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 } } }