Add the Hunt and Kill algorithm, and try out iterate
author |
Steve Losh <steve@stevelosh.com> |
date |
Thu, 30 Jun 2016 23:23:24 +0000 |
parents |
e897732c9b71 |
children |
338a2f2c4b9a |
(in-package #:mazes.generation)
(defmacro with-cell-active ((cell &rest options) &body body)
(once-only (cell)
`(prog2
(progn (setf (cell-active ,cell) t)
,(when (member :mark-group options)
`(setf (cell-active-group ,cell) t)))
(progn ,@body)
(setf (cell-active ,cell) nil))))
(defun clear-active-group (cells)
(iterate (for c :in cells)
(setf (cell-active-group c) nil)))
(defun set-active-group (cells)
(iterate (for c :in cells)
(setf (cell-active-group c) t)))
(defun reset-active-group (old-cells new-cells)
(clear-active-group old-cells)
(set-active-group new-cells))
;;;; Binary Tree
;;; The Binary Tree generation algorithm works by looping through each cell,
;;; choosing either the north or east neighbor at random, and carving out the
;;; wall to it.
;;;
;;; For the north and east edges of the map the only viable neighbor is always
;;; picked, which results in signature long corridors on those edges.
(defgenerator binary-tree-generator (grid)
(grid-loop-cells cell grid
(with-cell-active (cell)
(let ((other (random-elt (full-list (cell-north cell)
(cell-east cell)))))
(when other
(cell-link cell other)))
(yield))))
(defun binary-tree (grid)
(do-generator (_ (binary-tree-generator grid)))
grid)
;;;; Sidewinder
;;; The Sidewinder algorithm works by looping over each row.
;;;
;;; For each row it loops over the cells to form "runs" of consecutive
;;; horizontal neighbors, randomly deciding when to end a particular run. Once
;;; a run is ended ("closed") it picks a random cell in the run and carves out
;;; a passage north.
;;;
;;; For the top row of the map we never want to carve out to the north wall, so
;;; we never allow the top row to close -- it'll always be a single run. This
;;; results in a signature long corridor along the top of the maze.
(defgenerator sidewinder-generator (grid)
(grid-loop-rows row grid
(iterate
(with run = nil)
(for cell :in-vector row)
(for at-east-bound = (null (cell-east cell)))
(for at-north-bound = (null (cell-north cell)))
(for should-close = (or at-east-bound
(and (not at-north-bound)
(randomp))))
(with-cell-active (cell :mark-group)
(push cell run)
(if should-close
(let* ((member (random-elt run))
(member-north (cell-north member)))
(when member-north
(with-cell-active (member-north)
(cell-link member member-north)
(yield)))
(yield)
(clear-active-group run)
(setf run nil))
(progn
(cell-link cell (cell-east cell))
(yield)))))))
(defun sidewinder (grid)
(do-generator (_ (sidewinder-generator grid)))
grid)
;;;; Aldous-Broder
;;; The Aldous-Broder algorithm picks a random cell and walks to a random
;;; neighbor at each step. If that neighbor has not been visited yet it carves
;;; out the wall back to the previous cell.
;;;
;;; This produces really nice, unbiased mazes but is *really* slow.
(defgenerator aldous-broder-generator (grid)
(let ((cell (grid-random-cell grid))
(unvisited (1- (grid-size grid))))
(iterate (while (plusp unvisited))
(setf (cell-active-group cell) t)
(let ((neighbor (random-elt (cell-neighbors cell))))
(with-cell-active (cell)
(when (null (cell-links neighbor))
(cell-link cell neighbor)
(decf unvisited))
(yield))
(setf cell neighbor))))
(grid-clear-active grid))
(defun aldous-broder (grid)
(do-generator (_ (aldous-broder-generator grid)))
grid)
;;;; Wilson
;;; Wilson's algorithm works by initializing one random cell to be visited, then
;;; starting at some *other* random cell and walking randomly. Once the path
;;; hits the visited cell, it is linked together and another random unvisited
;;; cell is chosed.
;;;
;;; If a loop in the path is formed before the path manages to hit a visited
;;; cell, the loop is "erased" and the walk restarts from the looping point.
(defgenerator wilson-generator (grid)
(iterate
(with unvisited = (make-set :initial-data (grid-map-cells #'identity grid)))
(initially (setf (cell-active-group (set-pop unvisited)) t))
(with path = nil)
(with cell = (set-random unvisited))
(while cell)
(with-cell-active (cell :mark-group)
(let ((path-loop (member cell path)))
(setf path (cons cell path))
(cond
;; If we've made a loop, trim it off.
(path-loop
(reset-active-group path path-loop)
(setf path path-loop
cell (cell-random-neighbor cell)))
;; If we've hit a visited cell, carve out the path.
((not (set-contains-p unvisited cell))
(mapc (curry #'apply #'cell-link)
(n-grams 2 path))
(set-remove-all unvisited path)
(setf path nil
cell (set-random unvisited)))
;; Otherwise keep going
(t
(setf cell (cell-random-neighbor cell)))))
(yield)))
(grid-clear-active grid))
(defun wilson (grid)
(do-generator (_ (wilson-generator grid)))
grid)
;;;; Hunt and Kill
;;;
(defgenerator hunt-and-kill-generator (grid)
(labels ((visited-p (cell)
(not (null (cell-links cell))))
(random-visited-neighbor (cell)
(random-elt (remove-if-not #'visited-p (cell-neighbors cell))))
(random-unvisited-neighbor (cell)
(random-elt (remove-if #'visited-p (cell-neighbors cell))))
(hunt ()
(grid-loop-cells cell grid
(when (and (not (visited-p cell))
(some #'visited-p (cell-neighbors cell)))
(return cell)))))
(iterate
(with cell = (grid-ref grid 0 0))
(initially (setf (cell-active-group cell) t))
(for next = (random-unvisited-neighbor cell))
(if next
(with-cell-active (next :mark-group)
(cell-link cell next)
(setf cell next)
(yield))
(let ((new-cell (hunt)))
(if (null new-cell)
(finish)
(with-cell-active (new-cell :mark-group)
(cell-link new-cell (random-visited-neighbor new-cell))
(setf cell new-cell)
(yield)))))))
(grid-clear-active grid))
(defun hunt-and-kill (grid)
(do-generator (_ (hunt-and-kill-generator grid)))
grid)