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package com.github.drinkjava2.frog;
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import java.awt.Color;
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import java.awt.Graphics;
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import java.awt.Image;
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import java.text.NumberFormat;
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import java.util.ArrayList;
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import java.util.List;
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import javax.swing.JPanel;
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import com.github.drinkjava2.frog.brain.organ.Line;
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import com.github.drinkjava2.frog.egg.Egg;
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import com.github.drinkjava2.frog.egg.EggTool;
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import com.github.drinkjava2.frog.objects.Food;
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import com.github.drinkjava2.frog.objects.Material;
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import com.github.drinkjava2.frog.objects.Object;
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import com.github.drinkjava2.frog.util.RandomUtils;
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/**
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* Env is the living space of frog. draw it on JPanel
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*
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* @author Yong Zhu
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* @since 1.0
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*/
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@SuppressWarnings("all")
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public class Env extends JPanel {
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/** Speed of test */
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public static int SHOW_SPEED = 4; // 测试速度,-1000~1000,可调, 数值越小,速度越慢
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/** Delete eggs at beginning of each run */
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public static final boolean DELETE_EGGS = true;// 每次运行是否先删除保存的蛋
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public static final int EGG_QTY = 25; // 每轮下n个蛋,可调,只有最优秀的前n个青蛙们才允许下蛋
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public static final int FROG_PER_EGG = 4; // 每个蛋可以孵出几个青蛙
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public static final int SCREEN = 1; // 分几屏测完
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public static final int FROG_PER_SCREEN = EGG_QTY * FROG_PER_EGG / SCREEN; // 每屏上显示几个青蛙,这个数值由上面三个参数计算得来
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/** Draw first frog's brain after some steps */
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public static int DRAW_BRAIN_AFTER_STEPS = 50; // 以此值为间隔动态画出脑图,设为0则关闭这个动态脑图功能,只显示一个静态、不闪烁的脑图
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/** Environment x width, unit: pixels */
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public static final int ENV_WIDTH = 400; // 虚拟环境的宽度, 可调
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/** Environment y height, unit: pixels */
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public static final int ENV_HEIGHT = ENV_WIDTH; // 虚拟环境高度, 可调,通常取正方形
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/** Frog's brain display width on screen, not important */
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public static final int FROG_BRAIN_DISP_WIDTH = 400; // Frog的脑图在屏幕上的显示大小,可调
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/** Steps of one test round */
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public static final int STEPS_PER_ROUND = 2000;// 每轮测试步数,可调
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/** Frog's brain width, fixed to 1000 unit */
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public static final float FROG_BRAIN_WIDTH = 1000; // frog的脑宽度固定为1000,不要随便调整,因为器官的相对位置和大小是按脑大小设定的
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public static final int FOOD_QTY = 1500; // 食物数量, 可调
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public static boolean pause = false; // 暂停按钮按下将暂停测试
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public static byte[][] bricks = new byte[ENV_WIDTH][ENV_HEIGHT];// 组成环境的材料,0=无, 1=食, 其它=其它...
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public static List<Frog> frogs = new ArrayList<>(); // 这里存放所有待测的青蛙,可能分几次测完,由FROG_PER_SCREEN大小来决定
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public static List<Egg> eggs = new ArrayList<>(); // 这里存放从磁盘载入或上轮下的蛋,每个蛋可能生成1~n个青蛙,
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public static Object[] things = new Object[] { new Food() };
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static {
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System.out.println("唵缚悉波罗摩尼莎诃!"); // 杀生前先打印往生咒,见码云issue#IW4H8
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if (DELETE_EGGS)
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EggTool.deleteEggs();
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}
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public Env() {
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super();
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this.setLayout(null);// 空布局
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this.setBounds(1, 1, ENV_WIDTH, ENV_HEIGHT);
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}
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public static boolean insideEnv(int x, int y) {// 如果指定点在边界内
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return !(x < 0 || y < 0 || x >= ENV_WIDTH || y >= ENV_HEIGHT);
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}
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public static boolean outsideEnv(int x, int y) {// 如果指定点超出边界
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return x < 0 || y < 0 || x >= ENV_WIDTH || y >= ENV_HEIGHT;
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}
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public static boolean closeToEdge(Frog f) {// 青蛙靠近边界? 离死不远了
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return f.x < 20 || f.y < 20 || f.x > (Env.ENV_WIDTH - 20) || f.y > (Env.ENV_HEIGHT - 20);
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}
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public static boolean foundAnyThing(int x, int y) {// 如果指定点看到任意东西或超出边界
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return x < 0 || y < 0 || x >= ENV_WIDTH || y >= ENV_HEIGHT || Env.bricks[x][y] >= Material.VISIBLE;
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}
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public static boolean foundAndAteFood(int x, int y) {// 如果x,y有食物,将其清0,返回true
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if (insideEnv(x, y) && Env.bricks[x][y] == Material.FOOD) {
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bricks[x][y] = 0;
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return true;
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}
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return false;
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}
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private void rebuildFrogs() {
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frogs.clear();
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for (int i = 0; i < eggs.size(); i++) {// 创建青蛙,每个蛋生成n个蛙,并随机取一个别的蛋作为精子
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int loop = FROG_PER_EGG;
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if (eggs.size() > 20) { // 如果数量多,进行一些优化,让排名靠前的Egg多孵出青蛙
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if (i < FROG_PER_EGG)// 0,1,2,3
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loop = FROG_PER_EGG + 1;
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if (i >= (eggs.size() - FROG_PER_EGG))
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loop = FROG_PER_EGG - 1;
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}
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for (int j = 0; j < loop; j++) {
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Egg zygote = new Egg(eggs.get(i), eggs.get(RandomUtils.nextInt(eggs.size())));
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frogs.add(new Frog(RandomUtils.nextInt(ENV_WIDTH), RandomUtils.nextInt(ENV_HEIGHT), zygote));
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}
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}
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}
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private void drawWorld(Graphics g) {
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byte brick;
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for (int x = 0; x < ENV_WIDTH; x++)
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for (int y = 0; y < ENV_HEIGHT; y++) {
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brick = bricks[x][y];
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if (brick != 0) {
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g.setColor(Material.color(brick));
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if (brick == Material.FOOD)
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g.fillRoundRect(x, y, 4, 4, 2, 2); // show food bigger
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else
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g.drawLine(x, y, x, y); // only 1 point
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}
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}
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g.setColor(Color.BLACK);
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}
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static final NumberFormat format100 = NumberFormat.getPercentInstance();
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static {
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format100.setMaximumFractionDigits(2);
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}
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private static int foodFoundAmount() {// 统计找食数等
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int leftfood = 0;
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for (int x = 0; x < ENV_WIDTH; x++)
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for (int y = 0; y < ENV_HEIGHT; y++)
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if (bricks[x][y] == Material.FOOD)
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leftfood++;
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return FOOD_QTY - leftfood;
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}
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private String foodFoundCountText() {// 统计找食数等
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int foodFound = foodFoundAmount();
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int maxFound = 0;
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for (Frog f : frogs)
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if (f.ateFood > maxFound)
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maxFound = f.ateFood;
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return new StringBuilder("找食率:").append(format100.format(foodFound * 1.00 / FOOD_QTY)).append(", 平均: ")
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.append(foodFound * 1.0f / FROG_PER_SCREEN).append(",最多:").append(maxFound).toString();
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}
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private static void sleep(long millis) {
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try {
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Thread.sleep(millis);
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} catch (InterruptedException e) {
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e.printStackTrace();
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}
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}
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public void run() {
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EggTool.loadEggs(); // 从磁盘加载egg,或新建一批egg
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Image buffImg = createImage(this.getWidth(), this.getHeight());
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Graphics g = buffImg.getGraphics();
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long time0;// 计时用
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int round = 1;
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do {
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rebuildFrogs();
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for (int screen = 0; screen < SCREEN; screen++) {// 分屏测试,每屏FROG_PER_SCREEN个蛙
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time0 = System.currentTimeMillis();
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if (pause)
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do {
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sleep(300);
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} while (pause);
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for (Object thing : things) // 创建食物、陷阱等物体
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thing.build();
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boolean allDead = false;
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Frog firstFrog = frogs.get(screen * FROG_PER_SCREEN);
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for (int j = 0; j < FROG_PER_SCREEN; j++) {
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Frog f = frogs.get(screen * FROG_PER_SCREEN + j);
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f.initOrgans();
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}
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for (int i = 0; i < STEPS_PER_ROUND; i++) {
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for (Object thing : things)// 调用食物、陷阱等物体的动作
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thing.active(screen);
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if (allDead)
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break; // 青蛙全死光了就直接跳到下一轮,以节省时间
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allDead = true;
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for (int j = 0; j < FROG_PER_SCREEN; j++) {
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Frog f = frogs.get(screen * FROG_PER_SCREEN + j);
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if (f.active(this))
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allDead = false;
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if (f.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 newConGrp = new Line();
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newConGrp.initFrog(f);
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f.organs.add(newConGrp);
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}
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}
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if (SHOW_SPEED > 0 && i % SHOW_SPEED != 0) // 用画青蛙的方式来拖慢速度
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continue;
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if (SHOW_SPEED < 0) // 如果speed小于0,人为加入延迟
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sleep(-SHOW_SPEED);
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// 开始画青蛙
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g.setColor(Color.white);
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g.fillRect(0, 0, this.getWidth(), this.getHeight());
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g.setColor(Color.BLACK);
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drawWorld(g);
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for (int j = 0; j < FROG_PER_SCREEN; j++) {
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Frog f = frogs.get(screen * FROG_PER_SCREEN + j);
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f.show(g);
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}
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if (firstFrog.alive) { // 开始显示第一个Frog的动态脑图
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if (Application.SHOW_FIRST_FROG_BRAIN) {
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g.setColor(Color.red);
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g.drawArc(firstFrog.x - 15, firstFrog.y - 15, 30, 30, 0, 360);
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g.setColor(Color.BLACK);
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}
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if (DRAW_BRAIN_AFTER_STEPS > 0 && i % DRAW_BRAIN_AFTER_STEPS == 0)
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Application.brainPic.drawBrainPicture(firstFrog);
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}
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Graphics g2 = this.getGraphics();
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g2.drawImage(buffImg, 0, 0, this);
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}
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for (int j = 0; j < FROG_PER_SCREEN; j++) {
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Frog f = frogs.get(screen * FROG_PER_SCREEN + j);
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f.cells.clear();
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}
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Application.brainPic.drawBrainPicture(firstFrog);
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Application.mainFrame.setTitle(new StringBuilder("Round: ").append(round).append(", screen:")
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.append(screen).append(", ").append(foodFoundCountText()).append(", 用时: ")
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.append(System.currentTimeMillis() - time0).append("ms").toString());
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for (Object thing : things)// 去除食物、陷阱等物体
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thing.destory();
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}
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round++;
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EggTool.layEggs();
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} while (true);
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}
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}
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