implemented generator and updated examples
This commit is contained in:
parent
d0c44cdcbe
commit
b21dc88b68
4 changed files with 55 additions and 38 deletions
|
@ -50,7 +50,7 @@ pub mod maze_state {
|
||||||
|
|
||||||
impl MazeState for Generated {}
|
impl MazeState for Generated {}
|
||||||
impl BuildableMazeState for Generated {
|
impl BuildableMazeState for Generated {
|
||||||
fn get(mut self) -> Maze {
|
fn get(self) -> Maze {
|
||||||
self.generator.generate()
|
self.generator.generate()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -12,18 +12,16 @@ pub use depth_first::DepthFirst;
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn depth_first() {
|
fn depth_first() {
|
||||||
use crate::{generate, Executor};
|
use crate::{Executor, SimpleGenerator};
|
||||||
let algorithm = DepthFirst::new();
|
let algorithm = DepthFirst::new();
|
||||||
let maze = generate(20, 20);
|
let mut executor = Executor::build(algorithm, |b| b.generated(SimpleGenerator::new(40, 20)));
|
||||||
// let mut executor = Executor::new(maze, algorithm);
|
executor.run();
|
||||||
// executor.run();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn breath_first() {
|
fn breath_first() {
|
||||||
use crate::{generate, Executor};
|
use crate::{Executor, SimpleGenerator};
|
||||||
let algorithm = BreathFirst::new();
|
let algorithm = BreathFirst::new();
|
||||||
let maze = generate(20, 20);
|
let mut executor = Executor::build(algorithm, |b| b.generated(SimpleGenerator::new(40, 20)));
|
||||||
// let mut executor = Executor::new(maze, algorithm);
|
executor.run();
|
||||||
// executor.run();
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -8,8 +8,26 @@ use rand::{prelude::SliceRandom, thread_rng};
|
||||||
|
|
||||||
use crate::{Maze, Pos};
|
use crate::{Maze, Pos};
|
||||||
|
|
||||||
|
/// Trait encapsulating the behavior of a type capable to create mazes.
|
||||||
|
pub trait MazeGenerator {
|
||||||
|
fn generate(&self) -> Maze;
|
||||||
|
}
|
||||||
|
|
||||||
/// Most common maze generation technique, recursively creating paths to unvisited cells, each time choosing next direction at random.
|
/// Most common maze generation technique, recursively creating paths to unvisited cells, each time choosing next direction at random.
|
||||||
pub fn generate(width: isize, height: isize) -> Maze {
|
pub struct SimpleGenerator {
|
||||||
|
width: isize,
|
||||||
|
height: isize,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl SimpleGenerator {
|
||||||
|
pub fn new(width: isize, height: isize) -> Self {
|
||||||
|
Self { height, width }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
impl MazeGenerator for SimpleGenerator {
|
||||||
|
fn generate(&self) -> Maze {
|
||||||
|
let Self { width, height } = *self;
|
||||||
let mut result = Maze::new(
|
let mut result = Maze::new(
|
||||||
width,
|
width,
|
||||||
height,
|
height,
|
||||||
|
@ -37,14 +55,12 @@ pub fn generate(width: isize, height: isize) -> Maze {
|
||||||
|
|
||||||
result
|
result
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn generation() {
|
fn generation() {
|
||||||
let maze = generate(20, 20);
|
let generator = SimpleGenerator::new(10, 10);
|
||||||
|
let maze = generator.generate();
|
||||||
let text = maze.display(None);
|
let text = maze.display(None);
|
||||||
println!("{text}");
|
println!("{text}");
|
||||||
}
|
}
|
||||||
|
|
||||||
pub trait MazeGenerator {
|
|
||||||
fn generate(&mut self) -> Maze;
|
|
||||||
}
|
|
||||||
|
|
|
@ -14,5 +14,8 @@ mod position;
|
||||||
|
|
||||||
pub use algorithm::Algorithm;
|
pub use algorithm::Algorithm;
|
||||||
pub use executor::{Context, Executor, Guess, Insight};
|
pub use executor::{Context, Executor, Guess, Insight};
|
||||||
pub use labyrinth::{generator::generate, Maze};
|
pub use labyrinth::{
|
||||||
|
generator::{MazeGenerator, SimpleGenerator},
|
||||||
|
Maze,
|
||||||
|
};
|
||||||
pub use position::Pos;
|
pub use position::Pos;
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue