using System; using System.Collections.Generic; using UnityEngine; using Unity.Mathematics; using static Unity.Mathematics.math; [Serializable] public class ClusterReceptor : Cluster, IReceptor { public ClusterReceptor(ClusterPrefab prefab, Cluster parent, string name) : base(prefab, parent) { this.name = name; this.array = new NucleusArray(this); if (this.name.IndexOf(":") < 0) this.name += ": 0"; } public ClusterReceptor(ClusterPrefab prefab, ClusterPrefab parent, string name) : base(prefab, parent) { this.name = name; this.array = new NucleusArray(this); } public string GetName() { return this.name; } public override Nucleus ShallowCloneTo(Cluster parent) { ClusterReceptor clone = new(this.prefab, parent, this.name) { clusterPrefab = this.clusterPrefab, //array = this.array }; //CloneFields(clone); // This cloned the prefab with the clusternuclei, // but did not clone the receivers outside the cluster RestoreExternalReceivers(clone, this.clusterPrefab, parent); return clone; } public override Nucleus Clone(ClusterPrefab parent) { ClusterReceptor clone = new(prefab, parent, this.name) { array = this._array }; //CloneFields(clone); foreach (Synapse synapse in this.synapses) { Synapse clonedSynapse = clone.AddSynapse(synapse.nucleus); clonedSynapse.weight = synapse.weight; } // foreach (Nucleus receiver in this.receivers) { // clone.AddReceiver(receiver); // } this._outputs = null; // Make sure the output are regenerated foreach (Neuron output in this.outputs) { int ix = GetNucleusIndex(this.clusterNuclei, output); if (ix < 0 || clone.clusterNuclei[ix] is not Neuron clonedOutput) continue; foreach (Nucleus receiver in output.receivers) clonedOutput.AddReceiver(receiver); } return clone; } public override List CollectReceivers() { List receivers = new(); foreach (Nucleus element in this.nucleiArray) { if (element is not Cluster clusterElement) continue; foreach (Nucleus outputNucleus in clusterElement.clusterNuclei) { if (outputNucleus is not Neuron output) continue; // this should be clusterElement.outputs, // but outputs is not updated when correctly and may contain old data... foreach (Nucleus receiver in output.receivers) { // Only add receivers outside clusterElement cluster if (receiver.clusterPrefab != clusterElement.prefab && receivers.Contains(receiver) == false) receivers.Add(receiver); } } } return receivers; } [SerializeReference] private NucleusArray _array; public NucleusArray array { //get { return _array; } set { _array = value; } } //[SerializeReference] //private Nucleus[] _nucleusArray; public Nucleus[] nucleiArray { get { return _array.nuclei; } set { _array.nuclei = value; } } public void AddReceptorElement(ClusterPrefab prefab) { IReceptorHelpers.AddReceptorElement(this, prefab); } public void RemoveReceptorElement() { IReceptorHelpers.RemoveReceptorElement(this); } public void AddArrayReceiver(Nucleus receiverToAdd, float weight = 1) { IReceptorHelpers.AddArrayReceiver(this, receiverToAdd, weight); } public override void UpdateStateIsolated() { float3 sum = this.bias; foreach (Nucleus nucleus in this.sortedNuclei) nucleus.UpdateStateIsolated(); this.outputValue = this.defaultOutput.outputValue; this.stale = 0; UpdateNuclei(); } public override void UpdateNuclei() { this.stale++; if (this.stale > staleValueForSleep && lengthsq(this.bias) > 0) { this.bias = new float3(0, 0, 0); this.parent.UpdateFromNucleus(this); } foreach (Nucleus nucleus in this.clusterNuclei) nucleus.UpdateNuclei(); } public override void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null) { this._array ??= new NucleusArray(this.parent); this._array.ProcessStimulus(thingId, inputValue, thingName); } }