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require_relative 'pos'
require_relative 'maze'
class MazeGenerator
attr_reader :maze
def initialize(width, height, stack_threshold = nil)
@maze = Maze.new(width, height)
@stack_threshold = if stack_threshold
stack_threshold
else
width * height
end
@visitedTiles = Array.new(width) { Array.new(height) { false } }
end
def current_algorithm
if @stack.length < @stack_threshold
:dfs
else
:bfs
end
end
def generate!()
start_pos = Pos.new(rand(@maze.width), rand(@maze.height))
@visitedTiles[start_pos.x][start_pos.y] = true
@stack = [start_pos]
if ENV["DEBUG"] == "visual"
TUI::Screen.save
TUI::Screen.reset
puts
puts " [ #{TUI::Color.magenta}Generating maze...#{TUI::Color.reset} ]"
puts
TUI::Cursor.save
end
while !@stack.empty?
step()
if ENV["DEBUG"] == "visual"
TUI::Cursor.restore
puts @maze.to_s(" ")
puts
TUI::Screen.reset_line
puts " Stack size: #{@stack.length}"
puts " Current algorithm: #{current_algorithm}"
end
end
if ENV["DEBUG"] == "visual"
TUI::Screen.restore
end
end
def step()
current_tile = case current_algorithm
when :dfs then @stack.last
when :bfs then @stack.first
end
neighbors = @maze.neighbors(current_tile)
neighbors.select! do |neighbor|
@visitedTiles[neighbor.x][neighbor.y] == false
end
if neighbors.empty?
case current_algorithm
when :dfs then @stack.pop()
when :bfs then @stack.shift()
end
else
randomNeighbor = neighbors.sample
print "Removing wall between ", current_tile, " and ", randomNeighbor, "\n" if ENV["DEBUG"] == "log"
@maze.set(current_tile, randomNeighbor.dir_from(current_tile), false)
@stack.push(randomNeighbor)
@visitedTiles[randomNeighbor.x][randomNeighbor.y] = true
end
end
end
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