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374 lines
13 KiB
C#

using Global;
using Logica;
using System.Drawing;
namespace Logic {
public class WallsCreationAlgoritm {
public Maze maze;
public bool isDone = false;
public int wallpercentage = 25;
public int destructionpercentage = 15;
private static readonly Random random = new Random();
private List<int> Rows = new List<int>();
private List<int> Columns = new List<int>();
private List<Cell> oldVisitedCells = new List<Cell>();
private List<Cell> newVisitedCells = new List<Cell>();
private Cell stopid;
public WallsCreationAlgoritm(Maze maze) {
this.maze = maze;
}
public void Generate() {
CreateWalls(false); // Create walls for columns
CreateWalls(true); // Create walls for rows
PlaceWalls();
GenerateBorder();
Cell startid = CalculateStartStop(1);
stopid = CalculateStartStop(maze.length - 2);
SolveMaze(startid);
SetWalls();
}
/// <summary>
/// Source: https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/operators/conditional-operator
/// </summary>
/// <param name="forRows"></param>
private void CreateWalls(bool forRows) {
int rowCount = maze.height; //rows
int colCount = maze.length; //columns
for (int i = 2; i < (forRows ? rowCount - 2 : colCount - 2); i++) {
if (!HasAdjacentFilledRow(i, forRows) && random.Next(100) < wallpercentage) {
if (forRows) {
Rows.Add(i);
}
else {
Columns.Add(i);
}
}
}
}
/// <summary>
/// Check if an adjacent row is not filled so theres always a gap
/// </summary>
/// <param name="index"></param>
/// <param name="RowColumn"></param>
/// <returns></returns>
private bool HasAdjacentFilledRow(int index, bool RowColumn) {
if (RowColumn) {
if (Rows.Contains(index - 1) || Rows.Contains(index + 1)) {
return true;
}
else {
return false;
}
}
else {
if (Columns.Contains(index - 1) || Columns.Contains(index + 1)) {
return true;
}
else {
return false;
}
}
}
/// <summary>
/// Place the vertical and horizontal walls
/// </summary>
private void PlaceWalls() {
foreach (int x in Columns) {
int[] randomIndex = Randomize(maze.height);
bool oneGapPlaced = false;
while (oneGapPlaced == false) {
for (int i = 0; i < maze.height; i++) {
int y = randomIndex[i];
if (!maze.cels[x, y].isWall) {
if (!oneGapPlaced) {
if (random.Next(100) < 15 && CheckCentrumOfCross(x, y)) {
oneGapPlaced = true;
continue; // gap
}
}
maze.cels[x, y].isWall = true;
maze.cels[x, y].color = Color.Red;
}
}
}
MakeGap(x, false);
}
foreach (int y in Rows) {
int[] randomIndex = Randomize(maze.length);
bool gapPlaced = false;
while (gapPlaced == false) {
for (int i = 0; i < maze.length; i++) {
int x = randomIndex[i];
if (!maze.cels[x, y].isWall) {
if (!gapPlaced) {
if (random.Next(100) < 15 && CheckCentrumOfCross(x, y)) {
gapPlaced = true;
continue; //gap
}
}
maze.cels[x, y].isWall = true;
maze.cels[x, y].color = Color.Red;
}
}
}
MakeGap(y, true);
}
}
/// <summary>
/// Make a gap
/// </summary>
/// <param name="xy"></param>
/// <param name="forRows"></param>
private void MakeGap(int xy, bool forRows) {
for (int i = 1; i < (forRows ? maze.height - 1 : maze.length - 1); i++) {
if (random.Next(100) < destructionpercentage && (forRows ? CheckCentrumOfCross(i, xy) : CheckCentrumOfCross(xy, i))) {
if (forRows) {
maze.cels[i, xy].isWall = false;
//maze.cels[i, xy].visited = false;
maze.cels[i, xy].color = Color.Black;
}
else {
maze.cels[xy, i].isWall = false;
// maze.cels[xy, i].visited = false;
maze.cels[xy, i].color = Color.Black;
}
}
}
}
/// <summary>
/// Check if an empty cell is not surrounded by walls.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <returns></returns>
private bool CheckCentrumOfCross(int x, int y) {
int i = 0;
if (!(x - 1 < 0 || x + 1 >= maze.length || y - 1 < 0 || y + 1 >= maze.height)) {
if (maze.cels[x + 1, y].color == Color.Red) {
i++;
}
if (maze.cels[x - 1, y].color == Color.Red) {
i++;
}
if (maze.cels[x, y + 1].color == Color.Red) {
i++;
}
if (maze.cels[x, y - 1].color == Color.Red) {
i++;
}
}
if (i >= 3) {
return false;
}
else {
return true;
}
}
/// <summary>
/// Taken from https://stackoverflow.com/questions/56378647/fisher-yates-shuffle-in-c-sharp
/// </summary>
/// <param name="size"></param>
/// <returns></returns>
private int[] Randomize(int size) {
int[] index = new int[size];
for (int i = 0; i < size; i++) {
index[i] = i;
}
for (int i = size - 1; i > 0; i--) {
int j = random.Next(0, i + 1);
int temp = index[i];
index[i] = index[j];
index[j] = temp;
}
return index;
}
/// <summary>
/// Find a usable cell in a row for the start or the stop of the maze.
/// </summary>
/// <param name="x"></param>
private Cell CalculateStartStop(int x) {
Cell cel = new Cell();
if (x >= 0 && x < maze.length) {
for (int i = 0; i < maze.length; i++) {
Random random = new Random();
int randomY = random.Next(0, maze.length);
if (maze.cels[x, randomY].color == Color.Black) {
if (x == 1) {
maze.ball = new Ball();
maze.ball.SetLocation(x, randomY);
}
else {
maze.cels[x, randomY].color = Color.Blue;
}
maze.cels[x, randomY].isWall = false;
cel.setLocation(x, randomY);
cel.id = maze.cels[x, randomY].id;
break;
}
}
}
return cel;
}
/// <summary>
/// Create a border
/// </summary>
private void GenerateBorder() {
for (int i = 0; i < maze.length; i++) {
maze.cels[i, 0].color = Color.Red;
maze.cels[i, 0].isWall = true;
maze.cels[i, maze.length - 1].color = Color.Red;
maze.cels[i, maze.length - 1].isWall = true;
}
for (int j = 0; j < maze.height - 1; j++) {
maze.cels[0, j].color = Color.Red;
maze.cels[0, j].isWall = true;
maze.cels[maze.height - 1, j].color = Color.Red;
maze.cels[maze.height - 1, j].isWall = true;
}
}
/// <summary>
/// Solve the maze with an algoritm to see if its solvable
/// </summary>
/// <param name="start"></param>
private void SolveMaze(Cell start) {
int i = 0;
while (!isDone && i < 1) {
bool solved = false;
oldVisitedCells.Add(start);
while (!solved && !isDone) {
solved = true;
foreach (Cell cell in oldVisitedCells.ToList()) {
if (FillInAvailableNeighbours(cell.x, cell.y)) {
solved = false;
}
if (isDone) {
break;
}
}
oldVisitedCells = newVisitedCells.ToList();
newVisitedCells.Clear();
}
if (!isDone && i < 1) {
MakeAdditionalGaps();
i++;
}
}
}
/// <summary>
/// Make additional gaps
/// </summary>
private void MakeAdditionalGaps() {
foreach (int x in Columns) {
MakeGap(x, false);
}
foreach (int y in Rows) {
MakeGap(y, true);
}
}
/// <summary>
/// See if the neighbouring cells are available
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <returns></returns>
private bool FillInAvailableNeighbours(int x, int y) {
bool isOk = false;
if (!IsVisited(x + 1, y)) {
SetVisited(x + 1, y);
isOk = true;
}
if (!IsVisited(x - 1, y)) {
SetVisited(x - 1, y);
isOk = true;
}
if (!IsVisited(x, y + 1)) {
SetVisited(x, y + 1);
isOk = true;
}
if (!IsVisited(x, y - 1)) {
SetVisited(x, y - 1);
isOk = true;
}
return (isOk);
}
/// <summary>
/// Set the cell as visited to prevent index array errors
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
private void SetVisited(int x, int y) {
Cell cell = maze.cels[x, y];
cell.setLocation(x, y);
if (cell.isWall == false && cell.visited == false) {
//cell.color = Color.White;
cell.visited = true;
newVisitedCells.Add(cell);
if (cell.id == stopid.id) {
isDone = true;
}
}
}
/// <summary>
/// Return if the cell has been visited
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <returns></returns>
private bool IsVisited(int x, int y) {
if (x >= 0 && x < maze.length && y >= 0 && y < maze.height) {
return maze.cels[x, y].visited;
}
else if (x == -1 || y == -1 || x == maze.length || y == maze.height) {
return true;
}
else {
return true;
}
}
/// <summary>
/// Not too proud of this fix
/// </summary>
private void SetWalls() {
for (int x = 0; x < maze.length; x++) {
for (int y = 0; y < maze.height; y++) {
if (maze.cels[x, y].color == Color.Red) {
maze.cels[x, y].isWall = true;
}
}
}
}
}
}