using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NanoBrain;
namespace CreatureControl {
///
/// Simulated ant using a NanoBrain
///
[RequireComponent(typeof(Brain))]
public class Ant : Insect {
///
/// inertia controls how quickly the ant can change it direction
///
private readonly float inertia = 0.2f;
///
/// The maximum distance at which the ant can smell things
///
/// The strength of the smell decreases with the inverse square law
/// to zero at this distance
private readonly float smellRadius = 0.2f;
///
/// The angle to the left and right within the ant can smell things
///
private readonly float smellAngle = 80.0f;
public GameObject homePheromonePrefab;
public GameObject foodPheromonePrefab;
public AntennaTouch touchLeft;
public AntennaTouch touchRight;
public Brain nanoBrain;
// brain input
///
/// The (heart) beat for the brain
///
/// It is used by the brain to do things periodically
/// like placing pheromones
public Neuron beat;
public Neuron foodReceptor;
public Neuron homeReceptor;
public Cluster foodReceptors;
public Cluster homeReceptors;
// brain output
public Neuron targetDirection;
public Neuron hasFood;
public Vector3 linearVelocity; // = Vector3.forward;
public Vector3 angularVelocity;
#region Init
protected override void Awake() {
base.Awake();
this.nanoBrain = GetComponentInChildren();
Cluster brain = this.nanoBrain.brain;
if (brain != null) {
//--- brain inputs
this.beat = brain.GetNeuron("Beat");
if (touchLeft != null)
touchLeft.receptor = brain.GetNucleus("Hit Left") as Neuron;
if (touchRight != null)
touchRight.receptor = brain.GetNucleus("Hit Right") as Neuron;
this.foodReceptor = brain.GetNucleus("Food Receptor") as Neuron;
this.homeReceptor = brain.GetNucleus("Home Receptor") as Neuron;
this.foodReceptors = brain.GetNucleus("Food Receptors") as Cluster;
this.homeReceptors = brain.GetNucleus("Home Receptors") as Cluster;
//--- brain outputs
this.targetDirection = brain.GetNucleus("Movement") as Neuron;
this.hasFood = brain.GetNucleus("Having Food") as Neuron;
}
}
#endregion Init
#region Start
protected override void Start() {
base.Start();
Cluster brain = this.nanoBrain.brain;
if (brain != null) {
// Try to find the Home Pheromones Neuron
if (brain.GetNucleus("Home Pheromones") is Neuron homePheromones)
// and call PlaceHomePheromone when it is firing
homePheromones.WhenFiring += PlaceHomePheromone;
// Try to find the Food Pheromones Neuron
Neuron foodPheromones = brain.GetNeuron("Food Pheromones");
if (foodPheromones != null)
// and call PlaceFoodPheromone when it is firing
foodPheromones.WhenFiring += PlaceFoodPheromone;
}
StartCoroutine(Beat());
}
#endregion Start
#region Update
private int foodPheromoneIx = 0;
void PlaceFoodPheromone() {
if (foodPheromonePrefab == null)
return;
GameObject pheromoneObj = Instantiate(foodPheromonePrefab);
pheromoneObj.name = $"To Food {foodPheromoneIx++}";
pheromoneObj.transform.position = this.model.position;
}
private int homePheromoneIx = 0;
void PlaceHomePheromone() {
if (homePheromonePrefab == null)
return;
GameObject pheromoneObj = Instantiate(homePheromonePrefab);
pheromoneObj.name = $"To Home {homePheromoneIx++}";
pheromoneObj.transform.position = this.model.position;
}
public override void Update() {
base.Update();
UpdateSmell();
UpdateMovement();
}
public virtual void FixedUpdate() {
CheckGrounded();
}
protected void UpdateMovement() {
if (this.targetDirection == null || this.animator == null)
return;
Vector3 movementDir = this.targetDirection.outputValue;
this.linearVelocity =
(1 - this.inertia) * (Time.deltaTime * movementDir.normalized) +
this.inertia * this.linearVelocity;
this.linearVelocity = this.linearVelocity.normalized;
this.forwardSpeed = this.linearVelocity.z;
float angleRad = this.linearVelocity.sqrMagnitude > 1e-10f ?
Mathf.Atan2(this.linearVelocity.x, this.linearVelocity.z) :
0;
// map -20..20 degrees to -1..1
this.rotationSpeed = Mathf.Clamp(angleRad * 3, -1f, 1f);
this.animator.SetFloat("Forward", this.forwardSpeed);
this.animator.SetFloat("Rotation", this.rotationSpeed);
}
private static readonly WaitForSeconds _waitForSeconds3 = new(3);
IEnumerator Beat() {
while (Application.isPlaying) {
// Beat signal to the brain
beat?.SetBias(Vector3.one);
// Set random direction to simulate noisy smells perception
// which will result in a bit of random walking when no clear
// smells are received
float randomAngle = Random.Range(-smellAngle, smellAngle);
Vector3 randomDirection = Quaternion.AngleAxis(randomAngle, Vector3.up) * Vector3.forward * 0.01f;
foodReceptor?.SetBias(randomDirection);
randomAngle = Random.Range(-smellAngle, smellAngle);
randomDirection = Quaternion.AngleAxis(randomAngle, Vector3.up) * Vector3.forward * 0.01f;
homeReceptor?.SetBias(randomDirection);
yield return _waitForSeconds3;
}
}
void UpdateSmell() {
Collider[] colliders = Physics.OverlapSphere(this.transform.position, smellRadius);
foreach (Collider collider in colliders) {
SmellPheromones(collider);
}
}
void SmellPheromones(Collider thing) {
Vector3 smellDirection = this.transform.InverseTransformPoint(thing.transform.position);
float distance = smellDirection.magnitude;
float angle = Vector3.Angle(Vector3.forward, smellDirection);
if (angle < smellAngle && smellDirection.magnitude > 0.01) {
// float intensity = pheromone.StrengthAt(distance);
// Vector3 smell = smellDirection.normalized * intensity;
Vector3 smell = Vector3.zero;
int id = thing.GetInstanceID();
Neuron receptor = null;
Pheromone pheromone = thing.GetComponentInParent();
if (pheromone != null) {
// multiply by distance to compensate for strong and weak smells
smell = pheromone.StrengthAt(smellDirection) * distance / 10;
switch (pheromone.type) {
case Pheromone.Type.Food:
receptor = foodReceptors?.GetNeuron(id, "Output", pheromone.name);
//Debug.DrawRay(this.transform.position, this.transform.rotation * smell, Color.magenta);
break;
case Pheromone.Type.Home:
receptor = homeReceptors?.GetNeuron(id, "Output", pheromone.name);
//Debug.DrawRay(this.transform.position, this.transform.rotation * smell, Color.cyan);
break;
}
}
Food food = thing.GetComponentInParent();
if (food != null) {
receptor = foodReceptors?.GetNeuron(id, "Output", food.name);
smell = food.StrengthAt(smellDirection) * distance / 10;
//Debug.DrawRay(this.transform.position, this.transform.rotation * smell, Color.magenta);
}
AntsNest home = thing.GetComponentInParent();
if (home != null) {
receptor = homeReceptors?.GetNeuron(id, "Output", home.name);
smell = home.StrengthAt(smellDirection) * distance / 10;
//Debug.DrawRay(this.transform.position, this.transform.rotation * smell, Color.cyan);
}
receptor?.ProcessStimulus(smell);
}
}
#endregion Update
}
}