Added Wilson's Alg

This commit is contained in:
Kyler Olsen 2024-11-06 23:41:06 -07:00
parent 9dc41e9ba8
commit f051ab58e3
3 changed files with 100 additions and 5 deletions

View File

@ -61,7 +61,7 @@ class MazeVisualizer:
if event.key == pygame.K_m:
for _ in range(10000):
if not self.maze.step(): break
if event.key == pygame.K_o:
if event.key == pygame.K_v:
self.maze = maze.VectorWrapper.convert(self.maze)
# Only step through the algorithm if it's not finished
@ -95,7 +95,8 @@ VEC_MAZE_SIZE = (MAZE_SIZE + 1) // 2
# my_maze = maze.RecursiveDivision(MAZE_SIZE, uniform=False)
# my_maze = maze.RecursiveDivision(MAZE_SIZE, depth_first=False)
# my_maze = maze.RecursiveDivision(MAZE_SIZE, binary=True)
my_maze = maze.VectorWrapper(maze.Prim(VEC_MAZE_SIZE))
# my_maze = maze.VectorWrapper(maze.Prim(VEC_MAZE_SIZE))
my_maze = maze.VectorWrapper(maze.Wilson(VEC_MAZE_SIZE))
# for _ in range(512): my_maze.step()
# for _ in range(2048): my_maze.step()

98
maze.py
View File

@ -159,10 +159,13 @@ class VectorWrapper(Maze):
return ((i - 1) // 2)
@classmethod
def convert(cls, maze: Maze) -> "VectorWrapper":
def convert(cls, maze: Maze, origin: tuple[int,int] | None = None) -> "VectorWrapper":
width, height = cls.__to_vec(maze.width), cls.__to_vec(maze.height)
stack = [(random.randint(0,width-1),random.randint(0,height-1))]
if origin is None:
stack = [(random.randint(0,width-1),random.randint(0,height-1))]
else:
stack = [origin]
cells = [list([VectorEnum.Null for _ in range(width)]) for _ in range(height)]
@ -747,3 +750,94 @@ class Prim(VectorMaze):
neighbors.append((x,y + 1))
return neighbors
class Wilson(VectorMaze):
__cells: list[list[VectorEnum]]
__width: int
__height: int
__path: dict[tuple[int,int], VectorEnum]
__start: tuple[int,int] | None
def __init__(self, width: int, height: int | None = None, *, bias: int | None = None ):
self.__width = width
self.__height = height or width
self.__cells = [list([VectorEnum.Null for _ in range(self.width)]) for _ in range(self.height)]
x, y = random.randint(0,self.width-1), random.randint(0,self.height-1)
self.__cells[y][x] = VectorEnum.Zero
self.__start = self.__new_start()
if self.__start is not None:
self.__path = {self.__start: VectorEnum.Zero}
else:
self.__path = {}
@property
def width(self) -> int:
return self.__width
@property
def height(self) -> int:
return self.__height
@property
def highlighted(self) -> tuple[int,int] | None:
if self.__start is not None:
for key, value in self.__path.items():
if value == VectorEnum.Zero:
return key
return None
def __getitem__(self, index: tuple[int,int]) -> VectorEnum:
x, y = index
return self.__cells[y][x]
def step(self) -> bool:
if self.highlighted:
highlighted = self.highlighted
neighbors = self._neighbors(highlighted)
cell = neighbors[random.randint(0, len(neighbors)-1)]
self.__path[highlighted] = self.__direction(highlighted, cell)
if self.__cells[cell[1]][cell[0]] == VectorEnum.Null:
self.__path[cell] = VectorEnum.Zero
else:
# if self.highlighted is not None, self.__start is not None
cell: tuple[int,int] = self.__start # type: ignore
while self.__path.get(cell, VectorEnum.Zero) != VectorEnum.Zero:
self.__cells[cell[1]][cell[0]] = self.__path[cell]
cell = self.__next(cell, self.__path[cell])
self.__start = self.__new_start()
if self.__start is not None:
self.__path = {self.__start: VectorEnum.Zero}
else:
self.__path = {}
return True
else: return False
def __new_start(self) -> tuple[int, int] | None:
empty = []
for x in range(self.width):
for y in range(self.height):
if self.__cells[y][x] == VectorEnum.Null:
empty.append((x,y))
if empty: return empty[random.randint(0,len(empty)-1)]
else: return None
def __direction(self, start: tuple[int,int], end: tuple[int,int]) -> VectorEnum:
if start[0] > end[0]: return VectorEnum.Left
if start[0] < end[0]: return VectorEnum.Right
if start[1] > end[1]: return VectorEnum.Up
if start[1] < end[1]: return VectorEnum.Down
return VectorEnum.Zero
def __next(self, index: tuple[int,int], direction: VectorEnum) -> tuple[int,int]:
if direction == VectorEnum.Up: return index[0], index[1]-1
elif direction == VectorEnum.Down: return index[0], index[1]+1
elif direction == VectorEnum.Left: return index[0]-1, index[1]
elif direction == VectorEnum.Right: return index[0]+1, index[1]
else: return index[0], index[1]

View File

@ -5,8 +5,8 @@
+ Recursive Division
+ Binary Division
+ Prim's Algorithm
+ Wilson's Algorithm
- Aldous-Broder Algorithm
- Wilson's Algorithm
- Aldous-Broder-Wilson Algorithm
- Kruskal's Algorithm
- Eller's Algorithm