• 分享一个C#实现的迷宫生成程序,继续演示LINQ语法在C#中的运用


    using System;
    using System.Collections.Generic;
    using System.Diagnostics.Contracts;
    using System.Linq;
    using System.Text;
    
    namespace ConsoleApplication1
    {
        class Program
        {
            static void Main(string[] args)
            {
                MazeModel mm = new MazeModel(7, 5);
                mm.DisplayMaze();
            }
        }
    
        class MazeModel
        {
            private bool[] edges;
    
            public int HorizontalVertex { get; private set; }
    
            public int VerticalVertex { get; private set; }
    
            private bool getEdgeValue(int edgeindex)
            {
                try
                {
                    return edges[edgeindex];
                }
                catch
                {
                    return false;
                }
            }
    
            private void setEdgeValue(int edgeindex, bool value)
            {
                try
                {
                    edges[edgeindex] = value;
                }
                catch { }
            }
    
            private int nodeToEdgeIndex(int x, int y, int dir)
            {
                if (x == 0 && dir == 1) return -1;
                if (x % HorizontalVertex == HorizontalVertex - 1 && dir == 2) return -1;
                if (y == 0 && dir == 0) return -1;
                if (y >= HorizontalVertex * (VerticalVertex - 1) && dir == 3) return -1;
    
                return (y * 2 + ((dir == 1 || dir == 2) ? 0 : (dir == 0 ? -1 : 1))) * HorizontalVertex + x - (dir == 1 ? 1 : 0);
            }
    
            private int nodeindexToEdgeIndex(int nodeindex, int dir)
            {
                int x;
                int y;
                nodeIndexToNode(nodeindex, out x, out y);
                return nodeToEdgeIndex(x, y, dir);
            }
    
            private void nodeIndexToNode(int nodeindex, out int x, out int y)
            {
                x = nodeindex % HorizontalVertex;
                y = nodeindex / HorizontalVertex;
            }
    
            private int nodeToNodeIndex(int x, int y)
            {
                return y * HorizontalVertex + x;
            }
    
            private void edgeIndexToNodeIndex(int edgeindex, out int node1, out int node2)
            {
                int x1 = 0, y1 = 0, x2 = 0, y2 = 0;
                if (edgeindex / HorizontalVertex % 2 != 0)
                {
                    x1 = x2 = edgeindex % HorizontalVertex;
                    y1 = edgeindex / (HorizontalVertex * 2);
                    y2 = y1 + 1;
                }
                else
                {
                    x1 = edgeindex % HorizontalVertex;
                    x2 = x1 + 1;
                    y1 = y2 = edgeindex / (HorizontalVertex * 2);
                }
                node1 = nodeToNodeIndex(x1, y1);
                node2 = nodeToNodeIndex(x2, y2);
            }
    
            private int edgeIndexToNodeIndex(int edgeindex, int node)
            {
                int node1, node2;
                edgeIndexToNodeIndex(edgeindex, out node1, out node2);
                return node1 == node ? node2 : node1;
            }
    
            private IEnumerable<int> getNodeEdges(int nodeIndex, List<int> blocklist)
            {
                return Enumerable
                    .Range(0, 4)
                    .Select(x => nodeindexToEdgeIndex(nodeIndex, x))
                    .Where(x => getEdgeValue(x) && !blocklist.Contains(x));
            }
    
            private void generateMaze()
            {
                List<int> blockEdges = new List<int>();
                while (blockEdges.Count < HorizontalVertex * VerticalVertex - 1)
                {
                    var nodes = Enumerable.Range(0, HorizontalVertex * VerticalVertex)
                        .Where(x => getNodeEdges(x, blockEdges).Count() > 1).ToList()
                        .Select(x => new { k = Guid.NewGuid(), v = x })
                        .OrderBy(x => x.k)
                        .Select(x => x.v).ToList();
                    if (nodes.Count == 0) return;
                    int node = nodes.First();
                    var tedges = getNodeEdges(node, blockEdges).ToList()
                        .Select(x => new { k = Guid.NewGuid(), v = x })
                        .OrderBy(x => x.k)
                        .Select(x => x.v).ToList();
                    if (tedges.Count == 0) return;
                    int edge = tedges.First();
                    var edgesbackup = edges.ToArray();
                    setEdgeValue(edge, false);
                    if (!testMaze())
                    {
                        blockEdges.Add(edge);
                        edges = edgesbackup;
                    }
                }
            }
    
            private bool testMaze()
            {
                var found = new List<int>() { 0 };
                findNode(0, found);
                return found.Count() == HorizontalVertex * VerticalVertex;
            }
    
            private void findNode(int nodeindex, List<int> found)
            {
                var nextNodes = getNodeEdges(nodeindex, new List<int>())
                    .Select(x => edgeIndexToNodeIndex(x, nodeindex))
                    .Where(x => !found.Contains(x))
                    .ToList();
                foreach (int item in nextNodes)
                {
                    found.Add(item);
                }
                foreach (int item in nextNodes)
                {
                    findNode(item, found);
                }
            }
    
            public MazeModel(int horizontalvertex, int verticalvertex)
            {
                HorizontalVertex = horizontalvertex;
                VerticalVertex = verticalvertex;
                edges = Enumerable
                    .Range(0, horizontalvertex * (verticalvertex * 2 - 1) - 1)
                    .Select(x => 
                        x % horizontalvertex != horizontalvertex - 1 ||
                        x / horizontalvertex % 2 != 0
                    ).ToArray();
                generateMaze();
            }
    
            public void DisplayMaze()
            {
                for (int i = 0; i < VerticalVertex; i++)
                {
                    for (int j = 0; j < HorizontalVertex; j++)
                    {
                        Console.Write("X");
                        if (j != HorizontalVertex - 1)
                        {
                            Console.Write(getEdgeValue(nodeToEdgeIndex(j, i, 2)) ? "-" : " ");
                        }
                    }
                    Console.WriteLine();
                    for (int j = 0; j < HorizontalVertex; j++)
                    {
                        if (i != VerticalVertex - 1)
                        {
                            Console.Write(getEdgeValue(nodeToEdgeIndex(j, i, 3)) ? "|" : " ");
                            Console.Write(" ");
                        }
                    }
                    Console.WriteLine();
                }
            }
        }
    }
    

      简单地介绍下这个程序的功能。程序可以自动产生一个迷宫。迷宫的大小可以在
    MazeModel mm = new MazeModel(7, 5);
    这一行配置。为了简化起见,程序使用控制台输出,稍微修改,可以做到GUI中,效果更好。

    迷宫中可以走的路径用|或者-标出,任意两点有且只有一条通路可以到达。大家可以看看自己解迷宫的水平哦。

    迷宫算法本质上是一个最小生成树产生算法,这个数据结构大家都学过,忘记的可以自己找出来看看,在本程序中首先建立完整的通路图,然后随机从图中移除一条边,如果移除导致有顶点不可以到达,以后不再尝试移除它,直到图中没有可以移除的边为止。

    最后显示输出。

    下面是完整的代码,用了一些LINQ来简化搜索边的操作。

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  • 原文地址:https://www.cnblogs.com/laojiefang/p/2427322.html
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