theseus 1.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- data/README.rdoc +137 -0
- data/Rakefile +42 -0
- data/bin/theseus +262 -0
- data/examples/a-star-search.rb +106 -0
- data/lib/theseus.rb +6 -0
- data/lib/theseus/delta_maze.rb +45 -0
- data/lib/theseus/formatters/ascii.rb +41 -0
- data/lib/theseus/formatters/ascii/delta.rb +79 -0
- data/lib/theseus/formatters/ascii/orthogonal.rb +156 -0
- data/lib/theseus/formatters/ascii/sigma.rb +57 -0
- data/lib/theseus/formatters/ascii/upsilon.rb +67 -0
- data/lib/theseus/formatters/png.rb +183 -0
- data/lib/theseus/formatters/png/delta.rb +85 -0
- data/lib/theseus/formatters/png/orthogonal.rb +87 -0
- data/lib/theseus/formatters/png/sigma.rb +105 -0
- data/lib/theseus/formatters/png/upsilon.rb +137 -0
- data/lib/theseus/mask.rb +113 -0
- data/lib/theseus/maze.rb +855 -0
- data/lib/theseus/orthogonal_maze.rb +195 -0
- data/lib/theseus/path.rb +91 -0
- data/lib/theseus/sigma_maze.rb +107 -0
- data/lib/theseus/solvers/astar.rb +144 -0
- data/lib/theseus/solvers/backtracker.rb +79 -0
- data/lib/theseus/solvers/base.rb +95 -0
- data/lib/theseus/upsilon_maze.rb +37 -0
- data/lib/theseus/version.rb +10 -0
- data/test/maze_test.rb +193 -0
- metadata +104 -0
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require 'theseus/formatters/png'
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module Theseus
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module Formatters
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class PNG
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# Renders a UpsilonMaze to a PNG canvas. Does not currently support the
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# +:wall_width+ option.
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#
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# You will almost never access this class directly. Instead, use
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# UpsilonMaze#to(:png, options) to return the raw PNG data directly.
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class Upsilon < PNG
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# Create and return a fully initialized PNG::Upsilon object, with the
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# maze rendered. To get the maze data, call #to_blob.
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#
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# See Theseus::Formatters::PNG for a list of all supported options.
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def initialize(maze, options={})
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super
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width = @options[:outer_padding] * 2 + (3 * maze.width + 1) * @options[:cell_size] / 4
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height = @options[:outer_padding] * 2 + (3 * maze.height + 1) * @options[:cell_size] / 4
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canvas = ChunkyPNG::Image.new(width, height, @options[:background])
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metrics = { size: @options[:cell_size] - @options[:cell_padding] * 2 }
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metrics[:s4] = metrics[:size] / 4.0
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metrics[:inc] = 3 * @options[:cell_size] / 4.0
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maze.height.times do |y|
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py = @options[:outer_padding] + y * metrics[:inc]
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maze.row_length(y).times do |x|
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cell = maze[x, y]
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next if cell == 0
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px = @options[:outer_padding] + x * metrics[:inc]
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if (y + x) % 2 == 0
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draw_octogon_cell(canvas, [x, y], px, py, cell, metrics)
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else
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draw_square_cell(canvas, [x, y], px, py, cell, metrics)
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end
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end
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end
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@blob = canvas.to_blob
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end
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private
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def draw_octogon_cell(canvas, point, x, y, cell, metrics) #:nodoc:
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p1 = [x + options[:cell_padding] + metrics[:s4], y + options[:cell_padding]]
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p2 = [x + options[:cell_size] - options[:cell_padding] - metrics[:s4], p1[1]]
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p3 = [x + options[:cell_size] - options[:cell_padding], y + options[:cell_padding] + metrics[:s4]]
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p4 = [p3[0], y + options[:cell_size] - options[:cell_padding] - metrics[:s4]]
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p5 = [p2[0], y + options[:cell_size] - options[:cell_padding]]
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p6 = [p1[0], p5[1]]
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p7 = [x + options[:cell_padding], p4[1]]
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p8 = [p7[0], p3[1]]
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fill_poly(canvas, [p1, p2, p3, p4, p5, p6, p7, p8], color_at(point))
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any = proc { |x| x | (x << Maze::UNDER_SHIFT) }
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if cell & any[Maze::NE] != 0
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far_p6 = move(p6, metrics[:inc], -metrics[:inc])
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far_p7 = move(p7, metrics[:inc], -metrics[:inc])
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fill_poly(canvas, [p2, far_p7, far_p6, p3], color_at(point, any[Maze::NE]))
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line(canvas, p2, far_p7, options[:wall_color])
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line(canvas, p3, far_p6, options[:wall_color])
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end
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if cell & any[Maze::E] != 0
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edge = (x + options[:cell_size] + options[:cell_padding] > canvas.width)
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r1, r2 = p3, edge ? move(p4, options[:cell_padding], 0) : move(p7, options[:cell_size], 0)
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fill_rect(canvas, r1[0], r1[1], r2[0], r2[1], color_at(point, any[Maze::E]))
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line(canvas, r1, [r2[0], r1[1]], options[:wall_color])
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line(canvas, r2, [r1[0], r2[1]], options[:wall_color])
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end
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if cell & any[Maze::SE] != 0
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far_p1 = move(p1, metrics[:inc], metrics[:inc])
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far_p8 = move(p8, metrics[:inc], metrics[:inc])
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fill_poly(canvas, [p4, far_p1, far_p8, p5], color_at(point, any[Maze::SE]))
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line(canvas, p4, far_p1, options[:wall_color])
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line(canvas, p5, far_p8, options[:wall_color])
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end
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if cell & any[Maze::S] != 0
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r1, r2 = p6, move(p2, 0, options[:cell_size])
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fill_rect(canvas, r1[0], r1[1], r2[0], r2[1], color_at(point, any[Maze::S]))
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line(canvas, r1, [r1[0], r2[1]], options[:wall_color])
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line(canvas, r2, [r2[0], r1[1]], options[:wall_color])
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end
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line(canvas, p1, p2, options[:wall_color]) if cell & Maze::N == 0
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line(canvas, p2, p3, options[:wall_color]) if cell & Maze::NE == 0
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line(canvas, p3, p4, options[:wall_color]) if cell & Maze::E == 0
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line(canvas, p4, p5, options[:wall_color]) if cell & Maze::SE == 0
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line(canvas, p5, p6, options[:wall_color]) if cell & Maze::S == 0
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line(canvas, p6, p7, options[:wall_color]) if cell & Maze::SW == 0
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line(canvas, p7, p8, options[:wall_color]) if cell & Maze::W == 0
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line(canvas, p8, p1, options[:wall_color]) if cell & Maze::NW == 0
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end
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def draw_square_cell(canvas, point, x, y, cell, metrics) #:nodoc:
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v = options[:cell_padding] + metrics[:s4]
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p1 = [x + v, y + v]
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p2 = [x + options[:cell_size] - v, y + options[:cell_size] - v]
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fill_rect(canvas, p1[0], p1[1], p2[0], p2[1], color_at(point))
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any = proc { |x| x | (x << Maze::UNDER_SHIFT) }
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if cell & any[Maze::E] != 0
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r1 = [p2[0], p1[1]]
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r2 = [x + metrics[:inc] + v, p2[1]]
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fill_rect(canvas, r1[0], r1[1], r2[0], r2[1], color_at(point, any[Maze::E]))
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line(canvas, r1, [r2[0], r1[1]], options[:wall_color])
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line(canvas, [r1[0], r2[1]], r2, options[:wall_color])
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end
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if cell & any[Maze::S] != 0
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r1 = [p1[0], p2[1]]
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r2 = [p2[0], y + metrics[:inc] + v]
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fill_rect(canvas, r1[0], r1[1], r2[0], r2[1], color_at(point, any[Maze::S]))
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line(canvas, r1, [r1[0], r2[1]], options[:wall_color])
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line(canvas, [r2[0], r1[1]], r2, options[:wall_color])
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end
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line(canvas, p1, [p2[0], p1[1]], options[:wall_color]) if cell & Maze::N == 0
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line(canvas, [p2[0], p1[1]], p2, options[:wall_color]) if cell & Maze::E == 0
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line(canvas, [p1[0], p2[1]], p2, options[:wall_color]) if cell & Maze::S == 0
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line(canvas, p1, [p1[0], p2[1]], options[:wall_color]) if cell & Maze::W == 0
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end
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end
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end
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end
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end
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data/lib/theseus/mask.rb
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require 'chunky_png'
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module Theseus
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# A "mask" is, conceptually, a grid of true/false values that corresponds,
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# one-to-one, with the cells of a maze object. For every mask cell that is true,
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# the corresponding cell in a maze may contain passages. For every mask cell that
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# is false, the corresponding maze cell must be blank.
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#
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# Any object may be used as a mask as long as it responds to #height, #width, and
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# #[].
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class Mask
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# Given a string, treat each line as rows and each character as a cell. Every
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# period character (".") will be mapped to +true+, and everything else to +false+.
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# This lets you define simple masks as ASCII art:
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#
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# mask_string = <<MASK
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# ..........
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# .X....XXX.
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# ..X....XX.
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# ...X....X.
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# ....X.....
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# .....X....
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# .X....X...
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# .XX....X..
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# .XXX....X.
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# ..........
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# MASK
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#
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# mask = Theseus::Mask.from_text(mask_string)
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#
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def self.from_text(text)
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new(text.strip.split(/\n/).map { |line| line.split(//).map { |c| c == '.' } })
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end
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# Given a PNG file with the given +file_name+, read the file and create a new
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# mask where transparent pixels will be considered +true+, and all others +false+.
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# Note that a pixel with any transparency at all will be considered +true+.
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#
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# The resulting mask will have the same dimensions as the image file.
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def self.from_png(file_name)
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image = ChunkyPNG::Image.from_file(file_name)
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grid = Array.new(image.height) { |y| Array.new(image.width) { |x| (image[x, y] & 0xff) == 0 } }
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new(grid)
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end
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# The number of rows in the mask.
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attr_reader :height
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# the length of the longest row in the mask.
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attr_reader :width
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# Instantiate a new mask from the given grid, which must be an Array of rows, and each
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# row must be an Array of true/false values for each column in the row.
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def initialize(grid)
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@grid = grid
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@height = @grid.length
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@width = @grid.map { |row| row.length }.max
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end
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# Returns the +true+/+false+ value for the corresponding cell in the grid.
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def [](x,y)
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@grid[y][x]
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end
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end
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# This is a specialized mask, intended for use with DeltaMaze instances (although
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# it will work with any maze). This lets you easily create triangular delta mazes.
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#
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# mask = Theseus::TriangleMask.new(10)
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# maze = Theseus::DeltaMaze.generate(mask: mask)
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class TriangleMask
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attr_reader :height, :width
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# Returns a new TriangleMask instance with the given height. The width will
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# always be <code>2h+1</code> (where +h+ is the height).
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def initialize(height)
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@height = height
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@width = @height * 2 + 1
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@grid = Array.new(@height) do |y|
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run = y * 2 + 1
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from = @height - y
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to = from + run - 1
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Array.new(@width) do |x|
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(x >= from && x <= to) ? true : false
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end
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end
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end
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# Returns the +true+/+false+ value for the corresponding cell in the grid.
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def [](x,y)
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@grid[y][x]
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end
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end
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# This is the default mask used by a maze when an explicit mask is not given.
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# It simply reports every cell as available.
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#
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# mask = Theseus::TransparentMask.new(20, 20)
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# maze = Theseus::OrthogonalMaze.new(mask: mask)
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class TransparentMask
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attr_reader :width, :height
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def initialize(width=0, height=0)
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@width = width
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@height = height
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end
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# Always returns +true+.
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def [](x,y)
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true
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end
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end
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end
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data/lib/theseus/maze.rb
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require 'theseus/mask'
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require 'theseus/path'
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module Theseus
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# Theseus::Maze is an abstract class, intended to act solely as a superclass
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# for specific maze types. Subclasses include OrthogonalMaze, DeltaMaze,
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# SigmaMaze, and UpsilonMaze.
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#
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# Each cell in the maze is a bitfield. The bits that are set indicate which
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# passages exist leading AWAY from this cell. Bits in the low byte (corresponding
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# to the PRIMARY bitmask) represent passages on the normal plane. Bits
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# in the high byte (corresponding to the UNDER bitmask) represent passages
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# that are passing under this cell. (Under/over passages are controlled via the
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# #weave setting, and are not supported by all maze types.)
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#
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# Mazes are generated using the recursive backtracking algorithm, which is fast,
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# quite customizable, easily generalized to a variety of different maze types,
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# and gives generally good results. On the down side, the current implementation
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# will not regularly generate very challenging mazes, compared to human-built
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# mazes of the same size.
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class Maze
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N = 0x01 # North
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S = 0x02 # South
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E = 0x04 # East
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W = 0x08 # West
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NW = 0x10 # Northwest
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NE = 0x20 # Northeast
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SW = 0x40 # Southwest
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SE = 0x80 # Southeast
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# bitmask identifying directional bits on the primary plane
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PRIMARY = 0x00FF
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# bitmask identifying directional bits under the primary plane
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UNDER = 0xFF00
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# The size of the PRIMARY bitmask (e.g. how far to the left the
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# UNDER bitmask is shifted).
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UNDER_SHIFT = 8
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# The width of the maze (number of columns).
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#
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# In general, it is safest to use the #row_length method for a particular
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# row, since it is theoretically possible for a maze subclass to describe
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# a different width for each row.
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attr_reader :width
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# The height of the maze (number of rows).
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attr_reader :height
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# An integer between 0 and 100 (inclusive). 0 means passages will only
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# change direction when they encounter a barrier they cannot move through
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# (or under). 100 means that as passages are built, a new direction will
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# always be randomly chosen for each step of the algorithm.
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+
attr_reader :randomness
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+
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+
# An integer between 0 and 100 (inclusive). 0 means passages will never
|
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+
# move over or under existing passages. 100 means whenever possible,
|
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+
# passages will move over or under existing passages. Note that not all
|
60
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+
# maze types support weaving.
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+
attr_reader :weave
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+
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+
# An integer between 0 and 100 (inclusive), signifying the percentage
|
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+
# of deadends in the maze that will be extended in some direction until
|
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+
# they join with an existing passage. This will create loops in the
|
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+
# graph. Thus, 0 is a "perfect" maze (with no loops), and 100 is a
|
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+
# maze that is totally multiply-connected, with no dead-ends.
|
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+
attr_reader :braid
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+
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+
# One of :none, :x, :y, or :xy, indicating which boundaries the maze
|
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|
+
# should wrap around. The default is :none, indicating no wrapping.
|
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+
# If :x, the maze will wrap around the left and right edges. If
|
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+
# :y, the maze will wrap around the top and bottom edges. If :xy, the
|
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+
# maze will wrap around both edges.
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+
#
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+
# A maze that wraps in a single direction may be mapped onto a cylinder.
|
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+
# A maze that wraps in both x and y may be mapped onto a torus.
|
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+
attr_reader :wrap
|
79
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+
|
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|
+
# A Theseus::Mask (or similar) instance, that is used by the algorithm to
|
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|
+
# determine which cells in the space are allowed. This lets you create
|
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+
# mazes that fill shapes, or flow around patterns.
|
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|
+
attr_reader :mask
|
84
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+
|
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+
# One of :none, :x, :y, :xy, or :radial. Note that not all maze types
|
86
|
+
# support symmetry. The :x symmetry means the maze will be mirrored
|
87
|
+
# across the x axis. Similarly, :y symmetry means the maze will be
|
88
|
+
# mirrored across the y axis. :xy symmetry causes the maze to be
|
89
|
+
# mirrored across both axes, and :radial symmetry causes the maze to
|
90
|
+
# be mirrored radially about the center of the maze.
|
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|
+
attr_reader :symmetry
|
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|
+
|
93
|
+
# A 2-tuple (array) indicating the x and y coordinates where the maze
|
94
|
+
# should be entered. This is used primarly when generating the solution
|
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|
+
# to the maze, and generally defaults to the upper-left corner.
|
96
|
+
attr_reader :entrance
|
97
|
+
|
98
|
+
# A 2-tuple (array) indicating the x and y coordinates where the maze
|
99
|
+
# should be exited. This is used primarly when generating the solution
|
100
|
+
# to the maze, and generally defaults to the lower-right corner.
|
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|
+
attr_reader :exit
|
102
|
+
|
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|
+
# The x-coordinate that the generation algorithm will consider next.
|
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|
+
# This value is meaningless once a maze has been generated.
|
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|
+
attr_reader :x
|
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|
+
|
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|
+
# The y-coordinate that the generation algorithm will consider next.
|
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|
+
# This value is meaningless once a maze has been generated.
|
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|
+
attr_reader :y
|
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|
+
|
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|
+
# A short-hand method for creating a new maze object and causing it to
|
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|
+
# be generated, in one step. Returns the newly generated maze.
|
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|
+
def self.generate(options={})
|
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|
+
new(options).generate!
|
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|
+
end
|
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|
+
|
117
|
+
# Creates and returns a new maze object. Note that the maze will _not_
|
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|
+
# be generated; the maze is initially blank.
|
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|
+
#
|
120
|
+
# Many options are supported:
|
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|
+
#
|
122
|
+
# [:width] The number of columns in the maze. Note that different
|
123
|
+
# maze types count columns and rows differently; you'll
|
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|
+
# want to see individual maze types for more info.
|
125
|
+
# [:height] The number of rows in the maze.
|
126
|
+
# [:symmetry] The symmetry to be used when generating the maze. This
|
127
|
+
# defaults to +:none+, but may also be +:x+ (to have the
|
128
|
+
# maze mirrored across the x-axis), +:y+ (to mirror the
|
129
|
+
# maze across the y-axis), +:xy+ (to mirror across both
|
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|
+
# axes simultaneously), and +:radial+ (to mirror the maze
|
131
|
+
# radially about the center). Some symmetry types may
|
132
|
+
# result in loops being added to the maze, regardless of
|
133
|
+
# the braid value (see the +:braid+ parameter).
|
134
|
+
# (NOTE: not all maze types support symmetry equally.)
|
135
|
+
# [:randomness] An integer between 0 and 100 (inclusive) indicating how
|
136
|
+
# randomly the maze is generated. A 0 means that the maze
|
137
|
+
# passages will prefer to go straight whenever possible.
|
138
|
+
# A 100 means the passages will choose random directions
|
139
|
+
# as often as possible.
|
140
|
+
# [:mask] An instance of Theseus::Mask (or something that acts
|
141
|
+
# similarly). This can be used to constrain the maze so that
|
142
|
+
# it fills or avoids specific areas, so that shapes and
|
143
|
+
# patterns can be made.
|
144
|
+
# [:weave] An integer between 0 and 100 (inclusive) indicating how
|
145
|
+
# frequently passages move under or over other passages.
|
146
|
+
# A 0 means the passages will never move over/under other
|
147
|
+
# passages, while a 100 means they will do so as often
|
148
|
+
# as possible. (NOTE: not all maze types support weaving.)
|
149
|
+
# [:braid] An integer between 0 and 100 (inclusive) representing
|
150
|
+
# the percentage of dead-ends that should be removed after
|
151
|
+
# the maze has been generated. Dead-ends are removed by
|
152
|
+
# extending them in some direction until they join with
|
153
|
+
# another passage. This will introduce loops into the maze,
|
154
|
+
# making it "multiply-connected". A braid value of 0 will
|
155
|
+
# always result in a "perfect" maze (with no loops), while
|
156
|
+
# a value of 100 will result in a maze with no dead-ends.
|
157
|
+
# [:wrap] Indicates which edges of the maze should wrap around.
|
158
|
+
# +:x+ will cause the left and right edges to wrap, and
|
159
|
+
# +:y+ will cause the top and bottom edges to wrap. You
|
160
|
+
# can specify +:xy+ to wrap both left-to-right and
|
161
|
+
# top-to-bottom. The default is +:none+ (for no wrapping).
|
162
|
+
# [:entrance] A 2-tuple indicating from where the maze is entered.
|
163
|
+
# By default, the maze's entrance will be the upper-left-most
|
164
|
+
# point. Note that it may lie outside the bounds of the maze
|
165
|
+
# by one cell (e.g. [-1,0]), indicating that the entrance
|
166
|
+
# is on the very edge of the maze.
|
167
|
+
# [:exit] A 2-tuple indicating from where the maze is exited.
|
168
|
+
# By default, the maze's entrance will be the lower-right-most
|
169
|
+
# point. Note that it may lie outside the bounds of the maze
|
170
|
+
# by one cell (e.g. [width,height-1]), indicating that the
|
171
|
+
# exit is on the very edge of the maze.
|
172
|
+
# [:prebuilt] Sometimes, you may want the new maze to be considered to be
|
173
|
+
# generated, but not actually have anything generated into it.
|
174
|
+
# You can set the +:prebuilt+ parameter to +true+ in this case,
|
175
|
+
# allowing you to then set the contents of the maze by hand,
|
176
|
+
# using the #[]= method.
|
177
|
+
def initialize(options={})
|
178
|
+
@width = (options[:width] || 10).to_i
|
179
|
+
@height = (options[:height] || 10).to_i
|
180
|
+
|
181
|
+
@symmetry = (options[:symmetry] || :none).to_sym
|
182
|
+
configure_symmetry
|
183
|
+
|
184
|
+
@randomness = options[:randomness] || 100
|
185
|
+
@mask = options[:mask] || TransparentMask.new
|
186
|
+
@weave = options[:weave].to_i
|
187
|
+
@braid = options[:braid].to_i
|
188
|
+
@wrap = options[:wrap] || :none
|
189
|
+
|
190
|
+
@cells = setup_grid or raise "expected #setup_grid to return the new grid"
|
191
|
+
|
192
|
+
@entrance = options[:entrance] || default_entrance
|
193
|
+
@exit = options[:exit] || default_exit
|
194
|
+
|
195
|
+
loop do
|
196
|
+
@y = rand(@cells.length)
|
197
|
+
@x = rand(@cells[@y].length)
|
198
|
+
break if valid?(@x, @y)
|
199
|
+
end
|
200
|
+
|
201
|
+
@tries = potential_exits_at(@x, @y).sort_by { rand }
|
202
|
+
@stack = []
|
203
|
+
|
204
|
+
@generated = options[:prebuilt]
|
205
|
+
end
|
206
|
+
|
207
|
+
# Generates the maze if it has not already been generated. This is
|
208
|
+
# essentially the same as calling #step repeatedly. If a block is given,
|
209
|
+
# it will be called after each step.
|
210
|
+
def generate!
|
211
|
+
yield if block_given? while step unless generated?
|
212
|
+
self
|
213
|
+
end
|
214
|
+
|
215
|
+
# Creates a new Theseus::Path object based on this maze instance. This can
|
216
|
+
# be used to (for instance) create special areas of the maze or routes through
|
217
|
+
# the maze that you want to color specially. The following demonstrates setting
|
218
|
+
# a particular cell in the maze to a light-purple color:
|
219
|
+
#
|
220
|
+
# path = maze.new_path(color: 0xff7fffff)
|
221
|
+
# path.set([5,5])
|
222
|
+
# maze.to(:png, paths: [path])
|
223
|
+
def new_path(meta={})
|
224
|
+
Path.new(self, meta)
|
225
|
+
end
|
226
|
+
|
227
|
+
# Instantiates and returns a new solver instance which encapsulates a
|
228
|
+
# solution algorithm. The options may contain the following keys:
|
229
|
+
#
|
230
|
+
# [:type] This defaults to +:backtracker+ (for the Theseus::Solvers::Backtracker
|
231
|
+
# solver), but may also be set to +:astar+ (for the Theseus::Solvers::Astar
|
232
|
+
# solver).
|
233
|
+
# [:a] A 2-tuple (defaulting to #start) that says where in the maze the
|
234
|
+
# solution should begin.
|
235
|
+
# [:b] A 2-tuple (defaulting to #finish) that says where in the maze the
|
236
|
+
# solution should finish.
|
237
|
+
#
|
238
|
+
# The returned solver will not yet have generated the solution. Use
|
239
|
+
# Theseus::Solvers::Base#solve or Theseus::Solvers::Base#step to generate the
|
240
|
+
# solution.
|
241
|
+
def new_solver(options={})
|
242
|
+
type = options[:type] || :backtracker
|
243
|
+
|
244
|
+
require "theseus/solvers/#{type}"
|
245
|
+
klass = Theseus::Solvers.const_get(type.to_s.capitalize)
|
246
|
+
|
247
|
+
a = options[:a] || start
|
248
|
+
b = options[:b] || finish
|
249
|
+
|
250
|
+
klass.new(self, a, b)
|
251
|
+
end
|
252
|
+
|
253
|
+
# Returns the solution for the maze as an array of 2-tuples, each indicating
|
254
|
+
# a cell (in sequence) leading from the start to the finish.
|
255
|
+
#
|
256
|
+
# See #new_solver for a description of the supported options.
|
257
|
+
def solve(options={})
|
258
|
+
new_solver(options).solution
|
259
|
+
end
|
260
|
+
|
261
|
+
# Returns the bitfield for the cell at the given (+x+,+y+) coordinate.
|
262
|
+
def [](x,y)
|
263
|
+
@cells[y][x]
|
264
|
+
end
|
265
|
+
|
266
|
+
# Sets the bitfield for the cell at the given (+x+,+y+) coordinate.
|
267
|
+
def []=(x,y,value)
|
268
|
+
@cells[y][x] = value
|
269
|
+
end
|
270
|
+
|
271
|
+
# Completes a single iteration of the maze generation algorithm. Returns
|
272
|
+
# +false+ if the method should not be called again (e.g., the maze has
|
273
|
+
# been completed), and +true+ otherwise.
|
274
|
+
def step
|
275
|
+
return false if @generated
|
276
|
+
|
277
|
+
if @deadends && @deadends.any?
|
278
|
+
dead_end = @deadends.pop
|
279
|
+
braid(dead_end[0], dead_end[1])
|
280
|
+
|
281
|
+
@generated = @deadends.empty?
|
282
|
+
return !@generated
|
283
|
+
end
|
284
|
+
|
285
|
+
direction = next_direction or return !@generated
|
286
|
+
nx, ny = move(@x, @y, direction)
|
287
|
+
|
288
|
+
apply_move_at(@x, @y, direction)
|
289
|
+
|
290
|
+
# if (nx,ny) is already visited, then we're weaving (moving either over
|
291
|
+
# or under the existing passage).
|
292
|
+
nx, ny, direction = perform_weave(@x, @y, nx, ny, direction) if @cells[ny][nx] != 0
|
293
|
+
|
294
|
+
apply_move_at(nx, ny, opposite(direction))
|
295
|
+
|
296
|
+
@stack.push([@x, @y, @tries])
|
297
|
+
@tries = potential_exits_at(nx, ny).sort_by { rand }
|
298
|
+
@tries.push direction if @tries.include?(direction) unless rand(100) < @randomness
|
299
|
+
@x, @y = nx, ny
|
300
|
+
|
301
|
+
return true
|
302
|
+
end
|
303
|
+
|
304
|
+
# Returns +true+ if the maze has been generated.
|
305
|
+
def generated?
|
306
|
+
@generated
|
307
|
+
end
|
308
|
+
|
309
|
+
# Since #entrance may be external to the maze, #start returns the cell adjacent to
|
310
|
+
# #entrance that lies within the maze. If #entrance is already internal to the
|
311
|
+
# maze, this method returns #entrance. If #entrance is _not_ adjacent to any
|
312
|
+
# internal cell, this method returns +nil+.
|
313
|
+
def start
|
314
|
+
adjacent_point(@entrance)
|
315
|
+
end
|
316
|
+
|
317
|
+
# Since #exit may be external to the maze, #finish returns the cell adjacent to
|
318
|
+
# #exit that lies within the maze. If #exit is already internal to the
|
319
|
+
# maze, this method returns #exit. If #exit is _not_ adjacent to any
|
320
|
+
# internal cell, this method returns +nil+.
|
321
|
+
def finish
|
322
|
+
adjacent_point(@exit)
|
323
|
+
end
|
324
|
+
|
325
|
+
# Returns an array of the possible exits for the cell at the given coordinates.
|
326
|
+
# Note that this does not take into account boundary conditions: a move in any
|
327
|
+
# of the returned directions may not actually be valid, and should be verified
|
328
|
+
# before being applied.
|
329
|
+
#
|
330
|
+
# This is used primarily by subclasses to allow for different shaped cells
|
331
|
+
# (e.g. hexagonal cells for SigmaMaze, octagonal cells for UpsilonMaze).
|
332
|
+
def potential_exits_at(x, y)
|
333
|
+
raise NotImplementedError, "subclasses must implement #potential_exits_at"
|
334
|
+
end
|
335
|
+
|
336
|
+
# Returns true if the maze may be wrapped in the x direction (left-to-right).
|
337
|
+
def wrap_x?
|
338
|
+
@wrap == :x || @wrap == :xy
|
339
|
+
end
|
340
|
+
|
341
|
+
# Returns true if the maze may be wrapped in the y direction (top-to-bottom).
|
342
|
+
def wrap_y?
|
343
|
+
@wrap == :y || @wrap == :xy
|
344
|
+
end
|
345
|
+
|
346
|
+
# Returns true if the given coordinates are valid within the maze. This will
|
347
|
+
# be the case if:
|
348
|
+
#
|
349
|
+
# 1. The coordinates lie within the maze's bounds, and
|
350
|
+
# 2. The current mask for the maze does not restrict the location.
|
351
|
+
#
|
352
|
+
# If the maze wraps in x, the x coordinate is unconstrained and will be
|
353
|
+
# mapped (via modulo) to the bounds. Similarly, if the maze wraps in y,
|
354
|
+
# the y coordinate will be unconstrained.
|
355
|
+
def valid?(x, y)
|
356
|
+
return false if !wrap_y? && (y < 0 || y >= height)
|
357
|
+
y %= height
|
358
|
+
return false if !wrap_x? && (x < 0 || x >= row_length(y))
|
359
|
+
x %= row_length(y)
|
360
|
+
return @mask[x, y]
|
361
|
+
end
|
362
|
+
|
363
|
+
# Moves the given (+x+,+y+) coordinates a single step in the given
|
364
|
+
# +direction+. If wrapping in either x or y is active, the result will
|
365
|
+
# be mapped to the maze's current bounds via modulo arithmetic. The
|
366
|
+
# resulting coordinates are returned as a 2-tuple.
|
367
|
+
#
|
368
|
+
# Example:
|
369
|
+
#
|
370
|
+
# x2, y2 = maze.move(x, y, Maze::W)
|
371
|
+
def move(x, y, direction)
|
372
|
+
nx, ny = x + dx(direction), y + dy(direction)
|
373
|
+
|
374
|
+
ny %= height if wrap_y?
|
375
|
+
nx %= row_length(ny) if wrap_x? && ny > 0 && ny < height
|
376
|
+
|
377
|
+
[nx, ny]
|
378
|
+
end
|
379
|
+
|
380
|
+
# Returns a array of all dead-ends in the maze. Each element of the array
|
381
|
+
# is a 2-tuple containing the coordinates of a dead-end.
|
382
|
+
def dead_ends
|
383
|
+
dead_ends = []
|
384
|
+
|
385
|
+
@cells.each_with_index do |row, y|
|
386
|
+
row.each_with_index do |cell, x|
|
387
|
+
dead_ends << [x, y] if dead?(cell)
|
388
|
+
end
|
389
|
+
end
|
390
|
+
|
391
|
+
dead_ends
|
392
|
+
end
|
393
|
+
|
394
|
+
# Removes one cell from all dead-ends in the maze. Each call to this method
|
395
|
+
# removes another level of dead-ends, making the maze increasingly sparse.
|
396
|
+
def sparsify!
|
397
|
+
dead_ends.each do |(x, y)|
|
398
|
+
cell = @cells[y][x]
|
399
|
+
direction = cell & PRIMARY
|
400
|
+
nx, ny = move(x, y, direction)
|
401
|
+
|
402
|
+
# if the cell includes UNDER codes, shifting it all UNDER_SHIFT bits to the right
|
403
|
+
# will convert those UNDER codes to PRIMARY codes. Otherwise, it will
|
404
|
+
# simply zero the cell, resulting in a blank spot.
|
405
|
+
@cells[y][x] >>= UNDER_SHIFT
|
406
|
+
|
407
|
+
# if it's a weave cell (that moves over or under another corridor),
|
408
|
+
# nix it and move back one more, so we don't wind up with dead-ends
|
409
|
+
# underneath another corridor.
|
410
|
+
if @cells[ny][nx] & (opposite(direction) << UNDER_SHIFT) != 0
|
411
|
+
@cells[ny][nx] &= ~((direction | opposite(direction)) << UNDER_SHIFT)
|
412
|
+
nx, ny = move(nx, ny, direction)
|
413
|
+
end
|
414
|
+
|
415
|
+
@cells[ny][nx] &= ~opposite(direction)
|
416
|
+
end
|
417
|
+
end
|
418
|
+
|
419
|
+
# Returns the direction opposite to the given +direction+. This will work
|
420
|
+
# even if the +direction+ value is in the UNDER bitmask.
|
421
|
+
def opposite(direction)
|
422
|
+
if direction & UNDER != 0
|
423
|
+
opposite(direction >> UNDER_SHIFT) << UNDER_SHIFT
|
424
|
+
else
|
425
|
+
case direction
|
426
|
+
when N then S
|
427
|
+
when S then N
|
428
|
+
when E then W
|
429
|
+
when W then E
|
430
|
+
when NE then SW
|
431
|
+
when NW then SE
|
432
|
+
when SE then NW
|
433
|
+
when SW then NE
|
434
|
+
end
|
435
|
+
end
|
436
|
+
end
|
437
|
+
|
438
|
+
# Returns the direction that is the horizontal mirror to the given +direction+.
|
439
|
+
# This will work even if the +direction+ value is in the UNDER bitmask.
|
440
|
+
def hmirror(direction)
|
441
|
+
if direction & UNDER != 0
|
442
|
+
hmirror(direction >> UNDER_SHIFT) << UNDER_SHIFT
|
443
|
+
else
|
444
|
+
case direction
|
445
|
+
when E then W
|
446
|
+
when W then E
|
447
|
+
when NW then NE
|
448
|
+
when NE then NW
|
449
|
+
when SW then SE
|
450
|
+
when SE then SW
|
451
|
+
else direction
|
452
|
+
end
|
453
|
+
end
|
454
|
+
end
|
455
|
+
|
456
|
+
# Returns the direction that is the vertical mirror to the given +direction+.
|
457
|
+
# This will work even if the +direction+ value is in the UNDER bitmask.
|
458
|
+
def vmirror(direction)
|
459
|
+
if direction & UNDER != 0
|
460
|
+
vmirror(direction >> UNDER_SHIFT) << UNDER_SHIFT
|
461
|
+
else
|
462
|
+
case direction
|
463
|
+
when N then S
|
464
|
+
when S then N
|
465
|
+
when NE then SE
|
466
|
+
when NW then SW
|
467
|
+
when SE then NE
|
468
|
+
when SW then NW
|
469
|
+
else direction
|
470
|
+
end
|
471
|
+
end
|
472
|
+
end
|
473
|
+
|
474
|
+
# Returns the direction that results by rotating the given +direction+
|
475
|
+
# 90 degrees in the clockwise direction. This will work even if the +direction+
|
476
|
+
# value is in the UNDER bitmask.
|
477
|
+
def clockwise(direction)
|
478
|
+
if direction & UNDER != 0
|
479
|
+
clockwise(direction >> UNDER_SHIFT) << UNDER_SHIFT
|
480
|
+
else
|
481
|
+
case direction
|
482
|
+
when N then E
|
483
|
+
when E then S
|
484
|
+
when S then W
|
485
|
+
when W then N
|
486
|
+
when NW then NE
|
487
|
+
when NE then SE
|
488
|
+
when SE then SW
|
489
|
+
when SW then NW
|
490
|
+
end
|
491
|
+
end
|
492
|
+
end
|
493
|
+
|
494
|
+
# Returns the direction that results by rotating the given +direction+
|
495
|
+
# 90 degrees in the counter-clockwise direction. This will work even if
|
496
|
+
# the +direction+ value is in the UNDER bitmask.
|
497
|
+
def counter_clockwise(direction)
|
498
|
+
if direction & UNDER != 0
|
499
|
+
counter_clockwise(direction >> UNDER_SHIFT) << UNDER_SHIFT
|
500
|
+
else
|
501
|
+
case direction
|
502
|
+
when N then W
|
503
|
+
when W then S
|
504
|
+
when S then E
|
505
|
+
when E then N
|
506
|
+
when NW then SW
|
507
|
+
when SW then SE
|
508
|
+
when SE then NE
|
509
|
+
when NE then NW
|
510
|
+
end
|
511
|
+
end
|
512
|
+
end
|
513
|
+
|
514
|
+
# Returns the change in x implied by the given +direction+.
|
515
|
+
def dx(direction)
|
516
|
+
case direction
|
517
|
+
when E, NE, SE then 1
|
518
|
+
when W, NW, SW then -1
|
519
|
+
else 0
|
520
|
+
end
|
521
|
+
end
|
522
|
+
|
523
|
+
# Returns the change in y implied by the given +direction+.
|
524
|
+
def dy(direction)
|
525
|
+
case direction
|
526
|
+
when S, SE, SW then 1
|
527
|
+
when N, NE, NW then -1
|
528
|
+
else 0
|
529
|
+
end
|
530
|
+
end
|
531
|
+
|
532
|
+
# Returns the number of cells in the given row. This is generally safer
|
533
|
+
# than relying the #width method, since it is theoretically possible for
|
534
|
+
# a maze to have a different number of cells for each of its rows.
|
535
|
+
def row_length(row)
|
536
|
+
@cells[row].length
|
537
|
+
end
|
538
|
+
|
539
|
+
# Returns +true+ if the given cell is a dead-end. This considers only
|
540
|
+
# passages on the PRIMARY plane (the UNDER bits are ignored, because the
|
541
|
+
# current algorithm for generating mazes will never result in a dead-end
|
542
|
+
# that is underneath another passage).
|
543
|
+
def dead?(cell)
|
544
|
+
raw = cell & PRIMARY
|
545
|
+
raw == N || raw == S || raw == E || raw == W ||
|
546
|
+
raw == NE || raw == NW || raw == SE || raw == SW
|
547
|
+
end
|
548
|
+
|
549
|
+
# If +point+ is already located at a valid point within the maze, this
|
550
|
+
# does nothing. Otherwise, it examines the potential exits from the
|
551
|
+
# given point and looks for the first one that leads immediately to a
|
552
|
+
# valid point internal to the maze. When it finds one, it adds a passage
|
553
|
+
# to that cell leading to +point+. If no such adjacent cell exists, this
|
554
|
+
# method silently does nothing.
|
555
|
+
def add_opening_from(point)
|
556
|
+
x, y = point
|
557
|
+
if valid?(x, y)
|
558
|
+
# nothing to be done
|
559
|
+
else
|
560
|
+
potential_exits_at(x, y).each do |direction|
|
561
|
+
nx, ny = move(x, y, direction)
|
562
|
+
if valid?(nx, ny)
|
563
|
+
@cells[ny][nx] |= opposite(direction)
|
564
|
+
return
|
565
|
+
end
|
566
|
+
end
|
567
|
+
end
|
568
|
+
end
|
569
|
+
|
570
|
+
# If +point+ is already located at a valid point withint he maze, this
|
571
|
+
# simply returns +point+. Otherwise, it examines the potential exits
|
572
|
+
# from the given point and looks for the first one that leads immediately
|
573
|
+
# to a valid point internal to the maze. When it finds one, it returns
|
574
|
+
# that point. If no such point exists, it returns +nil+.
|
575
|
+
def adjacent_point(point)
|
576
|
+
x, y = point
|
577
|
+
if valid?(x, y)
|
578
|
+
point
|
579
|
+
else
|
580
|
+
potential_exits_at(x, y).each do |direction|
|
581
|
+
nx, ny = move(x, y, direction)
|
582
|
+
return [nx, ny] if valid?(nx, ny)
|
583
|
+
end
|
584
|
+
end
|
585
|
+
end
|
586
|
+
|
587
|
+
# Returns the direction of +to+ relative to +from+. +to+ and +from+
|
588
|
+
# are both points (2-tuples).
|
589
|
+
def relative_direction(from, to)
|
590
|
+
if from[0] < to[0]
|
591
|
+
if from[1] < to[1]
|
592
|
+
SE
|
593
|
+
elsif from[1] > to[1]
|
594
|
+
NE
|
595
|
+
else
|
596
|
+
E
|
597
|
+
end
|
598
|
+
elsif from[0] > to[0]
|
599
|
+
if from[1] < to[1]
|
600
|
+
SW
|
601
|
+
elsif from[1] > to[1]
|
602
|
+
NW
|
603
|
+
else
|
604
|
+
W
|
605
|
+
end
|
606
|
+
elsif from[1] < to[1]
|
607
|
+
S
|
608
|
+
elsif from[1] > to[1]
|
609
|
+
N
|
610
|
+
else
|
611
|
+
# same point!
|
612
|
+
nil
|
613
|
+
end
|
614
|
+
end
|
615
|
+
|
616
|
+
# Applies a move in the given direction to the cell at (x,y). The +direction+
|
617
|
+
# parameter may also be :under, in which case the cell is left-shifted so as
|
618
|
+
# to move the existing passages to the UNDER plane.
|
619
|
+
#
|
620
|
+
# This method also handles the application of symmetrical moves, in the case
|
621
|
+
# where #symmetry has been specified.
|
622
|
+
#
|
623
|
+
# You'll generally never call this method directly, except to construct grids
|
624
|
+
# yourself.
|
625
|
+
def apply_move_at(x, y, direction)
|
626
|
+
if direction == :under
|
627
|
+
@cells[y][x] <<= UNDER_SHIFT
|
628
|
+
else
|
629
|
+
@cells[y][x] |= direction
|
630
|
+
end
|
631
|
+
|
632
|
+
case @symmetry
|
633
|
+
when :x then move_symmetrically_in_x(x, y, direction)
|
634
|
+
when :y then move_symmetrically_in_y(x, y, direction)
|
635
|
+
when :xy then move_symmetrically_in_xy(x, y, direction)
|
636
|
+
when :radial then move_symmetrically_radially(x, y, direction)
|
637
|
+
end
|
638
|
+
end
|
639
|
+
|
640
|
+
# Returns the type of the maze as a string. OrthogonalMaze, for
|
641
|
+
# instance, is reported as "orthogonal".
|
642
|
+
def type
|
643
|
+
self.class.name[/::(.*?)Maze$/, 1]
|
644
|
+
end
|
645
|
+
|
646
|
+
# Returns the maze rendered to a particular format. Supported
|
647
|
+
# formats are currently :ascii and :png. The +options+ hash is passed
|
648
|
+
# through to the formatter.
|
649
|
+
def to(format, options={})
|
650
|
+
case format
|
651
|
+
when :ascii then
|
652
|
+
require "theseus/formatters/ascii/#{type.downcase}"
|
653
|
+
Formatters::ASCII.const_get(type).new(self, options)
|
654
|
+
when :png then
|
655
|
+
require "theseus/formatters/png/#{type.downcase}"
|
656
|
+
Formatters::PNG.const_get(type).new(self, options).to_blob
|
657
|
+
else
|
658
|
+
raise ArgumentError, "unknown format: #{format.inspect}"
|
659
|
+
end
|
660
|
+
end
|
661
|
+
|
662
|
+
# Returns the maze rendered to a string.
|
663
|
+
def to_s(options={})
|
664
|
+
to(:ascii, options).to_s
|
665
|
+
end
|
666
|
+
|
667
|
+
def inspect # :nodoc:
|
668
|
+
"#<#{self.class.name}:0x%X %dx%d %s>" % [
|
669
|
+
object_id, @width, @height,
|
670
|
+
generated? ? "generated" : "not generated"]
|
671
|
+
end
|
672
|
+
|
673
|
+
private
|
674
|
+
|
675
|
+
# Not all maze types support symmetry. If a subclass supports any of the
|
676
|
+
# symmetry types (or wants to implement its own), it should override this
|
677
|
+
# method.
|
678
|
+
def configure_symmetry #:nodoc:
|
679
|
+
if @symmetry != :none
|
680
|
+
raise NotImplementedError, "only :none symmetry is implemented by default"
|
681
|
+
end
|
682
|
+
end
|
683
|
+
|
684
|
+
# The default grid should suffice for most maze types, but if a subclass
|
685
|
+
# wants a custom grid, it must override this method. Note that the method
|
686
|
+
# MUST always return an Array of rows, with each row being an Array of cells.
|
687
|
+
def setup_grid #:nodoc:
|
688
|
+
Array.new(height) { Array.new(width, 0) }
|
689
|
+
end
|
690
|
+
|
691
|
+
# Returns an array of deadends that ought to be braided (removed), based on
|
692
|
+
# the value of the #braid setting.
|
693
|
+
def deadends_to_braid #:nodoc:
|
694
|
+
return [] if @braid.zero?
|
695
|
+
|
696
|
+
ends = dead_ends
|
697
|
+
|
698
|
+
count = ends.length * @braid / 100
|
699
|
+
count = 1 if count < 1
|
700
|
+
|
701
|
+
ends.sort_by { rand }[0,count]
|
702
|
+
end
|
703
|
+
|
704
|
+
# Calculate the default entrance, by looking for the upper-leftmost point.
|
705
|
+
def default_entrance #:nodoc:
|
706
|
+
@cells.each_with_index do |row, y|
|
707
|
+
row.each_with_index do |cell, x|
|
708
|
+
return [x-1, y] if @mask[x, y]
|
709
|
+
end
|
710
|
+
end
|
711
|
+
[0, 0] # if every cell is masked, then 0,0 is as good as any!
|
712
|
+
end
|
713
|
+
|
714
|
+
# Calculate the default exit, by looking for the lower-rightmost point.
|
715
|
+
def default_exit #:nodoc:
|
716
|
+
@cells.reverse.each_with_index do |row, y|
|
717
|
+
ry = @cells.length - y - 1
|
718
|
+
row.reverse.each_with_index do |cell, x|
|
719
|
+
rx = row.length - x - 1
|
720
|
+
return [rx+1, ry] if @mask[rx, ry]
|
721
|
+
end
|
722
|
+
end
|
723
|
+
[0, 0] # if every cell is masked, then 0,0 is as good as any!
|
724
|
+
end
|
725
|
+
|
726
|
+
# Returns the next direction that ought to be attempted by the recursive
|
727
|
+
# backtracker. This will also handle the backtracking. If there are no
|
728
|
+
# more directions to attempt, and the stack is empty, this will return +nil+.
|
729
|
+
def next_direction #:nodoc:
|
730
|
+
loop do
|
731
|
+
direction = @tries.pop
|
732
|
+
nx, ny = move(@x, @y, direction)
|
733
|
+
|
734
|
+
if valid?(nx, ny) && (@cells[@y][@x] & (direction | (direction << UNDER_SHIFT)) == 0)
|
735
|
+
if @cells[ny][nx] == 0
|
736
|
+
return direction
|
737
|
+
elsif !dead?(@cells[ny][nx]) && @weave > 0 && rand(100) < @weave
|
738
|
+
# see if we can weave over/under the cell at (nx,ny)
|
739
|
+
return direction if weave_allowed?(@x, @y, nx, ny, direction)
|
740
|
+
end
|
741
|
+
end
|
742
|
+
|
743
|
+
while @tries.empty?
|
744
|
+
if @stack.empty?
|
745
|
+
finish!
|
746
|
+
return nil
|
747
|
+
else
|
748
|
+
@x, @y, @tries = @stack.pop
|
749
|
+
end
|
750
|
+
end
|
751
|
+
end
|
752
|
+
end
|
753
|
+
|
754
|
+
def move_symmetrically_in_x(x, y, direction) #:nodoc:
|
755
|
+
row_width = @cells[y].length
|
756
|
+
if direction == :under
|
757
|
+
@cells[y][row_width - x - 1] <<= UNDER_SHIFT
|
758
|
+
else
|
759
|
+
@cells[y][row_width - x - 1] |= hmirror(direction)
|
760
|
+
end
|
761
|
+
end
|
762
|
+
|
763
|
+
def move_symmetrically_in_y(x, y, direction) #:nodoc:
|
764
|
+
if direction == :under
|
765
|
+
@cells[@cells.length - y - 1][x] <<= UNDER_SHIFT
|
766
|
+
else
|
767
|
+
@cells[@cells.length - y - 1][x] |= vmirror(direction)
|
768
|
+
end
|
769
|
+
end
|
770
|
+
|
771
|
+
def move_symmetrically_in_xy(x, y, direction) #:nodoc:
|
772
|
+
row_width = @cells[y].length
|
773
|
+
if direction == :under
|
774
|
+
@cells[y][row_width - x - 1] <<= UNDER_SHIFT
|
775
|
+
@cells[@cells.length - y - 1][x] <<= UNDER_SHIFT
|
776
|
+
@cells[@cells.length - y - 1][row_width - x - 1] <<= UNDER_SHIFT
|
777
|
+
else
|
778
|
+
@cells[y][row_width - x - 1] |= hmirror(direction)
|
779
|
+
@cells[@cells.length - y - 1][x] |= vmirror(direction)
|
780
|
+
@cells[@cells.length - y - 1][row_width - x - 1] |= opposite(direction)
|
781
|
+
end
|
782
|
+
end
|
783
|
+
|
784
|
+
def move_symmetrically_radially(x, y, direction) #:nodoc:
|
785
|
+
row_width = @cells[y].length
|
786
|
+
if direction == :under
|
787
|
+
@cells[@cells.length - x - 1][y] <<= UNDER_SHIFT
|
788
|
+
@cells[x][row_width - y - 1] <<= UNDER_SHIFT
|
789
|
+
@cells[@cells.length - y - 1][row_width - x - 1] <<= UNDER_SHIFT
|
790
|
+
else
|
791
|
+
@cells[@cells.length - x - 1][y] |= counter_clockwise(direction)
|
792
|
+
@cells[x][row_width - y - 1] |= clockwise(direction)
|
793
|
+
@cells[@cells.length - y - 1][row_width - x - 1] |= opposite(direction)
|
794
|
+
end
|
795
|
+
end
|
796
|
+
|
797
|
+
# Finishes the generation of the maze by adding openings for the entrance
|
798
|
+
# and exit, and determing which dead-ends to braid (if any).
|
799
|
+
def finish! #:nodoc:
|
800
|
+
add_opening_from(@entrance)
|
801
|
+
add_opening_from(@exit)
|
802
|
+
|
803
|
+
@deadends = deadends_to_braid
|
804
|
+
@generated = @deadends.empty?
|
805
|
+
end
|
806
|
+
|
807
|
+
# If (x,y) is not a dead-end, this does nothing. Otherwise, it extends the
|
808
|
+
# dead-end in some direction until it joins with another passage.
|
809
|
+
#
|
810
|
+
# TODO: look for the direction that results in the longest loop.
|
811
|
+
# might be kind of spendy, but worth trying, at least.
|
812
|
+
def braid(x, y) #:nodoc:
|
813
|
+
return unless dead?(@cells[y][x])
|
814
|
+
tries = potential_exits_at(x, y)
|
815
|
+
[opposite(@cells[y][x]), *tries].each do |try|
|
816
|
+
next if try == @cells[y][x]
|
817
|
+
nx, ny = move(x, y, try)
|
818
|
+
if valid?(nx, ny)
|
819
|
+
opp = opposite(try)
|
820
|
+
next if @cells[ny][nx] & (opp << UNDER_SHIFT) != 0
|
821
|
+
@cells[y][x] |= try
|
822
|
+
@cells[ny][nx] |= opp
|
823
|
+
return
|
824
|
+
end
|
825
|
+
end
|
826
|
+
end
|
827
|
+
|
828
|
+
# Returns +true+ if a weave may be applied at (thru_x,thru_y) when moving
|
829
|
+
# from (from_x,from_y) in +direction+. This will be true if the thru cell
|
830
|
+
# does not already have anything in its UNDER plane, and if the cell
|
831
|
+
# on the far side of thru is valid and blank.
|
832
|
+
#
|
833
|
+
# Subclasses may need to override this method if special interpretations
|
834
|
+
# for +direction+ need to be considered (see SigmaMaze).
|
835
|
+
def weave_allowed?(from_x, from_y, thru_x, thru_y, direction) #:nodoc:
|
836
|
+
nx2, ny2 = move(thru_x, thru_y, direction)
|
837
|
+
return (@cells[thru_y][thru_x] & UNDER == 0) && valid?(nx2, ny2) && @cells[ny2][nx2] == 0
|
838
|
+
end
|
839
|
+
|
840
|
+
def perform_weave(from_x, from_y, to_x, to_y, direction) #:nodoc:
|
841
|
+
if rand(2) == 0 # move under existing passage
|
842
|
+
apply_move_at(to_x, to_y, direction << UNDER_SHIFT)
|
843
|
+
apply_move_at(to_x, to_y, opposite(direction) << UNDER_SHIFT)
|
844
|
+
else # move over existing passage
|
845
|
+
apply_move_at(to_x, to_y, :under)
|
846
|
+
apply_move_at(to_x, to_y, direction)
|
847
|
+
apply_move_at(to_x, to_y, opposite(direction))
|
848
|
+
end
|
849
|
+
|
850
|
+
nx, ny = move(to_x, to_y, direction)
|
851
|
+
[nx, ny, direction]
|
852
|
+
end
|
853
|
+
|
854
|
+
end
|
855
|
+
end
|