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/*
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* Copyright 2018 the original author or authors.
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* Licensed under the Apache License, Version 2.0 (the "License"); you may not
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* use this file except in compliance with the License. You may obtain a copy of
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* the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by
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* applicable law or agreed to in writing, software distributed under the
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* License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS
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* OF ANY KIND, either express or implied. See the License for the specific
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* language governing permissions and limitations under the License.
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*/
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package com.gitee.drinkjava2.frog.brain.organ;
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import com.gitee.drinkjava2.frog.Env;
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import com.gitee.drinkjava2.frog.Frog;
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import com.gitee.drinkjava2.frog.brain.Cuboid;
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import com.gitee.drinkjava2.frog.brain.Organ;
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import com.gitee.drinkjava2.frog.util.ColorUtils;
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/**
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* Ear can accept sound input
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*
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* 耳朵的信号输入区能输入多少个信号取决于它的长度,它的每个输入点都与视觉视号正交
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*
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* 耳朵的输入区在2021年6月后改只取 0,2,4,6,8处的细胞作为输入点以获取更清晰反向激活信号,这样总共就是5个有效输入点
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*
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* 耳朵目前只有一个, 以后可以在侧面再开一个耳朵,就可以达到5x5=25个声音的输入
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*
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* 为简单化,耳朵的识别区和输入区重叠,而不是象人脑一样有单独的虚拟声音,将来在信号强度上作区分,直接听到的信号强度大,反向激活后得到的信号弱
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*
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* @author Yong Zhu
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* @since 2.0.2
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*/
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@SuppressWarnings("all")
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public class TopEar extends Organ {// 耳朵位于脑的顶上,也是长方体
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private static final long serialVersionUID = 1L;
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public TopEar() {
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this.shape = new Cuboid(6, 5, Env.FROG_BRAIN_ZSIZE - 1, 1, 10, 1);// 手工固定耳区的大小
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this.type = Organ.TOPEAR;
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this.organName = "TopEar";
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this.allowVary = false;// 不允许变异
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this.allowBorrow = false;// 不允许借出
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this.color = ColorUtils.BLUE;
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}
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public void hearSound(Frog f, int code) {//code取0~4,分听代表5个听力细胞的位置
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Cuboid c = (Cuboid) this.shape;
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int y1 = code / 5;
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f.getOrCreateCell(c.x , c.y+y1*2 , c.z).hasInput = true; //听力细胞间隔一个分布
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}
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public int readcode(Frog f) {//找出收取光子数最多的点
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int temp = -10000;
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int code = -1;
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Cuboid c = (Cuboid) this.shape;
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System.out.print("Ear received photons qty: ");
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for (int y = 0; y <= 4; y++) {
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int sum = f.getOrCreateCell(c.x, c.y + y * 2, c.z).photonSum;
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System.out.print(sum + ",");
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if (sum > temp) {
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code = y;
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temp = sum;
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}
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}
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return code; //code表示保存声母最大激活信号的y方向序号
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}
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/** 给这个耳朵听到一个字母,激活它的听觉输入区, 注意听觉输入区并不等于听觉成像区 */
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public void hearNothing(Frog f) {
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f.setCuboidVales((Cuboid) shape, false);
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}
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}
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