2026-04-08 09:33:04 +02:00

147 lines
4.5 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// The Nanobrain namespace
/// </summary>
namespace NanoBrain {
/// <summary>
/// A Nucleus is a basic element in a brain cluster
/// </summary>
[Serializable]
public abstract class Nucleus {
/// <summary>
/// The name of the Nucleus
/// </summary>
public string name;
/// <summary>
/// The cluster prefab in which the nucleus is located
/// </summary>
[SerializeReference]
public ClusterPrefab clusterPrefab;
/// <summary>
/// The cluster instance in which the nucleus is located
/// </summary>
[SerializeReference]
public Cluster parent;
/// <summary>
/// Toggle for printing debugging trace data
/// </summary>
public bool trace = false;
/// <summary>
/// Function to make a partial clone of this nucleus
/// </summary>
/// <param name="parent">The cluster in which the cloned nucleus should be placed</param>
/// <returns></returns>
public abstract Nucleus ShallowCloneTo(Cluster parent);
/// <summary>
/// Function to clone a nucleus to a Cluster prefab
/// </summary>
/// <param name="prefab"></param>
/// <returns></returns>
public abstract Nucleus Clone(ClusterPrefab prefab);
/// <summary>
/// The types of Nucleus
/// </summary>
public enum Type {
None,
Neuron,
MemoryCell,
Cluster,
Receptor,
ClusterReceptor,
}
#region Synapses
/// <summary>
/// The bias of the nucleus
/// </summary>
/// The bias which a value which is always added to the combined value of the nucleus
/// It does not have a synapse and therefore no weight of source nucleus
public Vector3 bias = Vector3.zero;
[SerializeField]
private List<Synapse> _synapses = new();
/// <summary>
/// The synapses of the nucleus
/// </summary>
public List<Synapse> synapses => _synapses;
/// <summary>
/// Add a new synapse to this nuclues
/// </summary>
/// <param name="sendingNucleus">The nucleus from which the signals may originate</param>
/// <param name="weight">The weight applied to the input. Default value = 1</param>
/// <returns>The created Synapse</returns>
/// This will add a new input to this nucleus with the given weight.
public Synapse AddSynapse(Neuron sendingNucleus, float weight = 1) {
Synapse synapse = new(sendingNucleus, weight);
this.synapses.Add(synapse);
return synapse;
}
/// <summary>
/// Find a synapse
/// </summary>
/// <param name="sender">The sender of the input to the Synapse</param>
/// <returns>The found Synapse or null when the sender has no synapse to this nucleus.</returns>
public Synapse GetSynapse(Nucleus sender) {
foreach (Synapse synapse in this.synapses)
if (synapse.neuron == sender)
return synapse;
return null;
}
/// <summary>
/// Remove a synapse from a Nucleus
/// </summary>
/// <param name="sendingNucleus">Remote the synapse connecting to this Nucleus</param>
public void RemoveSynapse(Nucleus sendingNucleus) {
this.synapses.RemoveAll(synapse => synapse.neuron == sendingNucleus);
}
#endregion Synapses
#region Update
/// <summary>
/// Update the state without updating other Nuclei
/// </summary>
public abstract void UpdateStateIsolated();
/// <summary>
/// Update the state and recursively all Nuclei receiving data from this Nucleus
/// </summary>
public virtual void UpdateNuclei() {
}
/// <summary>
/// Set the bias, recalculate the output and update all Nuclei receiving from this Nucleus
/// </summary>
/// <param name="inputValue"></param>
public virtual void SetBias(Vector3 inputValue) {
this.bias = inputValue;
this.parent.UpdateFromNucleus(this);
}
/// <summary>
/// Process an external stimulus
/// </summary>
/// <param name="inputValue">The value of the stimulus</param>
/// <param name="thingId">The id of the thing causing the stimulus</param>
/// <param name="thingName">The name of the thing causing the stimulus</param>
public virtual void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = "") {
}
#endregion Update
}
}