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/*
* Copyright 2018 the original author or authors.
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
* use this file except in compliance with the License. You may obtain a copy of
* the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by
* applicable law or agreed to in writing, software distributed under the
* License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS
* OF ANY KIND, either express or implied. See the License for the specific
* language governing permissions and limitations under the License.
*/
package com.gitee.drinkjava2.frog;
import java.awt.Graphics;
import java.awt.Image;
import java.io.FileInputStream;
import java.util.ArrayList;
import java.util.List;
import javax.imageio.ImageIO;
import com.gitee.drinkjava2.frog.brain.Cell;
import com.gitee.drinkjava2.frog.brain.CellActions;
import com.gitee.drinkjava2.frog.brain.Cuboid;
import com.gitee.drinkjava2.frog.brain.Hole;
import com.gitee.drinkjava2.frog.brain.Organ;
import com.gitee.drinkjava2.frog.brain.Photon;
import com.gitee.drinkjava2.frog.egg.Egg;
import com.gitee.drinkjava2.frog.objects.Material;
/**
* Frog = cells <br/>
* cells = actions + photons <br/>
*
* Frog's name is Sam.
*
* 青蛙脑由一个cells三维数组组成每个cell里可以存在多个行为行为是由器官决定同一个细胞可以存在多种行为。光子是信息的载体永远不停留。
*
* @author Yong Zhu
* @since 1.0
*/
public class Frog {// 这个程序大量用到public变量而不是getter/setter主要是为了编程方便和简洁但缺点是编程者需要小心维护各个变量
/** brain cells */
public Cell[][][] cells;// 一开始不要初始化只在调用getOrCreateCell方法时才初始化相关维以节约内存
/** organs */
public List<Organ> organs = new ArrayList<>();
public int x; // frog在Env中的x坐标
public int y; // frog在Env中的y坐标
public long energy = 10000000; // 青蛙的能量为0则死掉
public boolean alive = true; // 设为false表示青蛙死掉了将不参与计算和显示以节省时间
public int ateFood = 0;
static Image frogImg;
static {
try {
frogImg = ImageIO.read(new FileInputStream(Application.CLASSPATH + "frog.png"));
} catch (Exception e) {
e.printStackTrace();
}
}
public Frog(int x, int y, Egg egg) {// x, y 是虑拟环境的坐标
this.x = x;
this.y = y;
for (Organ org : egg.organs)
organs.add(org);
}
public void initFrog() {// 仅在测试之前调用这个方法初始化frog以节约内存测试完成后要清空units释放内存
try {
cells = new Cell[Env.FROG_BRAIN_XSIZE][][]; // 为了节约内存先只初始化三维数组的x维另两维用到时再分配
} catch (OutOfMemoryError e) {
System.out.println("OutOfMemoryError found for frog, force it die.");
this.alive = false;
return;
}
for (int orgNo = 0; orgNo < organs.size(); orgNo++) {
organs.get(orgNo).init(this, orgNo);
}
}
/** Find a organ in frog by organ's name */
@SuppressWarnings("unchecked")
public <T extends Organ> T findOrganByName(String organName) {// 根据器官名寻找器官,但不是每个器官都有名字
for (Organ o : organs)
if (o.organName != null && organName.equalsIgnoreCase(o.organName))
return (T) o;
return null;
}
/** Set with given activeValue */
public void setCuboidVales(Cuboid o, boolean active) {// 激活长方体区域内的所有脑区
if (!alive)
return;
for (int x = o.x; x < o.x + o.xe; x++)
if (cells[x] != null)
for (int y = o.y; y < o.y + o.ye; y++)
if (cells[x][y] != null)
for (int z = o.z; z < o.z + o.ze; z++)
if (cells[x][y][z] != null)
getOrCreateCell(x, y, z).hasInput = active;
}
private int activeNo = 0;// 每一帧光子只能走一步,用这个来作标记
public boolean active(Env v) {// 这个active方法在每一步循环都会被调用是脑思考的最小帧
activeNo++;
// 如果能量小于0、出界、与非食物的点重合则判死
if (!alive || energy < 0 || Env.outsideEnv(x, y) || Env.bricks[x][y] >= Material.KILLFROG) {
energy -= 100; // 死掉的青蛙也要消耗能量,确保淘汰出局
alive = false;
return false;
}
energy -= 20;
for (Organ o : organs)
o.active(this); // 调用每个器官的active方法 通常只用于执行器官的外界信息输入、动作输出,脑细胞的遍历不是在这一步
// 这里是最关键的脑细胞主循环,脑细胞负责捕获和发送光子,光子则沿它的矢量方向每次自动走一格,如果下一格是真空(即cell未初始化会继续走下去并衰减直到为0(为减少运算)
for (int i = 0; i < Env.FROG_BRAIN_XSIZE; i++) {
Env.checkIfPause(this);
if (cells[i] != null)
for (int j = 0; j < Env.FROG_BRAIN_YSIZE; j++)
if (cells[i][j] != null)
for (int k = 0; k < Env.FROG_BRAIN_ZSIZE; k++) {
Cell cell = cells[i][j][k];
if (cell != null)
CellActions.act(this, activeNo, cell); // 调用每个细胞的act方法
}
}
return alive;
}
public void show(Graphics g) {// 显示青蛙的图象
if (!alive)
return;
g.drawImage(frogImg, x - 8, y - 8, 16, 16, null);
}
/** Check if cell exist */
public Cell getCell(int x, int y, int z) {// 返回指定脑ssf坐标的cell 如果不存在返回null
if (cells[x] == null || cells[x][y] == null)
return null;
return cells[x][y][z];
}
/** Get a cell in position (x,y,z), if not exist, create a new one */
public Cell getOrCreateCell(int x, int y, int z) {// 获取指定坐标的Cell如果为空则在指定位置新建Cell
if (outBrainBound(x, y, z))
return null;
if (cells[x] == null)
cells[x] = new Cell[Env.FROG_BRAIN_YSIZE][];
if (cells[x][y] == null)
cells[x][y] = new Cell[Env.FROG_BRAIN_ZSIZE];
Cell cell = cells[x][y][z];
if (cell == null) {
cell = new Cell(x, y, z);
cells[x][y][z] = cell;
}
return cell;
}
/** Check if x,y,z out of frog's brain bound */
public static boolean outBrainBound(int x, int y, int z) {// 检查指定坐标是否超出frog脑空间界限
return x < 0 || x >= Env.FROG_BRAIN_XSIZE || y < 0 || y >= Env.FROG_BRAIN_YSIZE || z < 0
|| z >= Env.FROG_BRAIN_ZSIZE;
}
/** Photon always walk */
public void addAndWalk(Photon p) { // 添加光子的同时让它沿光子方向自动走一格
p.x += p.mx;
p.y += p.my;
p.z += p.mz;
int rx = Math.round(p.x);
int ry = Math.round(p.y);
int rz = Math.round(p.z);
if (Frog.outBrainBound(rx, ry, rz))
return;// 出界直接扔掉
Cell cell = getCell(rx, ry, rz);
if (cell != null)
cell.addPhoton(p);
}
/** Photon always walk */
public void addAndWalkAndDig(Photon p) { // 添加光子的同时让它沿光子方向自动走一格
p.x += p.mx;
p.y += p.my;
p.z += p.mz;
int rx = Math.round(p.x);
int ry = Math.round(p.y);
int rz = Math.round(p.z);
if (Frog.outBrainBound(rx, ry, rz))
return;// 出界直接扔掉
Cell cell = getCell(rx, ry, rz);
if (cell != null) {
cell.addPhoton(p);
cell.digHole(p);
}
}
// for test purpose, reset some values for prepare next training.
public void prepareNewTraining() {
for (int i = 0; i < Env.FROG_BRAIN_XSIZE; i++) {
if (cells[i] != null)
for (int j = 0; j < Env.FROG_BRAIN_YSIZE; j++)
if (cells[i][j] != null)
for (int k = 0; k < Env.FROG_BRAIN_ZSIZE; k++) {
Cell cell = cells[i][j][k];
if (cell != null) {
cell.deleteAllPhotons();
cell.hasInput = false;
cell.photonSum = 0;
if (cell.holes != null)
for (Hole h : cell.holes) {
h.age += 100;// 强迫洞的年龄增加,用这个方法来区分开不同批次的训练
}
}
}
}
}
}