Esempio n. 1
0
        /// <summary>
        /// Returns a random position not in touch with another element
        /// </summary>
        /// <param name="pos"></param>
        /// <returns></returns>
        private ElementPosition randomPositionNotInTouchWith(ElementPosition pos)
        {
            ElementPosition outputPosition      = new ElementPosition();
            ushort          randomPositionIndex = (ushort)(rnd.Next(1, Width * Height - neighborsCount(ref pos)));
            bool            flag        = false;
            ushort          stepCounter = 0;

            for (byte i = 0; i < Height; i++)
            {
                outputPosition.Row = i;
                for (byte j = 0; j < Width; j++)
                {
                    outputPosition.Col = j;
                    if (!outputPosition.IsNextTo(pos))
                    {
                        stepCounter++;
                        if (stepCounter == randomPositionIndex)
                        {
                            flag = true;
                            break;
                        }
                    }
                }
                if (flag)
                {
                    break;
                }
            }
            return(outputPosition);
        }
Esempio n. 2
0
 /// <summary>
 /// Marks empty neighbors on an element and adds them to a list
 /// </summary>
 /// <param name="elementPos"></param>
 /// <param name="edgeElementsPositions"></param>
 private void markEmptyNeighborsAndAddElementsWithEmptyNeighborsToList(ElementPosition elementPos, ref List <ElementPosition> edgeElementsPositions)
 {
     if (isTopNeghborEmpty(elementPos))
     {
         Map[elementPos.Row - 1, elementPos.Col].Status    = ElementStatus.MARKED;
         Map[elementPos.Row - 1, elementPos.Col].SourcePos = elementPos;
         edgeElementsPositions.Add(Map[elementPos.Row - 1, elementPos.Col].Position);
     }
     if (isBottomNeghborEmpty(elementPos))
     {
         Map[elementPos.Row + 1, elementPos.Col].Status    = ElementStatus.MARKED;
         Map[elementPos.Row + 1, elementPos.Col].SourcePos = elementPos;
         edgeElementsPositions.Add(Map[elementPos.Row + 1, elementPos.Col].Position);
     }
     if (isLeftNeghborEmpty(elementPos))
     {
         Map[elementPos.Row, elementPos.Col - 1].Status    = ElementStatus.MARKED;
         Map[elementPos.Row, elementPos.Col - 1].SourcePos = elementPos;
         edgeElementsPositions.Add(Map[elementPos.Row, elementPos.Col - 1].Position);
     }
     if (isRightNeghborEmpty(elementPos))
     {
         Map[elementPos.Row, elementPos.Col + 1].Status    = ElementStatus.MARKED;
         Map[elementPos.Row, elementPos.Col + 1].SourcePos = elementPos;
         edgeElementsPositions.Add(Map[elementPos.Row, elementPos.Col + 1].Position);
     }
 }
Esempio n. 3
0
        /// <summary>
        /// Returns a random empty position in the maze
        /// </summary>
        /// <returns></returns>
        private ElementPosition randomEmptyPosition()
        {
            ElementPosition outputPosition      = new ElementPosition();
            ushort          randomPositionIndex = (ushort)(rnd.Next(1, Width * Height - BlocksCount + 1 - ((StartPos != null) ? 1 : 0) - ((FinishPos != null) ? 1 : 0)));
            bool            flag        = false;
            ushort          stepCounter = 0;

            for (byte i = 0; i < Width; i++)
            {
                outputPosition.Col = i;
                for (byte j = 0; j < Height; j++)
                {
                    outputPosition.Row = j;
                    if (getElement(outputPosition).Status == ElementStatus.EMPTY)
                    {
                        if (outputPosition != StartPos && outputPosition != FinishPos)
                        {
                            if (++stepCounter == randomPositionIndex)
                            {
                                flag = true;
                                break;
                            }
                        }
                    }
                }
                if (flag)
                {
                    break;
                }
            }
            return(outputPosition);
        }
Esempio n. 4
0
 /// <summary>
 /// Check if bottom neighbor is empty
 /// </summary>
 /// <param name="position"></param>
 /// <returns></returns>
 private bool isBottomNeghborEmpty(ElementPosition position)
 {
     if (position.Row + 1 < Height)
     {
         return(getElement((byte)(position.Row + 1), position.Col).Status == ElementStatus.EMPTY);
     }
     return(false);
 }
Esempio n. 5
0
 /// <summary>
 /// Check if right neighbor is empty
 /// </summary>
 /// <param name="position"></param>
 /// <returns></returns>
 private bool isRightNeghborEmpty(ElementPosition position)
 {
     if (position.Col + 1 < Width)
     {
         return(getElement(position.Row, (byte)(position.Col + 1)).Status == ElementStatus.EMPTY);
     }
     return(false);
 }
Esempio n. 6
0
        /// <summary>
        /// Returns a random position in the maze
        /// </summary>
        /// <returns></returns>
        private ElementPosition randomPosition()
        {
            ElementPosition outputPosition = new ElementPosition();

            outputPosition.Col = (byte)(rnd.Next(0, Width));
            outputPosition.Row = (byte)(rnd.Next(0, Height));
            return(outputPosition);
        }
Esempio n. 7
0
 /// <summary>
 /// Check if top neighbor is empty
 /// </summary>
 /// <param name="position"></param>
 /// <returns></returns>
 private bool isTopNeghborEmpty(ElementPosition position)
 {
     if (position.Row - 1 >= 0)
     {
         return(getElement((byte)(position.Row - 1), position.Col).Status == ElementStatus.EMPTY);
     }
     return(false);
 }
Esempio n. 8
0
 /// <summary>
 /// Check if left neighbor is empty
 /// </summary>
 /// <param name="position"></param>
 /// <returns></returns>
 private bool isLeftNeghborEmpty(ElementPosition position)
 {
     if (position.Col - 1 >= 0)
     {
         return(getElement(position.Row, (byte)(position.Col - 1)).Status == ElementStatus.EMPTY);
     }
     return(false);
 }
Esempio n. 9
0
 /// <summary>
 /// Exports solution after using fluid solving algorithm
 /// </summary>
 private void exportSolution()
 {
     SolutionPath = new ElementPosition[solutionLength];
     SolutionPath[solutionLength - 1] = FinishPos;
     for (short i = (short)(solutionLength - 2); i >= 0; i--)
     {
         SolutionPath[i] = Map[SolutionPath[i + 1].Row, SolutionPath[i + 1].Col].SourcePos;
     }
 }
Esempio n. 10
0
        /// <summary>
        /// Solves the maze using fluid simulation algorithm and reports success
        /// </summary>
        /// <returns></returns>
        public bool SolveUsingFluidSimulationAlg()
        {
            bool solved = false;

            SolutionPath = null;
            if (FluidAlgSolutionProcedure == null)
            {
                FluidAlgSolutionProcedure = new List <ElementPosition[]>();
            }
            FluidAlgSolutionProcedure.Clear();

            // Solve process
            List <ElementPosition> edgeElementsPositions = new List <ElementPosition>();

            getElement(StartPos).Status = ElementStatus.MARKED;
            edgeElementsPositions.Add(StartPos);
            FluidAlgSolutionProcedure.Add(new ElementPosition[] { StartPos });
            solutionLength = 1;

            while (getElement(FinishPos).Status != ElementStatus.MARKED && edgeElementsPositions.Count != 0)
            {
                solutionLength++;
                // Add unmarked neighbors to new edge list
                List <ElementPosition> newEdgeElements = new List <ElementPosition>();
                foreach (ElementPosition elementPos in edgeElementsPositions)
                {
                    markEmptyNeighborsAndAddElementsWithEmptyNeighborsToList(elementPos, ref newEdgeElements);
                }
                // Update edge elements list
                edgeElementsPositions.Clear();
                edgeElementsPositions = newEdgeElements;
                newEdgeElements       = null;
                // Construct solution procedure
                ElementPosition[] temp = new ElementPosition[edgeElementsPositions.Count];
                for (short i = 0; i < edgeElementsPositions.Count; i++)
                {
                    temp[i] = edgeElementsPositions[i];
                }
                FluidAlgSolutionProcedure.Add(temp);
            }

            edgeElementsPositions.Clear();
            edgeElementsPositions = null;

            if (getElement(FinishPos).Status == ElementStatus.MARKED)
            {
                solved = true;
                exportSolution();
            }
            // Clear elements source positions
            clearSourcePositions();
            // Restore elements status
            restoreMazeElementsStatus();

            return(solved);
        }
Esempio n. 11
0
 // Remove a block from the maze and report success
 public bool RemoveBlock(ElementPosition position)
 {
     if (getElement(position).Status == ElementStatus.BLOCK)
     {
         getElement(position).Status = ElementStatus.EMPTY;
         BlocksCount--;
         return(true);
     }
     return(false);
 }
Esempio n. 12
0
 /// <summary>
 /// Check if 2nd right element is suitable for making a path
 /// </summary>
 /// <param name="position"></param>
 /// <returns></returns>
 private bool isRightNeghborSuitableForPath(ElementPosition position)
 {
     if (position.Col + 2 < Width)
     {
         if (getElement(position.Row, (byte)(position.Col + 2)).Status == ElementStatus.BLOCK)
         {
             return(true);
         }
     }
     return(false);
 }
Esempio n. 13
0
 /// <summary>
 /// Check if 2nd bottom element is suitable for making a path
 /// </summary>
 /// <param name="position"></param>
 /// <returns></returns>
 private bool isBottomNeghborSuitableForPath(ElementPosition position)
 {
     if (position.Row + 2 < Height)
     {
         if (getElement((byte)(position.Row + 2), position.Col).Status == ElementStatus.BLOCK)
         {
             return(true);
         }
     }
     return(false);
 }
Esempio n. 14
0
 /// <summary>
 /// Check if 2nd top element is suitable for making a path
 /// </summary>
 /// <param name="position"></param>
 /// <returns></returns>
 private bool isTopNeghborSuitableForPath(ElementPosition position)
 {
     if (position.Row - 2 >= 0)
     {
         if (getElement((byte)(position.Row - 2), position.Col).Status == ElementStatus.BLOCK)
         {
             return(true);
         }
     }
     return(false);
 }
Esempio n. 15
0
 // Add a block to the maze and report success
 public bool AddBlock(ElementPosition position)
 {
     if (getElement(position).Status == ElementStatus.EMPTY)
     {
         getElement(position).Status = ElementStatus.BLOCK;
         BlocksCount++;
         if (position == StartPos)
         {
             StartPos = null;
         }
         if (position == FinishPos)
         {
             FinishPos = null;
         }
         return(true);
     }
     return(false);
 }
Esempio n. 16
0
 /// <summary>
 /// Returns neighbors count of an element.(wether neighbors are block or not)
 /// </summary>
 /// <param name="pos"></param>
 /// <returns></returns>
 private byte neighborsCount(ref ElementPosition pos)
 {
     if (
         pos.Col - 1 >= 0 &&
         pos.Row - 1 >= 0 &&
         pos.Col + 1 < Width &&
         pos.Row + 1 < Height
         )
     {
         return(8);
     }
     else if (
         (pos.Col - 1 >= 0 && pos.Row - 1 >= 0) &&
         (pos.Col + 1 >= Width || pos.Row + 1 >= Height)
         )
     {
         if (
             pos.Col + 1 >= Width &&
             pos.Row + 1 >= Height
             )
         {
             return(3);
         }
         else
         {
             return(5);
         }
     }
     else
     {
         if (
             pos.Col - 1 < 0 &&
             pos.Row - 1 < 0
             )
         {
             return(3);
         }
         else
         {
             return(5);
         }
     }
 }
Esempio n. 17
0
 /// <summary>
 /// Check if an element has any suitable neighbors for making a path
 /// </summary>
 /// <param name="position"></param>
 /// <returns></returns>
 private bool hasSuitableNeighborForPath(ElementPosition position)
 {
     if (isRightNeghborSuitableForPath(position))
     {
         return(true);
     }
     if (isBottomNeghborSuitableForPath(position))
     {
         return(true);
     }
     if (isLeftNeghborSuitableForPath(position))
     {
         return(true);
     }
     if (isTopNeghborSuitableForPath(position))
     {
         return(true);
     }
     return(false);
 }
Esempio n. 18
0
 /// <summary>
 /// Check if an element has any empty neighbors
 /// </summary>
 /// <param name="position"></param>
 /// <returns></returns>
 private bool hasEmptyNeighbor(ElementPosition position)
 {
     if (isTopNeghborEmpty(position))
     {
         return(true);
     }
     if (isBottomNeghborEmpty(position))
     {
         return(true);
     }
     if (isLeftNeghborEmpty(position))
     {
         return(true);
     }
     if (isRightNeghborEmpty(position))
     {
         return(true);
     }
     return(false);
 }
Esempio n. 19
0
        /// <summary>
        /// Returns empty neighbors count of an element
        /// </summary>
        /// <param name="pos"></param>
        /// <returns></returns>
        private byte emptyNeighborsCount(ElementPosition pos)
        {
            byte count = 0;

            if (isRightNeghborEmpty(pos))
            {
                count++;
            }
            if (isBottomNeghborEmpty(pos))
            {
                count++;
            }
            if (isLeftNeghborEmpty(pos))
            {
                count++;
            }
            if (isTopNeghborEmpty(pos))
            {
                count++;
            }
            return(count);
        }
Esempio n. 20
0
        /// <summary>
        /// Returns suitable neighbors count of an element
        /// </summary>
        /// <param name="position"></param>
        /// <returns></returns>
        private byte suitableNeighborsForPathCount(ElementPosition position)
        {
            byte count = 0;

            if (isRightNeghborSuitableForPath(position))
            {
                count++;
            }
            if (isBottomNeghborSuitableForPath(position))
            {
                count++;
            }
            if (isLeftNeghborSuitableForPath(position))
            {
                count++;
            }
            if (isTopNeghborSuitableForPath(position))
            {
                count++;
            }
            return(count);
        }
Esempio n. 21
0
 // Set start position in the maze and report success
 public bool SetStartPosition(ElementPosition startPos)
 {
     if (StartPos != startPos)
     {
         if (getElement(startPos).Status == ElementStatus.EMPTY)
         {
             StartPos = startPos;
         }
         else
         {
             return(false);
         }
         if (StartPos == FinishPos)
         {
             FinishPos = null;
         }
         return(true);
     }
     else
     {
         StartPos = null;
         return(true);
     }
 }
Esempio n. 22
0
 // Set finish position and report success
 public bool SetFinishPosition(ElementPosition finishPos)
 {
     if (FinishPos != finishPos)
     {
         if (getElement(finishPos).Status == ElementStatus.EMPTY)
         {
             FinishPos = finishPos;
         }
         else
         {
             return(false);
         }
         if (FinishPos == StartPos)
         {
             StartPos = null;
         }
         return(true);
     }
     else
     {
         FinishPos = null;
         return(true);
     }
 }
Esempio n. 23
0
 /// <summary>
 /// Gets an element by its position
 /// </summary>
 /// <param name="position"></param>
 /// <returns></returns>
 public Element getElement(ElementPosition position)
 {
     return(Map[position.Row, position.Col]);
 }
Esempio n. 24
0
 public void SetStartAndFinishPositions(ElementPosition startPos, ElementPosition finishPos)
 {
     SetStartPosition(startPos);
     SetFinishPosition(finishPos);
 }
Esempio n. 25
0
        /// <summary>
        /// Randomizes the maze using Depth-first search algorithm
        /// </summary>
        public void RandomizeBlocksUsingDepthFirstSearchAlg()
        {
            StartPos  = null;
            FinishPos = null;

            // Block entire map
            foreach (Element element in Map)
            {
                element.Status = ElementStatus.BLOCK;
            }
            BlocksCount = (ushort)(Width * Height);

            Stack <ElementPosition> pathStack = new Stack <ElementPosition>();
            ElementPosition         start     = new ElementPosition((byte)(rnd.Next(0, Height / 2) * 2), (byte)(rnd.Next(0, Width / 2) * 2));

            getElement(start).Status = ElementStatus.EMPTY;
            pathStack.Push(start);

            while (pathStack.Count != 0)
            {
                if (!hasSuitableNeighborForPath(pathStack.Peek()))
                {
                    pathStack.Pop();
                }
                else
                {
                    byte rand  = (byte)rnd.Next(0, suitableNeighborsForPathCount(pathStack.Peek()));
                    byte index = 0;
                    // Check right
                    if (isRightNeghborSuitableForPath(pathStack.Peek()))
                    {
                        if (rand == index)
                        {
                            getElement(pathStack.Peek().Row, (byte)(pathStack.Peek().Col + 1)).Status = ElementStatus.EMPTY;
                            getElement(pathStack.Peek().Row, (byte)(pathStack.Peek().Col + 2)).Status = ElementStatus.EMPTY;
                            BlocksCount -= 2;
                            pathStack.Push(getElement(pathStack.Peek().Row, (byte)(pathStack.Peek().Col + 2)).Position);
                            continue;
                        }
                        else
                        {
                            index++;
                        }
                    }
                    // Check bottom
                    if (isBottomNeghborSuitableForPath(pathStack.Peek()))
                    {
                        if (rand == index)
                        {
                            getElement((byte)(pathStack.Peek().Row + 1), pathStack.Peek().Col).Status = ElementStatus.EMPTY;
                            getElement((byte)(pathStack.Peek().Row + 2), pathStack.Peek().Col).Status = ElementStatus.EMPTY;
                            BlocksCount -= 2;
                            pathStack.Push(getElement((byte)(pathStack.Peek().Row + 2), pathStack.Peek().Col).Position);
                            continue;
                        }
                        else
                        {
                            index++;
                        }
                    }
                    // Check left
                    if (isLeftNeghborSuitableForPath(pathStack.Peek()))
                    {
                        if (rand == index)
                        {
                            getElement(pathStack.Peek().Row, (byte)(pathStack.Peek().Col - 1)).Status = ElementStatus.EMPTY;
                            getElement(pathStack.Peek().Row, (byte)(pathStack.Peek().Col - 2)).Status = ElementStatus.EMPTY;
                            BlocksCount -= 2;
                            pathStack.Push(getElement(pathStack.Peek().Row, (byte)(pathStack.Peek().Col - 2)).Position);
                            continue;
                        }
                        else
                        {
                            index++;
                        }
                    }
                    // Check top
                    if (isTopNeghborSuitableForPath(pathStack.Peek()))
                    {
                        if (rand == index)
                        {
                            getElement((byte)(pathStack.Peek().Row - 1), pathStack.Peek().Col).Status = ElementStatus.EMPTY;
                            getElement((byte)(pathStack.Peek().Row - 2), pathStack.Peek().Col).Status = ElementStatus.EMPTY;
                            BlocksCount -= 2;
                            pathStack.Push(getElement((byte)(pathStack.Peek().Row - 2), pathStack.Peek().Col).Position);
                            continue;
                        }
                    }
                }
            }
        }
Esempio n. 26
0
        /// <summary>
        /// Solves the maze using mouse solving algorithm and reports success
        /// </summary>
        /// <param name="moveRandomly"></param>
        /// <returns></returns>
        public bool SolveUsingMouseAlg(bool moveRandomly)
        {
            bool solved = false;

            SolutionPath = null;
            if (MouseAlgSolutionProcedure == null)
            {
                MouseAlgSolutionProcedure = new List <ElementPosition>();
            }
            MouseAlgSolutionProcedure.Clear();

            // Stack solve process
            Stack <ElementPosition> solutionStack = new Stack <ElementPosition>();

            getElement(StartPos).Status = ElementStatus.MARKED;
            solutionStack.Push(StartPos);
            MouseAlgSolutionProcedure.Add(StartPos);

            // Choose direction by random
            if (moveRandomly)
            {
                while (getElement(FinishPos).Status != ElementStatus.MARKED && solutionStack.Count != 0)
                {
                    // Construct solution procedure
                    if (solutionStack.Peek() != MouseAlgSolutionProcedure[MouseAlgSolutionProcedure.Count - 1])
                    {
                        MouseAlgSolutionProcedure.Add(solutionStack.Peek());
                    }
                    // Check for neighbors
                    if (!hasEmptyNeighbor(solutionStack.Peek()))
                    {
                        solutionStack.Pop();
                    }
                    else
                    {
                        byte rand  = (byte)rnd.Next(0, emptyNeighborsCount(solutionStack.Peek()));
                        byte index = 0;
                        if (isRightNeghborEmpty(solutionStack.Peek()))
                        {
                            if (rand == index)
                            {
                                Element t = getElement(solutionStack.Peek().Row, (byte)(solutionStack.Peek().Col + 1));
                                t.Status = ElementStatus.MARKED;
                                solutionStack.Push(t.Position);
                                continue;
                            }
                            else
                            {
                                index++;
                            }
                        }
                        if (isBottomNeghborEmpty(solutionStack.Peek()))
                        {
                            if (rand == index)
                            {
                                Element t = getElement((byte)(solutionStack.Peek().Row + 1), solutionStack.Peek().Col);
                                t.Status = ElementStatus.MARKED;
                                solutionStack.Push(t.Position);
                                continue;
                            }
                            else
                            {
                                index++;
                            }
                        }
                        if (isLeftNeghborEmpty(solutionStack.Peek()))
                        {
                            if (rand == index)
                            {
                                Element t = getElement(solutionStack.Peek().Row, (byte)(solutionStack.Peek().Col - 1));
                                t.Status = ElementStatus.MARKED;
                                solutionStack.Push(t.Position);
                                continue;
                            }
                            else
                            {
                                index++;
                            }
                        }
                        if (isTopNeghborEmpty(solutionStack.Peek()))
                        {
                            Element t = getElement((byte)(solutionStack.Peek().Row - 1), solutionStack.Peek().Col);
                            t.Status = ElementStatus.MARKED;
                            solutionStack.Push(t.Position);
                        }
                    }
                }
            }
            // Choose directions in order of "right, bottom, left, top"
            else
            {
                while (getElement(FinishPos).Status != ElementStatus.MARKED && solutionStack.Count != 0)
                {
                    // Construct solution procedure
                    if (solutionStack.Peek() != MouseAlgSolutionProcedure[MouseAlgSolutionProcedure.Count - 1])
                    {
                        MouseAlgSolutionProcedure.Add(solutionStack.Peek());
                    }
                    // Check for neighbors
                    if (isRightNeghborEmpty(solutionStack.Peek()))
                    {
                        Element t = getElement(solutionStack.Peek().Row, (byte)(solutionStack.Peek().Col + 1));
                        t.Status = ElementStatus.MARKED;
                        solutionStack.Push(t.Position);
                    }
                    else if (isBottomNeghborEmpty(solutionStack.Peek()))
                    {
                        Element t = getElement((byte)(solutionStack.Peek().Row + 1), solutionStack.Peek().Col);
                        t.Status = ElementStatus.MARKED;
                        solutionStack.Push(t.Position);
                    }
                    else if (isLeftNeghborEmpty(solutionStack.Peek()))
                    {
                        Element t = getElement(solutionStack.Peek().Row, (byte)(solutionStack.Peek().Col - 1));
                        t.Status = ElementStatus.MARKED;
                        solutionStack.Push(t.Position);
                    }
                    else if (isTopNeghborEmpty(solutionStack.Peek()))
                    {
                        Element t = getElement((byte)(solutionStack.Peek().Row - 1), solutionStack.Peek().Col);
                        t.Status = ElementStatus.MARKED;
                        solutionStack.Push(t.Position);
                    }
                    else
                    {
                        solutionStack.Pop();
                    }
                }
            }

            if (getElement(FinishPos).Status == ElementStatus.MARKED)
            {
                solved = true;
                MouseAlgSolutionProcedure.Add(FinishPos);
                SolutionPath = new ElementPosition[((ushort)solutionStack.Count)];
                SolutionPath = solutionStack.ToArray();
                Array.Reverse(SolutionPath);
            }
            // Restore elements status
            restoreMazeElementsStatus();

            return(solved);
        }