RosettaCodeData/Task/Maze-generation/Ada/maze-generation-2.ada
2023-07-01 13:44:08 -04:00

173 lines
5.4 KiB
Ada

with Ada.Numerics.Discrete_Random;
with Ada.Text_IO;
package body Mazes is
package RNG is new Ada.Numerics.Discrete_Random (Positive);
package Random_Direction is new Ada.Numerics.Discrete_Random (Directions);
Generator : RNG.Generator;
Dir_Generator : Random_Direction.Generator;
function "-" (Dir : Directions) return Directions is
begin
case Dir is
when North =>
return South;
when South =>
return North;
when East =>
return West;
when West =>
return East;
end case;
end "-";
procedure Move
(Row : in out Height_Type;
Column : in out Width_Type;
Direction : Directions;
Valid_Move : out Boolean)
is
begin
Valid_Move := False;
case Direction is
when North =>
if Row > Height_Type'First then
Valid_Move := True;
Row := Row - 1;
end if;
when East =>
if Column < Width_Type'Last then
Valid_Move := True;
Column := Column + 1;
end if;
when West =>
if Column > Width_Type'First then
Valid_Move := True;
Column := Column - 1;
end if;
when South =>
if Row < Height_Type'Last then
Valid_Move := True;
Row := Row + 1;
end if;
end case;
end Move;
procedure Depth_First_Algorithm
(Maze : in out Maze_Grid;
Row : Height_Type;
Column : Width_Type)
is
Next_Row : Height_Type;
Next_Column : Width_Type;
Next_Direction : Directions;
Valid_Direction : Boolean;
Tested_Wall : array (Directions) of Boolean := (others => False);
All_Tested : Boolean;
begin
-- mark as visited
Maze (Row, Column).Visited := True;
loop
-- use random direction
loop
Next_Direction := Random_Direction.Random (Dir_Generator);
exit when not Tested_Wall (Next_Direction);
end loop;
Next_Row := Row;
Next_Column := Column;
Move (Next_Row, Next_Column, Next_Direction, Valid_Direction);
if Valid_Direction then
if not Maze (Next_Row, Next_Column).Visited then
-- connect the two cells
Maze (Row, Column).Walls (Next_Direction) :=
False;
Maze (Next_Row, Next_Column).Walls (-Next_Direction) :=
False;
Depth_First_Algorithm (Maze, Next_Row, Next_Column);
end if;
end if;
Tested_Wall (Next_Direction) := True;
-- continue as long as there are unvisited neighbours left
All_Tested := True;
for D in Directions loop
All_Tested := All_Tested and Tested_Wall (D);
end loop;
-- all directions are either visited (from here,
-- or previously visited), or invalid.
exit when All_Tested;
end loop;
end Depth_First_Algorithm;
procedure Initialize (Maze : in out Maze_Grid) is
Row, Column : Positive;
begin
-- initialize random generators
RNG.Reset (Generator);
Random_Direction.Reset (Dir_Generator);
-- choose starting cell
Row := RNG.Random (Generator) mod Height + 1;
Column := RNG.Random (Generator) mod Width + 1;
Ada.Text_IO.Put_Line
("Starting generation at " &
Positive'Image (Row) &
" x" &
Positive'Image (Column));
Depth_First_Algorithm (Maze, Row, Column);
end Initialize;
procedure Put (Item : Maze_Grid) is
begin
for Row in Item'Range (1) loop
if Row = Item'First (1) then
Ada.Text_IO.Put ('+');
for Col in Item'Range (2) loop
if Item (Row, Col).Walls (North) then
Ada.Text_IO.Put ("---+");
else
Ada.Text_IO.Put (" +");
end if;
end loop;
Ada.Text_IO.New_Line;
end if;
for Col in Item'Range (2) loop
if Col = Item'First (2) then
if Item (Row, Col).Walls (West) then
Ada.Text_IO.Put ('|');
else
Ada.Text_IO.Put (' ');
end if;
elsif Item (Row, Col).Walls (West)
and then Item (Row, Col - 1).Walls (East)
then
Ada.Text_IO.Put ('|');
elsif Item (Row, Col).Walls (West)
or else Item (Row, Col - 1).Walls (East)
then
Ada.Text_IO.Put ('>');
else
Ada.Text_IO.Put (' ');
end if;
if Item (Row, Col).Visited then
Ada.Text_IO.Put (" ");
else
Ada.Text_IO.Put ("???");
end if;
end loop;
if Item (Row, Item'Last (2)).Walls (East) then
Ada.Text_IO.Put_Line ("|");
else
Ada.Text_IO.Put_Line (" ");
end if;
Ada.Text_IO.Put ('+');
for Col in Item'Range (2) loop
if Item (Row, Col).Walls (South) then
Ada.Text_IO.Put ("---+");
else
Ada.Text_IO.Put (" +");
end if;
end loop;
Ada.Text_IO.New_Line;
end loop;
end Put;
end Mazes;