实现路径生成
This commit is contained in:
parent
c7f28e7f88
commit
198b6bd506
@ -1,24 +1,24 @@
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import csv
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from collections import deque
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class TreeNode:
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def __init__(self):
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self.fa = None
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self.children = []
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self.pos = None
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self.final_pos = None
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self.val = 0
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self.id = 0
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self.dp = 0
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self.path = []
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self.dp_path = []
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class SourceCollector:
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def __init__(self, filename, maze=None):
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def __init__(self, filename=None, maze=None):
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self.filename = filename
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self.maze = maze
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self.start_pos = None
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self.end_pos = None
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self.path = []
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self.node_path = []
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if self.filename:
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self.maze = []
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with open(f"{self.filename}",'r') as f:
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@ -31,6 +31,8 @@ class SourceCollector:
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else:
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t.append(i)
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self.maze.append(t)
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else:
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self.maze = maze
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self.rowNums = len(self.maze)
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self.colNums = len(self.maze[0])
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@ -44,99 +46,153 @@ class SourceCollector:
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def dfs_show(self,u):
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if u.id != 0:
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print(f"id: {u.id} , fa:{u.fa.id} , val:{u.val}")
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print(f"id: {u.id} , fa:{u.fa.id} , val:{u.val} , pos:{u.pos}")
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else:
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print(f"id: {u.id} , val:{u.val}")
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print(u.path)
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print(f"id: {u.id} , val:{u.val} , pos:{u.pos}")
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for child in u.children:
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self.dfs_show(child)
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def outofmap(self,x,y):
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return x < 0 or y < 0 or x > self.rowNums or y > self.colNums
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def build_a_tree(self):
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sn = TreeNode()
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sn.pos = self.start_pos
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id = 0
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sn.id = id
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sn.val = 0
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sn.path = [sn.pos]
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cnt = 0
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root = TreeNode()
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root.pos = self.start_pos
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root.id = 0
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root.val = 0
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root.fa = None
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queue = deque([(self.start_pos[0], self.start_pos[1], root)])
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st = [[False] * self.colNums for _ in range(self.rowNums)]
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qsk = []
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sx, sy = self.start_pos
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st[sx][sy] = True
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qsk.append((self.start_pos[0],self.start_pos[1], sn,[]))
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st[self.start_pos[0]][self.start_pos[1]] = True
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dx = [-1, 0, 1, 0]
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dy = [0, -1, 0, 1]
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while qsk:
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x, y, u,path = qsk.pop()
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for _x, _y in zip(dx,dy):
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nx, ny = x + _x, y + _y
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if self.outofmap(nx,ny):
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continue
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if self.maze[nx][ny] == '1' or st[nx][ny]:
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while queue:
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x, y, parent = queue.popleft()
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for i in range(4):
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nx, ny = x + dx[i], y + dy[i]
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if self.outofmap(nx, ny) or st[nx][ny]:
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continue
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if self.maze[nx][ny] != '1':
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st[nx][ny] = True
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to = self.maze[nx][ny]
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new_path = path + [(nx,ny)]
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if to.startswith('g') or to.startswith('t'):
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new_node = TreeNode()
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id+=1
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new_node.id = id
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new_node.pos = (nx, ny)
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new_node.fa = u
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num_str = to[1:]
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new_node.path = new_path
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try:
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if to.startswith('g'):
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new_node.val = int(num_str)
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else:
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new_node.val = -int(num_str)
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except ValueError:
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print("wa ! ")
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u.children.append(new_node)
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qsk.append((nx, ny, new_node,[]))
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else:
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qsk.append((nx, ny, u,new_path))
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return sn
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new_node = TreeNode()
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new_node.pos = (nx, ny)
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new_node.fa = parent
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cnt+=1
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new_node.id = cnt
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if self.maze[nx][ny].startswith('g'):
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new_node.val = int(self.maze[nx][ny][1:])
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elif self.maze[nx][ny].startswith('t'):
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new_node.val =-1 *int(self.maze[nx][ny][1:])
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parent.children.append(new_node)
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queue.append((nx, ny, new_node))
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return root
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def outofmap(self,x,y):
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return x < 0 or y < 0 or x > self.rowNums or y > self.colNums
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def getlca(self,u, v):
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def get_path_to_root(node):
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path = []
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while node:
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path.append(node)
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node = node.fa
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return path
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path_u = get_path_to_root(u)
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path_v = get_path_to_root(v)
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path_u.reverse()
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path_v.reverse()
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lca = None
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for i in range(min(len(path_u),len(path_v))):
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if path_u[i] == path_v[i]:
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lca = path_u[i]
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else:
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break
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if lca is None:
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return []
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u_to_lca = []
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node = u
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while node != lca:
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u_to_lca.append(node.pos)
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node = node.fa
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lca_to_v = []
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node_list = []
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node = v
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while node != lca:
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node_list.append(node)
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node = node.fa
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node_list.append(lca)
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node_list.reverse()
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for node in node_list:
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lca_to_v.append(node.pos)
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full_path = u_to_lca + lca_to_v
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return full_path
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def dfs(self,sn):
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sn.dp = sn.val
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for child in sn.children:
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# print(f"cur : {child.pos} , fa : {child.fa.pos} , childrens : {child.path}")
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sn.final_pos = sn.pos
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sn.path= [sn.pos]
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cur = None
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for idx,child in enumerate(sn.children):
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self.dfs(child)
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if child.dp > 0:
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sn.dp += child.dp
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sn.dp_path += child.path + child.dp_path + child.path[::-1]
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if cur != None:
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sn.path.extend(self.getlca(cur,child))
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sn.path.extend(child.path)
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cur = child
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if idx == len(sn.children)-1:
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sn.final_pos = cur.final_pos
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def find_path(self):
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self.path = []
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sn = self.build_a_tree()
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self.dfs(sn)
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def get_path(self):
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return self.path
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def run(self):
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sn = self.build_a_tree()
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# self.dfs_show(sn)
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self.dfs(sn)
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self.path = sn.path
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def output_list(self):
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copy_maze = self.maze
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for idx, (y, x) in enumerate(self.path):
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if copy_maze[y][x].startswith('s') | copy_maze[y][x].startswith('e'):
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continue
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if copy_maze[y][x].startswith('g') | copy_maze[y][x].startswith('t'):
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copy_maze[y][x] = f"{copy_maze[y][x]}p{idx}"
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continue
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copy_maze[y][x] = f"p{idx}"
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return copy_maze
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if __name__ == '__main__':
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obj = SourceCollector(filename="maze.csv")
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sn = obj.build_a_tree()
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# obj.dfs_show(sn)
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obj.dfs(sn)
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print(len(sn.dp_path))
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print(sn.pos)
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pre = sn.pos
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for _ in sn.dp_path:
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dx,dy = _[0] - pre[0],_[1]-pre[1]
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if dx > 0:
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print("down")
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elif dx < 0:
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print("up")
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elif dy > 0:
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print("right")
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elif dy < 0:
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print("left")
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pre = _
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obj.run()
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path = obj.get_path()
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for i in path:
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print(i)
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# print(sn.pos)
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# pre = sn.pos
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# for _ in sn.dp_path:
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# dx,dy = _[0] - pre[0],_[1]-pre[1]
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# if dx > 0:
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# print("down")
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# elif dx < 0:
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# print("up")
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# elif dy > 0:
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# print("right")
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# elif dy < 0:
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# print("left")
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# pre = _
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main.py
6
main.py
@ -7,10 +7,10 @@ from draw import Button, Toast
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import sys
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import os
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UI_HEIGHT = 800
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UI_WIDTH = 1100
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UI_HEIGHT = 1000
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UI_WIDTH = 1500
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MAZE_SIZE = 800
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MAZE_SIZE = 150
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WALL_SIZE = 50
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FPS = 120
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28
maze.csv
28
maze.csv
@ -1,16 +1,16 @@
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1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
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1,0,1,0,0,0,1,e,0,0,1,t11,1,0,0,1
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1,0,1,1,1,t17,1,0,1,0,1,0,0,0,t6,1
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1,0,1,0,1,0,0,0,1,0,1,0,1,0,g25,1
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1,0,1,0,0,0,1,0,1,0,1,0,1,1,1,1
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1,0,1,b89,1,0,1,0,1,0,1,0,1,g30,0,1
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1,0,0,0,1,0,1,0,1,0,1,0,1,l11,0,1
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1,g30,1,0,1,0,1,0,1,0,1,0,0,g21,0,1
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1,0,1,0,1,s,1,t11,1,1,1,0,1,0,0,1
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1,0,1,0,1,t14,1,0,0,0,1,0,1,0,0,1
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1,1,1,1,1,1,1,0,1,1,1,0,1,0,0,1
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1,0,0,g21,0,0,0,0,0,0,1,0,1,0,0,1
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1,1,1,1,0,1,1,1,1,1,1,1,1,0,1,1
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1,0,l23,0,0,0,g17,0,0,g22,1,0,0,l26,0,1
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1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
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1,0,0,1,0,0,0,0,0,l25,0,t10,0,1,0,1
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1,1,0,1,1,1,1,1,1,1,1,1,l15,1,t7,1
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1,0,0,g26,0,e,t20,s,0,0,0,0,0,0,l25,1
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1,1,1,1,1,1,0,1,1,1,1,1,1,1,0,1
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1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1
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1,0,1,1,1,1,0,1,1,1,1,1,g24,1,0,1
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1,0,0,1,0,t16,0,0,1,0,0,0,0,1,l16,1
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1,1,1,1,1,1,1,1,1,1,1,0,1,1,g15,1
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1,0,t8,1,0,1,0,0,g12,0,1,0,0,1,0,1
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1,0,0,1,0,1,1,0,1,0,1,0,1,1,0,1
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1,0,0,0,0,0,0,0,1,0,1,0,t15,1,l16,1
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1,0,0,1,0,1,0,t16,1,0,1,0,0,1,0,1
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1,1,0,1,1,1,1,1,1,0,1,0,0,1,0,1
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1,0,0,0,0,0,0,0,1,0,t5,b89,0,1,0,1
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1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
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48
maze.py
48
maze.py
@ -1,5 +1,6 @@
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import pygame
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from maze_generator import MazeGenerator
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from SourceCollector import SourceCollector
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from tanxin import *
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import time
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@ -18,9 +19,10 @@ class Maze:
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def generate(self):
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seed = int(time.time() * 1000) % (2**32)
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self.generater.generate(seed=seed)
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# player = GreedyPlayer(generater.maze)
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# player.find_path()
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self.grid = self.generater.maze
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obj = SourceCollector(maze=self.generater.maze)
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obj.run()
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self.grid = obj.output_list()
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print(self.grid)
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def export_to_csv(self, filename):
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self.generater.export_to_csv(filename=filename)
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@ -39,8 +41,38 @@ class Maze:
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screen.blit(wall_texture, (x * tile_size, y * tile_size))
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if self.grid[y][x].startswith('g'):
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screen.blit(coin_texture, (x * tile_size, y * tile_size))
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font = pygame.font.SysFont(None, tile_size // 2)
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path = self.grid[y][x].rfind('p')
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if path == -1:
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continue
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path = self.grid[y][x][path+1:]
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center = (x * tile_size + tile_size // 2, y * tile_size + tile_size // 2)
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radius = tile_size // 3
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text = font.render(path, True, (255, 255, 255))
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text_rect = text.get_rect(center=center)
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screen.blit(text, text_rect)
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if self.grid[y][x].startswith('t'):
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screen.blit(trap_texture, (x * tile_size, y * tile_size))
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font = pygame.font.SysFont(None, tile_size // 2)
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path = self.grid[y][x].rfind('p')
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if path == -1:
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continue
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path = self.grid[y][x][path+1:]
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center = (x * tile_size + tile_size // 2, y * tile_size + tile_size // 2)
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radius = tile_size // 3
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text = font.render(path, True, (255, 255, 255))
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text_rect = text.get_rect(center=center)
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screen.blit(text, text_rect)
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if self.grid[y][x].startswith('|') or self.grid[y][x].startswith('-'):
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font = pygame.font.SysFont(None, tile_size // 2)
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num = 12
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@ -73,6 +105,16 @@ class Maze:
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text = font.render(text, True, (0, 0, 0))
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text_rect = text.get_rect(center=center)
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screen.blit(text, text_rect)
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if self.grid[y][x].startswith('p'):
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font = pygame.font.SysFont(None, tile_size // 2)
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text = self.grid[y][x][1:]
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center = (x * tile_size + tile_size // 2, y * tile_size + tile_size // 2)
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radius = tile_size // 3
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pygame.draw.circle(screen, (255, 215, 0), center, radius)
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if text:
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text = font.render(text, True, (0, 0, 0))
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text_rect = text.get_rect(center=center)
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screen.blit(text, text_rect)
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pygame.draw.line(screen, (0, 0, 0), (self.maze_size, 0), (self.maze_size, self.maze_size), 5)
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@ -22,82 +22,82 @@ class MazeGenerator:
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self.name = name # 迷宫名称
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self.special_elements = [] # 存储特殊元素的位置和值
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self.history_mazes = []
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def initialize_maze(self):
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"""初始化迷宫,四周设置为墙"""
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self.maze = [[self.ROUTE for _ in range(self.size)] for _ in range(self.size)]
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for i in range(self.size):
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self.maze[0][i] = self.WALL
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self.maze[i][0] = self.WALL
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self.maze[self.size - 1][i] = self.WALL
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self.maze[i][self.size - 1] = self.WALL
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"""初始化迷宫,全部填充为墙"""
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self.maze = [[self.WALL for _ in range(self.size)] for _ in range(self.size)]
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def create_maze(self, x1, y1, x2, y2):
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"""递归分割法生成迷宫"""
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if x2 - x1 < 2 or y2 - y1 < 2:
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return
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"""递归分割法生成迷宫,墙壁始终在偶数坐标"""
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def getWallIndex(start, length):
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assert length >= 3
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wall_index = random.randint(start + 1, start + length - 2)
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if wall_index % 2 == 1:
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wall_index -= 1
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return wall_index
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x = x1 + 1 + random.randint(0, (x2 - x1 - 2))
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y = y1 + 1 + random.randint(0, (y2 - y1 - 2))
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def isValid(x, y):
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return 0 <= x < self.size and 0 <= y < self.size
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# 画墙
|
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for i in range(x1, x2 + 1):
|
||||
self.maze[i][y] = self.WALL
|
||||
for i in range(y1, y2 + 1):
|
||||
self.maze[x][i] = self.WALL
|
||||
def isMovable(x, y):
|
||||
return self.maze[y][x] != self.WALL
|
||||
|
||||
# 递归分割四个区域
|
||||
self.create_maze(x1, y1, x - 1, y - 1)
|
||||
self.create_maze(x + 1, y + 1, x2, y2)
|
||||
self.create_maze(x + 1, y1, x2, y - 1)
|
||||
self.create_maze(x1, y + 1, x - 1, y2)
|
||||
|
||||
# 随机打通三面墙
|
||||
r = [0, 0, 0, 0]
|
||||
r[random.randint(0, 3)] = 1
|
||||
def generateHoles(x, y, width, height, wall_x, wall_y):
|
||||
holes = []
|
||||
hole_entrys = [
|
||||
(random.randint(x, wall_x - 1), wall_y),
|
||||
(random.randint(wall_x + 1, x + width - 1), wall_y),
|
||||
(wall_x, random.randint(y, wall_y - 1)),
|
||||
(wall_x, random.randint(wall_y + 1, y + height - 1))
|
||||
]
|
||||
margin_entrys = [
|
||||
(x, wall_y), (x + width - 1, wall_y),
|
||||
(wall_x, y), (wall_x, y + height - 1)
|
||||
]
|
||||
adjacent_entrys = [
|
||||
(x - 1, wall_y), (x + width, wall_y),
|
||||
(wall_x, y - 1), (wall_x, y + height)
|
||||
]
|
||||
for i in range(4):
|
||||
if r[i] == 0:
|
||||
rx, ry = x, y
|
||||
if i == 0: # 上方
|
||||
while True:
|
||||
rx = x1 + random.randint(0, (x - x1 - 1))
|
||||
wall_count = sum([
|
||||
(int)(self.maze[rx - 1][ry]), (int)(self.maze[rx + 1][ry]),
|
||||
(int)(self.maze[rx][ry - 1]), (int)(self.maze[rx][ry + 1])
|
||||
])
|
||||
if wall_count <= 2 * (int)(self.WALL):
|
||||
break
|
||||
elif i == 1: # 右侧
|
||||
while True:
|
||||
ry = y + 1 + random.randint(0, (y2 - y - 1))
|
||||
wall_count = sum([
|
||||
(int)(self.maze[rx - 1][ry]), (int)(self.maze[rx + 1][ry]),
|
||||
(int)(self.maze[rx][ry - 1]), (int)(self.maze[rx][ry + 1])
|
||||
])
|
||||
if wall_count <= 2 * (int)(self.WALL):
|
||||
break
|
||||
elif i == 2: # 下方
|
||||
while True:
|
||||
rx = x + 1 + random.randint(0, (x2 - x - 1))
|
||||
wall_count = sum([
|
||||
(int)(self.maze[rx - 1][ry]), (int)(self.maze[rx + 1][ry]),
|
||||
(int)(self.maze[rx][ry - 1]), (int)(self.maze[rx][ry + 1])
|
||||
])
|
||||
if wall_count <= 2 * (int)(self.WALL):
|
||||
break
|
||||
elif i == 3: # 左侧
|
||||
while True:
|
||||
ry = y1 + random.randint(0, (y - y1 - 1))
|
||||
wall_count = sum([
|
||||
(int)(self.maze[rx - 1][ry]), (int)(self.maze[rx + 1][ry]),
|
||||
(int)(self.maze[rx][ry - 1]), (int)(self.maze[rx][ry + 1])
|
||||
])
|
||||
if wall_count <= 2 * (int)(self.WALL):
|
||||
break
|
||||
self.maze[rx][ry] = self.ROUTE
|
||||
self.history_mazes.append(self.maze)
|
||||
adj_x, adj_y = adjacent_entrys[i]
|
||||
if isValid(adj_x, adj_y) and isMovable(adj_x, adj_y):
|
||||
mx, my = margin_entrys[i]
|
||||
self.maze[my][mx] = self.ROUTE
|
||||
else:
|
||||
holes.append(hole_entrys[i])
|
||||
ignore_hole = random.randint(0, len(holes) - 1)
|
||||
for i in range(len(holes)):
|
||||
if i != ignore_hole:
|
||||
hx, hy = holes[i]
|
||||
self.maze[hy][hx] = self.ROUTE
|
||||
|
||||
# self.history_mazes.append(self.maze)
|
||||
def recursiveDivision(x, y, width, height):
|
||||
if width < 3 or height < 3:
|
||||
return
|
||||
wall_x = getWallIndex(x, width)
|
||||
wall_y = getWallIndex(y, height)
|
||||
for i in range(x, x + width):
|
||||
self.maze[wall_y][i] = self.WALL
|
||||
for i in range(y, y + height):
|
||||
self.maze[i][wall_x] = self.WALL
|
||||
generateHoles(x, y, width, height, wall_x, wall_y)
|
||||
recursiveDivision(x, y, wall_x - x, wall_y - y)
|
||||
recursiveDivision(x, wall_y + 1, wall_x - x, y + height - wall_y - 1)
|
||||
recursiveDivision(wall_x + 1, y, x + width - wall_x - 1, wall_y - y)
|
||||
recursiveDivision(wall_x + 1, wall_y + 1, x + width - wall_x - 1, y + height - wall_y - 1)
|
||||
# 先全部通路
|
||||
self.maze = [[self.ROUTE for _ in range(self.size)] for _ in range(self.size)]
|
||||
# 四周加墙
|
||||
for x in range(self.size):
|
||||
self.maze[0][x] = self.WALL
|
||||
self.maze[self.size - 1][x] = self.WALL
|
||||
for y in range(self.size):
|
||||
self.maze[y][0] = self.WALL
|
||||
self.maze[y][self.size - 1] = self.WALL
|
||||
# 递归分割
|
||||
try:
|
||||
recursiveDivision(1, 1, self.size - 2, self.size - 2)
|
||||
except:
|
||||
self.create_maze(x1, y1, x2, y2) # 如果递归失败,重新尝试
|
||||
def set_random_exits(self):
|
||||
"""随机设置迷宫入口和出口"""
|
||||
available = self.get_available_cells()
|
||||
@ -171,6 +171,7 @@ class MazeGenerator:
|
||||
random.seed(seed or random.randint(0, 1000))
|
||||
self.initialize_maze()
|
||||
self.create_maze(1, 1, self.size - 2, self.size - 2)
|
||||
self.patch_maze_edges() # 自动修正边界
|
||||
self.place_special_elements(boss_count, traps_range, mechanisms_range, skill_traps)
|
||||
print(f"成功生成迷宫: {self.name}")
|
||||
|
||||
@ -229,27 +230,77 @@ class MazeGenerator:
|
||||
for row in reader:
|
||||
l.append(row)
|
||||
return l
|
||||
def patch_maze_edges(self):
|
||||
|
||||
"""只在不破坏联通性的前提下,修正右侧和下侧边界的多余通路(加墙)"""
|
||||
n = self.size
|
||||
if n %2==1:
|
||||
return
|
||||
candidates = []
|
||||
# 倒数第二列(右侧)
|
||||
x = n - 2
|
||||
for y in range(1, n-1):
|
||||
if self.maze[y][x] == self.ROUTE:
|
||||
right = self.maze[y][x+1] if x+1 < n else self.WALL
|
||||
down = self.maze[y+1][x] if y+1 < n else self.WALL
|
||||
if right == self.ROUTE or down == self.ROUTE:
|
||||
candidates.append((y, x))
|
||||
# 倒数第
|
||||
# 二行(下侧)
|
||||
y = n - 2
|
||||
for x in range(1, n-1):
|
||||
if self.maze[y][x] == self.ROUTE:
|
||||
right = self.maze[y][x+1] if x+1 < n else self.WALL
|
||||
down = self.maze[y+1][x] if y+1 < n else self.WALL
|
||||
if right == self.ROUTE or down == self.ROUTE:
|
||||
candidates.append((y, x))
|
||||
# 逐个尝试加墙,确保联通
|
||||
for y, x in candidates:
|
||||
old = self.maze[y][x]
|
||||
self.maze[y][x] = self.WALL
|
||||
if not self.is_maze_connected():
|
||||
self.maze[y][x] = old # 恢复
|
||||
|
||||
def is_maze_connected(self):
|
||||
"""检查迷宫是否连通(深度优先搜索)"""
|
||||
visited = [[False] * self.size for _ in range(self.size)]
|
||||
|
||||
def dfs(x, y):
|
||||
if x < 0 or x >= self.size or y < 0 or y >= self.size:
|
||||
return
|
||||
if visited[y][x] or self.maze[y][x] == self.WALL:
|
||||
return
|
||||
visited[y][x] = True
|
||||
dfs(x + 1, y)
|
||||
dfs(x - 1, y)
|
||||
dfs(x, y + 1)
|
||||
dfs(x, y - 1)
|
||||
|
||||
# 从左上角开始搜索
|
||||
dfs(1, 1)
|
||||
|
||||
# 检查是否所有通路都被访问
|
||||
for y in range(1, self.size - 1):
|
||||
for x in range(1, self.size - 1):
|
||||
if self.maze[y][x] == self.ROUTE and not visited[y][x]:
|
||||
return False
|
||||
return True
|
||||
|
||||
def main():
|
||||
# 示例1: 生成带技能陷阱的迷宫
|
||||
generator = MazeGenerator(
|
||||
size=20,
|
||||
filename="dungeon_maze.csv",
|
||||
name="龙脊峡谷迷宫"
|
||||
filename="dungeon_maze.csv"
|
||||
)
|
||||
generator.generate(
|
||||
seed=666,
|
||||
boss_count=2,
|
||||
traps_range=(5, 10),
|
||||
mechanisms_range=(3, 7),
|
||||
skill_traps=8
|
||||
seed=666
|
||||
)
|
||||
generator.print_maze()
|
||||
generator.export_to_csv()
|
||||
generator.export_to_csv("d.csv")
|
||||
for i in generator.history_mazes:
|
||||
print(i[3:])
|
||||
|
||||
|
||||
reader = MazeGenerator(size=1, filename="dungeon_maze.csv")
|
||||
reader = MazeGenerator(size=1, filename="d.csv")
|
||||
if reader.read_from_csv():
|
||||
print("\n读取的迷宫:")
|
||||
reader.print_maze()
|
||||
|
Loading…
Reference in New Issue
Block a user