示例#1
0
        //This is the optional step method a node can move to.
        private void optionalStepChecker(MazePlot location)
        {
            //Gets the optional node string identifier.
            var character = maze[location.row];
            var str       = character.Substring(location.column, 1);

            //If optional node is a #(wall), skip it and return.
            if (str != "#" || str == string.Empty)
            {
                //If optional step list is null, create and add optional node. Otherwise, check to see if optional node has already been added and add.
                if (optionalSteps == null)
                {
                    optionalSteps = new List <MazePlot>();
                    optionalSteps.Add(location);
                }
                else if (!optionalSteps.Any(x => x == location))
                {
                    if (goodSteps == null)
                    {
                        optionalSteps.Add(location);
                    }
                    else if (goodSteps.Count(x => x.row == location.row && x.column == location.column) == 0)
                    {
                        optionalSteps.Add(location);
                    }
                }
            }
        }
示例#2
0
        private bool addMoveChoice()
        {
            var currentOption = optionalSteps.Where(x => x != currentStep).LastOrDefault(x => !x.blacklisted);

            foreach (var option in optionalSteps.Where(x => !x.blacklisted && x != currentStep))
            {
                //Finds the closes move choice from optional moves to finish
                if ((Math.Abs(option.row - endingRow)) + (Math.Abs(option.column - endingColumn))
                    < (Math.Abs(currentOption.row - endingRow)) + (Math.Abs(currentOption.column - endingColumn)) &&
                    !goodSteps.Where(x => !x.blacklisted).Contains(option))
                {
                    currentOption = option;
                }
            }

            //Adds the next move to a list
            if (goodSteps == null)
            {
                goodSteps = new List <MazePlot>();
                goodSteps.Add(new MazePlot {
                    row = currentOption.row, column = currentOption.column
                });
            }
            else
            {
                // If No moves available, blacklist the current location and back up.
                if (currentOption == null)
                {
                    if (goodSteps.Count > 2)
                    {
                        var step = goodSteps.FirstOrDefault(x => x.row == currentStep.row && x.column == currentStep.column);
                        step.blacklisted  = true;
                        currentStep       = goodSteps[goodSteps.Count - blackListCounter];
                        blackListCounter += 1;
                        return(false);
                    }
                }

                //Adds the temporary good step to the steps made and resets blacklisted counter.
                var temporaryGoodStep = new MazePlot {
                    row = currentOption.row, column = currentOption.column
                };
                goodSteps.Add(temporaryGoodStep);
                blackListCounter = 2;
            }

            //Clears the optional steps for any next moves.
            //Updates the current cycle with move made.
            //Returns the checker to see if the maze is complete and will break the loop.
            optionalSteps.Clear();
            currentStep = currentOption;
            return(currentStep.row == endingRow && currentStep.column == endingColumn);
        }
示例#3
0
        private MazeValues mazeSolver(string m)
        {
            maze = m.Split(new char[] { '\n', '\r' }, StringSplitOptions.RemoveEmptyEntries);
            bool isComplete     = false;
            var  startingRow    = Array.FindIndex(maze, row => row.Contains("A"));
            var  startingColumn = maze[startingRow].IndexOf("A");

            endingRow     = Array.FindIndex(maze, row => row.Contains("B"));
            endingColumn  = maze[endingRow].IndexOf("B");
            currentRow    = startingRow;
            currentColumn = startingColumn;
            currentStep   = new MazePlot {
                row = currentRow, column = currentColumn
            };

            while (!isComplete)
            {
                if (currentStep.row != 0)//top
                {
                    optionalStepChecker(new MazePlot {
                        row = currentStep.row - 1, column = currentStep.column
                    });
                }
                if (currentStep.row != 0)//left
                {
                    optionalStepChecker(new MazePlot {
                        row = currentStep.row, column = currentStep.column - 1
                    });
                }
                if (currentStep.row < maze.Length - 1)//bottom
                {
                    optionalStepChecker(new MazePlot {
                        row = currentStep.row + 1, column = currentStep.column
                    });
                }
                if (currentStep.column != maze[0].Length)//right
                {
                    optionalStepChecker(new MazePlot {
                        row = currentStep.row, column = currentStep.column + 1
                    });
                }
                //Makes the next move and checks if complete
                isComplete = addMoveChoice();
            }

            //complete the maze and return values.
            var finalStepsList = goodSteps.Where(x => !x.blacklisted);
            var mazeOutput     = buildMazeSolution(finalStepsList);

            return(new MazeValues {
                steps = finalStepsList.Count(), solution = mazeOutput
            });
        }