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package com.gitee.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 javax.swing.JPanel;
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import com.gitee.drinkjava2.frog.egg.Egg;
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import com.gitee.drinkjava2.frog.egg.FrogEggTool;
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import com.gitee.drinkjava2.frog.objects.EnvObject;
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import com.gitee.drinkjava2.frog.objects.Food;
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import com.gitee.drinkjava2.frog.objects.Material;
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import com.gitee.drinkjava2.frog.objects.TwoInputJudge;
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import com.gitee.drinkjava2.frog.util.Logger;
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import com.gitee.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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private static final long serialVersionUID = 1L;
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/** Speed of test */
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public static int SHOW_SPEED = 1000; // 测试速度,-1000~1000,可调, 数值越小,速度越慢
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public static final int FROG_EGG_QTY = 500; // 每轮下n个青蛙蛋,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; // 每个青蛙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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/** Delete eggs at beginning of each run */
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public static final boolean DELETE_FROG_EGGS = true;// 每次运行是否先删除以前保存的青蛙蛋文件,如果为false将加载旧蛋文件继续运行
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public static boolean SAVE_EGGS_FILE = false; //从2021-11-23起,添加这个选项,允许不输出蛋文件到磁盘上
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public static final boolean BORN_AT_RANDOM_PLACE = true;// 孵出青蛙落在地图上随机位置,而不是在蛋所在地
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/** Frog's brain size */ // 脑细胞位于脑范围内,是个三维结构,在animal中用三维数组来表示
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public static final int BRAIN_SIZE = 4; //脑立方边长大小,必须是2的幂数如4,8,16...,原因参见8叉树算法
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/** SHOW first animal's brain structure */
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public static boolean SHOW_FIRST_ANIMAL_BRAIN = true; // 是否显示脑图在Env区的右侧
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/** Draw first frog's brain after some steps */
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public static int DRAW_BRAIN_AFTER_STEPS = 0; // 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 = 500;// 每屏测试步数,可调
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public static int step;// 当前测试步数
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public static final int FOOD_QTY = 3000; // 食物数量, 可调
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// 以下是程序内部变量,不要手工修改它们
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public static final int TOTAL_FROG_QTY = FROG_EGG_QTY * FROG_PER_EGG; // 蛇的总数
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public static final int FROG_PER_SCREEN = TOTAL_FROG_QTY / SCREEN; // 每屏显示几个青蛙,这个数值由其它常量计算得来
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public static int current_screen = 0;
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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 int[][] bricks = new int[ENV_WIDTH][ENV_HEIGHT];// 组成环境的材料,见Material.java
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public static ArrayList<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 ArrayList<Egg> frog_eggs = new ArrayList<>(); // 这里存放新建或从磁盘载入上轮下的蛋,每个蛋可能生成几个青蛙,
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public static EnvObject[] things = new EnvObject[] { new TwoInputJudge() };// 所有外界物体,如食物、测试工具都放在这个things里面
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public static boolean show_split_detail = false; //是否显示脑分裂的细节过程,即从一个细胞开始分裂分裂,而不是只显示分裂的最终结果
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static {
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Logger.info("唵缚悉波罗摩尼莎诃!"); // 杀生前先打印往生咒,因为遗传算法建立在杀生选优的基础上,用这个方式表示一下对生命的尊重。智能研究不光是技术,还涉及到伦理,对虚拟生命的尊重也是对人类自身的尊重。
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// (意识不是一种实体存在,只是一种表象,但正因为此,我们才要尊重所有表现出或低级或高级的意识现象的虚拟智能系统,包括避免制造不必要的虚拟生命的痛苦感觉现象,己所不欲勿施于人。)
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Logger.info("脑图快捷键: T:顶视 F:前视 L:左视 R:右视 X:斜视 方向键:剖视 空格:暂停 鼠标:缩放旋转平移");
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if (DELETE_FROG_EGGS)
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FrogEggTool.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 insideBrain(int x, int y) {// 如果指定点在边界内
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return !(x < 0 || y < 0 || x >= BRAIN_SIZE || y >= BRAIN_SIZE);
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}
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public static boolean insideBrain(int x, int y, int z) {// 如果指定点在边界内
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return !(x < 0 || y < 0 || z < 0 || x >= BRAIN_SIZE || y >= BRAIN_SIZE || z >= BRAIN_SIZE);
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}
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public static boolean insideBrain(float x, float y, float z) {// 如果指定点在边界内
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return !(x < 0 || y < 0 || z < 0 || x >= BRAIN_SIZE || y >= BRAIN_SIZE || z >= BRAIN_SIZE);
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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(Animal a) {// 靠近边界? 离死不远了
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return a.xPos < 20 || a.yPos < 20 || a.xPos > (Env.ENV_WIDTH - 20) || a.yPos > (Env.ENV_HEIGHT - 20);
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}
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public static boolean foundAnyThingOrOutEdge(int x, int y) {// 如果指定点看到任意东西或超出边界,返回true
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return x < 0 || y < 0 || x >= ENV_WIDTH || y >= ENV_HEIGHT || Env.bricks[x][y] != 0;
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}
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public static boolean foundFrogOrOutEdge(int x, int y) {// 如果指定点看到青蛙或超出边界,返回true
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if (x < 0 || y < 0 || x >= ENV_WIDTH || y >= ENV_HEIGHT)
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return true;// 如果出界返回true
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if ((Env.bricks[x][y] & Material.FROG_TAG) > 0)
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return true;
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else
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return false;
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}
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public static void setMaterial(int x, int y, int material) {
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if (Env.insideEnv(x, y))
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Env.bricks[x][y] = Env.bricks[x][y] | material;
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}
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public static boolean hasMaterial(int x, int y, int material) {
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if (!Env.insideEnv(x, y))
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return false;
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return (Env.bricks[x][y] & material) > 0;
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}
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public static void clearMaterial(int x, int y, int material) {
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if (Env.insideEnv(x, y))
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Env.bricks[x][y] = Env.bricks[x][y] & ~material;
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}
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private void rebuildFrogs() {// 根据蛙蛋重新孵化出蛙
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frogs.clear();
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for (int i = 0; i < frog_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 (frog_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 >= (frog_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(frog_eggs.get(i), frog_eggs.get(RandomUtils.nextInt(frog_eggs.size())));
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Frog f = new Frog(zygote);
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frogs.add(f);
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f.no = frogs.size();
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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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int 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) > 0) {
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g.fillRoundRect(x, y, 4, 4, 2, 2); //食物只有一个点太小,画大一点
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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 String foodAtedCount() {// 统计吃食总数等
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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("吃食率:").append(format100.format(Food.food_ated * 1.00 / FOOD_QTY)).append(", 平均: ").append(Food.food_ated * 1.0f / FROG_PER_SCREEN).append(",最多:").append(maxFound).toString();
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}
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public static void checkIfPause(int step) {
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if (pause)
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do {
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Application.brainPic.drawBrainPicture(step);
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Application.brainPic.requestFocus();
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sleep(100);
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} while (pause);
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}
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public 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 static Animal getShowAnimal() { //取当前屏第一个青蛙
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return frogs.get(current_screen * FROG_PER_SCREEN);
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}
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public static int round = 1;
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public void run() {
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FrogEggTool.loadFrogEggs(); // 首次运行时,从磁盘加载蛙egg,如加载失败就新建一批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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round = 1;
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do {
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rebuildFrogs(); // 根据蛙蛋重新孵化出蛙,注意基因变异有可能在孵化过程中发生
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for (current_screen = 0; current_screen < SCREEN; current_screen++) {// 分屏测试,每屏FROG_PER_SCREEN个蛙
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time0 = System.currentTimeMillis();
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g.setColor(Color.white);
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g.fillRect(0, 0, this.getWidth(), this.getHeight()); // 先清空虚拟环境
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g.setColor(Color.BLACK);
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for (EnvObject thing : things) // 创建食物、陷阱等物体
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thing.build(g);
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boolean allDead = false;
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for (int j = 0; j < FROG_PER_SCREEN; j++) {
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Frog f = frogs.get(current_screen * FROG_PER_SCREEN + j);
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f.initAnimal(); // 初始化器官延迟到这一步,是因为脑细胞太占内存,而且当前屏测完后会清空
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}
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for (step = 0; step < STEPS_PER_ROUND; step++) {
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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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for (EnvObject thing : things)// 调用食物、陷阱等物体的动作
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thing.active(current_screen, step, g);
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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(current_screen * FROG_PER_SCREEN + j);
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if (f.active(step))// 调用青蛙的Active方法,并返回是否还活着
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allDead = false;
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}
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if (SHOW_SPEED == 1) // 如果speed为1,人为加入延迟
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sleep(100);
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else if (step % SHOW_SPEED != 0)// 用是否跳帧画图的方式来控制速度
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continue;
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// 开始画things和青蛙
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drawWorld(g);// 画整个虚拟环境中的material
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for (int j = 0; j < FROG_PER_SCREEN; j++) { // 显示青蛙
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Frog f = frogs.get(current_screen * FROG_PER_SCREEN + j);
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f.showInEnv(g);
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}
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if (DRAW_BRAIN_AFTER_STEPS > 0 && step % DRAW_BRAIN_AFTER_STEPS == 0) //显示脑图是耗时操作,这个开关可以跳过一些脑图显示
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Application.brainPic.drawBrainPicture(step);
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if (SHOW_SPEED == 1 && SHOW_FIRST_ANIMAL_BRAIN) //如果速度为1,强制每步都显示脑图
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Application.brainPic.drawBrainPicture(step);
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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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if (SHOW_FIRST_ANIMAL_BRAIN) //一轮结束后再强制再显示脑图一次
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Application.brainPic.drawBrainPicture(step);
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checkIfPause(step);
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StringBuilder sb = new StringBuilder("Round: ");
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sb.append(round).append(", screen:").append(current_screen).append(", speed:").append(Env.SHOW_SPEED).append(", ").append(", 用时: ").append(System.currentTimeMillis() - time0).append("ms, ");
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sb.append(foodAtedCount());
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Application.mainFrame.setTitle(sb.toString());
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for (EnvObject thing : things)// 去除食物、陷阱等物体
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thing.destory(g);
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}
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round++;
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FrogEggTool.layEggs(); //能量高的青蛙才有权下蛋
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} while (true);
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}
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}
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