using System; using System.Collections.Generic; using UnityEngine; using Unity.Mathematics; using static Unity.Mathematics.math; [System.Serializable] public class Cluster : INucleus { // The ScriptableObject asset from which the runtime object has been created public ClusterPrefab storedPrefab; //public ClusterPrefab prefab; public Cluster() { } public Cluster(Cluster parent) { this.parent = parent; } public Cluster(ClusterPrefab prefab) { this.storedPrefab = prefab; //this.prefab = prefab.Clone(); this.name = prefab.name; this.cluster = null; if (this.cluster != null) this.cluster.nuclei.Add(this); } public Cluster(ClusterPrefab parent, ClusterPrefab realPrefab) { this.storedPrefab = realPrefab; //this.prefab = realPrefab.Clone(); this.name = realPrefab.name; this.cluster = parent; if (this.cluster != null) this.cluster.nuclei.Add(this); } public virtual IReceptor Clone() { Neuron clone = new(this.cluster, this.name) { array = this.array, }; foreach (Synapse synapse in this.synapses) { Synapse clonedSynapse = clone.AddSynapse(synapse.nucleus); clonedSynapse.weight = synapse.weight; } foreach (INucleus receiver in this.receivers) { clone.AddReceiver(receiver); } return clone; } // public IReceptor CloneTo(ClusterPrefab parent) { // Cluster clone = new(parent, this.prefab); // return clone; // } public IReceptor ShallowCloneTo(Cluster parent) { Cluster clone = new(parent); return clone; } // public IReceptor ShallowCloneTo(ClusterPrefab parent) { // Cluster clone = new(parent, this.prefab); // return clone; // } // Deep clone a nucleus with its connections public virtual Cluster InstantiatePrefab(ClusterPrefab prefab) { Cluster clone = new Cluster { nuclei = new() }; IReceptor[] nucleiArray = this.nuclei.ToArray(); // first clone the nuclei without their connections foreach (IReceptor nucleus in this.nuclei) nucleus.ShallowCloneTo(clone); IReceptor[] clonedNuclei = clone.nuclei.ToArray(); // Now clone the connections for (int nucleusIx = 0; nucleusIx < nucleiArray.Length; nucleusIx++) { IReceptor receptor = nucleiArray[nucleusIx]; IReceptor clonedReceptor = clonedNuclei[nucleusIx]; if (clonedReceptor == null) continue; // Copy the synapses if (receptor is INucleus nucleus) { foreach (Synapse synapse in nucleus.synapses) { if (clonedReceptor is not INucleus clonedNucleus) continue; int ix = GetNucleusIndex(nucleiArray, synapse.nucleus); if (ix < 0) continue; IReceptor clonedSynapseNucleus = clonedNuclei[ix]; if (clonedSynapseNucleus == null) continue; clonedNucleus.AddSynapse(clonedSynapseNucleus, synapse.weight); } } // Copy the receivers foreach (INucleus receiver in nucleiArray[nucleusIx].receivers) { int ix = GetNucleusIndex(nucleiArray, receiver); if (ix < 0) continue; if (clonedNuclei[ix] is not INucleus clonedReceiver) continue; clonedReceptor.AddReceiver(clonedReceiver); } } return clone; } private int GetNucleusIndex(IReceptor[] nucleiArray, IReceptor nucleus) { for (int i = 0; i < nucleiArray.Length; i++) { if (nucleus == nucleiArray[i]) return i; } return -1; } public ClusterPrefab cluster { get; set; } public Cluster parent { get; set; } [SerializeReference] public List nuclei = new(); [SerializeField] protected string _name; public virtual string name { get => _name; set => _name = value; } public List _inputs = null; public virtual List inputs { get { if (this._inputs == null) { this._inputs = new(); foreach (IReceptor receptor in this.nuclei) { if (receptor is INucleus nucleus) { // inputs have no incoming synapses yet. if (nucleus.synapses.Count == 0) this._inputs.Add(nucleus); } } } return this._inputs; } } //public INucleus output => prefab.output; public virtual INucleus output => this.nuclei[0] as INucleus; // Not sure if this belongs here... [SerializeReference] private NucleusArray _array; public NucleusArray array { get { return _array; } set { _array = value; } } #region Synapses [SerializeField] private List _synapses = new(); public List synapses => _synapses; public Synapse AddSynapse(IReceptor sendingNucleus, float weight = 1.0f) { Synapse synapse = new(sendingNucleus, weight); //, this.prefab.inputs[0]); this._synapses.Add(synapse); return synapse; } // Does this even exist already? public void RemoveSynapse() { } #endregion Synapses #region Receivers [SerializeReference] private List _receivers = new(); public List receivers { get { return _receivers; } set { _receivers = value; } } public virtual void AddReceiver(INucleus receivingNucleus) { this._receivers.Add(receivingNucleus); receivingNucleus.AddSynapse(this); } public void RemoveReceiver(INucleus receiverNucleus) { this._receivers.RemoveAll(receiver => receiver == receiverNucleus); receiverNucleus.synapses.RemoveAll(synapse => synapse.nucleus == this); } #endregion Receivers #region Runtime [NonSerialized] private int stale = 1000; public bool isSleeping => lengthsq(this.outputValue) == 0; [NonSerialized] protected float3 _outputValue; public virtual float3 outputValue { get { return _outputValue; } set { this.stale = 0; _outputValue = value; } } #region Update public virtual void UpdateState() { UpdateState(new float3(0, 0, 0)); } public void UpdateState(float3 inputValue) { float3 sum = inputValue; // new(0, 0, 0); //Applying the weight factgors foreach (Synapse synapse in this.synapses) { sum += synapse.weight * synapse.nucleus.outputValue; } //this.prefab.inputs[0].UpdateState(sum); this.inputs[0].UpdateState(sum); UpdateResult(this.output.outputValue); } public virtual void UpdateResult(Vector3 result) { // float d = Vector3.Distance(result, this.outputValue); // if (d < 0.5f) { // //Debug.Log($"insignificant update: {d}"); // return; // } this.outputValue = result; foreach (INucleus receiver in this.receivers) receiver.UpdateState(); } public void UpdateNuclei() { this.stale++; if (this.stale > 2) _outputValue = Vector3.zero; //foreach (IReceptor nucleus in this.prefab.nuclei) foreach (IReceptor nucleus in this.nuclei) nucleus.UpdateNuclei(); } #endregion Update #endregion Runtime /* [SerializeField] private List _dynamicNuclei; public List dynamicNuclei {// = new(); get { if (_dynamicNuclei == null) { this._dynamicNuclei = new(); foreach (IReceptor nucleus in this.prefab.nuclei) { IReceptor clone = nucleus.CloneTo(null); this._dynamicNuclei.Add(clone); } } return this._dynamicNuclei; } } public List _inputs = null; public List inputs { get { this._inputs = new(); if (this.dynamicNuclei != null) { foreach (IReceptor receptor in this.dynamicNuclei) { if (receptor is INucleus nucleus) this._inputs.Add(nucleus); } } return this._inputs; } } public INucleus output => this.dynamicNuclei[0] as INucleus; public float3 outputValue => this.output.outputValue; public IReceptor CloneTo(ClusterPrefab parent) { Cluster clone = new(parent, this.prefab); return clone; } public IReceptor Clone() { Cluster clone = new(this.cluster, this.prefab); return clone; } #region Properties public string name { get { return prefab.name; } set { prefab.name = value; } } public bool isSleeping => lengthsq(this.outputValue) == 0; public NucleusArray array { get; set; } #endregion Properties */ }