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@samisalkosuo
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Some mazes classes translated from Ruby from book: Mazes for Programmers (https://pragprog.com/book/jbmaze/mazes-for-programmers). Used in MazinGame: https://github.com/samisalkosuo/mazingame
#!/usr/bin/env python
#Some mazes classes translated from Ruby
#from book "Mazes for Programmers" by Jamis Buck.
#https://pragprog.com/book/jbmaze/mazes-for-programmers
#
#Includes modifications.
#
#Execute this and you see mazes.
import random
class Cell:
def __init__(self,row,column):
self.row=row
self.column=column
self.north=None
self.east=None
self.south=None
self.west=None
self.links=dict()
def link(self,cell,bidi=True):
self.links[cell] = True
if bidi==True:
cell.link(self,False)
return self
def unlink(self,cell,bidi=True):
try:
del self.links[cell]
except KeyError:
pass
if bidi==True:
cell.unlink(self, false)
return self
def getLinks(self):
return self.links.keys()
def linked(self,cell):
return self.links.has_key(cell)
def neighbors(self):
neighborsList = []
if self.north:
neighborsList.append(self.north)
if self.east:
neighborsList.append(self.east)
if self.south:
neighborsList.append(self.south)
if self.west:
neighborsList.append(self.west)
return neighborsList
def hasNeighbor(self,direction):
if direction=="north" and self.linked(self.north):
return True
if direction=="east" and self.linked(self.east):
return True
if direction=="south" and self.linked(self.south):
return True
if direction=="west" and self.linked(self.west):
return True
return False
#return Distances from this cell to all other cells
def getDistances(self):
distances=Distances(self)
frontier=[]
frontier.append(self)
while len(frontier)>0:
newFrontier=[]
for cell in frontier:
for linked in cell.getLinks():
if distances.getDistanceTo(linked) is None:
dist=distances.getDistanceTo(cell)
distances.setDistanceTo(linked,dist+1)
newFrontier.append(linked)
frontier=newFrontier
return distances
def __str__(self):
output="Cell[%d,%d], Linked neighbors: " % (self.row,self.column)
if self.linked(self.north):
output=output+" North: YES "
else:
output=output+" North: NO "
if self.linked(self.east):
output=output+" East: YES "
else:
output=output+" East: NO "
if self.linked(self.south):
output=output+" South: YES "
else:
output=output+" South: NO "
if self.linked(self.west):
output=output+" West: YES "
else:
output=output+" West: NO "
return output
class Distances:
def __init__(self,rootCell):
self.rootCell=rootCell
self.cells=dict()
self.cells[self.rootCell]=0
def getDistanceTo(self,cell):
return self.cells.get(cell,None)
def setDistanceTo(self,cell,distance):
self.cells[cell]=distance
def getCells(self):
return self.cells.keys()
def isPartOfPath(self,cell):
return self.cells.has_key(cell)
def __len__(self):
return len(self.cells.keys())
def pathTo(self,goal):
current=goal
breadcrumbs = Distances(self.rootCell)
breadcrumbs.setDistanceTo(current,self.cells[current])
while current is not self.rootCell:
for neighbor in current.getLinks():
if self.cells[neighbor] < self.cells[current]:
breadcrumbs.setDistanceTo(neighbor,self.cells[neighbor])
current=neighbor
break
return breadcrumbs
class Grid:
def __init__(self,rows,columns,cellClass=Cell):
self.CellClass=cellClass
self.rows=rows
self.columns=columns
self.grid=self.prepareGrid()
self.distances=None
self.configureCells()
def prepareGrid(self):
rowList=[]
i=0
j=0
for i in range(self.rows):
columnList=[]
for j in range(self.columns):
columnList.append(self.CellClass(i,j))
rowList.append(columnList)
return rowList
def eachRow(self):
for row in self.grid:
yield row
def eachCell(self):
for row in self.grid:
for cell in row:
yield cell
def configureCells(self):
for cell in self.eachCell():
row=cell.row
col=cell.column
cell.north=self.getNeighbor(row-1,col)
cell.east=self.getNeighbor(row,col+1)
cell.south=self.getNeighbor(row+1,col)
cell.west=self.getNeighbor(row,col-1)
def getCell(self,row,column):
return self.grid[row][column]
def getNeighbor(self,row,column):
if not (0 <= row < self.rows):
return None
if not (0 <= column < self.columns):
return None
return self.grid[row][column]
def size(self):
return self.rows*self.columns
def randomCell(self):
row=random.randint(0, self.rows-1)
column=self.grid
column = random.randint(0,len(self.grid[row])-1)
return self.grid[row][column]
def contentsOf(self,cell):
return " "
def __str__(self):
return self.asciiStr()
def unicodeStr(self):
pass
def asciiStr(self):
output = "+" + "---+" * self.columns + "\n"
for row in self.eachRow():
top = "|"
bottom = "+"
for cell in row:
if not cell:
cell=Cell(-1,-1)
body = "%s" % self.contentsOf(cell)
if cell.linked(cell.east):
east_boundary=" "
else:
east_boundary="|"
top = top+ body + east_boundary
if cell.linked(cell.south):
south_boundary=" "
else:
south_boundary="---"
corner = "+"
bottom =bottom+ south_boundary+ corner
output=output+top+"\n"
output=output+bottom+"\n"
return output
class DistanceGrid(Grid):
#def __init__(self,rows,columns,cellClass=Cell):
# super(Grid, self).__init__(rows,columns,cellClass)
def contentsOf(self,cell):
if self.distances.getDistanceTo(cell) is not None and self.distances.getDistanceTo(cell) is not None:
n=self.distances.getDistanceTo(cell)
return "%03d" % n
else:
return " " #super(Grid, self).contentsOf(cell)
def initBinaryTreeMaze(grid):
for cell in grid.eachCell():
neighbors=[]
if cell.north:
neighbors.append(cell.north)
if cell.east:
neighbors.append(cell.east)
if len(neighbors)>0:
if len(neighbors)==1:
ind=0
else:
ind=random.randint(0,len(neighbors)-1)
neighbor=neighbors[ind]
if neighbor:
cell.link(neighbor)
return grid
def initRecursiveBacktrackerMaze(grid):
stack = []
stack.append(grid.randomCell())
while len(stack)>0:
current = stack[-1]
neighbors=[]
for n in current.neighbors():
if len(n.getLinks())==0:
neighbors.append(n)
if len(neighbors)==0:
stack.pop()
else:
neighbor = random.choice(neighbors)
current.link(neighbor)
stack.append(neighbor)
return grid
def initSidewinderMaze(grid):
tf=[True,False]
for row in grid.eachRow():
run=[]
for cell in row:
run.append(cell)
at_eastern_boundary = (cell.east == None)
at_northern_boundary = (cell.north == None)
#note: ruby: 0 == True
should_close_out =at_eastern_boundary or ( at_northern_boundary==False and random.choice(tf) == True)
if should_close_out == True:
member = random.choice(run)
if member.north:
member.link(member.north)
run=[]
else:
cell.link(cell.east)
return grid
#====================
def initRecursiveBacktrackerMaze2(grid):
rbWalkFrom(grid.randomCell())
return grid
def rbWalkFrom(cell):
shuffledNeighbors=random.sample(cell.neighbors(),len(cell.neighbors()))
for neighbor in shuffledNeighbors:
if len(neighbor.getLinks())==0:
cell.link(neighbor)
rbWalkFrom(neighbor)
if __name__ == "__main__":
rows,columns=10,10
grid=Grid(rows,columns)
grid=initBinaryTreeMaze(grid)
print("Binary Tree Maze:")
print(grid)
grid=DistanceGrid(rows,columns)
grid=initRecursiveBacktrackerMaze(grid)
startRow=0#random.randint(0, rows-1)
startColumn=0#random.randint(0, columns-1)
start = grid.getCell(startRow,startColumn)
goalRow=rows-1#random.randint(0, rows-1)
goalColumn=columns-1#random.randint(0, columns-1)
goal= grid.getCell(goalRow,goalColumn)
distances = start.getDistances()
grid.distances = distances.pathTo(goal)
print("Recursive Backtracker Maze:")
print("Start: ", start)
print("Goal: ", goal)
print(grid)
grid=Grid(rows,columns)
grid=initSidewinderMaze(grid)
print("Sidewinder Maze:")
print(grid)
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