maze-solver-go/maze/parser/parser.go

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package parser
import (
"fmt"
"maze-solver/io/reader"
"maze-solver/maze"
)
const (
WallChar = '#'
PathChar = ' '
)
func Parse(reader reader.Reader) (*maze.Maze, error) {
nodesByCoord := make(map[maze.Coordinates]*maze.Node)
ret := &maze.Maze{}
raw_maze, err := reader.Read()
if err != nil {
return nil, err
}
for y, line := range raw_maze.Data {
fmt.Println(line)
for x := 1; x < len(line)-1; x++ {
char := line[x]
var left_char, right_char, above_char byte
if y > 0 {
left_char = line[x-1]
right_char = line[x+1]
above_char = raw_maze.Data[y-1][x]
}
// Parse first line to get entrance
if y == 0 && char == PathChar {
coords := maze.Coordinates{X: x, Y: y}
node := maze.NewNode(coords)
ret.Nodes = append(ret.Nodes, node)
nodesByCoord[coords] = node
continue
}
// Parse middle of the maze
if y > 0 && char == PathChar &&
(left_char == WallChar && right_char == PathChar ||
left_char == PathChar && right_char == WallChar ||
above_char == PathChar && (left_char == PathChar || right_char == PathChar)) {
coords := maze.Coordinates{X: x, Y: y}
node := maze.NewNode(coords)
lookupNeighbourAbove(&raw_maze.Data, node, &nodesByCoord, ret)
ret.Nodes = append(ret.Nodes, node)
nodesByCoord[coords] = node
if left_char == PathChar && right_char == WallChar ||
above_char == PathChar && (left_char == PathChar || right_char == PathChar) {
lookupNeighbourLeft(&line, node, &nodesByCoord)
}
}
}
}
// Parse last line to get exit
for x, rune := range raw_maze.Data[len(raw_maze.Data)-1] {
char := byte(rune)
if char == PathChar {
coords := maze.Coordinates{X: x, Y: len(raw_maze.Data) - 1}
node := maze.NewNode(coords)
lookupNeighbourAbove(&raw_maze.Data, node, &nodesByCoord, ret)
ret.Nodes = append(ret.Nodes, node)
break
}
}
return ret, nil
}
func lookupNeighbourAbove(Data *[]string, node *maze.Node, nodesByCoord *map[maze.Coordinates]*maze.Node, m *maze.Maze) {
for y := node.Coords.Y - 1; y >= 0; y-- {
neighbour, ok := (*nodesByCoord)[maze.Coordinates{X: node.Coords.X, Y: y}]
if ok {
node.Up = neighbour
neighbour.Down = node
break
}
if y > 0 && (*Data)[y][node.Coords.X] == WallChar {
y++
if y == node.Coords.Y {
break
}
coords := maze.Coordinates{X: node.Coords.X, Y: y}
new_node := maze.NewNode(coords)
lookupNeighbourLeft(&(*Data)[y], new_node, nodesByCoord)
lookupNeighbourRight(&(*Data)[y], new_node, nodesByCoord)
(*nodesByCoord)[coords] = new_node
m.Nodes = append(m.Nodes, new_node)
node.Up = new_node
new_node.Down = node
break
}
}
}
func lookupNeighbourLeft(line *string, node *maze.Node, nodesByCoord *map[maze.Coordinates]*maze.Node) {
for x := node.Coords.X - 1; x > 0; x-- {
if (*line)[x] == WallChar && x < node.Coords.X-1 {
panic(fmt.Sprintf("Found no node before wall while looking to the left at neighbours of node %v", node))
}
neighbour, ok := (*nodesByCoord)[maze.Coordinates{X: x, Y: node.Coords.Y}]
if ok {
node.Left = neighbour
neighbour.Right = node
break
}
}
}
func lookupNeighbourRight(line *string, node *maze.Node, nodesByCoord *map[maze.Coordinates]*maze.Node) {
for x := node.Coords.X + 1; x < len(*line); x++ {
if (*line)[x] == WallChar {
panic(fmt.Sprintf("Found no node before wall while looking to the right at neighbours of node %v", node))
}
neighbour, ok := (*nodesByCoord)[maze.Coordinates{X: x, Y: node.Coords.Y}]
if ok {
node.Right = neighbour
neighbour.Left = node
break
}
}
}