日期:2014-05-20 浏览次数:20913 次
using System; using System.Collections.Generic; using System.Text; namespace Maze { class Maze { public class Path { public Dictionary<int, bool> rooms = new Dictionary<int, bool>(); public Dictionary<Path, bool> neighbors = new Dictionary<Path, bool>(); public Dictionary<int, bool> deletedColumnWalls = new Dictionary<int, bool>(); public Dictionary<int, bool> deletedRowWalls = new Dictionary<int, bool>(); public Path(int id) { rooms.Add(id, true); } public override String ToString() { return rooms.ToString(); } } int row; int column; Random rand = new Random(); List<Path> paths = new List<Path>(); static void Main(string[] args) { Maze m = new Maze(); m.row = 10; m.column = 10; m.run(); m.printResult(); } char EMPTY = ' '; private char[] GRID = { ' ','┃','━','┏', '━','┓','━','┳', '┃','┃','┗','┣', '┛','┫','┻','╋' }; private void printResult() { char[][] grid = new char[row * 2 + 2][];//[column * 2 + 2]; for (int i = 0; i < grid.Length; i++) { grid[i] = new char[column * 2 + 2]; for(int z = 0; z < grid[i].Length; z++) grid[i][z] = EMPTY; } Path path = paths[0]; for(int rowIndex = 0; rowIndex <= row; rowIndex++) { for(int columnIndex = 0; columnIndex <= column; columnIndex++) { int id = columnIndex + rowIndex * column; bool leftWall = rowIndex != row && (columnIndex == 0 || columnIndex == column || !path.deletedColumnWalls.ContainsKey(id - 1)); bool topWall = columnIndex != column && (rowIndex == 0 || rowIndex == row || !path.deletedRowWalls.ContainsKey(id - column)); bool leftTopWall = columnIndex != 0 && (rowIndex == 0 || rowIndex == row || !path.deletedRowWalls.ContainsKey(id - column - 1)); bool topLeftWall = rowIndex != 0 && (columnIndex == 0 || columnIndex == column || !path.deletedColumnWalls.ContainsKey(id - column - 1)); grid[rowIndex * 2 + 1][columnIndex * 2 + 1] = EMPTY; grid[rowIndex * 2 + 1][columnIndex * 2] = leftWall ? '┃' : EMPTY; grid[rowIndex * 2][columnIndex * 2 + 1] = topWall ? '━' : EMPTY; int index = 0; index |= leftWall ? 1 : 0; index |= topWall ? 2 : 0; index |= leftTopWall ? 4 : 0; index |= topLeftWall ? 8 : 0; grid[rowIndex * 2][columnIndex * 2] = GRID[index]; } } grid[1][0] = EMPTY; grid[row * 2 - 1][column * 2] = EMPTY; for (int rowIndex = 0; rowIndex < grid.Length - 1; rowIndex++) { for (int columnIndex = 0; columnIndex < grid[row].Length - 1; columnIndex++) Console.Write(grid[rowIndex][columnIndex]); Console.WriteLine(); } } private void run() { for (int x = 0; x < row; x++) { for (int y = 0; y < column; y++) { int id = x * column + y; Path path = new Path(id); if (y > 0) { Path left = paths[paths.Count - 1]; left.neighbors.Add(path, true); path.neighbors.Add(left, true); } if (x > 0) { Path top = paths[paths.Count - column]; top.neighbors.Add(path, true); path.neighbors.Add(top, true); } paths.Add(path); } } while (paths.Count > 1) mergePaths(); } private void mergePaths() { Path first = paths[rand.Next(paths.Count)]; List<int> options = new List<int>(); for(int i = 0; i < paths.Count; i++) { Path tmp = paths[i]; if(first != tmp) { if(first.neighbors.ContainsKey(tmp)) options.Add(i); } } int secondIndex = options[rand.Next(options.Count)]; Path second = paths[secondIndex]; List<List<int>> connectWalls = getConnectWall(first, second); int wallIndex = rand.Next(connectWalls[0].Count + connectWalls[1].Count); if(wallIndex < connectWalls[0].Count) first.deletedRowWalls.Add(connectWalls[0][wallIndex], true); else first.deletedColumnWalls.Add(connectWalls[1][wallIndex - connectWalls[0].Count], true); first.neighbors.Remove(second); second.neighbors.Remove(first); foreach(Path secondNeighbor in second.neighbors.Keys) { secondNeighbor.neighbors.Remove(second); if(!secondNeighbor.neighbors.ContainsKey(first)) secondNeighbor.neighbors.Add(first, true); if(!first.neighbors.ContainsKey(secondNeighbor)) first.neighbors.Add(secondNeighbor, true); } foreach(int room in second.rooms.Keys) first.rooms.Add(room, true); foreach(int wall in second.deletedRowWalls.Keys) first.deletedRowWalls.Add(wall, true); foreach (int wall in second.deletedColumnWalls.Keys) first.deletedColumnWalls.Add(wall, true); paths.RemoveAt(secondIndex); } private List<List<int>> getConnectWall(Path first, Path second) { List<List<int>> result = new List<List<int>>(); List<int> rowWalls = new List<int>(); List<int> columnWalls = new List<int>(); result.Add(rowWalls); result.Add(columnWalls); bool firstLess = first.rooms.Count <= second.rooms.Count; Dictionary<int, bool> rooms = firstLess ? first.rooms : second.rooms; Dictionary<int, bool> secondRooms = firstLess ? second.rooms : first.rooms; foreach(int room in rooms.Keys) { if(secondRooms.ContainsKey(room - column)) rowWalls.Add(room - column); if (secondRooms.ContainsKey(room + column)) rowWalls.Add(room); int columnIndex = room % column; if (columnIndex > 0 && secondRooms.ContainsKey(room - 1)) columnWalls.Add(room - 1); if (columnIndex < column - 1 && secondRooms.ContainsKey(room + 1)) columnWalls.Add(room); } return result; } } }