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-rw-r--r--vendor/github.com/mattermost/rsc/rosetta/maze/maze.go191
1 files changed, 191 insertions, 0 deletions
diff --git a/vendor/github.com/mattermost/rsc/rosetta/maze/maze.go b/vendor/github.com/mattermost/rsc/rosetta/maze/maze.go
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index 000000000..3cd15d04f
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+++ b/vendor/github.com/mattermost/rsc/rosetta/maze/maze.go
@@ -0,0 +1,191 @@
+// 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))
+}