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maze_generator.cpp
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maze_generator.cpp
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#include <algorithm>
#include <benchmark/benchmark.h>
#include <random>
#include <stack>
#include <vector>
struct Node_v1 {
bool visited = false;
bool has_north_wall = true;
bool has_east_wall = true;
bool has_south_wall = true;
bool has_west_wall = true;
};
struct Coordinates_v2 {
int x, y;
};
enum class Directions_v3 {
North = 0,
East,
South,
West
};
enum class WallFlags_v3 {
North = 0b0001,
East = 0b0010,
South = 0b0100,
West = 0b1000
};
class Maze_v2 {
public:
Maze_v2(const int width, const int height) : width_{width}, height_{height}, nodes_(static_cast<std::size_t>(width * height)) {}
int width() const { return width_; }
int height() const { return height_; }
Node_v1* node(const Coordinates_v2 coords) { return &nodes_[static_cast<std::size_t>(coords.y * width_ + coords.x)]; }
bool valid_coords(const Coordinates_v2 coords) const { return coords.x >= 0 && coords.y >= 0 && coords.x < width_ && coords.y < height_; }
private:
int width_;
int height_;
std::vector<Node_v1> nodes_;
};
class Maze_v3 {
public:
Maze_v3(const int width, const int height)
: width_{width},
height_{height},
nodes_(static_cast<std::size_t>(width * height), static_cast<unsigned char>(WallFlags_v3::North) | static_cast<unsigned char>(WallFlags_v3::East) | static_cast<unsigned char>(WallFlags_v3::South) | static_cast<unsigned char>(WallFlags_v3::West)) {}
int width() const { return width_; }
int height() const { return height_; }
bool valid_coords(const Coordinates_v2 coords) const { return coords.x >= 0 && coords.y >= 0 && coords.x < width_ && coords.y < height_; }
bool node_visited(const Coordinates_v2 coords) const { return nodes_[static_cast<std::size_t>(coords.y * width_ + coords.x)] & 0b10000; }
void set_node_visited(const Coordinates_v2 coords) { nodes_[static_cast<std::size_t>(coords.y * width_ + coords.x)] |= 0b10000; }
bool has_wall(const Coordinates_v2 coords, WallFlags_v3 wall) const { return nodes_[static_cast<std::size_t>(coords.y * width_ + coords.x)] & static_cast<unsigned char>(wall); }
void clear_walls(const Coordinates_v2 orig, const Coordinates_v2 dest, WallFlags_v3 orig_wall, WallFlags_v3 dest_wall) {
nodes_[static_cast<std::size_t>(orig.y * width_ + orig.x)] &= ~(static_cast<unsigned char>(orig_wall));
nodes_[static_cast<std::size_t>(dest.y * width_ + dest.x)] &= ~(static_cast<unsigned char>(dest_wall));
}
private:
int width_;
int height_;
std::vector<unsigned char> nodes_;
};
class Maze_v4 {
using Node = unsigned char;
public:
enum class Directions {
North = 0,
East,
South,
West
};
enum class WallFlags {
North = 0b0001,
East = 0b0010,
South = 0b0100,
West = 0b1000
};
struct Coordinates {
int x, y;
};
Maze_v4(const int width, const int height)
: width_{width},
height_{height},
nodes_(static_cast<std::size_t>(width * height), static_cast<Node>(WallFlags::North) | static_cast<Node>(WallFlags::East) | static_cast<Node>(WallFlags::South) | static_cast<Node>(WallFlags::West)) {}
int width() const { return width_; }
int height() const { return height_; }
bool valid_coords(const Coordinates coords) const { return coords.x >= 0 && coords.y >= 0 && coords.x < width_ && coords.y < height_; }
Coordinates coords_in_direction(const Coordinates coords, const Directions dir) {
const Coordinates offset{direction_coords_offset_[static_cast<int>(dir)]};
return Coordinates{coords.x + offset.x, coords.y + offset.y};
}
Node& node(const Coordinates coords) { return nodes_[static_cast<std::size_t>(coords.y * width_ + coords.x)]; };
bool node_visited(const Coordinates coords) { return node(coords) & 0b10000; }
void set_node_visited(const Coordinates coords) { node(coords) |= 0b10000; }
bool has_wall(const Coordinates coords, WallFlags wall) { return node(coords) & static_cast<Node>(wall); }
void clear_walls(const Coordinates orig, const Coordinates dest, Directions dir) {
const WallFlags orig_wall = wall_in_direction_[static_cast<int>(dir)];
const WallFlags dest_wall = wall_in_direction_[static_cast<int>(opposite_direction_[static_cast<int>(dir)])];
node(orig) &= ~(static_cast<Node>(orig_wall));
node(dest) &= ~(static_cast<Node>(dest_wall));
}
private:
const int width_;
const int height_;
std::vector<Node> nodes_;
const WallFlags wall_in_direction_[4] = { WallFlags::North, WallFlags::East, WallFlags::South, WallFlags::West };
const Directions opposite_direction_[4] = { Directions::South, Directions::West, Directions::North, Directions::East };
const Coordinates direction_coords_offset_[4] = { Coordinates{0, -1}, Coordinates{1, 0}, Coordinates{0, 1}, Coordinates{-1, 0} };
};
class Maze_v5 {
using Node = unsigned char;
public:
enum class Directions {
North = 0,
East,
South,
West
};
enum class WallFlags {
North = 0b0001,
East = 0b0010,
South = 0b0100,
West = 0b1000
};
struct Coordinates {
int x, y;
};
Maze_v5(const int width, const int height)
: width_{width},
height_{height},
nodes_(static_cast<std::size_t>(width * height), static_cast<Node>(WallFlags::North) | static_cast<Node>(WallFlags::East) | static_cast<Node>(WallFlags::South) | static_cast<Node>(WallFlags::West)),
random_device_(),
random_generator_(random_device_()) {}
int width() const { return width_; }
int height() const { return height_; }
bool valid_coords(const Coordinates coords) const { return coords.x >= 0 && coords.y >= 0 && coords.x < width_ && coords.y < height_; }
Coordinates coords_in_direction(const Coordinates coords, const Directions dir) {
const Coordinates offset{direction_coords_offset_[static_cast<int>(dir)]};
return Coordinates{coords.x + offset.x, coords.y + offset.y};
}
Node& node(const Coordinates coords) { return nodes_[static_cast<std::size_t>(coords.y * width_ + coords.x)]; };
bool node_visited(const Coordinates coords) { return node(coords) & 0b10000; }
void set_node_visited(const Coordinates coords) { node(coords) |= 0b10000; }
bool has_wall(const Coordinates coords, WallFlags wall) { return node(coords) & static_cast<Node>(wall); }
void clear_walls(const Coordinates orig, const Coordinates dest, Directions dir) {
const WallFlags orig_wall = wall_in_direction_[static_cast<int>(dir)];
const WallFlags dest_wall = wall_in_direction_[static_cast<int>(opposite_direction_[static_cast<int>(dir)])];
node(orig) &= ~(static_cast<Node>(orig_wall));
node(dest) &= ~(static_cast<Node>(dest_wall));
}
std::vector<Directions> random_directions() {
std::vector<Directions> directions{Directions::North, Directions::East, Directions::South, Directions::West};
std::shuffle(directions.begin(), directions.end(), random_generator_);
return directions;
}
private:
const int width_;
const int height_;
std::vector<Node> nodes_;
std::random_device random_device_;
std::mt19937 random_generator_;
const WallFlags wall_in_direction_[4] = { WallFlags::North, WallFlags::East, WallFlags::South, WallFlags::West };
const Directions opposite_direction_[4] = { Directions::South, Directions::West, Directions::North, Directions::East };
const Coordinates direction_coords_offset_[4] = { Coordinates{0, -1}, Coordinates{1, 0}, Coordinates{0, 1}, Coordinates{-1, 0} };
};
class Maze_v6 {
using Node = unsigned char;
public:
enum class Directions {
North = 0,
East,
South,
West
};
enum class WallFlags {
North = 0b0001,
East = 0b0010,
South = 0b0100,
West = 0b1000
};
struct Coordinates {
int x, y;
};
Maze_v6(const int width, const int height)
: width_{width},
height_{height},
nodes_(static_cast<std::size_t>(width * height), static_cast<Node>(WallFlags::North) | static_cast<Node>(WallFlags::East) | static_cast<Node>(WallFlags::South) | static_cast<Node>(WallFlags::West)),
random_device_(),
random_generator_(random_device_()),
random_dist_{0, 23} {}
int width() const { return width_; }
int height() const { return height_; }
bool valid_coords(const Coordinates coords) const { return coords.x >= 0 && coords.y >= 0 && coords.x < width_ && coords.y < height_; }
Coordinates coords_in_direction(const Coordinates coords, const Directions dir) {
const Coordinates offset{direction_coords_offset_[static_cast<int>(dir)]};
return Coordinates{coords.x + offset.x, coords.y + offset.y};
}
const std::vector<Directions>& random_directions() { return all_possible_random_directions[static_cast<std::size_t>(random_dist_(random_generator_))]; }
Node& node(const Coordinates coords) { return nodes_[static_cast<std::size_t>(coords.y * width_ + coords.x)]; };
bool node_visited(const Coordinates coords) { return node(coords) & 0b10000; }
void set_node_visited(const Coordinates coords) { node(coords) |= 0b10000; }
bool has_wall(const Coordinates coords, WallFlags wall) { return node(coords) & static_cast<Node>(wall); }
void clear_walls(const Coordinates orig, const Coordinates dest, Directions dir) {
const WallFlags orig_wall = wall_in_direction_[static_cast<int>(dir)];
const WallFlags dest_wall = wall_in_direction_[static_cast<int>(opposite_direction_[static_cast<int>(dir)])];
node(orig) &= ~(static_cast<Node>(orig_wall));
node(dest) &= ~(static_cast<Node>(dest_wall));
}
private:
const int width_;
const int height_;
std::vector<Node> nodes_;
std::random_device random_device_;
std::mt19937 random_generator_;
std::uniform_int_distribution<> random_dist_;
const WallFlags wall_in_direction_[4] = { WallFlags::North, WallFlags::East, WallFlags::South, WallFlags::West };
const Directions opposite_direction_[4] = { Directions::South, Directions::West, Directions::North, Directions::East };
const Coordinates direction_coords_offset_[4] = { Coordinates{0, -1}, Coordinates{1, 0}, Coordinates{0, 1}, Coordinates{-1, 0} };
const std::vector<std::vector<Directions>> all_possible_random_directions = {
{Directions::North, Directions::East, Directions::South, Directions::West},
{Directions::North, Directions::East, Directions::West, Directions::South},
{Directions::North, Directions::South, Directions::East, Directions::West},
{Directions::North, Directions::South, Directions::West, Directions::East},
{Directions::North, Directions::West, Directions::East, Directions::South},
{Directions::North, Directions::West, Directions::South, Directions::East},
{Directions::East, Directions::North, Directions::South, Directions::West},
{Directions::East, Directions::North, Directions::West, Directions::South},
{Directions::East, Directions::South, Directions::North, Directions::West},
{Directions::East, Directions::South, Directions::West, Directions::North},
{Directions::East, Directions::West, Directions::North, Directions::South},
{Directions::East, Directions::West, Directions::South, Directions::North},
{Directions::South, Directions::North, Directions::East, Directions::West},
{Directions::South, Directions::North, Directions::West, Directions::East},
{Directions::South, Directions::East, Directions::North, Directions::West},
{Directions::South, Directions::East, Directions::West, Directions::North},
{Directions::South, Directions::West, Directions::North, Directions::East},
{Directions::South, Directions::West, Directions::East, Directions::North},
{Directions::West, Directions::North, Directions::East, Directions::South},
{Directions::West, Directions::North, Directions::South, Directions::East},
{Directions::West, Directions::East, Directions::North, Directions::South},
{Directions::West, Directions::East, Directions::South, Directions::North},
{Directions::West, Directions::South, Directions::North, Directions::East},
{Directions::West, Directions::South, Directions::East, Directions::North}};
};
class Maze_v7 {
public:
using Node = unsigned char;
enum class Directions { North = 0, East, South, West };
enum class WallFlags { North = 0b0001, East = 0b0010, South = 0b0100, West = 0b1000 };
struct Coordinates { int x, y; };
Maze_v7(const int width, const int height)
: width_{width},
height_{height},
nodes_(static_cast<std::size_t>(width * height), static_cast<Node>(WallFlags::North) | static_cast<Node>(WallFlags::East) | static_cast<Node>(WallFlags::South) | static_cast<Node>(WallFlags::West)),
random_device_(),
random_generator_(random_device_()),
random_dist_{0, 23} {}
int width() const { return width_; }
int height() const { return height_; }
bool valid_coords(const Coordinates coords) const { return coords.x >= 0 && coords.y >= 0 && coords.x < width_ && coords.y < height_; }
Coordinates coords_in_direction(const Coordinates coords, const Directions dir) {
const Coordinates offset{direction_coords_offset_[static_cast<int>(dir)]};
return Coordinates{coords.x + offset.x, coords.y + offset.y};
}
const std::vector<Directions>& random_directions() { return all_possible_random_directions[static_cast<std::size_t>(random_dist_(random_generator_))]; }
Node& node(const Coordinates coords) { return nodes_[static_cast<std::size_t>(coords.y * width_ + coords.x)]; };
bool node_visited(const Coordinates coords) { return node(coords) & 0b10000; }
void set_node_visited(const Coordinates coords) { node(coords) |= 0b10000; }
bool has_wall(const Coordinates coords, WallFlags wall) { return node(coords) & static_cast<Node>(wall); }
void clear_walls(const Coordinates orig, const Coordinates dest, Directions dir) {
const WallFlags orig_wall = wall_in_direction_[static_cast<int>(dir)];
const WallFlags dest_wall = wall_in_direction_[static_cast<int>(opposite_direction_[static_cast<int>(dir)])];
node(orig) &= ~(static_cast<Node>(orig_wall));
node(dest) &= ~(static_cast<Node>(dest_wall));
}
private:
const int width_;
const int height_;
std::vector<Node> nodes_;
std::random_device random_device_;
std::mt19937 random_generator_;
std::uniform_int_distribution<> random_dist_;
const WallFlags wall_in_direction_[4] = { WallFlags::North, WallFlags::East, WallFlags::South, WallFlags::West };
const Directions opposite_direction_[4] = { Directions::South, Directions::West, Directions::North, Directions::East };
const Coordinates direction_coords_offset_[4] = { Coordinates{0, -1}, Coordinates{1, 0}, Coordinates{0, 1}, Coordinates{-1, 0} };
const std::vector<std::vector<Directions>> all_possible_random_directions = {
{Directions::North, Directions::East, Directions::South, Directions::West},
{Directions::North, Directions::East, Directions::West, Directions::South},
{Directions::North, Directions::South, Directions::East, Directions::West},
{Directions::North, Directions::South, Directions::West, Directions::East},
{Directions::North, Directions::West, Directions::East, Directions::South},
{Directions::North, Directions::West, Directions::South, Directions::East},
{Directions::East, Directions::North, Directions::South, Directions::West},
{Directions::East, Directions::North, Directions::West, Directions::South},
{Directions::East, Directions::South, Directions::North, Directions::West},
{Directions::East, Directions::South, Directions::West, Directions::North},
{Directions::East, Directions::West, Directions::North, Directions::South},
{Directions::East, Directions::West, Directions::South, Directions::North},
{Directions::South, Directions::North, Directions::East, Directions::West},
{Directions::South, Directions::North, Directions::West, Directions::East},
{Directions::South, Directions::East, Directions::North, Directions::West},
{Directions::South, Directions::East, Directions::West, Directions::North},
{Directions::South, Directions::West, Directions::North, Directions::East},
{Directions::South, Directions::West, Directions::East, Directions::North},
{Directions::West, Directions::North, Directions::East, Directions::South},
{Directions::West, Directions::North, Directions::South, Directions::East},
{Directions::West, Directions::East, Directions::North, Directions::South},
{Directions::West, Directions::East, Directions::South, Directions::North},
{Directions::West, Directions::South, Directions::North, Directions::East},
{Directions::West, Directions::South, Directions::East, Directions::North}};
};
class Maze_v8 {
public:
using Node = unsigned char;
enum class Directions { North = 0, East, South, West };
enum class WallFlags { North = 0b0001, East = 0b0010, South = 0b0100, West = 0b1000 };
struct Coordinates { int x, y; };
Maze_v8(const int width, const int height)
: width_{width},
height_{height},
nodes_(static_cast<std::size_t>(width * height), static_cast<Node>(WallFlags::North) | static_cast<Node>(WallFlags::East) | static_cast<Node>(WallFlags::South) | static_cast<Node>(WallFlags::West)),
random_device_(),
random_generator_(random_device_()),
random_dist_{0, 23} {}
int width() const { return width_; }
int height() const { return height_; }
bool valid_coords(const Coordinates coords) const { return coords.x >= 0 && coords.y >= 0 && coords.x < width_ && coords.y < height_; }
Coordinates coords_in_direction(const Coordinates coords, const Directions dir) {
const Coordinates offset{direction_coords_offset_[static_cast<int>(dir)]};
return Coordinates{coords.x + offset.x, coords.y + offset.y};
}
const std::vector<Directions>* random_directions() { return &all_possible_random_directions[static_cast<std::size_t>(random_dist_(random_generator_))]; }
Node& node(const Coordinates coords) { return nodes_[static_cast<std::size_t>(coords.y * width_ + coords.x)]; };
bool node_visited(const Coordinates coords) { return node(coords) & 0b10000; }
void set_node_visited(const Coordinates coords) { node(coords) |= 0b10000; }
bool has_wall(const Coordinates coords, WallFlags wall) { return node(coords) & static_cast<Node>(wall); }
void clear_walls(const Coordinates orig, const Coordinates dest, Directions dir) {
const WallFlags orig_wall = wall_in_direction_[static_cast<int>(dir)];
const WallFlags dest_wall = wall_in_direction_[static_cast<int>(opposite_direction_[static_cast<int>(dir)])];
node(orig) &= ~(static_cast<Node>(orig_wall));
node(dest) &= ~(static_cast<Node>(dest_wall));
}
private:
const int width_;
const int height_;
std::vector<Node> nodes_;
std::random_device random_device_;
std::mt19937 random_generator_;
std::uniform_int_distribution<> random_dist_;
const WallFlags wall_in_direction_[4] = { WallFlags::North, WallFlags::East, WallFlags::South, WallFlags::West };
const Directions opposite_direction_[4] = { Directions::South, Directions::West, Directions::North, Directions::East };
const Coordinates direction_coords_offset_[4] = { Coordinates{0, -1}, Coordinates{1, 0}, Coordinates{0, 1}, Coordinates{-1, 0} };
const std::vector<std::vector<Directions>> all_possible_random_directions = {
{Directions::North, Directions::East, Directions::South, Directions::West},
{Directions::North, Directions::East, Directions::West, Directions::South},
{Directions::North, Directions::South, Directions::East, Directions::West},
{Directions::North, Directions::South, Directions::West, Directions::East},
{Directions::North, Directions::West, Directions::East, Directions::South},
{Directions::North, Directions::West, Directions::South, Directions::East},
{Directions::East, Directions::North, Directions::South, Directions::West},
{Directions::East, Directions::North, Directions::West, Directions::South},
{Directions::East, Directions::South, Directions::North, Directions::West},
{Directions::East, Directions::South, Directions::West, Directions::North},
{Directions::East, Directions::West, Directions::North, Directions::South},
{Directions::East, Directions::West, Directions::South, Directions::North},
{Directions::South, Directions::North, Directions::East, Directions::West},
{Directions::South, Directions::North, Directions::West, Directions::East},
{Directions::South, Directions::East, Directions::North, Directions::West},
{Directions::South, Directions::East, Directions::West, Directions::North},
{Directions::South, Directions::West, Directions::North, Directions::East},
{Directions::South, Directions::West, Directions::East, Directions::North},
{Directions::West, Directions::North, Directions::East, Directions::South},
{Directions::West, Directions::North, Directions::South, Directions::East},
{Directions::West, Directions::East, Directions::North, Directions::South},
{Directions::West, Directions::East, Directions::South, Directions::North},
{Directions::West, Directions::South, Directions::North, Directions::East},
{Directions::West, Directions::South, Directions::East, Directions::North}};
};
class Maze_v9 {
public:
using Node = unsigned char;
enum class Directions { North = 0, East, South, West };
enum class WallFlags { North = 0b0001, East = 0b0010, South = 0b0100, West = 0b1000 };
struct Coordinates { int x, y; };
Maze_v9(const int width, const int height)
: width_{width},
height_{height},
nodes_(static_cast<std::size_t>(width * height), static_cast<Node>(WallFlags::North) | static_cast<Node>(WallFlags::East) | static_cast<Node>(WallFlags::South) | static_cast<Node>(WallFlags::West)),
random_device_(),
random_generator_(random_device_()),
random_dist_{0, 23} {}
int width() const { return width_; }
int height() const { return height_; }
bool valid_coords(const Coordinates coords) const { return coords.x >= 0 && coords.y >= 0 && coords.x < width_ && coords.y < height_; }
Coordinates coords_in_direction(const Coordinates coords, const Directions dir) {
const Coordinates offset{direction_coords_offset_[static_cast<int>(dir)]};
return Coordinates{coords.x + offset.x, coords.y + offset.y};
}
const Directions* random_directions() { return all_possible_random_directions[random_dist_(random_generator_)]; }
Node& node(const Coordinates coords) { return nodes_[static_cast<std::size_t>(coords.y * width_ + coords.x)]; };
bool node_visited(const Coordinates coords) { return node(coords) & 0b10000; }
void set_node_visited(const Coordinates coords) { node(coords) |= 0b10000; }
bool has_wall(const Coordinates coords, WallFlags wall) { return node(coords) & static_cast<Node>(wall); }
void clear_walls(const Coordinates orig, const Coordinates dest, Directions dir) {
const WallFlags orig_wall = wall_in_direction_[static_cast<int>(dir)];
const WallFlags dest_wall = wall_in_direction_[static_cast<int>(opposite_direction_[static_cast<int>(dir)])];
node(orig) &= ~(static_cast<Node>(orig_wall));
node(dest) &= ~(static_cast<Node>(dest_wall));
}
private:
const int width_;
const int height_;
std::vector<Node> nodes_;
std::random_device random_device_;
std::mt19937 random_generator_;
std::uniform_int_distribution<> random_dist_;
const WallFlags wall_in_direction_[4] = { WallFlags::North, WallFlags::East, WallFlags::South, WallFlags::West };
const Directions opposite_direction_[4] = { Directions::South, Directions::West, Directions::North, Directions::East };
const Coordinates direction_coords_offset_[4] = { Coordinates{0, -1}, Coordinates{1, 0}, Coordinates{0, 1}, Coordinates{-1, 0} };
const Directions all_possible_random_directions[24][4] = {
{Directions::North, Directions::East, Directions::South, Directions::West},
{Directions::North, Directions::East, Directions::West, Directions::South},
{Directions::North, Directions::South, Directions::East, Directions::West},
{Directions::North, Directions::South, Directions::West, Directions::East},
{Directions::North, Directions::West, Directions::East, Directions::South},
{Directions::North, Directions::West, Directions::South, Directions::East},
{Directions::East, Directions::North, Directions::South, Directions::West},
{Directions::East, Directions::North, Directions::West, Directions::South},
{Directions::East, Directions::South, Directions::North, Directions::West},
{Directions::East, Directions::South, Directions::West, Directions::North},
{Directions::East, Directions::West, Directions::North, Directions::South},
{Directions::East, Directions::West, Directions::South, Directions::North},
{Directions::South, Directions::North, Directions::East, Directions::West},
{Directions::South, Directions::North, Directions::West, Directions::East},
{Directions::South, Directions::East, Directions::North, Directions::West},
{Directions::South, Directions::East, Directions::West, Directions::North},
{Directions::South, Directions::West, Directions::North, Directions::East},
{Directions::South, Directions::West, Directions::East, Directions::North},
{Directions::West, Directions::North, Directions::East, Directions::South},
{Directions::West, Directions::North, Directions::South, Directions::East},
{Directions::West, Directions::East, Directions::North, Directions::South},
{Directions::West, Directions::East, Directions::South, Directions::North},
{Directions::West, Directions::South, Directions::North, Directions::East},
{Directions::West, Directions::South, Directions::East, Directions::North}};
};
struct StackNode_v1 {
Maze_v7::Coordinates coords;
std::vector<Maze_v7::Directions> check_directions;
};
struct StackNode_v2 {
Maze_v8::Coordinates coords;
const std::vector<Maze_v8::Directions>* check_directions;
int rnd_idx;
};
struct StackNode_v3 {
StackNode_v3(const Maze_v8::Coordinates c, const std::vector<Maze_v8::Directions>* d) : coords{c}, check_directions{d}, rnd_idx{0} {}
Maze_v8::Coordinates coords;
const std::vector<Maze_v8::Directions>* check_directions;
int rnd_idx;
};
struct StackNode_v4 {
StackNode_v4(const Maze_v9::Coordinates c, const Maze_v9::Directions* d) : coords{c}, check_directions{d}, rnd_idx{0} {}
const Maze_v9::Coordinates coords;
const Maze_v9::Directions* check_directions;
int rnd_idx;
};
void coord_in_direction_v1(const int x, const int y, const int dir, int* nx, int* ny)
{
*nx = x;
*ny = y;
switch (dir) {
case 0:
*nx = x;
*ny = y - 1;
break;
case 1:
*nx = x + 1;
*ny = y;
break;
case 2:
*nx = x;
*ny = y + 1;
break;
case 3:
*nx = x - 1;
*ny = y;
break;
}
}
Coordinates_v2 coords_in_direction_v2(const Coordinates_v2 coords, const int dir)
{
Coordinates_v2 new_coords{coords};
switch (dir) {
case 0:
new_coords.y = coords.y - 1;
break;
case 1:
new_coords.x = coords.x + 1;
break;
case 2:
new_coords.y = coords.y + 1;
break;
case 3:
new_coords.x = coords.x - 1;
break;
}
return new_coords;
}
Coordinates_v2 coords_in_direction_v3(const Coordinates_v2 coords, const Directions_v3 dir)
{
Coordinates_v2 new_coords{coords};
switch (dir) {
case Directions_v3::North:
new_coords.y = coords.y - 1;
break;
case Directions_v3::East:
new_coords.x = coords.x + 1;
break;
case Directions_v3::South:
new_coords.y = coords.y + 1;
break;
case Directions_v3::West:
new_coords.x = coords.x - 1;
break;
}
return new_coords;
}
Node_v1* node_at_v1(Node_v1* maze, const int num_cols, const int x, const int y)
{
return &maze[y * num_cols + x];
}
void visit_v1(Node_v1* maze, const int num_rows, const int num_cols, const int x, const int y)
{
std::random_device rd;
std::mt19937 g(rd());
std::vector<int> directions{0, 1, 2, 3};
std::shuffle(directions.begin(), directions.end(), g);
Node_v1* current_node = node_at_v1(maze, num_cols, x, y);
current_node->visited = true;
for (auto dir : directions) {
int nx, ny;
coord_in_direction_v1(x, y, dir, &nx, &ny);
if (nx >= 0 && ny >= 0 && nx < num_cols && ny < num_rows) {
Node_v1* next_node = node_at_v1(maze, num_cols, nx, ny);
if (!next_node->visited) {
switch (dir) {
case 0:
current_node->has_north_wall = false;
next_node->has_south_wall = false;
break;
case 1:
current_node->has_east_wall = false;
next_node->has_west_wall = false;
break;
case 2:
current_node->has_south_wall = false;
next_node->has_north_wall = false;
break;
case 3:
current_node->has_west_wall = false;
next_node->has_east_wall = false;
break;
}
visit_v1(maze, num_rows, num_cols, nx, ny);
}
}
}
}
void visit_v2(Maze_v2& maze, const Coordinates_v2 coords)
{
std::random_device rd;
std::mt19937 g(rd());
std::vector<int> directions{0, 1, 2, 3};
std::shuffle(directions.begin(), directions.end(), g);
Node_v1* current_node = maze.node(coords);
current_node->visited = true;
for (const auto dir : directions) {
Coordinates_v2 new_coords{coords_in_direction_v2(coords, dir)};
if (maze.valid_coords(new_coords)) {
Node_v1* next_node = maze.node(new_coords);
if (!next_node->visited) {
switch (dir) {
case 0:
current_node->has_north_wall = false;
next_node->has_south_wall = false;
break;
case 1:
current_node->has_east_wall = false;
next_node->has_west_wall = false;
break;
case 2:
current_node->has_south_wall = false;
next_node->has_north_wall = false;
break;
case 3:
current_node->has_west_wall = false;
next_node->has_east_wall = false;
break;
}
visit_v2(maze, new_coords);
}
}
}
}
void visit_v3(Maze_v3& maze, const Coordinates_v2 coords)
{
std::random_device rd;
std::mt19937 g(rd());
std::vector<Directions_v3> Directions_v3{Directions_v3::North, Directions_v3::East, Directions_v3::South, Directions_v3::West};
std::shuffle(Directions_v3.begin(), Directions_v3.end(), g);
maze.set_node_visited(coords);
for (const auto dir : Directions_v3) {
Coordinates_v2 new_coords{coords_in_direction_v3(coords, dir)};
if (maze.valid_coords(new_coords)) {
if (!maze.node_visited(new_coords)) {
switch (dir) {
case Directions_v3::North:
maze.clear_walls(coords, new_coords, WallFlags_v3::North, WallFlags_v3::South);
break;
case Directions_v3::East:
maze.clear_walls(coords, new_coords, WallFlags_v3::East, WallFlags_v3::West);
break;
case Directions_v3::South:
maze.clear_walls(coords, new_coords, WallFlags_v3::South, WallFlags_v3::North);
break;
case Directions_v3::West:
maze.clear_walls(coords, new_coords, WallFlags_v3::West, WallFlags_v3::East);
break;
}
visit_v3(maze, new_coords);
}
}
}
}
void visit_v4(Maze_v4& maze, const Maze_v4::Coordinates coords)
{
std::random_device rd;
std::mt19937 g(rd());
std::vector<Maze_v4::Directions> directions{Maze_v4::Directions::North, Maze_v4::Directions::East, Maze_v4::Directions::South, Maze_v4::Directions::West};
std::shuffle(directions.begin(), directions.end(), g);
maze.set_node_visited(coords);
for (const auto dir : directions) {
Maze_v4::Coordinates new_coords{maze.coords_in_direction(coords, dir)};
if (maze.valid_coords(new_coords)) {
if (!maze.node_visited(new_coords)) {
maze.clear_walls(coords, new_coords, dir);
visit_v4(maze, new_coords);
}
}
}
}
void visit_v5(Maze_v5& maze, const Maze_v5::Coordinates coords)
{
maze.set_node_visited(coords);
for (const auto dir : maze.random_directions()) {
Maze_v5::Coordinates new_coords{maze.coords_in_direction(coords, dir)};
if (maze.valid_coords(new_coords)) {
if (!maze.node_visited(new_coords)) {
maze.clear_walls(coords, new_coords, dir);
visit_v5(maze, new_coords);
}
}
}
}
void visit_v6(Maze_v6& maze, const Maze_v6::Coordinates coords)
{
maze.set_node_visited(coords);
for (const auto dir : maze.random_directions()) {
Maze_v6::Coordinates new_coords{maze.coords_in_direction(coords, dir)};
if (maze.valid_coords(new_coords)) {
if (!maze.node_visited(new_coords)) {
maze.clear_walls(coords, new_coords, dir);
visit_v6(maze, new_coords);
}
}
}
}
void visit_v7(Maze_v7& maze, const Maze_v7::Coordinates coords)
{
maze.set_node_visited(coords);
for (const auto dir : maze.random_directions()) {
Maze_v7::Coordinates next_coords{maze.coords_in_direction(coords, dir)};
if (maze.valid_coords(next_coords) && !maze.node_visited(next_coords)) {
maze.clear_walls(coords, next_coords, dir);
visit_v7(maze, next_coords);
}
}
}
void generate_v1(Maze_v7& maze, const Maze_v7::Coordinates starting_point)
{
std::stack<StackNode_v1> stack;
auto rd{maze.random_directions()};
stack.push({starting_point, rd});
while (!stack.empty()) {
StackNode_v1& current_node = stack.top();
maze.set_node_visited(current_node.coords);
if (!current_node.check_directions.empty()) {
auto dir = current_node.check_directions.back();
current_node.check_directions.pop_back();
Maze_v7::Coordinates next_coords{maze.coords_in_direction(current_node.coords, dir)};
if (maze.valid_coords(next_coords) && !maze.node_visited(next_coords)) {
maze.clear_walls(current_node.coords, next_coords, dir);
maze.set_node_visited(next_coords);
auto rd2{maze.random_directions()};
stack.push({next_coords, rd2});
}
} else {
stack.pop();
}
}
}
void generate_v2(Maze_v7& maze, const Maze_v7::Coordinates starting_point)
{
std::stack<StackNode_v1> stack;
maze.set_node_visited(starting_point);
stack.push({starting_point, maze.random_directions()});
while (!stack.empty()) {
StackNode_v1& current_node = stack.top();
if (!current_node.check_directions.empty()) {
bool keep_checking = true;
while (keep_checking && !current_node.check_directions.empty()) {
const auto dir = current_node.check_directions.back();
current_node.check_directions.pop_back();
Maze_v7::Coordinates next_coords{maze.coords_in_direction(current_node.coords, dir)};
if (maze.valid_coords(next_coords) && !maze.node_visited(next_coords)) {
maze.clear_walls(current_node.coords, next_coords, dir);
maze.set_node_visited(next_coords);
stack.push({next_coords, maze.random_directions()});
keep_checking = false;
}
}
} else {
stack.pop();
}
}
}
void generate_v3(Maze_v8& maze, const Maze_v8::Coordinates starting_point)
{
std::stack<StackNode_v2> stack;
maze.set_node_visited(starting_point);
stack.push({starting_point, maze.random_directions(), 0});
while (!stack.empty()) {
StackNode_v2& current_node = stack.top();
if (current_node.rnd_idx < 4) {
bool keep_checking = true;
while (keep_checking && current_node.rnd_idx < 4) {
const auto dir = current_node.check_directions->at(static_cast<std::size_t>(current_node.rnd_idx));
++current_node.rnd_idx;
Maze_v8::Coordinates next_coords{maze.coords_in_direction(current_node.coords, dir)};
if (maze.valid_coords(next_coords) && !maze.node_visited(next_coords)) {
maze.clear_walls(current_node.coords, next_coords, dir);
maze.set_node_visited(next_coords);
stack.push({next_coords, maze.random_directions(), 0});
keep_checking = false;
}
}
} else {
stack.pop();
}
}
}
void generate_v4(Maze_v8& maze, const Maze_v8::Coordinates starting_point)
{
std::vector<StackNode_v3> stack;
maze.set_node_visited(starting_point);
stack.emplace_back(starting_point, maze.random_directions());
while (!stack.empty()) {
StackNode_v3& current_node = stack.back();
if (current_node.rnd_idx < 4) {
bool keep_checking = true;
while (keep_checking && current_node.rnd_idx < 4) {
const auto dir = current_node.check_directions->at(static_cast<std::size_t>(current_node.rnd_idx));
++current_node.rnd_idx;
Maze_v8::Coordinates next_coords{maze.coords_in_direction(current_node.coords, dir)};
if (maze.valid_coords(next_coords) && !maze.node_visited(next_coords)) {
maze.clear_walls(current_node.coords, next_coords, dir);
maze.set_node_visited(next_coords);
stack.emplace_back(next_coords, maze.random_directions());
keep_checking = false;
}
}
} else {
stack.pop_back();
}
}
}
void generate_v5(Maze_v9& maze, const Maze_v9::Coordinates starting_point)
{
std::vector<StackNode_v4> stack;
maze.set_node_visited(starting_point);
stack.emplace_back(starting_point, maze.random_directions());
while (!stack.empty()) {
StackNode_v4& current_node = stack.back();
if (current_node.rnd_idx < 4) {
bool keep_checking = true;
while (keep_checking && current_node.rnd_idx < 4) {
const auto dir = current_node.check_directions[current_node.rnd_idx];
++current_node.rnd_idx;
Maze_v9::Coordinates next_coords{maze.coords_in_direction(current_node.coords, dir)};
if (maze.valid_coords(next_coords) && !maze.node_visited(next_coords)) {
maze.clear_walls(current_node.coords, next_coords, dir);
maze.set_node_visited(next_coords);
stack.emplace_back(next_coords, maze.random_directions());
keep_checking = false;
}
}
} else {
stack.pop_back();
}
}
}
void generate_v6(Maze_v9& maze, const Maze_v9::Coordinates starting_point)
{
std::vector<StackNode_v4> stack;
maze.set_node_visited(starting_point);
stack.emplace_back(starting_point, maze.random_directions());