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#include "Maze.hpp"
#include <iostream>
#include <random>
#include <stack>
constexpr int MAX_NEIGHBOURS = 4;
namespace RandomCellNumGenerator
{
std::random_device rd;
std::default_random_engine randEngine(rd());
}
Maze::Maze(int totalRows, int totalColmuns): ROWS(totalRows), COLUMNS(totalColmuns)
{
cells.reserve(ROWS * COLUMNS);
for (int i = 0; i < ROWS; i++)
{
for (int j = 0; j < COLUMNS; j++)
{
cells.push_back(Cell(i, j));
}
}
}
void Maze::displayMaze() const
{
for (int i = 0; i < ROWS; i++)
{
for(int j = 0; j < COLUMNS; j++)
{
if (cells[i * COLUMNS + j].walls[0])
{
std::cout << "+---";
}
else
std::cout << "+ ";
}
std::cout << "+" << std::endl;
for (int j = 0; j < COLUMNS; j++)
{
if (cells[i * COLUMNS + j].walls[3])
{
std::cout << "| ";
}
else
std::cout << " ";
}
std::cout << "|" << std::endl;
}
for (int i = 0; i < COLUMNS; i++)
{
std::cout << "+---";
}
std::cout << "+" << std::endl;
}
void Maze::generateMaze()
{
std::uniform_int_distribution<int> distRow(0, ROWS - 1);
std::uniform_int_distribution<int> distColumn(0, COLUMNS - 1);
int startingRow = distRow(RandomCellNumGenerator::randEngine);
int startingColumn = distColumn(RandomCellNumGenerator::randEngine);
generateMaze(startingRow, startingColumn);
}
void Maze::generateMaze(int row, int column)
{
int currentNeighbour = getCellIndex(row, column);
std::stack<Cell> dfs;
dfs.push(cells[currentNeighbour]);
cells[currentNeighbour].setVisitedCell(true);
while (!dfs.empty())
{
int nextNeighbour = getNeighbourCell(row, column);
if (nextNeighbour != -1)
{
dfs.push(cells[nextNeighbour]);
cells[nextNeighbour].setVisitedCell(true);
removeWalls(currentNeighbour, nextNeighbour);
row = cells[nextNeighbour].getRowNumber();
column = cells[nextNeighbour].getColumnNumber();
currentNeighbour = nextNeighbour;
}
else
{
dfs.pop();
if (!dfs.empty())
{
row = dfs.top().getRowNumber();
column = dfs.top().getColumnNumber();
}
}
}
}
int Maze::getNeighbourCell(int row, int column)
{
int neighbours[MAX_NEIGHBOURS];
int validNeighbours = 0;
int top = getCellIndex(row - 1, column);
int right = getCellIndex(row, column + 1);
int bottom = getCellIndex(row + 1, column);
int left = getCellIndex(row, column - 1);
if (top != -1 && !cells[top].isCellVisited())
{
neighbours[validNeighbours] = top;
validNeighbours++;
}
if (right != -1 && !cells[right].isCellVisited())
{
neighbours[validNeighbours] = right;
validNeighbours++;
}
if (bottom != -1 && !cells[bottom].isCellVisited())
{
neighbours[validNeighbours] = bottom;
validNeighbours++;
}
if (left != -1 && !cells[left].isCellVisited())
{
neighbours[validNeighbours] = left;
validNeighbours++;
}
if (validNeighbours > 0)
{
std::uniform_int_distribution<int> distNeighbours(0, validNeighbours - 1);
int randomNeighbourCellIndex = distNeighbours(RandomCellNumGenerator::randEngine);
int nextNeighbourIndex = neighbours[randomNeighbourCellIndex];
return nextNeighbourIndex;
}
return -1;
}
int Maze::getCellIndex(int row, int column) const
{
if (row < 0 || column < 0 || row > ROWS - 1 || column > COLUMNS - 1)
return -1;
return (row * COLUMNS) + column;
}
void Maze::removeWalls(int currentNeighbour, int nextNeighbour)
{
int result = cells[currentNeighbour].getRowNumber() - cells[nextNeighbour].getRowNumber();
if (result != 0)
{
if (result == 1)
{
cells[currentNeighbour].walls[0] = false;
cells[nextNeighbour].walls[2] = false;
}
else if (result == -1)
{
cells[currentNeighbour].walls[2] = false;
cells[nextNeighbour].walls[0] = false;
}
}
else
{
result = cells[currentNeighbour].getColumnNumber() - cells[nextNeighbour].getColumnNumber();
if (result == 1)
{
cells[currentNeighbour].walls[3] = false;
cells[nextNeighbour].walls[1] = false;
}
else if (result == -1)
{
cells[currentNeighbour].walls[1] = false;
cells[nextNeighbour].walls[3] = false;
}
}
}
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