diff --git a/core/src/main/java/com/gitee/drinkjava2/frog/Env.java b/core/src/main/java/com/gitee/drinkjava2/frog/Env.java new file mode 100644 index 0000000..78bb8fc --- /dev/null +++ b/core/src/main/java/com/gitee/drinkjava2/frog/Env.java @@ -0,0 +1,305 @@ +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 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 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); + } + +}