Reader -> Reader+Parser refactoring: COMPLETE

Added a string reader too so that one can create a maze just with a slice of stings and RawMaze now has chunks of bytes to limit memory usage with big mazes (hopefully)
This commit is contained in:
Karma Riuk
2023-08-05 16:18:03 +02:00
parent e2b0b09636
commit fa4c13812d
7 changed files with 414 additions and 239 deletions

View File

@ -6,11 +6,6 @@ import (
"maze-solver/maze"
)
const (
WallChar = '#'
PathChar = ' '
)
func Parse(reader reader.Reader) (*maze.Maze, error) {
nodesByCoord := make(map[maze.Coordinates]*maze.Node)
ret := &maze.Maze{}
@ -20,55 +15,47 @@ func Parse(reader reader.Reader) (*maze.Maze, error) {
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
}
y := 0
// Parse first line to get entrance
for x := 0; x < raw_maze.Width-1; x++ {
if raw_maze.IsPath(x, y) {
coords := maze.Coordinates{X: x, Y: y}
node := maze.NewNode(coords)
ret.Nodes = append(ret.Nodes, node)
nodesByCoord[coords] = node
break
}
}
for y = 1; y < raw_maze.Height-1; y++ {
for x := 1; x < raw_maze.Width-1; x++ {
// 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)) {
if raw_maze.IsPath(x, y) &&
(raw_maze.IsWall(x-1, y) && raw_maze.IsPath(x+1, y) ||
raw_maze.IsPath(x-1, y) && raw_maze.IsWall(x+1, y) ||
raw_maze.IsPath(x, y-1) && (raw_maze.IsPath(x-1, y) || raw_maze.IsPath(x+1, y))) {
coords := maze.Coordinates{X: x, Y: y}
node := maze.NewNode(coords)
lookupNeighbourAbove(&raw_maze.Data, node, &nodesByCoord, ret)
lookupNeighbourAbove(raw_maze, 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)
if raw_maze.IsPath(x-1, y) && raw_maze.IsWall(x+1, y) ||
raw_maze.IsPath(x, y-1) && (raw_maze.IsPath(x-1, y) || raw_maze.IsPath(x+1, y)) {
lookupNeighbourLeft(raw_maze, 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}
for x := 0; x < raw_maze.Width-1; x++ {
if raw_maze.IsPath(x, y) {
coords := maze.Coordinates{X: x, Y: y}
node := maze.NewNode(coords)
lookupNeighbourAbove(&raw_maze.Data, node, &nodesByCoord, ret)
lookupNeighbourAbove(raw_maze, node, &nodesByCoord, ret)
ret.Nodes = append(ret.Nodes, node)
break
}
@ -77,7 +64,7 @@ func Parse(reader reader.Reader) (*maze.Maze, error) {
return ret, nil
}
func lookupNeighbourAbove(Data *[]string, node *maze.Node, nodesByCoord *map[maze.Coordinates]*maze.Node, m *maze.Maze) {
func lookupNeighbourAbove(raw_maze *maze.RawMaze, 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}]
@ -87,15 +74,15 @@ func lookupNeighbourAbove(Data *[]string, node *maze.Node, nodesByCoord *map[maz
break
}
if y > 0 && (*Data)[y][node.Coords.X] == WallChar {
if y > 0 && raw_maze.IsWall(node.Coords.X, y) {
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)
lookupNeighbourLeft(raw_maze, new_node, nodesByCoord)
lookupNeighbourRight(raw_maze, new_node, nodesByCoord)
(*nodesByCoord)[coords] = new_node
m.Nodes = append(m.Nodes, new_node)
@ -107,9 +94,9 @@ func lookupNeighbourAbove(Data *[]string, node *maze.Node, nodesByCoord *map[maz
}
}
func lookupNeighbourLeft(line *string, node *maze.Node, nodesByCoord *map[maze.Coordinates]*maze.Node) {
func lookupNeighbourLeft(raw_maze *maze.RawMaze, 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 {
if raw_maze.IsWall(x, node.Coords.Y) && x < node.Coords.X-1 {
panic(fmt.Sprintf("Found no node before wall while looking to the left at neighbours of node %v", node))
}
@ -122,9 +109,9 @@ func lookupNeighbourLeft(line *string, node *maze.Node, nodesByCoord *map[maze.C
}
}
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 {
func lookupNeighbourRight(raw_maze *maze.RawMaze, node *maze.Node, nodesByCoord *map[maze.Coordinates]*maze.Node) {
for x := node.Coords.X + 1; x < raw_maze.Width; x++ {
if raw_maze.IsWall(x, node.Coords.Y) {
panic(fmt.Sprintf("Found no node before wall while looking to the right at neighbours of node %v", node))
}