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maze.py
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maze.py
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import random
import pygame
from grid import Grid
from copy import deepcopy
from utils import aborted
from itertools import cycle
class RoomCoordinates:
def __init__(self, grid: Grid):
self.top = 1
self.bottom = grid.total_rows - 2
self.left = 1
self.right = grid.total_columns - 2
def random_dfs_maze_gen(
win: pygame.surface.Surface,
grid: Grid,
animation: bool,
speed: int = 0
) -> None:
grid.update_neighbors_for_every_cell()
grid.make_all_cells_wall(start_end_except=True)
grid.draw_over_grid_lines()
pygame.display.update()
start_maze_cell = grid[0][0]
visited_set = {start_maze_cell}
stack = [start_maze_cell]
clock = pygame.time.Clock()
while len(stack) > 0:
if aborted():
return
current = stack.pop()
neighbors = [neighbor for neighbor in current.neighbors if neighbor not in visited_set]
if len(neighbors) > 0:
random_index = random.randint(0, len(neighbors) - 1)
for neighbor in neighbors:
visited_set.add(neighbor)
if neighbor != neighbors[random_index]:
stack.append(neighbor)
stack.append(neighbors[random_index])
if (
not current.is_unvisited()
and not current.is_start()
and not current.is_end()
and not current.is_parcel()
):
current.reset()
if animation:
current.draw(win, animation)
pygame.display.update()
clock.tick(speed)
def recursive_division_maze_gen(
win: pygame.surface.Surface,
grid: Grid,
animation: bool,
speed: int = 0
) -> None:
grid.update_neighbors_for_every_cell()
coordinates = RoomCoordinates(grid)
draw_outside_border(win, grid, animation, speed)
recursive_division(win, grid, coordinates, animation, speed)
def recursive_division(
win: pygame.surface.Surface,
grid: Grid,
coordinates: RoomCoordinates,
animation: bool,
speed: int = 0,
) -> None:
if (coordinates.bottom - coordinates.top) < (coordinates.right - coordinates.left):
horizontal = False
elif (coordinates.bottom - coordinates.top) > (
coordinates.right - coordinates.left
):
horizontal = True
else:
horizontal = random.choice([True, False])
available_idxes = get_available_indxes(grid, coordinates, horizontal)
if len(available_idxes) == 0:
horizontal = not horizontal
available_idxes = get_available_indxes(grid, coordinates, horizontal)
if len(available_idxes) == 0:
return
if len(available_idxes) == 1:
wall_idx = available_idxes.pop()
else:
wall_idx = available_idxes[len(available_idxes) // 2]
build_wall(win, grid, horizontal, wall_idx, coordinates, animation, speed)
carve_path(win, grid, horizontal, wall_idx, coordinates, animation)
if horizontal:
coordinates_copy = deepcopy(coordinates)
coordinates.top = wall_idx + 1
recursive_division(win, grid, coordinates, animation, speed)
coordinates_copy.bottom = wall_idx - 1
recursive_division(win, grid, coordinates_copy, animation, speed)
else:
coordinates_copy = deepcopy(coordinates)
coordinates.left = wall_idx + 1
recursive_division(win, grid, coordinates, animation, speed)
coordinates_copy.right = wall_idx - 1
recursive_division(win, grid, coordinates_copy, animation, speed)
def get_available_indxes(grid: Grid, coordinates: RoomCoordinates, horizontal: bool) -> list[int]:
"""Returns list of valid wall indexes, so future wall wouldn't block exit out of the room
and wouldn't spawn rigth next to existing wall"""
available_idxes = []
if horizontal:
for i in range(coordinates.top + 1, coordinates.bottom):
if (
not grid[i][coordinates.left - 1].is_unvisited()
and not grid[i][coordinates.right + 1].is_unvisited()
):
available_idxes.append(i)
else:
for j in range(coordinates.left + 1, coordinates.right):
if (
not grid[coordinates.top - 1][j].is_unvisited()
and not grid[coordinates.bottom + 1][j].is_unvisited()
):
available_idxes.append(j)
return available_idxes
def build_wall(
win: pygame.surface.Surface,
grid: Grid,
horizontal: bool,
index: int,
coordinates: RoomCoordinates,
animation: bool,
speed: int = 0,
) -> None:
"""Draws randomly located wall"""
clock = pygame.time.Clock()
if horizontal:
for j in range(coordinates.left, coordinates.right + 1):
if not grid[index][j].is_start() and not grid[index][j].is_end() and not grid[index][j].is_parcel():
grid[index][j].make_wall()
if aborted():
return
if animation:
grid[index][j].draw(win)
pygame.display.update()
clock.tick(speed)
else:
for i in range(coordinates.top, coordinates.bottom + 1):
if not grid[i][index].is_start() and not grid[i][index].is_end() and not grid[i][index].is_parcel():
grid[i][index].make_wall()
if aborted():
return
if animation:
grid[i][index].draw(win)
pygame.display.update()
clock.tick(speed)
def carve_path(
win: pygame.surface.Surface,
grid: Grid,
horizontal: bool,
index: int,
coordinates: RoomCoordinates,
animation: bool,
) -> None:
"""Carves path in randomly located wall"""
if horizontal:
rand_idx = random.randint(coordinates.left, coordinates.right)
if not grid[index][rand_idx].is_start() and not grid[index][rand_idx].is_end() and not grid[index][rand_idx].is_parcel():
grid[index][rand_idx].reset()
if animation:
grid[index][rand_idx].draw(win, animation)
pygame.display.update()
else:
rand_idx = random.randint(coordinates.top, coordinates.bottom)
if not grid[rand_idx][index].is_start() and not grid[rand_idx][index].is_end() and not grid[rand_idx][index].is_parcel():
grid[rand_idx][index].reset()
if animation:
grid[rand_idx][index].draw(win, animation)
pygame.display.update()
def draw_outside_border(
win: pygame.surface.Surface,
grid: Grid,
animation: bool,
speed: int = 0
) -> None:
"""Changing color of border cells to wall color"""
clock = pygame.time.Clock()
for cell in grid[0]: # top border
if not cell.is_start() and not cell.is_end():
cell.make_wall()
if animation:
cell.draw(win)
pygame.display.update()
clock.tick(speed)
for i in range(grid.total_rows): # right border
if (
not grid[i][grid.total_columns - 1].is_start()
and not grid[i][grid.total_columns - 1].is_end()
):
grid[i][grid.total_columns - 1].make_wall()
if animation:
grid[i][grid.total_columns - 1].draw(win)
pygame.display.update()
clock.tick(speed)
bottom_border = grid[grid.total_rows - 1][:] # bottom border
bottom_border.reverse()
for cell in bottom_border:
if not cell.is_start() and not cell.is_end():
cell.make_wall()
if animation:
cell.draw(win)
pygame.display.update()
clock.tick(speed)
left_border = [grid[i][0] for i in range(grid.total_rows)] # left border
left_border.reverse()
for cell in left_border:
if not cell.is_start() and not cell.is_end():
cell.make_wall()
if animation:
cell.draw(win)
pygame.display.update()
clock.tick(speed)
def spiral_maze(
win: pygame.surface.Surface,
grid: Grid,
animation: bool,
speed: int = 0
) -> None:
grid.update_neighbors_by_direction_for_every_cell()
grid.make_all_cells_wall(start_end_except=True)
grid.draw_over_grid_lines()
current = grid[0][0]
directions = cycle(["right", "down", "left", "up"])
if not current.is_start() and not current.is_end():
current.reset()
if animation:
current.draw(win, animation)
pygame.display.update()
clock = pygame.time.Clock()
while True:
direction = next(directions)
if current.neighbor_by_direction[direction].is_unvisited():
current.neighbor_by_direction[next(directions)].make_wall()
break
neighbor = None
while True:
if aborted():
return
current = current.neighbor_by_direction[direction]
if not current.is_start() and not current.is_end() and not current.is_parcel():
current.reset()
neighbor = current.neighbor_by_direction[direction]
if animation:
current.draw(win, animation)
pygame.display.update()
clock.tick(speed)
if (
neighbor.neighbor_by_direction[direction] != None
and neighbor.neighbor_by_direction[direction].is_unvisited()
):
break
elif neighbor.neighbor_by_direction[direction] == None:
break
for _ in range(max(grid.total_rows, grid.total_columns)):
i = random.randrange(1, grid.total_rows - 1)
j = random.randrange(1, grid.total_columns - 1)
if not grid[i][j].is_start() and not grid[i][j].is_end() and not grid[i][j].is_parcel():
grid[random.randrange(1, grid.total_rows - 1)][
random.randrange(1, grid.total_columns - 1)
].reset()
if (
not grid[grid.total_rows - 1][1].is_start()
and not grid[grid.total_rows - 1][1].is_end()
):
grid[grid.total_rows - 1][1].reset()
if (
not grid[grid.total_rows - 1][grid.total_columns - 2].is_start()
and not grid[grid.total_rows - 1][grid.total_columns - 2].is_end()
):
grid[grid.total_rows - 1][grid.total_columns - 2].reset()
grid.draw_over_grid_lines()
def stair_pattern_maze(
win: pygame.surface.Surface,
grid: Grid,
animation: bool,
speed: int = 0
) -> None:
grid.update_neighbors_by_direction_for_every_cell()
grid.draw_over_grid_lines()
row = grid.total_rows - 1
col = 0
current_cell = grid[row][col]
direction_flag = True
clock = pygame.time.Clock()
while (col != grid.total_columns - 2):
if aborted():
return
if direction_flag:
row -= 1
else:
row += 1
col += 1
if row == 0:
direction_flag = False
elif row == grid.total_rows - 1 and col != 0:
direction_flag = True
current_cell = grid[row][col]
current_cell.make_wall()
if animation:
current_cell.draw(win, animation)
pygame.display.update()
clock.tick(speed)