Haskell Quiz/Amazing Mazes/Solution Burton
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This is a first attempt - *very* clumsy looking in parts, I'll improve on it and post here. | This is a first attempt - *very* clumsy looking in parts, I'll improve on it and post here. | ||
Revision as of 19:25, 26 October 2006
This is a first attempt - *very* clumsy looking in parts, I'll improve on it and post here.
module Main where import Random import System import System.IO import System.IO.Unsafe import Maybe import List {-- First attempt. Algorithm is Dijkstra depth-first search the solver is augmented by picking neighbour which is closest to the goal rather than a random one *Main> doSol 10 10 Nothing +---+---+---+---+---+---+---+---+---+---+ | x x | x x x | | | +---+ + +---+ + +---+ + + + | x x | x | | x | | | | + +---+ + + +---+---+---+ +---+ | x x x | | x x | | | +---+---+---+ +---+ + + +---+ + | | x x | | | | + + +---+ + +---+ +---+ + + | | | | x | | | | | +---+ + +---+ +---+ + + + + | | | x x | | | | | + +---+---+ +---+ +---+ + + + | | | x x | | | | | + + + +---+ +---+ + + + + | | | x x | | | +---+---+ + +---+ +---+---+---+---+ | | x x | | + +---+---+---+ +---+---+---+---+ + | x x x x x x | +---+---+---+---+---+---+---+---+---+---+ --} data Direction = N | E | S | W deriving (Show, Eq, Enum) data Cell = GenCell [Direction] [Direction] -- Cell borders walls deriving Show type Maze = [Cell] type Neighbour = (Maybe Cell, Int, Direction) --(cell, position, direction in which it lies) data CLIFlag = Help | Version | Mode | Input String | Output String | Start Int | End Int deriving Show type Solution = (Maze, [Int], [Int]) --(m, path, backtracks) borders, walls :: Cell -> [Direction] borders (GenCell bs ws) = bs walls (GenCell bs ws) = ws smaze :: Solution -> Maze smaze (m, s, b) = m spath :: Solution -> [Int] spath (m, s, b) = s sback :: Solution -> [Int] sback (m, s, b) = b ncell :: Neighbour -> Maybe Cell ncell (c, p, d) = c npos :: Neighbour -> Int npos (c, p, d) = p ndir :: Neighbour -> Direction ndir (c, p, d) = d --get a maze with all walls intact genBlockedMaze :: Int -> Int -> Maze genBlockedMaze w h = topRow ++ (genMaze' (h-2) []) ++ bottomRow where genMaze' 0 m = m genMaze' (h+1) m = midRow ++ genMaze' h m genCells 0 bs ws = [] genCells x bs ws = (GenCell bs ws) : (genCells (x-1) bs ws) topRow = (GenCell [W,N] [E,S]) : (genCells (w-2) [N] [E .. W]) ++ [(GenCell [N, E] [S,W])] bottomRow = (GenCell [W,S] [N, E]) : (genCells (w-2) [S] [N, E, W]) ++ [(GenCell [S, E] [N, W])] midRow = (GenCell [W] [N .. S]) : (genCells (w-2) [] [N .. W]) ++ [(GenCell [E] [N, S, W])] getRandNum :: Int -> Int getRandNum n = unsafePerformIO $ getStdRandom $ randomR (0,n) getDir :: Int -> Direction getDir n = if n < 4 then [N .. W]!!n else error ("can't give a direction for " ++ (show n)) randElem :: [a] -> a randElem xs = xs!!(getRandNum ((length xs)-1)) --get the dimensions of a maze dims :: Maze -> (Int, Int) dims m = (w, (h+1)) where w = findW m 1 h = findH m 1 findW [] x = -1 findW (c:cs) x = if elem E (borders c) then x else findW cs (x+1) findH [] x = -1 findH (c:cs) x = if elem S (borders c) then (x `div` w) else findH cs (x+1) --get the neighbours of a position in the maze neighbs :: Maze -> Int -> [Neighbour] neighbs m i = filter (isJust . ncell) (neighb (-1) 0 W : neighb 1 0 E : neighb 0 (-1) N : neighb 0 1 S : []) where len = length m w = fst (dims m) h = snd (dims m) neighb x y d | newPos > (len)-1 || newPos < 0 = (Nothing, -1, d) --past beginning or end | newX > (w-1) || newX < 0 = (Nothing, -1, d) --last row | newY > (h-1) || newY < 0 = (Nothing, -1, d) --last col | otherwise = (Just (m!!newPos), newPos, d) where newPos = i+x + (y*w) newX = x + (i `mod` h) newY = floor ((fromIntegral i)/ (fromIntegral w)) + y --generate a perfect maze given the dimensions genMaze :: Int -> Int -> Maze genMaze w h = genMaze' m [0] 0 1 where m = genBlockedMaze w h t = length m genMaze' m' stk cur vis | vis == t = m' | null newNeighbs = genMaze' m' (tail stk) (head $ tail stk) vis | otherwise = genMaze' m'' (neighbPos:stk) neighbPos (vis+1) where newNeighbs = filter (\x -> (not (elem (npos x) stk)) && allwalls (fromJust $ ncell x)) (neighbs m' cur) neighb = randElem newNeighbs neighbWall = opp curWall neighbPos = npos neighb neighbCell = fromJust $ ncell neighb curWall = ndir neighb m'' = splice (splice m' (newNeighb, neighbPos)) (newCur, cur) newCur = GenCell (borders curcell) (delete curWall (walls curcell)) newNeighb = GenCell (borders (neighbCell)) (delete neighbWall $ walls neighbCell) curcell = m'!!cur opp :: Direction -> Direction opp d = case d of N -> S E -> W S -> N W -> E allwalls :: Cell -> Bool allwalls c = foldr (\(b, w) t -> (b || w) && t) True $ zip [elem d (walls c) | d <- ds] [elem d (borders c) | d <- ds] where ds = [N .. W] splice :: Maze -> (Cell, Int) -> Maze splice [] _ = [] splice m (c, 0) = c : (tail m) splice m (c, i) = if i >= length m then error "cannot splice " else take i m ++ [c] ++ drop (i+1) m topBorder :: Int -> String topBorder i = (topBorder' i "") ++ "+\n" where topBorder' 0 acc = acc topBorder' (n+1) acc = topBorder' n ("+---" ++ acc) asciiMaze :: Solution -> String asciiMaze (m, s, b) = (topBorder w) ++ asciiRows m 0 where w = fst (dims m) h = snd (dims m) asciiRows [] c = "\n" asciiRows m c = (asciiRow (take w m) [] 0 c s b) ++ (asciiRows (drop w m) (c+w)) asciiRow :: [Cell] -> [Cell] -> Int -> Int -> [Int] -> [Int] -> String asciiRow [] acc i pos sol bk = "" asciiRow [c] acc i pos sol bk | i == 0 = (showCell c i pos sol bk) ++ "|\n" ++ asciiRow (reverse (c:acc)) [] 1 (pos-(length (c:acc))) sol bk | otherwise = (showCell c i pos sol bk) ++ "+\n" asciiRow (c:cs) acc i pos sol bk | i == 0 = (showCell c i pos sol bk) ++ (asciiRow cs (c:acc) 0 (pos+1) sol bk) | otherwise = (showCell c i pos sol bk) ++ (asciiRow cs (c:acc) 1 (pos+1) sol bk) showCell :: Cell -> Int -> Int -> [Int] -> [Int] -> String showCell c b pos sol bk | b == 0 && (elem pos sol) = showCellMS c | b == 0 && (elem pos bk) = showCellMB c | b == 0 = showCellM c | otherwise = showCellB c showCellB, showCellM, showCellMS, showCellMB :: Cell -> String showCellB c = if (elem S $ borders c) || (elem S $ walls c) then "+---" else "+ " showCellM c = if (elem W $ borders c) || (elem W $ walls c) then "| " else " " showCellMS c = if (elem W $ borders c) || (elem W $walls c) then "| x " else " x " showCellMB c = if (elem W $ borders c) || (elem W $walls c) then "| - " else " - " printMaze :: Maze -> IO () printMaze m = putStr $ asciiMaze (m ,[], []) solveMaze :: Maze -> Int -> Int -> Solution solveMaze m start end = solveMaze' [start] [] start where solveMaze' sol bk cur | cur == end = (m, sol, bk) | null newNeighbs = solveMaze' (tail sol) ((head sol):bk) $ head $ tail sol | otherwise = solveMaze' (neighbPos:sol) bk neighbPos where newNeighbs = (filter (\x -> (not (elem (npos x) sol)) && (not (elem (npos x) bk)) && nowalls curcell x)) $ neighbs m cur curcell = m!!cur --neighb = randElem newNeighbs neighb = mhat newNeighbs end $ dims m neighbPos = npos neighb coords :: Int -> (Int, Int) -> (Int, Int) coords i (w, h) = ((i `mod` w), floor $ (fromIntegral i)/(fromIntegral h)) xpos, ypos :: (Int, Int) -> Int xpos = fst ypos = snd --get neighbour which is closest to the goal mhat :: [Neighbour] -> Int -> (Int, Int) -> Neighbour mhat ns g (w, h) = head (qsort ns) where mhatdist n = abs (xpos (coords (npos n) (w, h)) - xposg) + abs (ypos (coords (npos n) (w, h)) - yposg) xposg = xpos (coords g (w, h)) yposg = ypos (coords g (w, h)) qsort [] = [] qsort (n:ns) = qsort (filter closer ns) ++ [n] ++ qsort (filter further ns) where closer n' = mhatdist n' <= mhatdist n further = not . closer nowalls :: Cell -> Neighbour -> Bool nowalls c n | isNothing $ ncell n = False | not (elem dir $ walls c) && not (elem dir $ borders c) && not (elem (opp dir) $ borders c') && not (elem (opp dir) $ walls c') = True | otherwise = False where c' = fromJust $ ncell n dir = ndir n printSolution :: Solution -> IO () printSolution = putStr . asciiMaze proc :: [String] -> IO () proc args | length args /= 3 && length args /= 4 = usage | o == "--gen" = doGen w h f | o == "--sol" = doSol w h f | otherwise = usage where w = read $ args!!0 h = read $ args!!1 o = args!!2 f = if length args == 4 then Just $ args!!3 else Nothing doGen :: Int -> Int -> Maybe String -> IO () doGen w h Nothing = printMaze $ genMaze w h doGen w h (Just s) = writeFile s $ asciiMaze ((genMaze w h), [], []) doSol :: Int -> Int -> Maybe String -> IO () doSol w h Nothing = printSolution $ solveMaze (genMaze w h) 0 ((w*h)-1) doSol w h (Just s) = writeFile s $ asciiMaze m where m = solveMaze (genMaze w h) 0 ((w*h)-1) usage :: IO () usage = do putStrLn "USAGE:" putStrLn "maze w h [--gen|--sol] [OUTFILE] [--start=START] [--end=END]" main :: IO () main = do x <- getArgs proc x
