DIRS = [ :up, :right, :down, :left ] Pos = Struct.new(:x, :y) do def move(dir) case dir when :up Pos.new(x, y - 1) when :right Pos.new(x + 1, y) when :down Pos.new(x, y + 1) when :left Pos.new(x - 1, y) end end def dir_from(pos) diff_x = x - pos.x diff_y = y - pos.y case Pos.new(diff_x, diff_y) when Pos.new(0, -1) :up when Pos.new(1, 0) :right when Pos.new(0, 1) :down when Pos.new(-1, 0) :left end end def to_s() "(#{x}, #{y})" end end Tile = Struct.new(:pos, :up, :right, :down, :left) class Maze attr_reader :width attr_reader :height def initialize(width, height) @width = width @height = height @h_walls = Array.new(@width) { Array.new(@height + 1, true) } @v_walls = Array.new(@width + 1) { Array.new(@height, true) } end def inBounds?(pos) x = pos.x y = pos.y x >= 0 && y >= 0 && x < @width && y < @height end def get(pos) raise IndexError unless inBounds?(pos) x = pos.x y = pos.y Tile.new(pos, @h_walls[x][y], @v_walls[x + 1][y], @h_walls[x][y + 1], @v_walls[x][y]) end def neighbors(pos) neighbors = [] DIRS.each do |dir| neighbors.push(pos.move(dir)) if inBounds?(pos.move(dir)) end neighbors end def set(pos, dir, state) raise IndexError if pos.x >= @width raise IndexError if pos.y >= @height case dir when :up @h_walls[pos.x][pos.y] = state when :right @v_walls[pos.x + 1][pos.y] = state when :down @h_walls[pos.x][pos.y + 1] = state when :left @v_walls[pos.x][pos.y] = state end end def to_s drawingField = Array.new(@height * 2 + 1) { " " * (@width * 2 + 1) } @v_walls.each_index do |x| @v_walls[x].each_index do |y| next if @v_walls[x][y] == false drawingField[y * 2][x * 2] = "█" drawingField[y * 2 + 1][x * 2] = "█" drawingField[y * 2 + 2][x * 2] = "█" end end @h_walls.each_index do |x| @h_walls[x].each_index do |y| next if @h_walls[x][y] == false drawingField[y * 2][x * 2] = "█" drawingField[y * 2][x * 2 + 1] = "█" drawingField[y * 2][x * 2 + 2] = "█" end end drawingField.join("\n") end end class MazeGenerator attr_reader :maze def initialize(width, height) @maze = Maze.new(width, height) end def generate() @visitedCells = [@currentPos] @stack = [Pos.new(0, 0)] while !@stack.empty? step() end end def step() neighbors = @maze.neighbors(@stack.last) neighbors.select! do |neighbor| !@visitedCells.include? neighbor end if neighbors.empty? @stack.pop() else randomNeighbor = neighbors.sample print "Removing wall between ", @stack.last, " and ", randomNeighbor, "\n" @maze.set(@stack.last, randomNeighbor.dir_from(@stack.last), false) @stack.push(randomNeighbor) @visitedCells.push(randomNeighbor) end end end mazeGenerator = MazeGenerator.new(15, 15) mazeGenerator.generate puts mazeGenerator.maze