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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.awt.image.BufferedImage;
import java.io.FileInputStream;
import java.util.ArrayList;
import javax.imageio.ImageIO;
import com.gitee.drinkjava2.frog.egg.Egg;
import com.gitee.drinkjava2.frog.judge.BrainColorJudge;
import com.gitee.drinkjava2.frog.judge.BrainShapeJudge;
import com.gitee.drinkjava2.frog.objects.Material;
import com.gitee.drinkjava2.frog.util.RandomUtils;
import com.gitee.drinkjava2.frog.util.Tree8Util;
/**
* Animal is all artificial lives' father class
*
* Animal是所有动物青蛙、蛇等的父类, animal是由蛋孵出来的蛋里保存着脑细胞结构生成的基因
* genes是一个list<list>结构, 每一条list代表一条由深度树方式存储的基因树分表控制细胞的一个参数用cells长整的一位表示比如genes.get(0)是控制细胞的存在即cells三维数组的元素的最低位
*
*
* @author Yong Zhu
*
* @since 1.0
*/
public abstract class Animal {// 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
public static BufferedImage FROG_IMAGE;
public static BufferedImage snakeImage;
public static int GENE_NUMBERS = 4; //目前有多少条基因因为cell是个long型所以最多允许64条
public ArrayList<ArrayList<Integer>> genes = new ArrayList<>(); // Animal的基因只保存一份这是人工生命与实际生物每个细胞都保留一份基因的最大不同
static {
try {
FROG_IMAGE = ImageIO.read(new FileInputStream(Application.CLASSPATH + "frog.png"));
} catch (Exception e) {
e.printStackTrace();
}
}
/** brain cells */
public long[][][] cells = new long[Env.BRAIN_CUBE_SIZE][Env.BRAIN_CUBE_SIZE][Env.BRAIN_CUBE_SIZE];
public float[][][] energys = new float[Env.BRAIN_CUBE_SIZE][Env.BRAIN_CUBE_SIZE][Env.BRAIN_CUBE_SIZE];
public int x; // animal在Env中的x坐标
public int y; // animal在Env中的y坐标
public long energy = 100000; // 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; // 青蛙曾吃过的食物总数,下蛋时如果两个青蛙能量相等,可以比数量
public int no; // 青蛙在Env.animals中的序号从1开始 会在运行期写到当前brick的最低位可利用Env.animals.get(no-1)快速定位青蛙
public int animalMaterial;
public Image animalImage;
public Animal(Egg egg) {// x, y 是虑拟环境的坐标
for (int i = 0; i < GENE_NUMBERS; i++) {
ArrayList<Integer> gene = new ArrayList<>();
genes.add(gene);
}
int i = 0;
for (ArrayList<Integer> gene : egg.genes) //动物的基因是蛋的基因的拷贝
genes.get(i++).addAll(gene);
if (Env.BORN_AT_RANDOM_PLACE) { //是否随机出生在地图上?
x = RandomUtils.nextInt(Env.ENV_WIDTH);
y = RandomUtils.nextInt(Env.ENV_HEIGHT);
} else {//否则出生成指定区域
this.x = egg.x + RandomUtils.nextInt(80) - 40;
this.y = egg.y + RandomUtils.nextInt(80) - 40;
if (this.x < 0)
this.x = 0;
if (this.y < 0)
this.y = 0;
if (this.x >= (Env.ENV_WIDTH - 1))
this.x = Env.ENV_WIDTH - 1;
if (this.y >= (Env.ENV_HEIGHT - 1))
this.y = Env.ENV_HEIGHT - 1;
}
}
private static final int MIN_ENERGY_LIMIT = Integer.MIN_VALUE + 5000;
private static final int MAX_ENERGY_LIMIT = Integer.MAX_VALUE - 5000;
//energy大小是环境对animal唯一的奖罚也是animal唯一的下蛋竟争标准。调用下面几个方法来进行不同程度的奖罚
public void adjustEnergy(int en) {
energy += en;
if (energy > MAX_ENERGY_LIMIT)
energy = MAX_ENERGY_LIMIT;
if (energy < MIN_ENERGY_LIMIT)
energy = MIN_ENERGY_LIMIT;
}
//@formatter:off 下面几行是重要的奖罚方法,会经常调整或注释掉,集中放在一起,不要格式化为多行
public void award5000() { adjustEnergy(5000);}
public void award500() { adjustEnergy(500);}
public void award50() { adjustEnergy(50);}
public void award1() { adjustEnergy(1);}
public void penalty5000() { adjustEnergy(-5000);}
public void penalty500() { adjustEnergy(-500);}
public void penalty50() { adjustEnergy(-50);}
public void penalty1() { adjustEnergy(-1);}
public void kill() { this.alive = false; adjustEnergy(-5000); Env.clearMaterial(x, y, animalMaterial); } //kill是最大的惩罚
//@formatter:on
public void initAnimal() { // 初始化animal,生成脑细胞是在这一步这个方法是在当前屏animal生成之后调用比方说有一千个青蛙分为500屏测试每屏只生成2个青蛙的脑细胞可以节约内存
geneMutation(); //有小概率基因突变
createCellsFromGene(); //运行基因语言,生成脑细胞
BrainShapeJudge.judge(this);
BrainColorJudge.judge(this);
}
public boolean active() {// 这个active方法在每一步循环都会被调用是脑思考的最小帧
// 如果能量小于0、出界、与非食物的点重合则判死
if (!alive) {
energy = MIN_ENERGY_LIMIT; // 死掉的青蛙确保淘汰出局
return false;
}
if (energy <= 0 || Env.outsideEnv(x, y) || Env.bricks[x][y] >= Material.KILL_ANIMAL) {
kill();
return false;
}
//energy -= 20;
// 依次调用每个cell的active方法
//for (Cell cell : cells)
// cell.organ.active(this, cell);
return alive;
}
public void show(Graphics g) {// 显示当前动物
if (!alive)
return;
// g.drawImage(animalImage, x - 8, y - 8, 16, 16, null);// 减去坐标保证嘴巴显示在当前x,y处
}
/** Check if x,y,z out of animal's brain range */
public static boolean outBrainRange(int x, int y, int z) {// 检查指定坐标是否超出animal脑空间界限
return x < 0 || x >= Env.BRAIN_XSIZE || y < 0 || y >= Env.BRAIN_YSIZE || z < 0 || z >= Env.BRAIN_ZSIZE;
}
public void geneMutation() { //基因变异,注意这一个算法同时变异所有条基因目前最多允许64条基因
for (int g = 0; g < GENE_NUMBERS; g++) {//依次对每条基因对应的参数在相应的细胞处把细胞参数位置1
if (RandomUtils.percent(10)) { //随机新增基因, 在基因里插入一个8叉树位置号,表示这个位置的8叉树整个节点会被敲除
ArrayList<Integer> gene = genes.get(g);
Tree8Util.knockNodesByGene(gene);//根据基因把要敲除的8叉树节点作个标记
int randomIndex = RandomUtils.nextInt(Tree8Util.ENABLE_NODE_QTY);
int count = -1;
for (int i = 0; i < Tree8Util.NODE_QTY; i++) {
if (Tree8Util.ENABLE[i]) {
count++;
if (count >= randomIndex && !gene.contains(i)) {
gene.add(i);
break;
}
}
}
}
}
}
private void createCellsFromGene() {//根据基因生成细胞参数
long geneMask = 1;
for (int g = 0; g < GENE_NUMBERS; g++) {//依次对每条基因对应的参数在相应的细胞处把细胞参数位置1
ArrayList<Integer> gene = genes.get(g);
Tree8Util.knockNodesByGene(gene);//根据基因把要敲除的8叉树节点作个标记
for (int i = 0; i < Tree8Util.NODE_QTY; i++) {//再根据敲剩下的8叉树最小节点标记细胞参数位
if (Tree8Util.ENABLE[i]) {
int[] node = Tree8Util.TREE8[i];
if (node[0] == 1) {//如果node边长为1即不可以再分裂了就在三维空间对间数组的位置把当前基因geneMask置1
cells[node[1]][node[2]][node[3]] = cells[node[1]][node[2]][node[3]] | geneMask;
}
}
}
geneMask <<= 1;
}
}
}