using System; using System.Collections.Generic; using UnityEngine; using Unity.Mathematics; using static Unity.Mathematics.math; [Serializable] public class Cluster : INucleus { // The ScriptableObject asset from which the runtime object has been created [SerializeField] protected string _name; public virtual string name { get => _name; set => _name = value; } public ClusterPrefab storedPrefab; public Cluster(Cluster parent, ClusterPrefab realPrefab) { this.storedPrefab = realPrefab; this.parent = parent; this.parent?.nuclei.Add(this); ClonePrefab(); } public Cluster(ClusterPrefab realPrefab) { this.storedPrefab = realPrefab; this.name = realPrefab.name; this.cluster = null; if (this.cluster != null) this.cluster.nuclei.Add(this); ClonePrefab(); } 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); ClonePrefab(); } private void ClonePrefab() { IReceptor[] nucleiArray = this.storedPrefab.nuclei.ToArray(); // first clone the nuclei without their connections foreach (IReceptor nucleus in this.storedPrefab.nuclei) nucleus.ShallowCloneTo(this); IReceptor[] clonedNuclei = this.nuclei.ToArray(); // Now clone the connections for (int nucleusIx = 0; nucleusIx < nucleiArray.Length; nucleusIx++) { IReceptor receptor = nucleiArray[nucleusIx]; IReceptor clonedSender = clonedNuclei[nucleusIx]; if (clonedSender == null) continue; // Copy the receivers, which will also create the synapses foreach (INucleus receiver in receptor.receivers) { int ix = GetNucleusIndex(nucleiArray, receiver); if (ix < 0) continue; if (clonedNuclei[ix] is not INucleus clonedReceiver) continue; // Find the synapse for the weight float weight = 1; foreach (Synapse synapse in receiver.synapses) { if (synapse.nucleus == receptor) { weight = synapse.weight; break; } } clonedSender.AddReceiver(clonedReceiver, weight); } } } 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 ShallowCloneTo(Cluster parent) { Cluster clone = new(parent, this.storedPrefab) { name = this.name, }; 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(); 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 virtual INucleus output {//=> this.nuclei[0] as INucleus; get { if (this.nuclei.Count > 0) return this.nuclei[0] as INucleus; return null; } } // 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._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, float weight = 1) { this._receivers.Add(receivingNucleus); receivingNucleus.AddSynapse(this, weight); } 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 }