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package com.gitee.drinkjava2.frog.objects;
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import java.awt.Color;
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import java.awt.Graphics;
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import com.gitee.drinkjava2.frog.Env;
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import com.gitee.drinkjava2.frog.objects.EnvObject.DefaultEnvObject;
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import com.gitee.drinkjava2.frog.util.RandomUtils;
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/**
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*
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* TwoInputJudge 用来模拟:当有两个视细胞、一个甜细胞、一个咬细胞这种情况下, 判断青蛙能否根据甜味细胞的训练,在下次相同视信号出现时提前咬下去。
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* 因为只有两个视细胞,即青蛙要实现与、或、异或这三种模式识别, 目前三种情况只随机每轮设一个甜值,青蛙咬下三种情况中有甜值的code时才有奖励
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*
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*/
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public class TwoInputJudge extends DefaultEnvObject {
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private int n = 16; //n是表示食物的小方块边长,食物code由多个位组成时,小方块显示它的二进制条形码
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private static int group=15; //以group为一组,随机安排一半为食物
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private static int[] food = new int[Env.STEPS_PER_ROUND + group];
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private static int sweetFoodCode; //甜食code,食物code有三种,但只有一种与甜食code相同的食物可食。
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private static int totalSweetFood=0;
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private static void resetFood() {
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sweetFoodCode = 1 + RandomUtils.nextInt(3); // 甜食code每一轮测试都不一样,强迫青蛙每一轮都要根据苦和甜味快速适应,从三种食物中找出正确的那一种食物,
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// 下一步是每一轮测试中途都有可能改变甜食code,让青蛙活着时就就能找出食物(即记忆功能)
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System.out.println("sweetFoodCode="+sweetFoodCode); //debug
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int step = 0;
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int x = 2;
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while (step < (Env.STEPS_PER_ROUND)) {
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int firstFood = RandomUtils.nextInt(group/2); //以group为一组,随机安排一半为食物
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int foodCode = 1+RandomUtils.nextInt(3); //食物有1,2,3四种图案,分别对应两个细胞的01,10,11四种情况
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for (int i = 0; i < group; i++)
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if (i < firstFood || i > firstFood + x)
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food[step + i] = 0;
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else
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food[step + i] = foodCode;
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step += group;
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if (x == 2)
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x = group/2+1;
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else
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x = 2;
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}
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for (int f : food)
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if (f==sweetFoodCode)
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totalSweetFood++;
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}
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@Override
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public void build(Graphics g) { //build在每屏测试前调用一次,这里用随机数准备好食物出现和消失的顺序为测试作准备
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if (totalSweetFood == 0) {
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resetFood();
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System.out.println("totalSweetFood=" + totalSweetFood);
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}
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resetFood();
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for (int i = 0; i < Env.STEPS_PER_ROUND; i++) { //画出当前食物分布图
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int x = i % (Env.ENV_WIDTH / n);
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int y = i / (Env.ENV_WIDTH / n);
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g.drawRect(x * n, y * n, n, n);
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int foodCode = food[i];
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boolean isSweet = (foodCode == sweetFoodCode);
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if (isSweet)
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g.setColor(Color.BLUE); //食物是甜的时,用蓝色表示,蓝莓?
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else
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g.setColor(Color.GRAY);
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if ((foodCode & 1) > 0)
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g.fillRect(x * n, y * n, n, n / 2);
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if ((foodCode & 2) > 0)
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g.fillRect(x * n, y * n + n / 2, n, n / 2);
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x++;
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}
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}
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@Override
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public void destory(Graphics g) {
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}
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/*
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* active方法中做以下事情:
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* 1.如果有食物就点亮视细胞
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* 2.如果视细胞点亮且咬下就奖,如果视细胞没点亮且咬下就罚
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* 3.在左边Env显示区画出当前food的进度条
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*/
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@Override
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public void active(int screen, int step, Graphics g) {}
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}
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