Class: Theseus::Maze
- Inherits:
-
Object
- Object
- Theseus::Maze
- Defined in:
- lib/theseus/maze.rb
Overview
Theseus::Maze is an abstract class, intended to act solely as a superclass for specific maze types. Subclasses include OrthogonalMaze, DeltaMaze, SigmaMaze, and UpsilonMaze.
Each cell in the maze is a bitfield. The bits that are set indicate which passages exist leading AWAY from this cell. Bits in the low byte (corresponding to the PRIMARY bitmask) represent passages on the normal plane. Bits in the high byte (corresponding to the UNDER bitmask) represent passages that are passing under this cell. (Under/over passages are controlled via the #weave setting, and are not supported by all maze types.)
Direct Known Subclasses
Constant Summary collapse
- N =
North
0x01- S =
South
0x02- E =
East
0x04- W =
West
0x08- NW =
Northwest
0x10- NE =
Northeast
0x20- SW =
Southwest
0x40- SE =
Southeast
0x80- PRIMARY =
bitmask identifying directional bits on the primary plane
0x000000FF
- UNDER =
bitmask identifying directional bits under the primary plane
0x0000FF00
- RESERVED =
bits reserved for use by individual algorithm implementations
0xFFFF0000
- UNDER_SHIFT =
The size of the PRIMARY bitmask (e.g. how far to the left the UNDER bitmask is shifted).
8
Instance Attribute Summary collapse
-
#algorithm ⇒ Object
readonly
The algorithm object used to generate this maze.
-
#braid ⇒ Object
readonly
An integer between 0 and 100 (inclusive), signifying the percentage of deadends in the maze that will be extended in some direction until they join with an existing passage.
-
#entrance ⇒ Object
readonly
A 2-tuple (array) indicating the x and y coordinates where the maze should be entered.
-
#exit ⇒ Object
readonly
A 2-tuple (array) indicating the x and y coordinates where the maze should be exited.
-
#height ⇒ Object
readonly
The height of the maze (number of rows).
-
#mask ⇒ Object
readonly
A Theseus::Mask (or similar) instance, that is used by the algorithm to determine which cells in the space are allowed.
-
#randomness ⇒ Object
readonly
An integer between 0 and 100 (inclusive).
-
#symmetry ⇒ Object
readonly
One of :none, :x, :y, :xy, or :radial.
-
#weave ⇒ Object
readonly
An integer between 0 and 100 (inclusive).
-
#width ⇒ Object
readonly
The width of the maze (number of columns).
-
#wrap ⇒ Object
readonly
One of :none, :x, :y, or :xy, indicating which boundaries the maze should wrap around.
Class Method Summary collapse
-
.generate(options = {}) ⇒ Object
A short-hand method for creating a new maze object and causing it to be generated, in one step.
Instance Method Summary collapse
-
#[](x, y) ⇒ Object
Returns the bitfield for the cell at the given (
x,y) coordinate. -
#[]=(x, y, value) ⇒ Object
Sets the bitfield for the cell at the given (
x,y) coordinate. -
#add_opening_from(point) ⇒ Object
If
pointis already located at a valid point within the maze, this does nothing. -
#adjacent_point(point) ⇒ Object
If
pointis already located at a valid point withint he maze, this simply returnspoint. -
#apply_move_at(x, y, direction) ⇒ Object
Applies a move in the given direction to the cell at (x,y).
-
#clockwise(direction) ⇒ Object
Returns the direction that results by rotating the given
direction90 degrees in the clockwise direction. -
#counter_clockwise(direction) ⇒ Object
Returns the direction that results by rotating the given
direction90 degrees in the counter-clockwise direction. -
#dead?(cell) ⇒ Boolean
Returns
trueif the given cell is a dead-end. -
#dead_ends ⇒ Object
Returns a array of all dead-ends in the maze.
-
#dx(direction) ⇒ Object
Returns the change in x implied by the given
direction. -
#dy(direction) ⇒ Object
Returns the change in y implied by the given
direction. -
#finish ⇒ Object
Since #exit may be external to the maze, #finish returns the cell adjacent to #exit that lies within the maze.
-
#generate! ⇒ Object
Generates the maze if it has not already been generated.
-
#generated? ⇒ Boolean
Returns
trueif the maze has been generated. -
#hmirror(direction) ⇒ Object
Returns the direction that is the horizontal mirror to the given
direction. -
#initialize(options = {}) ⇒ Maze
constructor
Creates and returns a new maze object.
-
#inspect ⇒ Object
:nodoc:.
-
#move(x, y, direction) ⇒ Object
Moves the given (
x,y) coordinates a single step in the givendirection. -
#new_path(meta = {}) ⇒ Object
Creates a new Theseus::Path object based on this maze instance.
-
#new_solver(options = {}) ⇒ Object
Instantiates and returns a new solver instance which encapsulates a solution algorithm.
-
#opposite(direction) ⇒ Object
Returns the direction opposite to the given
direction. -
#perform_weave(from_x, from_y, to_x, to_y, direction) ⇒ Object
:nodoc:.
-
#potential_exits_at(x, y) ⇒ Object
Returns an array of the possible exits for the cell at the given coordinates.
-
#relative_direction(from, to) ⇒ Object
Returns the direction of
torelative tofrom. -
#row_length(row) ⇒ Object
Returns the number of cells in the given row.
-
#solve(options = {}) ⇒ Object
Returns the solution for the maze as an array of 2-tuples, each indicating a cell (in sequence) leading from the start to the finish.
-
#sparsify! ⇒ Object
Removes one cell from all dead-ends in the maze.
-
#start ⇒ Object
Since #entrance may be external to the maze, #start returns the cell adjacent to #entrance that lies within the maze.
-
#step ⇒ Object
Completes a single iteration of the maze generation algorithm.
-
#to(format, options = {}) ⇒ Object
Returns the maze rendered to a particular format.
-
#to_s(options = {}) ⇒ Object
Returns the maze rendered to a string.
-
#type ⇒ Object
Returns the type of the maze as a string.
-
#valid?(x, y) ⇒ Boolean
Returns true if the given coordinates are valid within the maze.
-
#vmirror(direction) ⇒ Object
Returns the direction that is the vertical mirror to the given
direction. -
#weave_allowed?(from_x, from_y, thru_x, thru_y, direction) ⇒ Boolean
Returns
trueif a weave may be applied at (thru_x,thru_y) when moving from (from_x,from_y) indirection. -
#wrap_x? ⇒ Boolean
Returns true if the maze may be wrapped in the x direction (left-to-right).
-
#wrap_y? ⇒ Boolean
Returns true if the maze may be wrapped in the y direction (top-to-bottom).
Constructor Details
#initialize(options = {}) ⇒ Maze
Creates and returns a new maze object. Note that the maze will not be generated; the maze is initially blank.
Many options are supported:
- :width
-
The number of columns in the maze. Note that different maze types count columns and rows differently; you’ll want to see individual maze types for more info.
- :height
-
The number of rows in the maze.
- :algorithm
-
The maze algorithm to use. This should be a class, adhering to the interface described by Theseus::Algorithms::Base. It defaults to Theseus::Algorithms::RecursiveBacktracker.
- :symmetry
-
The symmetry to be used when generating the maze. This defaults to
:none, but may also be:x(to have the maze mirrored across the x-axis),:y(to mirror the maze across the y-axis),:xy(to mirror across both axes simultaneously), and:radial(to mirror the maze radially about the center). Some symmetry types may result in loops being added to the maze, regardless of the braid value (see the:braidparameter). (NOTE: not all maze types support symmetry equally.) - :randomness
-
An integer between 0 and 100 (inclusive) indicating how randomly the maze is generated. A 0 means that the maze passages will prefer to go straight whenever possible. A 100 means the passages will choose random directions as often as possible.
- :mask
-
An instance of Theseus::Mask (or something that acts similarly). This can be used to constrain the maze so that it fills or avoids specific areas, so that shapes and patterns can be made. (NOTE: not all algorithms support masks.)
- :weave
-
An integer between 0 and 100 (inclusive) indicating how frequently passages move under or over other passages. A 0 means the passages will never move over/under other passages, while a 100 means they will do so as often as possible. (NOTE: not all maze types and algorithms support weaving.)
- :braid
-
An integer between 0 and 100 (inclusive) representing the percentage of dead-ends that should be removed after the maze has been generated. Dead-ends are removed by extending them in some direction until they join with another passage. This will introduce loops into the maze, making it “multiply-connected”. A braid value of 0 will always result in a “perfect” maze (with no loops), while a value of 100 will result in a maze with no dead-ends.
- :wrap
-
Indicates which edges of the maze should wrap around.
:xwill cause the left and right edges to wrap, and:ywill cause the top and bottom edges to wrap. You can specify:xyto wrap both left-to-right and top-to-bottom. The default is:none(for no wrapping). - :entrance
-
A 2-tuple indicating from where the maze is entered. By default, the maze’s entrance will be the upper-left-most point. Note that it may lie outside the bounds of the maze by one cell (e.g. [-1,0]), indicating that the entrance is on the very edge of the maze.
- :exit
-
A 2-tuple indicating from where the maze is exited. By default, the maze’s entrance will be the lower-right-most point. Note that it may lie outside the bounds of the maze by one cell (e.g. [width,height-1]), indicating that the exit is on the very edge of the maze.
- :prebuilt
-
Sometimes, you may want the new maze to be considered to be generated, but not actually have anything generated into it. You can set the
:prebuiltparameter totruein this case, allowing you to then set the contents of the maze by hand, using the #[]= method.
176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 |
# File 'lib/theseus/maze.rb', line 176 def initialize(={}) @deadends = nil @width = ([:width] || 10).to_i @height = ([:height] || 10).to_i @symmetry = ([:symmetry] || :none).to_sym configure_symmetry @randomness = [:randomness] || 100 @mask = [:mask] || TransparentMask.new @weave = [:weave].to_i @braid = [:braid].to_i @wrap = [:wrap] || :none @cells = setup_grid or raise "expected #setup_grid to return the new grid" @entrance = [:entrance] || default_entrance @exit = [:exit] || default_exit algorithm_class = [:algorithm] || Algorithms::RecursiveBacktracker @algorithm = algorithm_class.new(self, ) @generated = [:prebuilt] end |
Instance Attribute Details
#algorithm ⇒ Object (readonly)
The algorithm object used to generate this maze. Defaults to an instance of Algorithms::RecursiveBacktracker.
41 42 43 |
# File 'lib/theseus/maze.rb', line 41 def algorithm @algorithm end |
#braid ⇒ Object (readonly)
An integer between 0 and 100 (inclusive), signifying the percentage of deadends in the maze that will be extended in some direction until they join with an existing passage. This will create loops in the graph. Thus, 0 is a “perfect” maze (with no loops), and 100 is a maze that is totally multiply-connected, with no dead-ends.
70 71 72 |
# File 'lib/theseus/maze.rb', line 70 def braid @braid end |
#entrance ⇒ Object (readonly)
A 2-tuple (array) indicating the x and y coordinates where the maze should be entered. This is used primarly when generating the solution to the maze, and generally defaults to the upper-left corner.
98 99 100 |
# File 'lib/theseus/maze.rb', line 98 def entrance @entrance end |
#exit ⇒ Object (readonly)
A 2-tuple (array) indicating the x and y coordinates where the maze should be exited. This is used primarly when generating the solution to the maze, and generally defaults to the lower-right corner.
103 104 105 |
# File 'lib/theseus/maze.rb', line 103 def exit @exit end |
#height ⇒ Object (readonly)
The height of the maze (number of rows).
51 52 53 |
# File 'lib/theseus/maze.rb', line 51 def height @height end |
#mask ⇒ Object (readonly)
A Theseus::Mask (or similar) instance, that is used by the algorithm to determine which cells in the space are allowed. This lets you create mazes that fill shapes, or flow around patterns.
85 86 87 |
# File 'lib/theseus/maze.rb', line 85 def mask @mask end |
#randomness ⇒ Object (readonly)
An integer between 0 and 100 (inclusive). 0 means passages will only change direction when they encounter a barrier they cannot move through (or under). 100 means that as passages are built, a new direction will always be randomly chosen for each step of the algorithm.
57 58 59 |
# File 'lib/theseus/maze.rb', line 57 def randomness @randomness end |
#symmetry ⇒ Object (readonly)
One of :none, :x, :y, :xy, or :radial. Note that not all maze types support symmetry. The :x symmetry means the maze will be mirrored across the x axis. Similarly, :y symmetry means the maze will be mirrored across the y axis. :xy symmetry causes the maze to be mirrored across both axes, and :radial symmetry causes the maze to be mirrored radially about the center of the maze.
93 94 95 |
# File 'lib/theseus/maze.rb', line 93 def symmetry @symmetry end |
#weave ⇒ Object (readonly)
An integer between 0 and 100 (inclusive). 0 means passages will never move over or under existing passages. 100 means whenever possible, passages will move over or under existing passages. Note that not all maze types support weaving.
63 64 65 |
# File 'lib/theseus/maze.rb', line 63 def weave @weave end |
#width ⇒ Object (readonly)
The width of the maze (number of columns).
In general, it is safest to use the #row_length method for a particular row, since it is theoretically possible for a maze subclass to describe a different width for each row.
48 49 50 |
# File 'lib/theseus/maze.rb', line 48 def width @width end |
#wrap ⇒ Object (readonly)
One of :none, :x, :y, or :xy, indicating which boundaries the maze should wrap around. The default is :none, indicating no wrapping. If :x, the maze will wrap around the left and right edges. If :y, the maze will wrap around the top and bottom edges. If :xy, the maze will wrap around both edges.
A maze that wraps in a single direction may be mapped onto a cylinder. A maze that wraps in both x and y may be mapped onto a torus.
80 81 82 |
# File 'lib/theseus/maze.rb', line 80 def wrap @wrap end |
Class Method Details
.generate(options = {}) ⇒ Object
A short-hand method for creating a new maze object and causing it to be generated, in one step. Returns the newly generated maze.
107 108 109 |
# File 'lib/theseus/maze.rb', line 107 def self.generate(={}) new().generate! end |
Instance Method Details
#[](x, y) ⇒ Object
Returns the bitfield for the cell at the given (x,y) coordinate.
257 258 259 |
# File 'lib/theseus/maze.rb', line 257 def [](x,y) @cells[y][x] end |
#[]=(x, y, value) ⇒ Object
Sets the bitfield for the cell at the given (x,y) coordinate.
262 263 264 |
# File 'lib/theseus/maze.rb', line 262 def []=(x,y,value) @cells[y][x] = value end |
#add_opening_from(point) ⇒ Object
If point is already located at a valid point within the maze, this does nothing. Otherwise, it examines the potential exits from the given point and looks for the first one that leads immediately to a valid point internal to the maze. When it finds one, it adds a passage to that cell leading to point. If no such adjacent cell exists, this method silently does nothing.
538 539 540 541 542 543 544 545 546 547 548 549 550 551 |
# File 'lib/theseus/maze.rb', line 538 def add_opening_from(point) x, y = point if valid?(x, y) # nothing to be done else potential_exits_at(x, y).each do |direction| nx, ny = move(x, y, direction) if valid?(nx, ny) @cells[ny][nx] |= opposite(direction) return end end end end |
#adjacent_point(point) ⇒ Object
If point is already located at a valid point withint he maze, this simply returns point. Otherwise, it examines the potential exits from the given point and looks for the first one that leads immediately to a valid point internal to the maze. When it finds one, it returns that point. If no such point exists, it returns nil.
558 559 560 561 562 563 564 565 566 567 568 |
# File 'lib/theseus/maze.rb', line 558 def adjacent_point(point) x, y = point if valid?(x, y) point else potential_exits_at(x, y).each do |direction| nx, ny = move(x, y, direction) return [nx, ny] if valid?(nx, ny) end end end |
#apply_move_at(x, y, direction) ⇒ Object
Applies a move in the given direction to the cell at (x,y). The direction parameter may also be :under, in which case the cell is left-shifted so as to move the existing passages to the UNDER plane.
This method also handles the application of symmetrical moves, in the case where #symmetry has been specified.
You’ll generally never call this method directly, except to construct grids yourself.
622 623 624 625 626 627 628 629 630 631 632 633 634 635 |
# File 'lib/theseus/maze.rb', line 622 def apply_move_at(x, y, direction) if direction == :under @cells[y][x] <<= UNDER_SHIFT else @cells[y][x] |= direction end case @symmetry when :x then move_symmetrically_in_x(x, y, direction) when :y then move_symmetrically_in_y(x, y, direction) when :xy then move_symmetrically_in_xy(x, y, direction) when :radial then move_symmetrically_radially(x, y, direction) end end |
#clockwise(direction) ⇒ Object
Returns the direction that results by rotating the given direction 90 degrees in the clockwise direction. This will work even if the direction value is in the UNDER bitmask.
460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 |
# File 'lib/theseus/maze.rb', line 460 def clockwise(direction) if direction & UNDER != 0 clockwise(direction >> UNDER_SHIFT) << UNDER_SHIFT else case direction when N then E when E then S when S then W when W then N when NW then NE when NE then SE when SE then SW when SW then NW end end end |
#counter_clockwise(direction) ⇒ Object
Returns the direction that results by rotating the given direction 90 degrees in the counter-clockwise direction. This will work even if the direction value is in the UNDER bitmask.
480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 |
# File 'lib/theseus/maze.rb', line 480 def counter_clockwise(direction) if direction & UNDER != 0 counter_clockwise(direction >> UNDER_SHIFT) << UNDER_SHIFT else case direction when N then W when W then S when S then E when E then N when NW then SW when SW then SE when SE then NE when NE then NW end end end |
#dead?(cell) ⇒ Boolean
Returns true if the given cell is a dead-end. This considers only passages on the PRIMARY plane (the UNDER bits are ignored, because the current algorithm for generating mazes will never result in a dead-end that is underneath another passage).
526 527 528 529 530 |
# File 'lib/theseus/maze.rb', line 526 def dead?(cell) raw = cell & PRIMARY raw == N || raw == S || raw == E || raw == W || raw == NE || raw == NW || raw == SE || raw == SW end |
#dead_ends ⇒ Object
Returns a array of all dead-ends in the maze. Each element of the array is a 2-tuple containing the coordinates of a dead-end.
365 366 367 368 369 370 371 372 373 374 375 |
# File 'lib/theseus/maze.rb', line 365 def dead_ends dead_ends = [] @cells.each_with_index do |row, y| row.each_with_index do |cell, x| dead_ends << [x, y] if dead?(cell) end end dead_ends end |
#dx(direction) ⇒ Object
Returns the change in x implied by the given direction.
498 499 500 501 502 503 504 |
# File 'lib/theseus/maze.rb', line 498 def dx(direction) case direction when E, NE, SE then 1 when W, NW, SW then -1 else 0 end end |
#dy(direction) ⇒ Object
Returns the change in y implied by the given direction.
507 508 509 510 511 512 513 |
# File 'lib/theseus/maze.rb', line 507 def dy(direction) case direction when S, SE, SW then 1 when N, NE, NW then -1 else 0 end end |
#finish ⇒ Object
Since #exit may be external to the maze, #finish returns the cell adjacent to #exit that lies within the maze. If #exit is already internal to the maze, this method returns #exit. If #exit is not adjacent to any internal cell, this method returns nil.
304 305 306 |
# File 'lib/theseus/maze.rb', line 304 def finish adjacent_point(@exit) end |
#generate! ⇒ Object
Generates the maze if it has not already been generated. This is essentially the same as calling #step repeatedly. If a block is given, it will be called after each step.
205 206 207 208 |
# File 'lib/theseus/maze.rb', line 205 def generate! yield if block_given? while step unless generated? self end |
#generated? ⇒ Boolean
Returns true if the maze has been generated.
288 289 290 |
# File 'lib/theseus/maze.rb', line 288 def generated? @generated end |
#hmirror(direction) ⇒ Object
Returns the direction that is the horizontal mirror to the given direction. This will work even if the direction value is in the UNDER bitmask.
423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 |
# File 'lib/theseus/maze.rb', line 423 def hmirror(direction) if direction & UNDER != 0 hmirror(direction >> UNDER_SHIFT) << UNDER_SHIFT else case direction when E then W when W then E when NW then NE when NE then NW when SW then SE when SE then SW else direction end end end |
#inspect ⇒ Object
:nodoc:
664 665 666 667 668 |
# File 'lib/theseus/maze.rb', line 664 def inspect # :nodoc: "#<#{self.class.name}:0x%X %dx%d %s>" % [ object_id, @width, @height, generated? ? "generated" : "not generated"] end |
#move(x, y, direction) ⇒ Object
Moves the given (x,y) coordinates a single step in the given direction. If wrapping in either x or y is active, the result will be mapped to the maze’s current bounds via modulo arithmetic. The resulting coordinates are returned as a 2-tuple.
Example:
x2, y2 = maze.move(x, y, Maze::W)
354 355 356 357 358 359 360 361 |
# File 'lib/theseus/maze.rb', line 354 def move(x, y, direction) nx, ny = x + dx(direction), y + dy(direction) ny %= height if wrap_y? nx %= row_length(ny) if wrap_x? && ny > 0 && ny < height [nx, ny] end |
#new_path(meta = {}) ⇒ Object
Creates a new Theseus::Path object based on this maze instance. This can be used to (for instance) create special areas of the maze or routes through the maze that you want to color specially. The following demonstrates setting a particular cell in the maze to a light-purple color:
path = maze.new_path(color: 0xff7fffff)
path.set([5,5])
maze.to(:png, paths: [path])
218 219 220 |
# File 'lib/theseus/maze.rb', line 218 def new_path(={}) Path.new(self, ) end |
#new_solver(options = {}) ⇒ Object
Instantiates and returns a new solver instance which encapsulates a solution algorithm. The options may contain the following keys:
- :type
-
This defaults to
:backtracker(for the Theseus::Solvers::Backtracker solver), but may also be set to:astar(for the Theseus::Solvers::Astar solver). - :a
-
A 2-tuple (defaulting to #start) that says where in the maze the solution should begin.
- :b
-
A 2-tuple (defaulting to #finish) that says where in the maze the solution should finish.
The returned solver will not yet have generated the solution. Use Theseus::Solvers::Base#solve or Theseus::Solvers::Base#step to generate the solution.
236 237 238 239 240 241 242 243 244 245 246 |
# File 'lib/theseus/maze.rb', line 236 def new_solver(={}) type = [:type] || :backtracker require "theseus/solvers/#{type}" klass = Theseus::Solvers.const_get(type.to_s.capitalize) a = [:a] || start b = [:b] || finish klass.new(self, a, b) end |
#opposite(direction) ⇒ Object
Returns the direction opposite to the given direction. This will work even if the direction value is in the UNDER bitmask.
404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 |
# File 'lib/theseus/maze.rb', line 404 def opposite(direction) if direction & UNDER != 0 opposite(direction >> UNDER_SHIFT) << UNDER_SHIFT else case direction when N then S when S then N when E then W when W then E when NE then SW when NW then SE when SE then NW when SW then NE end end end |
#perform_weave(from_x, from_y, to_x, to_y, direction) ⇒ Object
:nodoc:
682 683 684 685 686 687 688 689 690 691 692 693 694 |
# File 'lib/theseus/maze.rb', line 682 def perform_weave(from_x, from_y, to_x, to_y, direction) #:nodoc: if rand(2) == 0 # move under existing passage apply_move_at(to_x, to_y, direction << UNDER_SHIFT) apply_move_at(to_x, to_y, opposite(direction) << UNDER_SHIFT) else # move over existing passage apply_move_at(to_x, to_y, :under) apply_move_at(to_x, to_y, direction) apply_move_at(to_x, to_y, opposite(direction)) end nx, ny = move(to_x, to_y, direction) [nx, ny, direction] end |
#potential_exits_at(x, y) ⇒ Object
Returns an array of the possible exits for the cell at the given coordinates. Note that this does not take into account boundary conditions: a move in any of the returned directions may not actually be valid, and should be verified before being applied.
This is used primarily by subclasses to allow for different shaped cells (e.g. hexagonal cells for SigmaMaze, octagonal cells for UpsilonMaze).
315 316 317 |
# File 'lib/theseus/maze.rb', line 315 def potential_exits_at(x, y) raise NotImplementedError, "subclasses must implement #potential_exits_at" end |
#relative_direction(from, to) ⇒ Object
Returns the direction of to relative to from. to and from are both points (2-tuples).
572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 |
# File 'lib/theseus/maze.rb', line 572 def relative_direction(from, to) # first, look for the case where the maze wraps, and from and to # are on opposite sites of the grid. if wrap_x? && from[1] == to[1] && (from[0] == 0 || to[0] == 0) && (from[0] == @width-1 || to[0] == @width-1) if from[0] < to[0] W else E end elsif wrap_y? && from[0] == to[0] && (from[1] == 0 || to[1] == 0) && (from[1] == @height-1 || to[1] == @height-1) if from[1] < to[1] N else S end elsif from[0] < to[0] if from[1] < to[1] SE elsif from[1] > to[1] NE else E end elsif from[0] > to[0] if from[1] < to[1] SW elsif from[1] > to[1] NW else W end elsif from[1] < to[1] S elsif from[1] > to[1] N else # same point! nil end end |
#row_length(row) ⇒ Object
Returns the number of cells in the given row. This is generally safer than relying the #width method, since it is theoretically possible for a maze to have a different number of cells for each of its rows.
518 519 520 |
# File 'lib/theseus/maze.rb', line 518 def row_length(row) @cells[row].length end |
#solve(options = {}) ⇒ Object
Returns the solution for the maze as an array of 2-tuples, each indicating a cell (in sequence) leading from the start to the finish.
See #new_solver for a description of the supported options.
252 253 254 |
# File 'lib/theseus/maze.rb', line 252 def solve(={}) new_solver().solution end |
#sparsify! ⇒ Object
Removes one cell from all dead-ends in the maze. Each call to this method removes another level of dead-ends, making the maze increasingly sparse.
379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 |
# File 'lib/theseus/maze.rb', line 379 def sparsify! dead_ends.each do |(x, y)| cell = @cells[y][x] direction = cell & PRIMARY nx, ny = move(x, y, direction) # if the cell includes UNDER codes, shifting it all UNDER_SHIFT bits to the right # will convert those UNDER codes to PRIMARY codes. Otherwise, it will # simply zero the cell, resulting in a blank spot. @cells[y][x] >>= UNDER_SHIFT # if it's a weave cell (that moves over or under another corridor), # nix it and move back one more, so we don't wind up with dead-ends # underneath another corridor. if @cells[ny][nx] & (opposite(direction) << UNDER_SHIFT) != 0 @cells[ny][nx] &= ~((direction | opposite(direction)) << UNDER_SHIFT) nx, ny = move(nx, ny, direction) end @cells[ny][nx] &= ~opposite(direction) end end |
#start ⇒ Object
Since #entrance may be external to the maze, #start returns the cell adjacent to #entrance that lies within the maze. If #entrance is already internal to the maze, this method returns #entrance. If #entrance is not adjacent to any internal cell, this method returns nil.
296 297 298 |
# File 'lib/theseus/maze.rb', line 296 def start adjacent_point(@entrance) end |
#step ⇒ Object
Completes a single iteration of the maze generation algorithm. Returns false if the method should not be called again (e.g., the maze has been completed), and true otherwise.
269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 |
# File 'lib/theseus/maze.rb', line 269 def step return false if @generated if @deadends && @deadends.any? dead_end = @deadends.pop braid_cell(dead_end[0], dead_end[1]) @generated = @deadends.empty? return !@generated end if @algorithm.step return true else return finish! end end |
#to(format, options = {}) ⇒ Object
Returns the maze rendered to a particular format. Supported formats are currently :ascii and :png. The options hash is passed through to the formatter.
646 647 648 649 650 651 652 653 654 655 656 657 |
# File 'lib/theseus/maze.rb', line 646 def to(format, ={}) case format when :ascii then require "theseus/formatters/ascii/#{type.downcase}" Formatters::ASCII.const_get(type).new(self, ) when :png then require "theseus/formatters/png/#{type.downcase}" Formatters::PNG.const_get(type).new(self, ).to_blob else raise ArgumentError, "unknown format: #{format.inspect}" end end |
#to_s(options = {}) ⇒ Object
Returns the maze rendered to a string.
660 661 662 |
# File 'lib/theseus/maze.rb', line 660 def to_s(={}) to(:ascii, ).to_s end |
#type ⇒ Object
Returns the type of the maze as a string. OrthogonalMaze, for instance, is reported as “orthogonal”.
639 640 641 |
# File 'lib/theseus/maze.rb', line 639 def type self.class.name[/::(.*?)Maze$/, 1] end |
#valid?(x, y) ⇒ Boolean
Returns true if the given coordinates are valid within the maze. This will be the case if:
-
The coordinates lie within the maze’s bounds, and
-
The current mask for the maze does not restrict the location.
If the maze wraps in x, the x coordinate is unconstrained and will be mapped (via modulo) to the bounds. Similarly, if the maze wraps in y, the y coordinate will be unconstrained.
338 339 340 341 342 343 344 |
# File 'lib/theseus/maze.rb', line 338 def valid?(x, y) return false if !wrap_y? && (y < 0 || y >= height) y %= height return false if !wrap_x? && (x < 0 || x >= row_length(y)) x %= row_length(y) return @mask[x, y] end |
#vmirror(direction) ⇒ Object
Returns the direction that is the vertical mirror to the given direction. This will work even if the direction value is in the UNDER bitmask.
441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 |
# File 'lib/theseus/maze.rb', line 441 def vmirror(direction) if direction & UNDER != 0 vmirror(direction >> UNDER_SHIFT) << UNDER_SHIFT else case direction when N then S when S then N when NE then SE when NW then SW when SE then NE when SW then NW else direction end end end |
#weave_allowed?(from_x, from_y, thru_x, thru_y, direction) ⇒ Boolean
Returns true if a weave may be applied at (thru_x,thru_y) when moving from (from_x,from_y) in direction. This will be true if the thru cell does not already have anything in its UNDER plane, and if the cell on the far side of thru is valid and blank.
Subclasses may need to override this method if special interpretations for direction need to be considered (see SigmaMaze).
677 678 679 680 |
# File 'lib/theseus/maze.rb', line 677 def weave_allowed?(from_x, from_y, thru_x, thru_y, direction) #:nodoc: nx2, ny2 = move(thru_x, thru_y, direction) return (@cells[thru_y][thru_x] & UNDER == 0) && valid?(nx2, ny2) && @cells[ny2][nx2] == 0 end |
#wrap_x? ⇒ Boolean
Returns true if the maze may be wrapped in the x direction (left-to-right).
320 321 322 |
# File 'lib/theseus/maze.rb', line 320 def wrap_x? @wrap == :x || @wrap == :xy end |
#wrap_y? ⇒ Boolean
Returns true if the maze may be wrapped in the y direction (top-to-bottom).
325 326 327 |
# File 'lib/theseus/maze.rb', line 325 def wrap_y? @wrap == :y || @wrap == :xy end |