namespace NanoBrain {
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Cluster selectedCluster = SelectCluster();
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return selectedCluster;
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}
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public virtual Cluster GetThingCluster(int thingId, string thingName = null) {
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if (thingClusters.TryGetValue(thingId, out Cluster cluster))
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return cluster;
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Cluster selectedCluster = SelectCluster();
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thingClusters[thingId] = selectedCluster;
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return selectedCluster;
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}
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private Cluster SelectCluster() {
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// Find a sleeping cluster
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foreach (Cluster cluster in clusters) {
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if (cluster.defaultOutput.isSleeping)
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if (cluster.defaultOutput.isSleeping) {
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RemoveThingCluster(cluster);
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return cluster;
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}
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}
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// Otherwise find the stalest cluster?
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@ -102,8 +121,20 @@ namespace NanoBrain {
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stalestCluster = clusters[ix];
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}
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RemoveThingCluster(stalestCluster);
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return stalestCluster;
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}
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private void RemoveThingCluster(Cluster cluster) {
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List<int> keysToRemove = new();
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foreach (KeyValuePair<int, Cluster> kvp in thingClusters) {
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if (kvp.Value == cluster)
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keysToRemove.Add(kvp.Key);
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}
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foreach (int thingId in keysToRemove)
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thingClusters.Remove(thingId);
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}
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}
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}
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