Chaotic Resonance

Exploring Resonant Entities in Solidity

Overview

The ChaoticResonance contract introduces the concept of resonant entities, which interact with chaotic energy through resonance factors. Below, we explore the contract's structure, the concept of chaotic resonance, and the advantages and disadvantages of this approach.

1. Creating Resonant Entities

The contract defines a structure for creating resonant entities:

struct ResonantEntity {
    uint256 entityId;
    address creator;
    int256 resonanceFactor;
    uint256 creationTime;
    int256 chaoticEnergy;
}

mapping(uint256 => ResonantEntity) public resonantEntities;
uint256 public nextEntityId;

Advantages

  • Dynamic Chaos: Each entity's chaotic energy dynamically changes over time, reflecting real-world chaotic systems.
  • Interaction between Entities: Entities can interact with each other, further enhancing the chaotic nature of the system.

Disadvantages

  • Complexity: The dynamic nature of chaotic energy requires careful management, which can introduce gas inefficiencies.
  • Resonance Factor Sensitivity: Small changes in the resonance factor can lead to unpredictable and highly volatile results.

2. Triggering Resonance

The resonance function calculates and applies chaotic energy changes based on the resonance factor and chaotic energy:

function triggerResonance(uint256 entityId) public {
    ResonantEntity storage entity = resonantEntities[entityId];
    require(entity.creator == msg.sender, "Not the creator");

    int256 resonanceImpact = calculateResonanceImpact(
        entity.resonanceFactor,
        entity.chaoticEnergy
    );

    entity.chaoticEnergy += resonanceImpact;
    emit ResonanceTriggered(entityId, entity.chaoticEnergy, resonanceImpact);
}

Advantages

  • Chaotic Energy Evolution: Triggering resonance leads to the evolution of chaotic energy, simulating complex chaotic behavior.
  • Interactive Chaos: Users can interact with the contract by triggering resonance and observing chaotic transformations.

Disadvantages

  • Gas Costs: Triggering resonance involves multiple calculations, leading to higher gas costs for frequent interactions.
  • Unpredictability: While chaotic systems are fascinating, the unpredictability may be unsuitable for certain applications requiring deterministic outcomes.

Full Contract Code


// SPDX-License-Identifier: MIT
pragma solidity ^0.8.21;

contract ChaoticResonance {
    struct ResonantEntity {
        uint256 entityId;
        address creator;
        int256 resonanceFactor;
        uint256 creationTime;
        int256 chaoticEnergy;
    }

    mapping(uint256 => ResonantEntity) public resonantEntities;
    uint256 public nextEntityId;

    event ResonantEntityCreated(
        uint256 entityId,
        address creator,
        int256 resonanceFactor,
        uint256 creationTime
    );
    event ResonanceTriggered(
        uint256 entityId,
        int256 newChaoticEnergy,
        int256 resonanceImpact
    );

    function createResonantEntity(int256 initialResonanceFactor) public {
        require(initialResonanceFactor != 0, "Resonance factor cannot be zero");

        uint256 entityId = nextEntityId++;
        resonantEntities[entityId] = ResonantEntity({
            entityId: entityId,
            creator: msg.sender,
            resonanceFactor: initialResonanceFactor,
            creationTime: block.timestamp,
            chaoticEnergy: 0
        });

        emit ResonantEntityCreated(
            entityId,
            msg.sender,
            initialResonanceFactor,
            block.timestamp
        );
    }

    function triggerResonance(uint256 entityId) public {
        ResonantEntity storage entity = resonantEntities[entityId];
        require(entity.creator == msg.sender, "Not the creator");

        int256 resonanceImpact = calculateResonanceImpact(
            entity.resonanceFactor,
            entity.chaoticEnergy
        );

        entity.chaoticEnergy += resonanceImpact;
        emit ResonanceTriggered(entityId, entity.chaoticEnergy, resonanceImpact);
    }

    function calculateResonanceImpact(
        int256 resonanceFactor,
        int256 currentEnergy
    ) internal pure returns (int256) {
        int256 chaoticComponent = (resonanceFactor *
            currentEnergy *
            (1 - currentEnergy)) / 1000000;

        return chaoticComponent + (chaoticComponent * resonanceFactor) / 1000;
    }

    function observeResonance(uint256 entityId)
        public
        view
        returns (
            int256 chaoticEnergy,
            int256 resonanceFactor,
            uint256 creationTime
        )
    {
        ResonantEntity storage entity = resonantEntities[entityId];
        return (
            entity.chaoticEnergy,
            entity.resonanceFactor,
            entity.creationTime
        );
    }

    function interactWithEntity(uint256 entityId, uint256 targetEntityId)
        public
    {
        ResonantEntity storage entity = resonantEntities[entityId];
        ResonantEntity storage targetEntity = resonantEntities[targetEntityId];

        require(entity.creator == msg.sender, "Not the creator");
        require(entityId != targetEntityId, "Cannot interact with itself");

        int256 interactionEffect = calculateInteractionEffect(
            entity,
            targetEntity
        );

        entity.chaoticEnergy += interactionEffect;
        targetEntity.chaoticEnergy -= interactionEffect;

        emit ResonanceTriggered(
            entityId,
            entity.chaoticEnergy,
            interactionEffect
        );
        emit ResonanceTriggered(
            targetEntityId,
            targetEntity.chaoticEnergy,
            -interactionEffect
        );
    }

    function calculateInteractionEffect(
        ResonantEntity storage entity,
        ResonantEntity storage targetEntity
    ) internal view returns (int256) {
        int256 resonanceDiff = entity.resonanceFactor -
            targetEntity.resonanceFactor;
        int256 energyDiff = entity.chaoticEnergy - targetEntity.chaoticEnergy;

        return (resonanceDiff * energyDiff) / 1000;
    }

    function dissipateEnergy(uint256 entityId) public {
        ResonantEntity storage entity = resonantEntities[entityId];
        require(entity.creator == msg.sender, "Not the creator");

        uint256 timeElapsed = block.timestamp - entity.creationTime;
        int256 dissipation = (int256(timeElapsed / 1 hours) *
            entity.chaoticEnergy) / 100;

        entity.chaoticEnergy -= dissipation;
        emit ResonanceTriggered(entityId, entity.chaoticEnergy, -dissipation);
    }

    function synchronizeEntities(uint256 entityId, uint256 targetEntityId)
        public
    {
        ResonantEntity storage entity = resonantEntities[entityId];
        ResonantEntity storage targetEntity = resonantEntities[targetEntityId];

        require(entity.creator == msg.sender, "Not the creator");
        require(entityId != targetEntityId, "Cannot synchronize with itself");

        int256 averageEnergy = (entity.chaoticEnergy +
            targetEntity.chaoticEnergy) / 2;

        entity.chaoticEnergy = averageEnergy;
        targetEntity.chaoticEnergy = averageEnergy;

        emit ResonanceTriggered(entityId, entity.chaoticEnergy, 0);
        emit ResonanceTriggered(targetEntityId, targetEntity.chaoticEnergy, 0);
    }
}