refactor: removed map for visited and added field to node
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27cb446573
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@ -30,6 +30,7 @@ type Node struct {
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Coords Coordinates
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Up, Down *Node
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Left, Right *Node
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Visited bool `default:"false"`
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}
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func NewNode(coords Coordinates) *Node {
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@ -9,7 +9,6 @@ import (
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)
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type BFSSolver struct {
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solver
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queue *Queue
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}
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@ -76,8 +75,6 @@ func history_str(history []*maze.Node) string {
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func (s *BFSSolver) Solve(m *maze.Maze) *maze.SolvedMaze {
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defer utils.Timer("BFS algorithm", 2)()
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s.initVisited(m)
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current, end := m.Nodes[0], m.Nodes[len(m.Nodes)-1]
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s.queue = &Queue{
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head: nil,
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@ -87,20 +84,15 @@ func (s *BFSSolver) Solve(m *maze.Maze) *maze.SolvedMaze {
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current_history := make([]*maze.Node, 0, len(m.Nodes))
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current_history = append(current_history, current)
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// fmt.Printf("end.Coords: %v\n", end.Coords)
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var err error
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for current != end {
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// fmt.Printf("current.Coords: %v\n", current.Coords)
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s.visited[current] = true
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current.Visited = true
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s.addIfNotVisited(current.Down, current_history)
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s.addIfNotVisited(current.Left, current_history)
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s.addIfNotVisited(current.Right, current_history)
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s.addIfNotVisited(current.Up, current_history)
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// fmt.Println(s.queue)
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current_history, err = s.queue.dequeue()
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if err != nil {
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panic(err)
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@ -108,10 +100,6 @@ func (s *BFSSolver) Solve(m *maze.Maze) *maze.SolvedMaze {
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current = current_history[len(current_history)-1]
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}
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// for i, node := range current_history {
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// fmt.Printf("%v: %v\n", i, node.Coords)
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// }
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return &maze.SolvedMaze{
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Maze: m,
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Solution: current_history,
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@ -119,7 +107,7 @@ func (s *BFSSolver) Solve(m *maze.Maze) *maze.SolvedMaze {
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}
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func (s *BFSSolver) addIfNotVisited(node *maze.Node, current_history []*maze.Node) {
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if !s.wasVisited(node) {
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if !wasVisited(node) {
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new_history := make([]*maze.Node, len(current_history)+1)
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copy(new_history, current_history)
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new_history[len(current_history)] = node
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@ -5,23 +5,20 @@ import (
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"maze-solver/utils"
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)
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type DFSSolver struct {
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solver
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}
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type DFSSolver struct{}
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func (s *DFSSolver) Solve(m *maze.Maze) *maze.SolvedMaze {
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defer utils.Timer("DFS algorithm", 2)()
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s.initVisited(m)
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current, end := m.Nodes[0], m.Nodes[len(m.Nodes)-1]
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stack := make([]*maze.Node, 0, len(m.Nodes))
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stack = append(stack, current)
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for current != end {
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s.visited[current] = true
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current.Visited = true
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left_visited, right_visited, up_visited, down_visited := s.wasVisited(current.Left), s.wasVisited(current.Right), s.wasVisited(current.Up), s.wasVisited(current.Down)
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left_visited, right_visited, up_visited, down_visited := wasVisited(current.Left), wasVisited(current.Right), wasVisited(current.Up), wasVisited(current.Down)
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if left_visited && right_visited && up_visited && down_visited {
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// dead end or no more visited nodes
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@ -9,10 +9,6 @@ type Solver interface {
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Solve(*maze.Maze) *maze.SolvedMaze
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}
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type solver struct {
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visited map[*maze.Node]bool
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}
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type SolverFactory struct {
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Type *string
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}
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@ -37,18 +33,6 @@ func (f *SolverFactory) Get() Solver {
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panic(fmt.Sprintf("Unrecognized solver type %q", *f.Type))
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}
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func (s *solver) wasVisited(node *maze.Node) bool {
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if node == nil {
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return true
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}
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visited, _ := s.visited[node]
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return visited
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}
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func (s *solver) initVisited(m *maze.Maze) {
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s.visited = make(map[*maze.Node]bool, len(m.Nodes))
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for _, node := range m.Nodes {
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s.visited[node] = false
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}
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func wasVisited(node *maze.Node) bool {
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return node == nil || node.Visited
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}
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