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package com.gitee.drinkjava2.frog;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.text.NumberFormat;
import java.util.ArrayList;
import javax.swing.JPanel;
import com.gitee.drinkjava2.frog.brain.Genes;
import com.gitee.drinkjava2.frog.egg.Egg;
import com.gitee.drinkjava2.frog.egg.FrogEggTool;
import com.gitee.drinkjava2.frog.objects.EnvObject;
import com.gitee.drinkjava2.frog.objects.Material;
import com.gitee.drinkjava2.frog.objects.FoodJudge;
import com.gitee.drinkjava2.frog.util.Logger;
import com.gitee.drinkjava2.frog.util.RandomUtils;
/**
* Env is the living space of frog. draw it on JPanel
*
* @author Yong Zhu
* @since 1.0
*/
@SuppressWarnings("all")
public class Env extends JPanel {
private static final long serialVersionUID = 1L;
/** Speed of test */
public static int SHOW_SPEED = 1000; // 测试速度,-1000~1000,可调, 数值越小,速度越慢
public static final int FROG_EGG_QTY = 200; // 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
public static final int FROG_PER_EGG = 4; // 每个青蛙蛋可以孵出几个青蛙
public static final int SCREEN = 1; // 分几屏测完
/** Delete eggs at beginning of each run */
public static final boolean DELETE_FROG_EGGS = false;// 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
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
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
/** 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
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
/** SHOW first animal's brain structure */
public static boolean SHOW_FIRST_ANIMAL_BRAIN = true; // 是否显示脑图在Env区的右侧
/** Draw first frog's brain after some steps */
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
/** Environment x width, unit: pixels */
public static final int ENV_WIDTH = 400; // 虚拟环境的宽度, 可调
/** Environment y height, unit: pixels */
public static final int ENV_HEIGHT = ENV_WIDTH; // 虚拟环境高度, 可调,通常取正方形
/** Frog's brain display width on screen, not important */
public static final int FROG_BRAIN_DISP_WIDTH = 400; // Frog的脑图在屏幕上的显示大小,可调
/** Steps of one test round */
public static final int STEPS_PER_ROUND = 400;// 每屏测试步数,可调
public static final int HALF_STEPS_PER_ROUND = STEPS_PER_ROUND / 2; // 每屏测试步数一半
public static final int FOOD_QTY = 3000; // 食物数量, 可调
// 以下是程序内部变量,不要手工修改它们
public static final int TOTAL_FROG_QTY = FROG_EGG_QTY * FROG_PER_EGG; // 青蛙总数
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
public static int current_screen = 0; //当前测试屏
public static int step;// 当前测试步数, 也可以理解为虚拟世界的当前时间
private static Image buffImg; //当前虚拟作图区
public static Graphics graph;//当前虚拟环境画笔,常用
public static boolean pause = false; // 暂停按钮按下将暂停测试
public static int[][] bricks = new int[ENV_WIDTH][ENV_HEIGHT];// 组成环境的材料见Material.java
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
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,
public static EnvObject[] things = new EnvObject[] { new FoodJudge(2, 2) };// 所有外界物体如食物、测试工具都放在这个things里面
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
static {
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。
// (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。)
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");
if (DELETE_FROG_EGGS)
FrogEggTool.deleteEggs();
}
public Env() {
super();
this.setLayout(null);// 空布局
this.setBounds(1, 1, ENV_WIDTH, ENV_HEIGHT);
}
public static boolean insideBrain(int x, int y) {// 如果指定点在边界内
return !(x < 0 || y < 0 || x >= BRAIN_SIZE || y >= BRAIN_SIZE);
}
public static boolean insideBrain(int x, int y, int z) {// 如果指定点在边界内
return !(x < 0 || y < 0 || z < 0 || x >= BRAIN_SIZE || y >= BRAIN_SIZE || z >= BRAIN_SIZE);
}
public static boolean insideBrain(float x, float y, float z) {// 如果指定点在边界内
return !(x < 0 || y < 0 || z < 0 || x >= BRAIN_SIZE || y >= BRAIN_SIZE || z >= BRAIN_SIZE);
}
public static boolean insideEnv(int x, int y) {// 如果指定点在边界内
return !(x < 0 || y < 0 || x >= ENV_WIDTH || y >= ENV_HEIGHT);
}
public static boolean outsideEnv(int x, int y) {// 如果指定点超出边界
return x < 0 || y < 0 || x >= ENV_WIDTH || y >= ENV_HEIGHT;
}
public static boolean closeToEdge(Animal a) {// 靠近边界? 离死不远了
return a.xPos < 20 || a.yPos < 20 || a.xPos > (Env.ENV_WIDTH - 20) || a.yPos > (Env.ENV_HEIGHT - 20);
}
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
return x < 0 || y < 0 || x >= ENV_WIDTH || y >= ENV_HEIGHT || Env.bricks[x][y] != 0;
}
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
if (x < 0 || y < 0 || x >= ENV_WIDTH || y >= ENV_HEIGHT)
return true;// 如果出界返回true
if ((Env.bricks[x][y] & Material.FROG_TAG) > 0)
return true;
else
return false;
}
public static void setMaterial(int x, int y, int material) {
if (Env.insideEnv(x, y))
Env.bricks[x][y] = Env.bricks[x][y] | material;
}
public static boolean hasMaterial(int x, int y, int material) {
if (!Env.insideEnv(x, y))
return false;
return (Env.bricks[x][y] & material) > 0;
}
public static void clearMaterial(int x, int y, int material) {
if (Env.insideEnv(x, y))
Env.bricks[x][y] = Env.bricks[x][y] & ~material;
}
public static void rebuildFrogs() {// 根据蛙蛋重新孵化出蛙
frogs.clear();
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
int loop = FROG_PER_EGG;
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
if (i < FROG_PER_EGG)// 0,1,2,3
loop = FROG_PER_EGG + 1;
if (i >= (frog_eggs.size() - FROG_PER_EGG))
loop = FROG_PER_EGG - 1;
}
for (int j = 0; j < loop; j++) {
Egg zygote = new Egg(frog_eggs.get(i), frog_eggs.get(RandomUtils.nextInt(frog_eggs.size())));
Frog f = new Frog(zygote);
frogs.add(f);
f.no = frogs.size();
}
}
}
private void drawWorld(Graphics g) {
int brick;
for (int x = 0; x < ENV_WIDTH; x++)
for (int y = 0; y < ENV_HEIGHT; y++) {
brick = bricks[x][y];
if (brick != 0) {
g.setColor(Material.color(brick));
if ((brick & Material.FOOD) > 0) {
g.fillRoundRect(x, y, 4, 4, 2, 2); //食物只有一个点太小,画大一点
} else
g.drawLine(x, y, x, y); // only 1 point
}
}
g.setColor(Color.BLACK);
}
static final NumberFormat format100 = NumberFormat.getPercentInstance();
static {
format100.setMaximumFractionDigits(2);
}
public static void checkIfPause(int step) {
if (pause) {
do {
Application.brainPic.drawBrainPicture(step);
Application.brainPic.requestFocus();
sleep(100);
} while (pause);
}
}
public static void sleep(long millis) {
try {
Thread.sleep(millis);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
public static Animal getShowAnimal() { //取当前屏第一个青蛙
return frogs.get(current_screen * FROG_PER_SCREEN);
}
public static int round = 1;
public void run() {
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
buffImg = createImage(this.getWidth(), this.getHeight());
graph = buffImg.getGraphics();
long timerScreen;// 一屏要花多少时间的计时器
long timerRound;//一轮要花多少时间的计时器,一轮可以由几屏组成
long timeRound = 0;//一轮要花多少时间
StringBuilder sb = new StringBuilder();
round = 1;
do {
timerRound = System.currentTimeMillis();
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。初始化数组时间算在一轮时间里
for (current_screen = 0; current_screen < SCREEN; current_screen++) {// 分屏测试每屏FROG_PER_SCREEN个蛙
timerScreen = System.currentTimeMillis();
graph.setColor(Color.white);
graph.fillRect(0, 0, this.getWidth(), this.getHeight()); // 先清空虚拟环境
graph.setColor(Color.BLACK);
for (EnvObject thing : things) // 创建食物、陷阱等物体
thing.build();
boolean allDead = false;
for (int j = 0; j < FROG_PER_SCREEN; j++) {
Frog f = frogs.get(current_screen * FROG_PER_SCREEN + j);
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
}
for (step = 0; step < STEPS_PER_ROUND; step++) {
if (allDead)
break; // 青蛙全死光了就直接跳到下一轮,以节省时间
for (EnvObject thing : things)// 调用食物、陷阱等物体的动作
thing.active();
allDead = true;
for (int j = 0; j < FROG_PER_SCREEN; j++) {
Frog f = frogs.get(current_screen * FROG_PER_SCREEN + j);
if (f.active())// 调用青蛙的Active方法并返回是否还活着
allDead = false;
}
if (SHOW_SPEED == 1) // 如果speed为1人为加入延迟
sleep(400);
else if (step % SHOW_SPEED != 0)// 用是否跳帧画图的方式来控制速度
continue;
// 开始画things和青蛙
drawWorld(graph);// 画整个虚拟环境中的material
for (int j = 0; j < FROG_PER_SCREEN; j++) { // 显示青蛙
Frog f = frogs.get(current_screen * FROG_PER_SCREEN + j);
f.showInEnv(graph);
}
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
Application.brainPic.drawBrainPicture(step);
if (SHOW_SPEED == 1 && SHOW_FIRST_ANIMAL_BRAIN) //如果速度为1强制每步都显示脑图
Application.brainPic.drawBrainPicture(step);
Graphics g2 = this.getGraphics();
g2.drawImage(buffImg, 0, 0, this);
}
if (SHOW_FIRST_ANIMAL_BRAIN) //一轮结束后再强制再显示脑图一次
Application.brainPic.drawBrainPicture(step);
checkIfPause(step);
sb.delete(0, sb.length()).append("轮:").append(round).append(", 屏:").append(current_screen).append(", 速:").append(Env.SHOW_SPEED);
sb.append(", ").append("屏费时:").append(System.currentTimeMillis() - timerScreen).append("ms");
sb.append(", 轮费时:").append(timeRound).append("ms, ");
Application.mainFrame.setTitle(sb.toString());
for (EnvObject thing : things)// 去除食物、陷阱等物体
thing.destory();
}
round++;
FrogEggTool.layEggs(); //能量高的青蛙才有权下蛋
timeRound = System.currentTimeMillis() - timerRound;
} while (true);
}
}