算法介绍
英文介绍
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This is a fairly simple and easy-to-understand pathfinding algorithm for tile-based maps. To start off, you have a map, a start coordinate and a destination coordinate. The map will look like this, X being walls, S being the start, O being the finish and _ being open spaces, the numbers along the top and right edges are the column and row numbers:
-
First, create a list of coordinates, which we will use as a queue. The queue will be initialized with one coordinate, the end coordinate. Each coordinate will also have a counter variable attached (the purpose of this will soon become evident).
-
Then, go through every element in the queue, including new elements added to the end over the course of the algorithm, and for each element, do the following:
-
1.Create a list of the four adjacent cells, with a counter variable of the current element’s counter variable + 1
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2.Check all cells in each list for the following two conditions:
- 1.If the cell is a wall, remove it from the list
- 2.If there is an element in the main list with the same coordinate, remove it from the cells list
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3.Add all remaining cells in the list to the end of the main list
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4.Go to the next item in the list
我的翻译
- 对于基于瓦片的地图来说,这是一个相当简单且易于理解的寻路算法。首先,你有一张地图,一个起始坐标和一个目的地坐标。地图是这样的,X是墙,S是开始,O是结束,_是开放空间,顶部和右边的数字是列号和行号:
- 首先,创建一个坐标列表,我们将其用作队列。队列将用一个坐标初始化,即end坐标。每个坐标还将附加一个计数器变量(其目的很快就会变得明显)。
- 然后,遍历队列中的每个元素,包括在算法过程中添加到队列末尾的新元素,并对每个元素执行以下操作:
- 1。创建一个包含四个相邻单元格的列表,使用当前元素的计数器变量+1做新格的计数器变量
- 2。检查每个列表中的所有单元格,满足以下两个条件:
- 1。如果单元格是一堵墙,将其从列表中删除
- 2。如果主列表中有一个具有相同坐标的元素,则将其从单元格列表中删除
- 3。将列表中所有剩余的单元格添加到主列表的末尾
- 4。转到列表中的下一项
寻路结果图
演示代码
#!/usr/bin/python3.7
# -*- coding: utf-8 -*-
import random
import pygame
#import depth_maze
import maze
#import aldous_broder_maze
pygame.init() # 初始化pygame
size = width, height = 800, 600 # 设置窗口大小
screen = pygame.display.set_mode(size) # 显示窗口
# 颜色
diamond_color_size = 8
COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_YELLOW, COLOR_BLACK, COLOR_GREY, COLOR_GOLDEN, COLOR_NO_DIAMOND = list(range(
diamond_color_size))
COLOR = {
COLOR_RED: (255, 0, 0),
COLOR_BLUE: (0, 0, 255),
COLOR_GREEN: (0, 255, 0),
COLOR_YELLOW: (255, 255, 0),
COLOR_BLACK: (0, 0, 0),
COLOR_GREY: (250, 240, 230),
COLOR_GOLDEN : (255,215,0),
COLOR_NO_DIAMOND: (100, 100, 100),
}
# 格子大小
DIAMOND_SIZE = (20, 20)
# 蓝格子
DIAMOND=pygame.surface.Surface(DIAMOND_SIZE).convert()
DIAMOND.fill(COLOR[COLOR_BLUE])
# 绿格子
DIAMOND_GREEN=pygame.surface.Surface(DIAMOND_SIZE).convert()
DIAMOND_GREEN.fill(COLOR[COLOR_GREEN])
# 红格子
DIAMOND_RED=pygame.surface.Surface(DIAMOND_SIZE).convert()
DIAMOND_RED.fill(COLOR[COLOR_RED])
# 黄格子
DIAMOND_YELLOW=pygame.surface.Surface(DIAMOND_SIZE).convert()
DIAMOND_YELLOW.fill(COLOR[COLOR_YELLOW])
# 灰的格子
DIAMOND_GREY=pygame.surface.Surface(DIAMOND_SIZE).convert()
DIAMOND_GREY.fill(COLOR[COLOR_GREY])
# 字体
use_font = pygame.font.Font("FONT.TTF", 16)
use_font12 = pygame.font.Font("FONT.TTF", 12)
# 背景
background=pygame.surface.Surface(size).convert()
background.fill(COLOR[COLOR_BLACK])
# 文字
score_surface = use_font.render("找到终点", True, COLOR[COLOR_BLACK], COLOR[COLOR_GREY])
# 时间
clock = pygame.time.Clock()
##############################################
# 格子访问标记x,y,0,右墙x,y,1,下墙x,y,2
##############################################
#标记
NOWALL=maze.NOWALL # 无墙
WALL=maze.WALL # 有墙
WALL2=maze.WALL2 # 有墙
VISIT=maze.VISIT # 到访过
NOVISIT=maze.NOVISIT # 没到过
VERTICAL = maze.VERTICAL # 垂直的
HORIZONTAL = maze.HORIZONTAL# 水平的
INFINITE = maze.INFINITE # 无穷远
INFINITE = maze.INFINITE # 无穷远
# Sample algorithm
# This is a fairly simple and easy-to-understand pathfinding algorithm for tile-based maps. To start off, you have a map, a start coordinate and a destination coordinate. The map will look like this, X being walls, S being the start, O being the finish and _ being open spaces, the numbers along the top and right edges are the column and row numbers:
# First, create a list of coordinates, which we will use as a queue. The queue will be initialized with one coordinate, the end coordinate. Each coordinate will also have a counter variable attached (the purpose of this will soon become evident). Thus, the queue starts off as ((3,8,0)).
# Then, go through every element in the queue, including new elements added to the end over the course of the algorithm, and for each element, do the following:
# 1.Create a list of the four adjacent cells, with a counter variable of the current element's counter variable + 1 (in our example, the four cells are ((2,8,1),(3,7,1),(4,8,1),(3,9,1)))
# 2.Check all cells in each list for the following two conditions:
# 1.If the cell is a wall, remove it from the list
# 2.If there is an element in the main list with the same coordinate, remove it from the cells list
# 3.Add all remaining cells in the list to the end of the main list
# 4.Go to the next item in the list
# 抽样算法
# Sample algorithm
def sample_pathfinding(rows, cols, walls, startPoint=(0,0), endPoint=None):
# walls = depth_maze.depth_maze(rows, cols)
# 初始化未访问
grids=[[ INFINITE for i in range(cols)]for j in range(rows)]
# 起点
r=startPoint[0]
c=startPoint[1]
findEndPoint=False
findPath=False
# 终点
if endPoint:
stopPoint=endPoint
else:
stopPoint=(rows-1,cols-1)
#
mainList=[] # 主路径
pathList=[(r,c,0)] # 路径
grids[r][c]=0 # 标记已经到过格子距离
while not findPath:
# 当存在未访问细胞时:
if pathList and not findEndPoint:
nextList = [] # 下一步
for node in pathList:
r, c, l = node
if (r,c) == stopPoint:
# 找到终点
grids[r][c] = l
findEndPoint=True
break
# 可以到达的位置
if r>0 and NOWALL == walls[r][c][1] and INFINITE == grids[r-1][c]:
# move = 'u'
nr=r-1
nc=c
nextList.append((nr,nc,l+1))
if c>0 and NOWALL == walls[r][c][0] and INFINITE == grids[r][c-1]:
# move = 'l'
nr=r
nc=c-1
nextList.append((nr,nc,l+1))
if c<cols-1 and NOWALL == walls[r][c+1][0] and INFINITE == grids[r][c+1] :
# move='r'
nr=r
nc=c+1
nextList.append((nr,nc,l+1))
if r<rows-1 and NOWALL == walls[r+1][c][1] and INFINITE == grids[r+1][c] :
# move='d'
nr=r+1
nc=c
nextList.append((nr,nc,l+1))
#if nextList:
# # 后面有可到达的路径,记录当前点与起点的距离
# grids[r][c] = l
if INFINITE == grids[r][c]:
grids[r][c] = l
# 下一圈
pathList = nextList
elif findEndPoint and not findPath:
""
mainList.append((r,c))
l = grids[r][c]
nl=l-1
# 最近的
if r>0 and NOWALL == walls[r][c][1] and nl == grids[r-1][c]:
# move = 'u'
nr=r-1
nc=c
nextList.append((nr,nc,l+1))
if c>0 and NOWALL == walls[r][c][0] and nl == grids[r][c-1]:
# move = 'l'
nr=r
nc=c-1
nextList.append((nr,nc,l+1))
if c<cols-1 and NOWALL == walls[r][c+1][0] and nl == grids[r][c+1] :
# move='r'
nr=r
nc=c+1
nextList.append((nr,nc,l+1))
if r<rows-1 and NOWALL == walls[r+1][c][1] and nl == grids[r+1][c] :
# move='d'
nr=r+1
nc=c
nextList.append((nr,nc,l+1))
if 0 == nl:
mainList.append((nr,nc))
findPath = True
break
r,c=nr,nc
return mainList, grids
# Sample algorithm
def sample_pathfinding_demo(rows, cols):
#walls = maze.aldous_broder_maze(rows, cols)
#walls = maze.depth_maze(rows, cols)
#walls = maze.kruskal_maze(rows, cols)
#walls = maze.prim_maze(rows, cols)
walls = maze.wilson_maze(rows, cols)
POSX=40
POSY=40
# 初始化未访问
grids=[[ INFINITE for i in range(cols)]for j in range(rows)]
# 起点
# 标记迷宫
r=0
c=0
findEndPoint=False
findPath=False
# 起点
startPoint=(r,c)
# 终点
stopPoint=(rows-1,cols-1)
#
mainList=[] # 主路径
pathList=[(r,c,0)] # 路径
grids[r][c]=0 # 标记已经到过格子距离
#fpath, grids = sample_pathfinding(rows,cols,walls)
#mainList = fpath
#findEndPoint = True
#findPath = True
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
# 当存在未访问细胞时:
if pathList and not findEndPoint:
nextList = [] # 下一步
for node in pathList:
r, c, l = node
if (r,c) == stopPoint:
# 找到终点
grids[r][c] = l
pathList=[]
findEndPoint=True
break
# 可以到达的位置
if r>0 and NOWALL == walls[r][c][1] and INFINITE == grids[r-1][c]:
# move = 'u'
nr=r-1
nc=c
nextList.append((nr,nc,l+1))
if c>0 and NOWALL == walls[r][c][0] and INFINITE == grids[r][c-1]:
# move = 'l'
nr=r
nc=c-1
nextList.append((nr,nc,l+1))
if c<cols-1 and NOWALL == walls[r][c+1][0] and INFINITE == grids[r][c+1] :
# move='r'
nr=r
nc=c+1
nextList.append((nr,nc,l+1))
if r<rows-1 and NOWALL == walls[r+1][c][1] and INFINITE == grids[r+1][c] :
# move='d'
nr=r+1
nc=c
nextList.append((nr,nc,l+1))
#if nextList:
# # 后面有可到达的路径,记录当前点与起点的距离
# grids[r][c] = l
if INFINITE == grids[r][c]:
grids[r][c] = l
# 下一圈
pathList = nextList
elif findEndPoint and not findPath:
""
mainList.append((r,c))
l = grids[r][c]
nl=l-1
# 最近的
if r>0 and NOWALL == walls[r][c][1] and nl == grids[r-1][c]:
# move = 'u'
nr=r-1
nc=c
nextList.append((nr,nc,l+1))
if c>0 and NOWALL == walls[r][c][0] and nl == grids[r][c-1]:
# move = 'l'
nr=r
nc=c-1
nextList.append((nr,nc,l+1))
if c<cols-1 and NOWALL == walls[r][c+1][0] and nl == grids[r][c+1] :
# move='r'
nr=r
nc=c+1
nextList.append((nr,nc,l+1))
if r<rows-1 and NOWALL == walls[r+1][c][1] and nl == grids[r+1][c] :
# move='d'
nr=r+1
nc=c
nextList.append((nr,nc,l+1))
if 0 == nl:
mainList.append((nr,nc))
findPath = True
r,c=nr,nc
screen.blit(background, (0, 0))
# 格子
for cx in range(cols):
for ry in range(rows):
px,py=POSX + 1 + (cx) * DIAMOND_SIZE[0], POSY + 1 + (ry) * DIAMOND_SIZE[1]
# 标记访问过的格子
if maze.INFINITE == grids[ry][cx]:
screen.blit(DIAMOND, (px, py))
else:
screen.blit(DIAMOND_GREY, (px, py))
s = "{}".format(grids[ry][cx])
distance_surface = use_font12.render(s, True, COLOR[COLOR_BLACK], COLOR[COLOR_GREY])
screen.blit(distance_surface, (px, py))
if pathList and not mainList:
# 当前圈
for pos in pathList:
px,py=POSX + 1 + (pos[1]) * DIAMOND_SIZE[0], POSY + 1 + (pos[0]) * DIAMOND_SIZE[1]
screen.blit(DIAMOND_GREEN, (px, py))
s = "{}".format(grids[pos[0]][pos[1]])
distance_surface = use_font12.render(s, True, COLOR[COLOR_BLACK], COLOR[COLOR_GREEN])
screen.blit(distance_surface, (px, py))
if mainList:
# 路径
for pos in mainList:
px,py=POSX + 1 + (pos[1]) * DIAMOND_SIZE[0], POSY + 1 + (pos[0]) * DIAMOND_SIZE[1]
screen.blit(DIAMOND_YELLOW, (px, py))
s = "{}".format(grids[pos[0]][pos[1]])
distance_surface = use_font12.render(s, True, COLOR[COLOR_BLACK], COLOR[COLOR_YELLOW])
screen.blit(distance_surface, (px, py))
# r,c
px,py=POSX + 1 + (c) * DIAMOND_SIZE[0], POSY + 1 + (r) * DIAMOND_SIZE[1]
screen.blit(DIAMOND_GREEN, (px, py))
s = "{}".format(grids[r][c])
distance_surface = use_font12.render(s, True, COLOR[COLOR_BLACK], COLOR[COLOR_GREEN])
screen.blit(distance_surface, (px, py))
# 画外墙
pygame.draw.rect(screen, COLOR[COLOR_RED], (POSX + 0, POSY + 0, 20*cols+1, 20*rows+1), 2)
# 画没打通的墙
for cx in range( cols):
for ry in range(rows):
px,py=POSX + 1 + (cx) * DIAMOND_SIZE[0], POSY + 1 + (ry) * DIAMOND_SIZE[1]
color = COLOR[COLOR_BLACK]
color2 = COLOR[COLOR_RED]
if maze.WALL == walls[ry][cx][0]:
pygame.draw.line(screen, color, (px, py), (px, py+20), 2)
if maze.WALL == walls[ry][cx][1]:
pygame.draw.line(screen, color, (px, py), (px+20, py), 2)
#
if findEndPoint:
screen.blit(score_surface, (POSX+50, POSY+rows*22))
time_passed = clock.tick(25)
pygame.display.update()
return
# main
if __name__ == "__main__":
'''main'''
sample_pathfinding_demo(20, 30)
GIF动画演示
maze.py
#!/usr/bin/python3.7
# -*- coding: utf-8 -*-
import random
#标记
NOWALL=0 # 无墙
WALL=1 # 有墙
WALL2=2 # 有墙
VISIT=1 # 到访过
NOVISIT=0 # 没到过
VERTICAL = 0 # 垂直的
HORIZONTAL = 1# 水平的
INFINITE = -1 # infinite distance 无穷远
#Aldous-Broder algorithm
#The Aldous-Broder algorithm also produces uniform spanning trees.
# 1.Pick a random cell as the current cell and mark it as visited.
# 2.While there are unvisited cells:
# 1.Pick a random neighbour.
# 2.If the chosen neighbour has not been visited:
# 1.Remove the wall between the current cell and the chosen neighbour.
# 2.Mark the chosen neighbour as visited.
# 3.Make the chosen neighbour the current cell.
# Aldous-Broder算法
# Aldous-Broder算法也生成统一的生成树。
# 1。选择一个随机的单元格作为当前单元格,并将其标记为已访问的。
# 2。当存在未访问细胞时:
# 1。随机选择一个邻居。
# 2。如果选中的邻居没有被访问:
# 1。移除当前单元格和所选邻居之间的墙。
# 2。标记被选中的邻居已被拜访过。
# 3。使选择的邻居成为当前单元格。
def aldous_broder_maze(rows, cols):
# 墙 [0]表示格子访问标记,左[1]竖墙,上[2]横墙,最右边竖墙和最下边横墙没有记录。
# (最左和最上墙不能打通,r,c右和r,c+1左共用墙。r,c和r+1,c共用横墙)
# 初始化未访问,墙未打通
grids=[[ NOVISIT for i in range(cols)]for j in range(rows)]
# 一个格子有四堵墙,其中有两面共有,用2个标记就够用。
# 墙0通路1。x,y是墙的坐标。
# wall[x][y][0]竖墙wall[x][y][1]横墙
# 墙 [0]表示格子访问标记,左[1]竖墙,上[2]横墙,最右边竖墙和最下边横墙没有记录。
# (最左和最上墙不能打通,r,c右和r,c+1左共用墙。r,c和r+1,c共用横墙)
# 初始化全为墙
wall=[[ [WALL,WALL] for i in range(cols)]for i in range(rows)]
notusegrids = [] # 没有访问过的格子
for tr in range(rows):
for tc in range(cols):
notusegrids.append((tr,tc))
# 选择一个随机的单元格作为当前单元格,并将其标记为已访问的。
r,c = random.choice(notusegrids)
# 标记迷宫
grids[r][c]=VISIT
notusegrids.remove((r,c))
# 当存在未访问细胞时:
while notusegrids:
directions = []
# 可随机方向
if r > 0:
directions.append('u')
if c > 0:
directions.append('l')
if r < rows-1:
directions.append('d')
if c < cols-1:
directions.append('r')
if len(directions):
# 随机一个方向
move = random.choice(directions)
if move == 'u':
newr = r-1
newc = c
opwall=(r, c, HORIZONTAL)
if move == 'l':
newr = r
newc = c-1
opwall=(r, c, VERTICAL)
if move == 'd':
newr = r+1
newc = c
opwall=(newr, newc, HORIZONTAL)
if move == 'r':
newr = r
newc = c+1
opwall=(newr, newc, VERTICAL)
# 如果选中的邻居没有被访问:
if grids[newr][newc] == NOVISIT:
# 1。移除当前单元格和所选邻居之间的墙。
# 2。标记被选中的邻居已被拜访过。
# 3。使选择的邻居成为当前单元格。
grids[newr][newc]=VISIT
notusegrids.remove((newr,newc))
wall[opwall[0]][opwall[1]][opwall[2]] = NOWALL
r=newr
c=newc
else:
# 使选择的邻居成为当前单元格。
r=newr
c=newc
return wall
# Randomized depth-first search
# Recursive implementation
#1。Choose the initial cell, mark it as visited and push it to the stack
#2。While the stack is not empty
# 1。Pop a cell from the stack and make it a current cell
# 2。If the current cell has any neighbours which have not been visited
# 1。Push the current cell to the stack
# 2。Choose one of the unvisited neighbours
# 3。Remove the wall between the current cell and the chosen cell
# 4。Mark the chosen cell as visited and push it to the stack
#随机深度优先搜索
#递归实现
#1。选择初始单元格,将其标记为已访问,并将其压入堆栈
#2。而堆栈不是空的
# 1。从堆栈中弹出一个单元格并使其成为当前单元格
# 2。如果当前单元有任何未被访问的邻居
# 1。将当前单元格压入堆栈
# 2。选择一个未被拜访的邻居
# 3。移除当前单元格和所选单元格之间的墙
# 4。将选中的单元格标记为已访问的,并将其压入堆栈
# 墙不占用单元格
# 可以保证所有的格都是相通的
# 深度优先算法可以遍历所有的单元格。
# Randomized depth-first search
# Recursive backtracker
# 递归回溯算法
def depth_maze(rows, cols):
history = [(0,0)]
# 一个格子有四堵墙,其中有两面共有,用2个标记就够用。
# 墙0通路1。x,y是墙的坐标。
# wall[x][y][0]竖墙wall[x][y][0][1]横墙
# 左[0]竖墙,上[1]横墙,最右边竖墙和最下边横墙没有记录。
# (最左和最上墙不能打通,r,c右和r,c+1左共用墙。r,c和r+1,c共用横墙)
# 初始化全为墙
wall=[[ [WALL,WALL] for i in range(cols)]for i in range(rows)]
# way用来标记已经访问过的格子
# 初始化全未访问
way=[[ NOVISIT for i in range(cols)]for i in range(rows)]
# 设置起点
r=0
c=0
# 起点加入记录
history = [(r,c)]
# 1。选择初始单元格,将其标记为已访问,并将其压入堆栈
# 2。堆栈不是空的
while history:
way[r][c] = VISIT #
check = []
# 可以移动到的位置
if c > 0 and way[r][c-1] == NOVISIT:
check.append('L')
if r > 0 and way[r-1][c] == NOVISIT:
check.append('U')
if c < cols-1 and way[r][c+1] == NOVISIT:
check.append('R')
if r < rows-1 and way[r+1][c] == NOVISIT:
check.append('D')
# 如果当前单元有任何未被访问的邻居
if len(check):
# 选择一个未被拜访的邻居
# 移除当前单元格和所选单元格之间的墙
# 将选中的单元格标记为已访问的,并将其压入堆栈
history.append((r, c))
# 随机移动
move_direction = random.choice(check)
# 打通墙壁
if move_direction == 'L':
wall[r][c][0] = NOWALL
c=c-1
if move_direction == 'U':
wall[r][c][1] = NOWALL
r=r-1
if move_direction == 'R':
c=c+1
wall[r][c][0] = NOWALL
if move_direction == 'D':
r=r+1
wall[r][c][1] = NOWALL
else:
#从堆栈中弹出一个单元格并使其成为当前单元格
r, c = history.pop()
return wall
# Randomized Kruskal's algorithm
# This algorithm is a randomized version of Kruskal's algorithm.
# 1.Create a list of all walls, and create a set for each cell, each containing just that one cell.
# 2.For each wall, in some random order:
# 1.If the cells divided by this wall belong to distinct sets:
# 1.Remove the current wall.
# 2.Join the sets of the formerly divided cells.
# 随机的Kruskal算法
# 这个算法是Kruskal算法的随机化版本。
# 1。创建所有墙壁的列表,并为每个单元格创建一个集合,每个单元格只包含一个单元格。
# 2。对于每一面墙,以一些随机的顺序:
# 1。如果由这个壁分隔的细胞属于不同的集合:
# 1。移除当前的墙。
# 2。加入以前分裂的细胞组。
def kruskal_maze(rows, cols):
# [0]表示格子访问标记
grids=[[ NOVISIT for i in range(cols)]for i in range(rows)]
# 一个格子有四堵墙,其中有两面共有,用2个标记就够用。
# 墙0通路1。x,y是墙的坐标。
# wall[x][y][0]竖墙wall[x][y][1]横墙
# 墙 [0]表示格子访问标记,左[1]竖墙,上[2]横墙,最右边竖墙和最下边横墙没有记录。
# (最左和最上墙不能打通,r,c右和r,c+1左共用墙。r,c和r+1,c共用横墙)
# 初始化全为墙
wall=[[ [WALL,WALL] for i in range(cols)]for i in range(rows)]
# 设置起点
r=0
c=0
# 格子列表
gridlist=[]
gridlist.append((r,c))
# 单元格集合
collection =[]
# 墙壁的列表
wallList=[]
for r in range(rows):
for c in range(cols):
collection.append([(r,c)])
for x in (HORIZONTAL, VERTICAL):
# 最左和上的墙不能打通
if r == 0 and x == HORIZONTAL:
continue
if c == 0 and x == VERTICAL:
continue
wallList.append((r,c,x))
while wallList:
# 随机选一个墙
r,c,x = random.choice(wallList)
# 每个墙随机到一次
wallList.remove((r,c,x))
# a,b相邻的集合
if x == VERTICAL: # 竖墙
a = (r,c-1)
b = (r,c)
else : # 横墙
a = (r,c)
b = (r-1,c)
coll1 = []
coll2 = []
for coll in collection:
if a in coll:
coll1 = coll
if b in coll:
coll2 = coll
# 设置访问过
grids[a[0]][a[1]] = VISIT
grids[b[0]][b[1]] = VISIT
#
if coll1 != coll2:
# 打通墙
wall[r][c][x] = NOWALL
# 合并集合
coll = coll1+coll2
collection.remove(coll1)
collection.remove(coll2)
collection.append(coll)
return wall
# Randomized Prim's algorithm
#1.Start with a grid full of walls.
#2.Pick a cell, mark it as part of the maze. Add the walls of the cell to the wall list.
#3.While there are walls in the list:
# 1.Pick a random wall from the list. If only one of the two cells that the wall divides is visited, then:
# 1.Make the wall a passage and mark the unvisited cell as part of the maze.
# 2.Add the neighboring walls of the cell to the wall list.
# 2.Remove the wall from the list.
# 随机普里姆算法
# 1。从布满墙壁的网格开始。
# 2。选一个细胞,把它标记为迷宫的一部分。将单元格的墙添加到墙列表中。
# 3。名单上有墙:
# 1。从列表中随机选择一面墙。如果细胞壁分裂的两个细胞中只有一个被访问,那么:
# 1。将墙壁做成通道,并将未造访的牢房标记为迷宫的一部分。
# 2。将单元格相邻的墙添加到墙列表中。
# 2。把墙从列表中移除。
# 随机墙
# prim算法
def prim_maze(rows, cols):
# 一个格子有四堵墙,其中有两面共有,用2个标记就够用。
# 墙0通路1。x,y是墙的坐标。
# wall[x][y][0]竖墙wall[x][y][1]横墙
# 墙 [0]表示格子访问标记,左[1]竖墙,上[2]横墙,最右边竖墙和最下边横墙没有记录。
# (最左和最上墙不能打通,r,c右和r,c+1左共用墙。r,c和r+1,c共用横墙)
# 初始化全为墙
wall=[[ [WALL,WALL] for i in range(cols+1)]for i in range(rows+1)]
# 已访问标记
way=[[ NOVISIT for i in range(cols)]for i in range(rows)]
# 设置起点
r=0
c=0
# 起点加入记录
# 标记为迷宫的一部分
way[r][c]=VISIT
# 墙列表
walllist=[]
walllist.append((r+1,c, HORIZONTAL))
walllist.append((r,c+1, VERTICAL))
#
while walllist:
# 随机选一个墙
r, c, d = random.choice(walllist)
# 移除墙
walllist.remove((r,c,d))
if d == VERTICAL:
# 如果这面墙分隔的两个单元格只有一个单元格被访问过,那么:
if c > 0 and (not way[r][c-1] == way[r][c] ):
#1.把墙打通,将未访问的单元格标记成为迷宫的一部分
wall[r][c][0]=NOWALL
if way[r][c] == VISIT:
nc=c-1
else:
nc=c
c=nc
way[r][c]=VISIT
#2.将单元格相邻的墙加入到墙列表中
# 上
if r > 0 and wall[r][c][1] == WALL:
walllist.append((r,c,1))
# 下
if r+1 < rows and wall[r+1][c][1] == WALL:
walllist.append((r+1,c,1))
# 左
if c > 0 and wall[r][c][0] == WALL:
walllist.append((r,c,0))
# 右
if c+1 < cols and wall[r][c+1][0] == WALL:
walllist.append((r,c+1,0))
elif d == HORIZONTAL:
# 如果这面墙分隔的两个单元格只有一个单元格被访问过,那么:
if r > 0 and ( (not way[r-1][c]) == way[r][c] ):
#1.把墙打通,将未访问的单元格标记成为迷宫的一部分
wall[r][c][1]=NOWALL
if way[r][c] == VISIT:
nr=r-1
else:
nr=r
r=nr
way[r][c]=VISIT
#2.将单元格相邻的墙加入到墙列表中
# 上
if r > 0 and wall[r][c][1] == WALL:
walllist.append((r,c,1))
# 下
if r + 1 < rows and wall[r+1][c][1] == WALL:
walllist.append((r+1,c,1))
# 左
if c > 0 and wall[r][c][0] == WALL:
walllist.append((r,c,0))
# 右
if c + 1 < cols and wall[r][c+1][0] == WALL:
walllist.append((r,c+1,0))
#2.如果墙两面的单元格都已经被访问过,那就从列表里移除这面墙
for rrr1, ccc1, ddd1 in walllist:
if ddd1 == VERTICAL:
if ccc1 > 0 and way[rrr1][ccc1-1] == VISIT and way[rrr1][ccc1] == VISIT:
walllist.remove((rrr1,ccc1,ddd1))
elif ddd1 == HORIZONTAL:
if rrr1 > 0 and way[rrr1-1][ccc1] == VISIT and way[rrr1][ccc1] == VISIT:
walllist.remove((rrr1,ccc1,ddd1))
return wall
# 随机格子
def wilson_maze(rows, cols):
# 一个格子有四堵墙,其中有两面共有,用2个标记就够用。
# 墙0通路1。x,y是墙的坐标。
# wall[x][y][0]竖墙wall[x][y][1]横墙
# 墙 [0]表示格子访问标记,左[1]竖墙,上[2]横墙,最右边竖墙和最下边横墙没有记录。
# (最左和最上墙不能打通,r,c右和r,c+1左共用墙。r,c和r+1,c共用横墙)
# 初始化全为墙
wall=[[ [WALL,WALL] for i in range(cols+1)]for i in range(rows+1)]
# 已访问标记
grids=[[ NOVISIT for i in range(cols)]for j in range(rows)]
# 我们任意选择一个单元格开始初始化迷宫算法。
# 然后我们随机选择一个新单元格,开始执行随机漫步,直到我们到达迷宫中已经存在的单元格,然而,
# 如果在任意一点随机漫步到达自己的路径,形成一个循环,在继续之前从路径中删除循环。
# 当路径到达迷宫时,我们将其添加到迷宫中。
# 然后我们从另一个任意的起始单元执行另一个循环擦除的随机漫步,
# 重复,直到填充完所有单元格。
# 无论我们使用哪种方法来选择开始单元格,这个过程都是无偏的。
# 因此,为了简单起见,我们可以按照从左到右、从上到下的顺序选择第一个未填充的单元格。
tmpgrids = [] # 临时路径
tmpwalls = [] # 临时路径中的墙
notusegrids = [] # 没有访问过的格子
for tr in range(rows):
for tc in range(cols):
notusegrids.append((tr,tc))
r,c = random.choice(notusegrids)
notusegrids.remove((r,c))
# 标记迷宫
grids[r][c]=VISIT
#
r,c = notusegrids[0]
tmpgrids.append((r,c))
while notusegrids:
#r,c = notusegrids[0]
directions = []
# 可随机方向
if r > 0:
directions.append('u')
if c > 0:
directions.append('l')
if r < rows-1:
directions.append('d')
if c < cols-1:
directions.append('r')
if len(directions):
# 随机一个方向
move = random.choice(directions)
if move == 'u':
newr = r-1
newc = c
nextgrid=(newr, newc)
opwall=(r, c, HORIZONTAL)
if move == 'l':
newr = r
newc = c-1
nextgrid=(newr, newc)
opwall=(r, c, VERTICAL)
if move == 'd':
newr = r+1
newc = c
nextgrid=(newr, newc)
opwall=(newr, newc, HORIZONTAL)
if move == 'r':
newr = r
newc = c+1
nextgrid=(newr, newc)
opwall=(newr, newc, VERTICAL)
#
if (newr, newc) in tmpgrids:
# 随机到环路
i = tmpgrids.index((newr, newc))
tmpgrids=tmpgrids[:i+1]
tmpwalls=tmpwalls[:i]
r=newr
c=newc
elif grids[newr][newc] == VISIT:
# 遇到到迷宫
tmpwalls.append(opwall)
# 加入迷宫
for (r,c) in tmpgrids:
notusegrids.remove((r,c))
grids[r][c]=VISIT
for (r,c,x) in tmpwalls:
wall[r][c][x]=NOWALL
tmpgrids=[]
tmpwalls=[]
if notusegrids:
r,c = notusegrids[0]
tmpgrids.append((r, c))
else:
tmpgrids.append(nextgrid)
tmpwalls.append(opwall)
r=newr
c=newc
return wall
# main
if __name__ == "__main__":
'''main'''
aldous_broder_maze(20, 30)