public RandomCarver(IRandomPointGenerator randomPointGenerator, IPointsAndDirectionsRetriever pointsAndDirectionsRetriever, IDirectionsFlagParser directionsFlagParser, IArrayHelper arrayHelper) { _randomPointGenerator = randomPointGenerator; _pointsAndDirectionsRetriever = pointsAndDirectionsRetriever; _directionsFlagParser = directionsFlagParser; _arrayHelper = arrayHelper; }
public DeadEndModelWrapper(IMovementHelper movementHelper, IDirectionsFlagParser flagParser, IMazeArrayBuilder mazeArrayBuilder, IModelBuilder model) { _movementHelper = movementHelper; _flagParser = flagParser; _model = model; Maze = mazeArrayBuilder.Build(Size); }
public GrowingTreeAlgorithm(IRandomPointGenerator randomPointGenerator, IRandomValueGenerator randomValueGenerator, IDirectionsFlagParser directionsFlagParser, IArrayHelper arrayHelper) { _randomPointGenerator = randomPointGenerator; _randomValueGenerator = randomValueGenerator; _directionsFlagParser = directionsFlagParser; _arrayHelper = arrayHelper; }
public MazeModelFactory(IMovementHelper movementHelper, IDirectionsFlagParser parser, IMazePointFactory pointFactory, IMazeArrayBuilder mazeArrayBuilder, IRandomPointGenerator randomPointGenerator) { _movementHelper = movementHelper; _parser = parser; _pointFactory = pointFactory; _mazeArrayBuilder = mazeArrayBuilder; _randomPointGenerator = randomPointGenerator; }
public MazeFactory(IPointValidity pointValidity, IMovementHelper movementHelper, IDirectionsFlagParser directionsFlagParser, IRandomPointGenerator randomPointGenerator, IModelsWrapperFactory modelsWrapperFactory) { _pointValidity = pointValidity; _movementHelper = movementHelper; _directionsFlagParser = directionsFlagParser; _randomPointGenerator = randomPointGenerator; _modelsWrapperFactory = modelsWrapperFactory; }
public void Initialise(IModelsWrapper modelsWrapper, IDirectionsFlagParser directionsFlagParser, IMovementHelper movementHelper, IPointValidity pointValidity, IRandomPointGenerator randomPointGenerator, MazePoint startingPoint = null) { ModelsWrapper = modelsWrapper; DirectionsFlagParser = directionsFlagParser; MovementHelper = movementHelper; PointValidity = pointValidity; RandomPointGenerator = randomPointGenerator; CurrentPoint = startingPoint ?? randomPointGenerator.RandomPoint(Size); }
public MazeStatsGenerator(IDirectionsFlagParser directionsFlagParser) { _directionsFlagParser = directionsFlagParser; }
public Model3(IDirectionsFlagParser flagParser, IMazePointFactory pointFactory, IMovementHelper movementHelper) { _flagParser = flagParser; _pointFactory = pointFactory; _movementHelper = movementHelper; }
public MovementHelper(IDirectionsFlagParser flagParser, IMazePointFactory pointFactory, IPointValidity pointValidity) { _flagParser = flagParser; _pointFactory = pointFactory; _pointValidity = pointValidity; }
public CellInformationLoader(IDirectionsFlagParser directionsFlagParser) { _directionsFlagParser = directionsFlagParser; }
public ExperimentRunner(IMazeGenerationFactory mazeGenerationFactory, IArrayHelper arrayHelper, IOutputWriter outputWriter, IDirectionsFlagParser directionsFlagParser) { _mazeGenerationFactory = mazeGenerationFactory; _arrayHelper = arrayHelper; _outputWriter = outputWriter; _directionsFlagParser = directionsFlagParser; Settings1 = new MazeGenerationSettings { Algorithm = Algorithm.BinaryTreeAlgorithm, AgentType = AgentType.None, DoorsAtEdge = true, ExtraWalls = WallCarverOption.Random, Option = MazeType.DirectedMaze, Size = new MazeSize { X = 25, Y = 25, Z = 25 } }; Settings2 = new MazeGenerationSettings { Algorithm = Algorithm.BinaryTreeAlgorithm, AgentType = AgentType.None, DoorsAtEdge = false, ExtraWalls = WallCarverOption.Random, Option = MazeType.DirectedMaze, Size = new MazeSize { X = 25, Y = 25, Z = 25 } }; Settings3 = new MazeGenerationSettings { Algorithm = Algorithm.RecursiveBacktrackerAlgorithm, AgentType = AgentType.None, DoorsAtEdge = true, ExtraWalls = WallCarverOption.Random, Option = MazeType.DirectedMaze, Size = new MazeSize { X = 25, Y = 25, Z = 25 } }; Settings4 = new MazeGenerationSettings { Algorithm = Algorithm.RecursiveBacktrackerAlgorithm, AgentType = AgentType.None, DoorsAtEdge = false, ExtraWalls = WallCarverOption.Random, Option = MazeType.DirectedMaze, Size = new MazeSize { X = 25, Y = 25, Z = 25 } }; Settings5 = new GrowingTreeSettings { Algorithm = Algorithm.GrowingTreeAlgorithm, AgentType = AgentType.None, DoorsAtEdge = true, ExtraWalls = WallCarverOption.Random, Option = MazeType.DirectedMaze, Size = new MazeSize { X = 25, Y = 25, Z = 25 }, Strategies = new List <GrowingTreeStrategy> { GrowingTreeStrategy.Newest } }; Settings6 = new GrowingTreeSettings { Algorithm = Algorithm.GrowingTreeAlgorithm, AgentType = AgentType.None, DoorsAtEdge = false, ExtraWalls = WallCarverOption.Random, Option = MazeType.DirectedMaze, Size = new MazeSize { X = 25, Y = 25, Z = 25 }, Strategies = new List <GrowingTreeStrategy> { GrowingTreeStrategy.Newest } }; Settings7 = new GrowingTreeSettings { Algorithm = Algorithm.GrowingTreeAlgorithm, AgentType = AgentType.None, DoorsAtEdge = true, ExtraWalls = WallCarverOption.Random, Option = MazeType.DirectedMaze, Size = new MazeSize { X = 25, Y = 25, Z = 25 }, Strategies = new List <GrowingTreeStrategy> { GrowingTreeStrategy.Random } }; Settings8 = new GrowingTreeSettings { Algorithm = Algorithm.GrowingTreeAlgorithm, AgentType = AgentType.None, DoorsAtEdge = false, ExtraWalls = WallCarverOption.Random, Option = MazeType.DirectedMaze, Size = new MazeSize { X = 25, Y = 25, Z = 25 }, Strategies = new List <GrowingTreeStrategy> { GrowingTreeStrategy.Random } }; Settings9 = new GrowingTreeSettings { Algorithm = Algorithm.GrowingTreeAlgorithm, AgentType = AgentType.None, DoorsAtEdge = true, ExtraWalls = WallCarverOption.Random, Option = MazeType.DirectedMaze, Size = new MazeSize { X = 25, Y = 25, Z = 25 }, Strategies = new List <GrowingTreeStrategy> { GrowingTreeStrategy.Newest, GrowingTreeStrategy.Newest, GrowingTreeStrategy.Newest, GrowingTreeStrategy.RandomOldest, GrowingTreeStrategy.Middle } }; Settings10 = new GrowingTreeSettings { Algorithm = Algorithm.GrowingTreeAlgorithm, AgentType = AgentType.None, DoorsAtEdge = false, ExtraWalls = WallCarverOption.Random, Option = MazeType.DirectedMaze, Size = new MazeSize { X = 25, Y = 25, Z = 25 }, Strategies = new List <GrowingTreeStrategy> { GrowingTreeStrategy.Newest, GrowingTreeStrategy.Newest, GrowingTreeStrategy.Newest, GrowingTreeStrategy.RandomOldest, GrowingTreeStrategy.Middle } }; Settings11 = new GrowingTreeSettings { Algorithm = Algorithm.GrowingTreeAlgorithm, AgentType = AgentType.None, DoorsAtEdge = true, ExtraWalls = WallCarverOption.Random, Option = MazeType.DirectedMaze, Size = new MazeSize { X = 25, Y = 25, Z = 25 }, Strategies = new List <GrowingTreeStrategy> { GrowingTreeStrategy.Newest, GrowingTreeStrategy.Oldest } }; Settings12 = new GrowingTreeSettings { Algorithm = Algorithm.GrowingTreeAlgorithm, AgentType = AgentType.None, DoorsAtEdge = false, ExtraWalls = WallCarverOption.Random, Option = MazeType.DirectedMaze, Size = new MazeSize { X = 25, Y = 25, Z = 25 }, Strategies = new List <GrowingTreeStrategy> { GrowingTreeStrategy.Newest, GrowingTreeStrategy.Oldest } }; }
public PerfectAgent(IDirectionsFlagParser directionsFlagParser, IArrayHelper arrayHelper) { _directionsFlagParser = directionsFlagParser; _arrayHelper = arrayHelper; }
public AgentFactory(IDirectionsFlagParser directionsFlagParser, IPointsAndDirectionsRetriever pointsAndDirectionsRetriever, IArrayHelper arrayHelper) { _directionsFlagParser = directionsFlagParser; _pointsAndDirectionsRetriever = pointsAndDirectionsRetriever; _arrayHelper = arrayHelper; }
public RandomAgent2(IPointsAndDirectionsRetriever pointsAndDirectionsRetriever, IDirectionsFlagParser directionsFlagParser, IArrayHelper arrayHelper) { _pointsAndDirectionsRetriever = pointsAndDirectionsRetriever; _directionsFlagParser = directionsFlagParser; _arrayHelper = arrayHelper; }
public DeadEndModelWrapperFactory(IMazeArrayBuilder mazeArrayBuilder, IDirectionsFlagParser directionsFlagParser, IMovementHelper movementHelper) { _mazeArrayBuilder = mazeArrayBuilder; _directionsFlagParser = directionsFlagParser; _movementHelper = movementHelper; }
public BacktrackerAlgorithm(IDirectionsFlagParser directionsFlagParser, IRandomPointGenerator randomPointGenerator, IArrayHelper arrayHelper) { _directionsFlagParser = directionsFlagParser; _randomPointGenerator = randomPointGenerator; _arrayHelper = arrayHelper; }
public void Setup() { _flagParser = new DirectionsFlagParser(); }
public Model1(IDirectionsFlagParser flagParser, IMovementHelper movementHelper, IMazeArrayBuilder mazeArrayBuilder) { _flagParser = flagParser; _movementHelper = movementHelper; _mazeArrayBuilder = mazeArrayBuilder; }
public GraphBuilder(IPointsAndDirectionsRetriever directionsRetriever, IDirectionsFlagParser directionsFlagParser) { _directionsRetriever = directionsRetriever; _directionsFlagParser = directionsFlagParser; }