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246 lines
7.9 KiB
C#
246 lines
7.9 KiB
C#
using Global;
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using Logica;
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using System.Drawing;
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namespace Logic {
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public class BinaryTreeAlgoritm {
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public Maze maze;
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private bool isDone = false;
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private static readonly Random random = new Random();
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private List<Cell> oldVisitedCells = new List<Cell>();
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private List<Cell> newVisitedCells = new List<Cell>();
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private Cell stop;
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private Cell start;
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public BinaryTreeAlgoritm(Maze maze) {
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this.maze = maze;
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}
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public void Generate() {
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while (!isDone) {
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SetAllWalls();
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GenerateCells(100);
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GenerateBorder();
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start = CalculateStartStop(1);
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stop = CalculateStartStop(maze.length - 2);
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SolveMaze(start);
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}
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if (isDone) {
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SetWalls();
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}
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}
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/// <summary>
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/// Generate Maze cel by cel
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/// </summary>
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/// <param name="placepercentage"></param>
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private void GenerateCells(int placepercentage) {
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for (int y = 0; y < maze.height; y++) {
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for (int x = 0; x < maze.length; x++) {
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if (y % 2 == 0 && x % 2 == 0) {
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FillCell(x, y);
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}
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else {
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if (GetRandomNumber(placepercentage) >= 49) {
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if (x < maze.length - 1) {
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FillCell(x + 1, y);
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}
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}
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else {
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if (y < maze.height - 1) {
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FillCell(x, y + 1);
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}
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}
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}
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}
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}
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}
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private void SetAllWalls() {
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foreach (Cell cell in maze.cels) {
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maze.cels[cell.x, cell.y].isWall = true;
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}
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}
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/// <summary>
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/// Return a random number
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/// </summary>
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/// <param name="placepercentage"></param>
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/// <returns></returns>
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private int GetRandomNumber(int placepercentage) {
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int randomInt = random.Next(placepercentage);
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return randomInt;
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}
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/// <summary>
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/// Mark cell as visited and color it
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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private void FillCell(int x, int y) {
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maze.cels[x, y].color = Color.Black;
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maze.cels[x, y].isWall = false;
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}
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/// <summary>
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/// Generate borders
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/// </summary>
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private void GenerateBorder() {
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for (int i = 0; i < maze.length; i++) {
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maze.cels[i, 0].color = Color.Red;
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maze.cels[i, 0].isWall = true;
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maze.cels[i, maze.length - 1].color = Color.Red;
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maze.cels[i, maze.length - 1].isWall = true;
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}
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for (int j = 0; j < maze.height - 1; j++) {
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maze.cels[0, j].color = Color.Red;
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maze.cels[0, j].isWall = true;
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maze.cels[maze.height - 1, j].color = Color.Red;
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maze.cels[maze.height - 1, j].isWall = true;
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}
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}
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/// <summary>
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/// Find a usable cell in a row for the start or the stop of the maze.
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/// </summary>
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/// <param name="x"></param>
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private Cell CalculateStartStop(int x) {
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Cell cel = new Cell();
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if (x >= 0 && x < maze.length) {
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for (int i = 0; i < maze.length; i++) {
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Random random = new Random();
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int randomY = random.Next(0, maze.length);
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if (maze.cels[x, randomY].color == Color.Black) {
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if (x == 1) {
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maze.ball = new Ball();
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maze.ball.SetLocation(x, randomY);
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}
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else {
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maze.cels[x, randomY].color = Color.Blue;
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}
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maze.cels[x, randomY].visited = true;
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maze.cels[x, randomY].isWall = false;
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cel.setLocation(x, randomY);
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cel.id = maze.cels[x, randomY].id;
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break;
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}
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}
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}
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return cel;
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}
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/// <summary>
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/// Solve the maze with an algoritm to see if its solvable
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/// </summary>
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/// <param name="start"></param>
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private void SolveMaze(Cell start) {
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bool solved = false;
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oldVisitedCells.Add(start);
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while (!solved && !isDone) {
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solved = true;
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foreach (Cell cell in oldVisitedCells.ToList()) {
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if (FillInAvailableNeighbours(cell.x, cell.y)) {
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if (!(cell.color == Color.Red)) {
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solved = false;
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}
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}
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}
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oldVisitedCells = newVisitedCells.ToList();
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newVisitedCells.Clear();
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}
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}
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/// <summary>
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/// See if the neighbouring cells are available
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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/// <returns></returns>
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private bool FillInAvailableNeighbours(int x, int y) {
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bool isOk = false;
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if (!IsVisited(x + 1, y)) {
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SetVisited(x + 1, y);
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isOk = true;
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}
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if (!IsVisited(x - 1, y)) {
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SetVisited(x - 1, y);
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isOk = true;
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}
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if (!IsVisited(x, y + 1)) {
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SetVisited(x, y + 1);
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isOk = true;
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}
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if (!IsVisited(x, y - 1)) {
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SetVisited(x, y - 1);
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isOk = true;
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}
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return (isOk);
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}
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/// <summary>
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/// Return if the cell has been visited
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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/// <returns></returns>
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private bool IsVisited(int x, int y) {
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if (maze.cels[x, y].id == stop.id) {
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isDone = true;
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}
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if (x >= 0 && x < maze.length && y >= 0 && y < maze.height) {
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if (maze.cels[x, y].isWall == false) {
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return maze.cels[x, y].visited;
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}
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else return true;
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}
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else if (x == -1 || y == -1 || x == maze.length || y == maze.height) {
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return true;
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}
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else {
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return true;
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}
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}
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/// <summary>
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/// Set the cell as visited to prevent index array errors
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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private void SetVisited(int x, int y) {
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Cell cell = maze.cels[x, y];
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cell.setLocation(x, y);
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if (cell.isWall == false && cell.visited == false) {
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cell.visited = true;
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newVisitedCells.Add(cell);
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}
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}
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/// <summary>
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/// Not too proud of this fix
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/// </summary>
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private void SetWalls() {
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for (int x = 0; x < maze.length; x++) {
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for (int y = 0; y < maze.height; y++) {
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if (maze.cels[x, y].color == Color.Red) {
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maze.cels[x, y].isWall = true;
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}
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}
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}
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}
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}
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}
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