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-rw-r--r--vendor/github.com/mattermost/rsc/rosetta/maze/maze.go191
1 files changed, 0 insertions, 191 deletions
diff --git a/vendor/github.com/mattermost/rsc/rosetta/maze/maze.go b/vendor/github.com/mattermost/rsc/rosetta/maze/maze.go
deleted file mode 100644
index 3cd15d04f..000000000
--- a/vendor/github.com/mattermost/rsc/rosetta/maze/maze.go
+++ /dev/null
@@ -1,191 +0,0 @@
-// Copyright 2011 The Go Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style
-// license that can be found in the LICENSE file.
-
-// Rosetta Code-inspired maze generator and solver.
-// Demonstrates use of interfaces to separate algorithm
-// implementations (graph.ShortestPath, heap.*) from data.
-// (In contrast, multiple inheritance approaches require
-// you to store their data in your data structures as part
-// of the inheritance.)
-
-package main
-
-import (
- "bytes"
- "fmt"
- "math/rand"
- "time"
-
- "github.com/mattermost/rsc/rosetta/graph"
-)
-
-type Maze struct {
- w, h int
- grid [][]walls
-}
-
-type Dir uint
-
-const (
- North Dir = iota
- East
- West
- South
-)
-
-type walls uint8
-
-const allWalls walls = 1<<North | 1<<East | 1<<South | 1<<West
-
-var dirs = []struct {
- δx, δy int
-}{
- {0, -1},
- {1, 0},
- {-1, 0},
- {0, 1},
-}
-
-// move returns the cell in the direction dir from position r, c.
-// It returns ok==false if there is no cell in that direction.
-func (m *Maze) move(x, y int, dir Dir) (nx, ny int, ok bool) {
- nx = x + dirs[dir].δx
- ny = y + dirs[dir].δy
- ok = 0 <= nx && nx < m.w && 0 <= ny && ny < m.h
- return
-}
-
-// Move returns the cell in the direction dir from position x, y
-// It returns ok==false if there is no cell in that direction
-// or if a wall blocks movement in that direction.
-func (m *Maze) Move(x, y int, dir Dir) (nx, ny int, ok bool) {
- nx, ny, ok = m.move(x, y, dir)
- ok = ok && m.grid[y][x]&(1<<dir) == 0
- return
-}
-
-// NewMaze returns a new, randomly generated maze
-// of width w and height h.
-func NewMaze(w, h int) *Maze {
- // Allocate one slice for the whole 2-d cell grid and break up into rows.
- all := make([]walls, w*h)
- for i := range all {
- all[i] = allWalls
- }
- m := &Maze{w: w, h: h, grid: make([][]walls, h)}
- for i := range m.grid {
- m.grid[i], all = all[:w], all[w:]
- }
-
- // All cells start with all walls.
- m.generate(rand.Intn(w), rand.Intn(h))
-
- return m
-}
-
-func (m *Maze) generate(x, y int) {
- i := rand.Intn(4)
- for j := 0; j < 4; j++ {
- dir := Dir(i+j) % 4
- if nx, ny, ok := m.move(x, y, dir); ok && m.grid[ny][nx] == allWalls {
- // break down wall
- m.grid[y][x] &^= 1 << dir
- m.grid[ny][nx] &^= 1 << (3 - dir)
- m.generate(nx, ny)
- }
- }
-}
-
-// String returns a multi-line string representation of the maze.
-func (m *Maze) String() string {
- return m.PathString(nil)
-}
-
-// PathString returns the multi-line string representation of the
-// maze with the path marked on it.
-func (m *Maze) PathString(path []graph.Vertex) string {
- var b bytes.Buffer
- wall := func(w, m walls, ch byte) {
- if w&m != 0 {
- b.WriteByte(ch)
- } else {
- b.WriteByte(' ')
- }
- }
- for _, row := range m.grid {
- b.WriteByte('+')
- for _, cell := range row {
- wall(cell, 1<<North, '-')
- b.WriteByte('+')
- }
- b.WriteString("\n")
- for _, cell := range row {
- wall(cell, 1<<West, '|')
- b.WriteByte(' ')
- }
- b.WriteString("|\n")
- }
- for i := 0; i < m.w; i++ {
- b.WriteString("++")
- }
- b.WriteString("+")
- grid := b.Bytes()
-
- // Overlay path.
- last := -1
- for _, v := range path {
- p := v.(pos)
- i := (2*m.w+2)*(2*p.y+1) + 2*p.x + 1
- grid[i] = '#'
- if last != -1 {
- grid[(i+last)/2] = '#'
- }
- last = i
- }
-
- return string(grid)
-}
-
-// Implement graph.Graph.
-
-type pos struct {
- x, y int
-}
-
-func (p pos) String() string {
- return fmt.Sprintf("%d,%d", p.x, p.y)
-}
-
-func (m *Maze) Neighbors(v graph.Vertex) []graph.Vertex {
- p := v.(pos)
- var neighbors []graph.Vertex
- for dir := North; dir <= South; dir++ {
- if nx, ny, ok := m.Move(p.x, p.y, dir); ok {
- neighbors = append(neighbors, pos{nx, ny})
- }
- }
- return neighbors
-}
-
-func (m *Maze) NumVertex() int {
- return m.w * m.h
-}
-
-func (m *Maze) VertexID(v graph.Vertex) int {
- p := v.(pos)
- return p.y*m.w + p.x
-}
-
-func (m *Maze) Vertex(x, y int) graph.Vertex {
- return pos{x, y}
-}
-
-func main() {
- const w, h = 30, 10
- rand.Seed(time.Now().UnixNano())
-
- m := NewMaze(w, h)
- path := graph.ShortestPath(m, m.Vertex(0, 0), m.Vertex(w-1, h-1))
- fmt.Println(m.PathString(path))
-}