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/*
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* Copyright 2018 the original author or authors.
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* Licensed under the Apache License, Version 2.0 (the "License"); you may not
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* use this file except in compliance with the License. You may obtain a copy of
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* the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by
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* applicable law or agreed to in writing, software distributed under the
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* License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS
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* OF ANY KIND, either express or implied. See the License for the specific
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* language governing permissions and limitations under the License.
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*/
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package com.gitee.drinkjava2.frog;
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import java.awt.Graphics;
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import java.awt.Image;
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import java.util.ArrayList;
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import java.util.List;
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import com.gitee.drinkjava2.frog.brain.Cell;
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import com.gitee.drinkjava2.frog.brain.Organ;
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import com.gitee.drinkjava2.frog.egg.Egg;
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import com.gitee.drinkjava2.frog.objects.Material;
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import com.gitee.drinkjava2.frog.organ.Line;
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import com.gitee.drinkjava2.frog.util.RandomUtils;
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/**
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* Animal = cells <br/>
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* cells = actions + photons <br/>
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*
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* Animal's name is Sam.
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*
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* 脑由一个cells三维数组组成,每个cell里可以存在多个行为,行为是由器官决定,同一个细胞可以存在多种行为。光子是信息的载体,永远不停留。
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*
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* @author Yong Zhu
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*
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* @since 1.0
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*/
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public abstract class Animal {// 这个程序大量用到public变量而不是getter/setter,主要是为了编程方便和简洁,但缺点是编程者需要小心维护各个变量
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/** brain cells */
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public List<Cell> cells = new ArrayList<>();
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/** organs */
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public List<Organ> organs = new ArrayList<>();
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public int x; // animal在Env中的x坐标
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public int y; // animal在Env中的y坐标
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public long energy = 100000; // 青蛙的能量为0则死掉
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public boolean alive = true; // 设为false表示青蛙死掉了,将不参与计算和显示,以节省时间
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public int ateFood = 0; // 青蛙曾吃过的食物总数,下蛋时如果两个青蛙能量相等,可以比数量
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public int no; // 青蛙在Env.animals中的序号,从1开始, 会在运行期写到当前brick的最低位,可利用Env.animals.get(no-1)快速定位青蛙
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public Image animalImage;
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public Animal(Egg egg) {// x, y 是虑拟环境的坐标
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if (Env.BORN_AT_RANDOM_PLACE) {
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x = RandomUtils.nextInt(Env.ENV_WIDTH);
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y = RandomUtils.nextInt(Env.ENV_HEIGHT);
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} else {
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this.x = egg.x + RandomUtils.nextInt(80) - 40;
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this.y = egg.y + RandomUtils.nextInt(80) - 40;
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if (this.x < 0)
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this.x = 0;
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if (this.y < 0)
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this.y = 0;
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if (this.x >= (Env.ENV_WIDTH - 1))
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this.x = Env.ENV_WIDTH - 1;
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if (this.y >= (Env.ENV_HEIGHT - 1))
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this.y = Env.ENV_HEIGHT - 1;
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}
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for (Organ org : egg.organs)
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organs.add(org);
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}
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public void initAnimal() { // 初始化animal,通常只是调用每个organ的init方法
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for (Organ org : organs)
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org.initOrgan(this);// 每个新器官初始化,如果是Group类,它们会生成许多脑细胞
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}
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public void addRandomLines() {// 有一定机率在器官间生成随机的神经连线
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if (alive && RandomUtils.percent(0.2f)) {// 有很小的机率在青蛙活着时就创建新的器官
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Line line = new Line();
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line.initilized = false;
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line.initOrgan(this);
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organs.add(line);
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}
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}
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public boolean active() {// 这个active方法在每一步循环都会被调用,是脑思考的最小帧
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// 如果能量小于0、出界、与非食物的点重合则判死
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if (!alive) {
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energy -= 1000; // 死掉的青蛙也要消耗能量,确保淘汰出局
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return false;
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}
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if (energy < 0 || Env.outsideEnv(x, y) || Env.bricks[x][y] >= Material.KILL_ANIMAL) {
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energy -= 1000;
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kill();
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return false;
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}
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energy -= 20;
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// 依次调用每个organ的active方法
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for (Organ organ : organs)
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organ.active(this);
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// 依次调用每个cell的active方法,这是写在organ类里的方法,因为同一个器官的cell具有相同的行为
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for (Cell cell : cells)
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cell.organ.active(this, cell);
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addRandomLines(); // 随机添加神经连线, 这是一个硬编码, 目前一个连线对应一个器官,待改进
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return alive;
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}
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public abstract void show(Graphics g);// 显示青蛙或蛇,子类要重写这个方法
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public abstract void kill();// 杀死青蛙或蛇,子类要重写这个方法
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@SuppressWarnings("unchecked")
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public <T extends Organ> T findOrganByClass(Class<?> claz) {// 根据器官名寻找器官,但不是每个器官都有名字
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for (Organ o : organs)
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if (o != null && o.getClass() == claz)
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return (T) o;
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return null;
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}
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/** Check if x,y,z out of animal's brain range */
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public static boolean outBrainRange(int x, int y, int z) {// 检查指定坐标是否超出animal脑空间界限
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return x < 0 || x >= Env.FROG_BRAIN_XSIZE || y < 0 || y >= Env.FROG_BRAIN_YSIZE || z < 0
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|| z >= Env.FROG_BRAIN_ZSIZE;
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}
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/** Print debug info */
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public String debugInfo() {// 输出Animal调试内容
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StringBuilder sb = new StringBuilder();
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for (int i = 0; i < organs.size(); i++) {
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Organ o = organs.get(i);
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if (o != null) {
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sb.append("organ(" + i + ")=" + o.getClass()).append("\r");
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if (Line.class.equals(o.getClass())) {
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Line l = (Line) o;
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sb.append(l.inputZone.debugInfo()).append("\r");
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sb.append(l.outputZone.debugInfo()).append("\r");
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}
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}
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}
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return sb.toString();
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}
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}
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