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2025-10-09 16:11:48 +08:00
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package com.github.drinkjava2.frog;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.text.NumberFormat;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JPanel;
import com.github.drinkjava2.frog.brain.group.RandomConnectGroup;
import com.github.drinkjava2.frog.egg.Egg;
import com.github.drinkjava2.frog.egg.EggTool;
import com.github.drinkjava2.frog.objects.Food;
import com.github.drinkjava2.frog.objects.Material;
import com.github.drinkjava2.frog.objects.Object;
import com.github.drinkjava2.frog.objects.SeeSaw;
import com.github.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 {
/** Speed of test */
public static final int SHOW_SPEED = 500; // 测试速度,-1000~1000,可调, 数值越小,速度越慢
/** Delete eggs at beginning of each run */
public static final boolean DELETE_EGGS = true;// 每次运行是否先删除保存的蛋
public static final int EGG_QTY = 25; // 每轮下n个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; // 每个蛋可以孵出几个青蛙
public static final int SCREEN = 100; // 分几屏测完
public static final int FROG_PER_SCREEN = EGG_QTY * FROG_PER_EGG / SCREEN; // 每屏上显示几个青蛙,这个数值由上面三个参数计算得来
/** Draw first frog's brain after some steps */
public static int DRAW_BRAIN_AFTER_STEPS = 50; // 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 = 2000;// 每轮测试步数,可调
/** Frog's brain width, fixed to 1000 unit */
public static final float FROG_BRAIN_WIDTH = 1000; // frog的脑宽度固定为1000,不要随便调整,因为器官的相对位置和大小是按脑大小设定的
public static final int FOOD_QTY = 1500; // 食物数量, 可调
public static boolean pause = false; // 暂停按钮按下将暂停测试
public static byte[][] bricks = new byte[ENV_WIDTH][ENV_HEIGHT];// 组成环境的材料0=无, 1=食, 其它=其它...
public static List<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 List<Egg> eggs = new ArrayList<>(); // 这里存放从磁盘载入或上轮下的蛋每个蛋可能生成1~n个青蛙
public static Object[] things = new Object[] { new SeeSaw() };
static {
System.out.println("唵缚悉波罗摩尼莎诃!"); // 杀生前先打印往生咒见码云issue#IW4H8
if (DELETE_EGGS)
EggTool.deleteEggs();
}
public Env() {
super();
this.setLayout(null);// 空布局
this.setBounds(1, 1, ENV_WIDTH, ENV_HEIGHT);
}
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(Frog f) {// 青蛙靠近边界? 离死不远了
return f.x < 20 || f.y < 20 || f.x > (Env.ENV_WIDTH - 20) || f.y > (Env.ENV_HEIGHT - 20);
}
public static boolean foundAnyThing(int x, int y) {// 如果指定点看到任意东西或超出边界
return x < 0 || y < 0 || x >= ENV_WIDTH || y >= ENV_HEIGHT || Env.bricks[x][y] >= Material.VISIBLE;
}
public static boolean foundAndAteFood(int x, int y) {// 如果x,y有食物将其清0返回true
if (insideEnv(x, y) && Env.bricks[x][y] == Material.FOOD) {
bricks[x][y] = 0;
return true;
}
return false;
}
private void rebuildFrogs() {
frogs.clear();
for (int i = 0; i < 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 (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 >= (eggs.size() - FROG_PER_EGG))
loop = FROG_PER_EGG - 1;
}
for (int j = 0; j < loop; j++) {
Egg zygote = new Egg(eggs.get(i), eggs.get(RandomUtils.nextInt(eggs.size())));
frogs.add(new Frog(RandomUtils.nextInt(ENV_WIDTH), RandomUtils.nextInt(ENV_HEIGHT), zygote));
}
}
}
private void drawWorld(Graphics g) {
byte 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)
g.fillRoundRect(x, y, 4, 4, 2, 2); // show food bigger
else
g.drawLine(x, y, x, y); // only 1 point
}
}
g.setColor(Color.BLACK);
}
static final NumberFormat format100 = NumberFormat.getPercentInstance();
static {
format100.setMaximumFractionDigits(2);
}
private static int foodFoundAmount() {// 统计找食数等
int leftfood = 0;
for (int x = 0; x < ENV_WIDTH; x++)
for (int y = 0; y < ENV_HEIGHT; y++)
if (bricks[x][y] == 1)
leftfood++;
return FOOD_QTY - leftfood;
}
private String foodFoundCountText() {// 统计找食数等
int foodFound = foodFoundAmount();
int maxFound = 0;
for (Frog f : frogs)
if (f.ateFood > maxFound)
maxFound = f.ateFood;
return new StringBuilder("找食率:").append(format100.format(foodFound * 1.00 / FOOD_QTY)).append(", 平均: ")
.append(foodFound * 1.0f / FROG_PER_SCREEN).append(",最多:").append(maxFound).toString();
}
private static void sleep(long millis) {
try {
Thread.sleep(millis);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
public void run() {
EggTool.loadEggs(); // 从磁盘加载egg或新建一批egg
Image buffImg = createImage(this.getWidth(), this.getHeight());
Graphics g = buffImg.getGraphics();
long time0;// 计时用
int round = 1;
do {
rebuildFrogs();
for (int screen = 0; screen < SCREEN; screen++) {// 分屏测试每屏FROG_PER_SCREEN个蛙
time0 = System.currentTimeMillis();
if (pause)
do {
sleep(300);
} while (pause);
for (Object thing : things) // 创建食物、陷阱等物体
thing.build();
boolean allDead = false;
Frog firstFrog = frogs.get(screen * FROG_PER_SCREEN);
for (int i = 0; i < STEPS_PER_ROUND; i++) {
for (Object thing : things)// 调用食物、陷阱等物体的动作
thing.active(screen);
if (allDead)
break; // 青蛙全死光了就直接跳到下一轮,以节省时间
allDead = true;
for (int j = 0; j < FROG_PER_SCREEN; j++) {
Frog f = frogs.get(screen * FROG_PER_SCREEN + j);
if (f.active(this))
allDead = false;
if (f.alive && RandomUtils.percent(0.5f)) {// 有很小的机率在青蛙活着时就创建新的器官
RandomConnectGroup newConGrp = new RandomConnectGroup();
newConGrp.initFrog(f);
f.organs.add(newConGrp);
}
}
if (SHOW_SPEED > 0 && i % SHOW_SPEED != 0) // 用画青蛙的方式来拖慢速度
continue;
if (SHOW_SPEED < 0) // 如果speed小于0人为加入延迟
sleep(-SHOW_SPEED);
// 开始画青蛙
g.setColor(Color.white);
g.fillRect(0, 0, this.getWidth(), this.getHeight());
g.setColor(Color.BLACK);
drawWorld(g);
for (int j = 0; j < FROG_PER_SCREEN; j++) {
Frog f = frogs.get(screen * FROG_PER_SCREEN + j);
f.show(g);
}
if (firstFrog.alive) { // 开始显示第一个Frog的动态脑图
if (Application.SHOW_FIRST_FROG_BRAIN) {
g.setColor(Color.red);
g.drawArc(firstFrog.x - 15, firstFrog.y - 15, 30, 30, 0, 360);
g.setColor(Color.BLACK);
}
if (DRAW_BRAIN_AFTER_STEPS > 0 && i % DRAW_BRAIN_AFTER_STEPS == 0)
Application.brainPic.drawBrainPicture(firstFrog);
}
Graphics g2 = this.getGraphics();
g2.drawImage(buffImg, 0, 0, this);
}
Application.brainPic.drawBrainPicture(firstFrog);
Application.mainFrame.setTitle(new StringBuilder("Round: ").append(round).append(", screen:")
.append(screen).append(", ").append(foodFoundCountText()).append(", 用时: ")
.append(System.currentTimeMillis() - time0).append("ms").append(", energy:")
.append(firstFrog.energy).toString());
for (Object thing : things)// 去除食物、陷阱等物体
thing.destory();
}
round++;
EggTool.layEggs();
} while (true);
}
}