Genetics: GenomeTemplate (per-organism gene allotment) + breed override
CI / build-test (push) Successful in 1m17s
CI / build-test (push) Successful in 1m17s
Adds the species/organism layer on top of the gene foundation. GenomeTemplate carries which GeneDefs an individual has plus the per-organism base value and spread its alleles are drawn around (and an optional discrete-variant override), so the same shared GeneDef expresses different centres for different species — Generate() draws an individual, Registry() feeds breeding and trait computation. Genome.Breed gains an optional mutationChance that overrides every gene's fixed MutationChance, so a caller can drive mutation from an evolvable trait. Allele sampling (numeric spread+clamp, weighted discrete pick) is factored into a shared GeneSampling used by both Generate paths. Covered by GenomeTemplateTests (per-species centres, registry-driven breeding, mutation override on/off). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
bc18db5df6
commit
ead22517ee
@@ -0,0 +1,56 @@
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namespace MrGameEng.Genetics;
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/// <summary>
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/// Shared, deterministic allele sampling used by both <see cref="Genome.Generate"/> (gene defaults)
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/// and <see cref="GenomeTemplate"/> (per-individual base overrides). Centralizes the numeric
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/// spread+clamp and the weighted discrete pick so the two paths stay consistent.
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/// </summary>
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internal static class GeneSampling
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{
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/// <summary>A numeric allele drawn as <c>baseValue ± spread·|baseValue|</c>, clamped to the gene's range.</summary>
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public static float Numeric(GeneDef gene, float baseValue, float spread, Random random)
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{
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var value = baseValue + (random.NextSingle() * 2f - 1f) * spread * MathF.Abs(baseValue);
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return Math.Clamp(value, gene.Min, gene.Max);
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}
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/// <summary>
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/// A discrete variant index in <c>[0, Variants)</c>, picked from <paramref name="weights"/> when
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/// they match the variant count, otherwise the gene's own weights, otherwise uniformly.
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/// </summary>
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public static float Variant(GeneDef gene, float[]? weights, Random random)
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{
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var variants = Math.Max(1, gene.Variants);
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var w =
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weights is { Length: > 0 } && weights.Length == variants
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? weights
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: gene.VariantWeights;
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if (w.Length != variants)
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{
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return random.Next(variants);
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}
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var total = 0f;
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foreach (var value in w)
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{
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total += MathF.Max(0f, value);
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}
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if (total <= 0f)
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{
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return random.Next(variants);
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}
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var roll = random.NextSingle() * total;
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for (var i = 0; i < variants; i++)
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{
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roll -= MathF.Max(0f, w[i]);
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if (roll < 0f)
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{
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return i;
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}
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}
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return variants - 1;
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}
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}
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@@ -77,12 +77,16 @@ public sealed class Genome
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/// carries, it is inherited (from that parent, on both sides) with 50% probability. Every
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/// inherited allele may then mutate per its <see cref="GeneDef"/>. <paramref name="registry"/>
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/// supplies the def for each gene id; genes absent from it are skipped.
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/// <paramref name="mutationChance"/>, when given, overrides every gene's
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/// <see cref="GeneDef.MutationChance"/> — letting the caller drive mutation from an evolvable
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/// trait rather than a fixed per-gene constant.
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/// </summary>
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public static Genome Breed(
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Genome a,
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Genome b,
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IReadOnlyDictionary<string, GeneDef> registry,
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Random random
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Random random,
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float? mutationChance = null
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)
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{
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var child = new Genome();
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@@ -93,21 +97,22 @@ public sealed class Genome
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continue;
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}
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var chance = mutationChance ?? gene.MutationChance;
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var inA = a.Has(geneId);
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var inB = b.Has(geneId);
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if (inA && inB)
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{
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child._alleles[geneId] = new Allele(
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Meiosis(gene, a[geneId], random),
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Meiosis(gene, b[geneId], random)
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Meiosis(gene, a[geneId], chance, random),
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Meiosis(gene, b[geneId], chance, random)
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);
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}
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else if (random.NextSingle() < 0.5f)
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{
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var parent = inA ? a : b;
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child._alleles[geneId] = new Allele(
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Meiosis(gene, parent[geneId], random),
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Meiosis(gene, parent[geneId], random)
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Meiosis(gene, parent[geneId], chance, random),
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Meiosis(gene, parent[geneId], chance, random)
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);
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}
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}
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@@ -116,17 +121,17 @@ public sealed class Genome
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}
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// One inherited allele: pick one of the parent slot's two alleles, then maybe mutate it.
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private static float Meiosis(GeneDef gene, Allele parent, Random random)
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private static float Meiosis(GeneDef gene, Allele parent, float mutationChance, Random random)
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{
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var inherited = random.NextSingle() < 0.5f ? parent.A : parent.B;
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if (random.NextSingle() >= gene.MutationChance)
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if (random.NextSingle() >= mutationChance)
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{
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return inherited;
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}
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if (gene.Kind == GeneKind.Discrete)
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{
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return PickVariant(gene, random);
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return GeneSampling.Variant(gene, null, random);
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}
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var shifted =
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@@ -135,49 +140,10 @@ public sealed class Genome
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return Math.Clamp(shifted, gene.Min, gene.Max);
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}
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private static float GenerateAllele(GeneDef gene, Random random)
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{
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if (gene.Kind == GeneKind.Discrete)
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{
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return PickVariant(gene, random);
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}
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var value =
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gene.Default + (random.NextSingle() * 2f - 1f) * gene.Spread * MathF.Abs(gene.Default);
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return Math.Clamp(value, gene.Min, gene.Max);
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}
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private static float PickVariant(GeneDef gene, Random random)
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{
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var variants = Math.Max(1, gene.Variants);
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if (gene.VariantWeights.Length != variants)
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{
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return random.Next(variants);
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}
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var total = 0f;
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foreach (var w in gene.VariantWeights)
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{
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total += MathF.Max(0f, w);
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}
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if (total <= 0f)
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{
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return random.Next(variants);
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}
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var roll = random.NextSingle() * total;
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for (var i = 0; i < variants; i++)
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{
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roll -= MathF.Max(0f, gene.VariantWeights[i]);
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if (roll < 0f)
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{
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return i;
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}
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}
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return variants - 1;
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}
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private static float GenerateAllele(GeneDef gene, Random random) =>
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gene.Kind == GeneKind.Discrete
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? GeneSampling.Variant(gene, null, random)
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: GeneSampling.Numeric(gene, gene.Default, gene.Spread, random);
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// Deterministic union of both parents' gene ids (ordered) so breeding is reproducible.
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private static IEnumerable<string> UnionKeys(Genome a, Genome b)
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@@ -0,0 +1,61 @@
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namespace MrGameEng.Genetics;
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/// <summary>
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/// A species' (or any organism kind's) gene allotment: which <see cref="GeneDef"/>s an individual
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/// carries and the per-organism base values its alleles are generated around. The same
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/// <see cref="GeneDef"/> (e.g. "optimal light") is shared by every species, while the template
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/// supplies the species-specific centre and spread — so an oak and grass differ in values, not in
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/// machinery. <see cref="Generate"/> draws a fresh individual; <see cref="Registry"/> feeds breeding
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/// and trait computation.
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/// </summary>
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public sealed class GenomeTemplate
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{
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/// <summary>
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/// One gene in the allotment. <paramref name="Base"/>/<paramref name="Spread"/> centre a numeric
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/// gene's alleles; <paramref name="VariantWeights"/> (optional) override a discrete gene's
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/// variant distribution for this organism.
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/// </summary>
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public readonly record struct Entry(
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GeneDef Gene,
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float Base,
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float Spread,
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float[]? VariantWeights = null
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);
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private readonly List<Entry> _entries;
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private readonly Dictionary<string, GeneDef> _registry;
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/// <summary>Builds a template from its gene entries.</summary>
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public GenomeTemplate(IEnumerable<Entry> entries)
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{
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_entries = entries.ToList();
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_registry = new Dictionary<string, GeneDef>(StringComparer.Ordinal);
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foreach (var entry in _entries)
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{
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_registry[entry.Gene.DefName] = entry.Gene;
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}
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}
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/// <summary>The gene entries that make up the allotment.</summary>
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public IReadOnlyList<Entry> Entries => _entries;
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/// <summary>Gene id → def for every carried gene; pass to <see cref="Genome.Breed"/> and <see cref="Phenotype.Compute"/>.</summary>
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public IReadOnlyDictionary<string, GeneDef> Registry => _registry;
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/// <summary>Generates a fresh individual: two alleles per gene drawn around each entry's base/variant.</summary>
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public Genome Generate(Random random)
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{
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var genome = new Genome();
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foreach (var entry in _entries)
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{
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genome[entry.Gene.DefName] = new Allele(Draw(entry, random), Draw(entry, random));
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}
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return genome;
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}
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private static float Draw(Entry entry, Random random) =>
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entry.Gene.Kind == GeneKind.Discrete
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? GeneSampling.Variant(entry.Gene, entry.VariantWeights, random)
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: GeneSampling.Numeric(entry.Gene, entry.Base, entry.Spread, random);
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}
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