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173
mazer/maze.go
173
mazer/maze.go
@@ -1,124 +1,105 @@
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package mazer
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import (
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"math/rand/v2"
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)
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import "math/rand/v2"
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func GenerateMaze(width int, height int) {
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func GenerateMaze(width int, height int) [][]int {
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if width <= 0 || height <= 0 {
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return [][]int{}
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}
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// Init array
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cells := make([]int, width*height)
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matrix := make([][]int, height)
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// 2. Allocate each inner slice (width)
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for i := range matrix {
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matrix[i] = make([]int, width)
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for y := 0; y < height; y++ {
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rowStart := y * width
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matrix[y] = cells[rowStart : rowStart+width]
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}
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startPoint := rand.IntN(width + 1)
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matrix[0][startPoint] = 1
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// Start moving until out of moves
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}
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func pickRandomDirection(matrix [][]int, posX int, posY int) []int {
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height := len(matrix)
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if posY == height-1 {
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return nil
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// Keep a full black border: path only exists inside [1..width-2] x [1..height-2].
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if width < 3 || height < 3 {
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return matrix
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}
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validDirs := getValidDirections(matrix, posX, posY)
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if len(validDirs) == 0 {
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return []int{0, 1}
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startX, startY := 1, 1
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endX, endY := width-2, height-2
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parent := make([]int, width*height)
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for i := range parent {
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parent[i] = -1
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}
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visited := make([]bool, width*height)
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dx := [4]int{0, -1, 1, 0}
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dy := [4]int{1, 0, 0, -1}
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type node struct {
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x int
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y int
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dirs [4]uint8
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next int
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}
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return validDirs[rand.IntN(len(validDirs))]
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}
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stack := make([]node, 1, (width-2)*(height-2))
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stack[0] = node{x: startX, y: startY, dirs: shuffledDirections()}
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startIdx := startY*width + startX
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endIdx := endY*width + endX
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visited[startIdx] = true
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func getValidDirections(matrix [][]int, posX int, posY int) [][]int {
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height := len(matrix)
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width := len(matrix[0])
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validDirs := make([][]int, 0, 4)
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found := false
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for len(stack) > 0 {
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last := len(stack) - 1
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top := &stack[last]
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possibleDirs := [][]int{
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{0, 1}, // Down
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{-1, 0}, // Left
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{1, 0}, // Right
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{0, -1}, // Up
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}
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prevX, prevY, hasPrev := getPreviousPathCell(matrix, posX, posY)
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if hasPrev && prevX == posX && prevY == posY+1 {
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// If we just moved up, force the next step to be side/down (no repeated up).
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possibleDirs = [][]int{
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{-1, 0}, // Left
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{1, 0}, // Right
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{0, 1}, // Down
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if top.x == endX && top.y == endY {
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found = true
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break
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}
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}
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neighborDirs := [][]int{
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{0, -1},
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{0, 1},
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{-1, 0},
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{1, 0},
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}
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for _, dir := range possibleDirs {
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newX := posX + dir[0]
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newY := posY + dir[1]
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if newX < 0 || newX >= width || newY < 0 || newY >= height {
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continue
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}
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if matrix[newY][newX] == 1 {
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if top.next == 4 {
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stack = stack[:last]
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continue
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}
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tooClose := false
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for _, neighborDir := range neighborDirs {
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neighborX := newX + neighborDir[0]
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neighborY := newY + neighborDir[1]
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d := top.dirs[top.next]
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top.next++
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if neighborX < 0 || neighborX >= width || neighborY < 0 || neighborY >= height {
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continue
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}
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if neighborX == posX && neighborY == posY {
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continue
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}
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if matrix[neighborY][neighborX] == 1 {
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tooClose = true
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break
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}
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}
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if tooClose {
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nx := top.x + dx[d]
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ny := top.y + dy[d]
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if nx <= 0 || nx >= width-1 || ny <= 0 || ny >= height-1 {
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continue
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}
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validDirs = append(validDirs, dir)
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}
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return validDirs
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}
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func getPreviousPathCell(matrix [][]int, posX int, posY int) (int, int, bool) {
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height := len(matrix)
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width := len(matrix[0])
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dirs := [][]int{
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{0, -1},
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{0, 1},
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{-1, 0},
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{1, 0},
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}
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for _, dir := range dirs {
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x := posX + dir[0]
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y := posY + dir[1]
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if x < 0 || x >= width || y < 0 || y >= height {
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nIdx := ny*width + nx
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if visited[nIdx] {
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continue
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}
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if matrix[y][x] == 1 {
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return x, y, true
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visited[nIdx] = true
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parent[nIdx] = top.y*width + top.x
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stack = append(stack, node{x: nx, y: ny, dirs: shuffledDirections()})
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}
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if !found {
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matrix[startY][startX] = 1
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return matrix
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}
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for idx := endIdx; idx != -1; idx = parent[idx] {
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x := idx % width
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y := idx / width
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matrix[y][x] = 1
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if idx == startIdx {
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break
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}
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}
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return 0, 0, false
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return matrix
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}
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func shuffledDirections() [4]uint8 {
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dirs := [4]uint8{0, 1, 2, 3}
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for i := 3; i > 0; i-- {
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j := rand.IntN(i + 1)
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dirs[i], dirs[j] = dirs[j], dirs[i]
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}
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return dirs
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}
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