Added Recursive Division
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2b505bf9a9
commit
514d4577c9
12
main.py
12
main.py
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@ -7,6 +7,7 @@ pygame.init()
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# Constants
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# CELL_SIZE = 10
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# CLOCK_TICK = 20
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HIGHLIGHT_COLOR = (0, 0, 255) # Blue for highlighted cells
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WALL_COLOR = (0, 0, 0) # Black for walls
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PATH_COLOR = (255, 255, 255) # White for paths
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@ -59,13 +60,15 @@ class MazeVisualizer:
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# Draw the maze regardless of generation state
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self.draw_maze()
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pygame.display.flip()
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clock.tick(50) # Adjust speed as needed
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clock.tick(CLOCK_TICK) # Adjust speed as needed
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pygame.quit()
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sys.exit()
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CELL_SIZE = 20
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MAZE_SIZE = 31
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CELL_SIZE = 10
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CLOCK_TICK = 20
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MAZE_SIZE = 63
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VEC_MAZE_SIZE = (MAZE_SIZE + 1) // 2
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# my_maze = maze.RecursiveBacktracker(MAZE_SIZE)
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@ -75,8 +78,9 @@ VEC_MAZE_SIZE = (MAZE_SIZE + 1) // 2
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# my_maze = maze.VectorWrapper(maze.BinaryTree(VEC_MAZE_SIZE, bias=maze.VectorEnum.Down | maze.VectorEnum.Left))
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# my_maze = maze.VectorWrapper(maze.BinaryTree(VEC_MAZE_SIZE, bias=maze.VectorEnum.Down | maze.VectorEnum.Right))
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# my_maze = maze.Sidewinder(MAZE_SIZE, run_param=0.2)
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my_maze = maze.Sidewinder(MAZE_SIZE, run_param=0.5)
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# my_maze = maze.Sidewinder(MAZE_SIZE, run_param=0.5)
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# my_maze = maze.Sidewinder(MAZE_SIZE, run_param=0.8)
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my_maze = maze.RecursiveDivision(MAZE_SIZE)
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# for _ in range(512): my_maze.step()
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# for _ in range(2048): my_maze.step()
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138
maze.py
138
maze.py
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@ -493,17 +493,131 @@ class Sidewinder(Maze):
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return True
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else: return False
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def _neighbors(self, index: tuple[int,int]) -> list[tuple[int,int]]:
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neighbors: list[tuple[int,int]] = []
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x, y = index
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# if x - 2 >= 0:
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# neighbors.append((x - 2,y))
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if x + 2 < self.width:
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neighbors.append((x + 2,y))
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# if y - 2 >= 0:
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# neighbors.append((x,y - 2))
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# if y + 2 < self.height:
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# neighbors.append((x,y + 2))
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class _Window:
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return neighbors
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__maze: "RecursiveDivision"
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__x_start: int
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__x_stop: int
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__y_start: int
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__y_stop: int
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def __init__(self, maze: "RecursiveDivision", x_start: int, x_stop: int, y_start: int, y_stop: int):
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self.__maze = maze
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self.__x_start = x_start
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self.__x_stop = x_stop
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self.__y_start = y_start
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self.__y_stop = y_stop
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@property
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def width(self) -> int:
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return self.__x_stop - self.__x_start
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@property
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def height(self) -> int:
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return self.__y_stop - self.__y_start
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def __getitem__(self, index: tuple[int,int]) -> bool:
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return self.__maze[index[1] - self.__x_start, index[0] - self.__y_start]
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def x(self, x: int) -> int: return x + self.__x_start
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def y(self, y: int) -> int: return y + self.__y_start
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# def rand_x(self) -> int:
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# return (random.randint(0, (self.width - 3) // 2) * 2) + 1
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# def rand_y(self) -> int:
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# return (random.randint(0, (self.height - 3) // 2) * 2) + 1
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def vertical_bisect(self, x: int) -> "tuple[_Window, _Window]":
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return _Window(
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self.__maze,
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self.__x_start,
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self.__x_start + x,
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self.__y_start,
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self.__y_stop,
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), _Window(
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self.__maze,
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self.__x_start + x + 1,
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self.__x_stop,
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self.__y_start,
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self.__y_stop,
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)
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def horizontal_bisect(self, y: int) -> "tuple[_Window, _Window]":
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return _Window(
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self.__maze,
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self.__x_start,
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self.__x_stop,
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self.__y_start,
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self.__y_start + y,
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), _Window(
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self.__maze,
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self.__x_start,
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self.__x_stop,
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self.__y_start + y + 1,
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self.__y_stop,
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)
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class RecursiveDivision(Maze):
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__cells: list[list[bool]]
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# __stack: list[tuple[bool | None, _Window]]
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__stack: list[tuple[bool, _Window]]
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__split: tuple[bool, int, _Window] | None
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__width: int
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__height: int
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def __init__(self, width: int, height: int | None = None):
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self.__width = width
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self.__height = height or width
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self.__cells = [
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list([(0 < x < self.width-1 and 0 < y < self.height-1)
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for x in range(self.width)]) for y in range(self.height)]
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self.__stack = [(True, _Window(self,1,self.width,1,self.height))]
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self.__split = None
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@property
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def width(self) -> int:
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return self.__width
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@property
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def height(self) -> int:
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return self.__height
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def __getitem__(self, index: tuple[int,int]) -> bool:
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return self.__cells[index[1]][index[0]]
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def step(self) -> bool:
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if self.__split is not None:
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if self.__split[0]:
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axis, y, window = self.__split
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x = (random.randint(0, (window.width - 3) // 2) * 2)
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self.__cells[window.y(y)][window.x(x)] = True
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a, b = [(not axis, w) for w in window.horizontal_bisect(y)]
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else:
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axis, x, window = self.__split
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y = (random.randint(0, (window.height - 3) // 2) * 2)
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self.__cells[window.y(y)][window.x(x)] = True
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a, b = [(not axis, w) for w in window.vertical_bisect(x)]
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if a[1].width > 2 and a[1].height > 2: self.__stack.append(a)
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if b[1].width > 2 and b[1].height > 2: self.__stack.append(b)
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self.__split = None
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return True
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elif self.__stack:
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axis, window = self.__stack.pop()
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# if axis is None: axis = bool(random.randint(0,1))
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if axis:
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y = (random.randint(0, (window.height - 3) // 2) * 2) + 1
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for x in range(window.width):
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self.__cells[window.y(y)][window.x(x)] = False
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self.__split = axis, y, window
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else:
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x = (random.randint(0, (window.width - 3) // 2) * 2) + 1
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for y in range(window.height):
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self.__cells[window.y(y)][window.x(x)] = False
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self.__split = axis, x, window
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return True
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else: return False
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