293 lines
11 KiB
C++
293 lines
11 KiB
C++
/**
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Assignment 6 - Maze Runner, a program to parse a .maze text file and display it using SFML,
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and then solve it using either a breadth- or depth- first search algorithm. I also implemented
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both extra-credit pieces, displaying the final path and also showing added but not-yet searched
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nodes.
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@author Tyler Beckman (tyler_beckman@myriation.xyz)
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@date 12/4/24
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*/
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#include <SFML/Graphics.hpp>
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#include <SFML/Window/Keyboard.hpp>
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#include <queue>
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#include <stack>
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#include <utility>
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#include <variant>
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using namespace sf;
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#include <iostream>
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#include <fstream>
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using namespace std;
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enum class State {
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Unexplored,
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Added,
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Explored,
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UsedInPath
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};
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struct Node {
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char character;
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State state;
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Node* prevNode;
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};
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int main(int argc, char** argv) {
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string filename;
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if (argc >= 2) {
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filename = argv[1];
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} else {
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cout << "Please enter a maze filename to load: ";
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cin >> filename;
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}
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cout << "Loading maze file " << filename << endl;
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ifstream mazeFile(filename);
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if (mazeFile.fail()) {
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std::cout << "Failed to open specified file path " << filename
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<< ", does it exist?" << std::endl;
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return 1;
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}
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int rows, cols;
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mazeFile >> rows >> cols;
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mazeFile.get(); // move cursor past newline to actual grid characters
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Node** grid = new Node*[rows];
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pair<int, int> startNode(-1, -1);
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for (int row = 0; row < rows; row++) {
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grid[row] = new Node[cols];
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for (int col = 0; col < cols; col++) {
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grid[row][col].character = mazeFile.get();
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grid[row][col].state = State::Unexplored;
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grid[row][col].prevNode = nullptr;
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// Save start as starting node and mark as visited
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if (grid[row][col].character == 'S') {
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startNode = make_pair(row, col);
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grid[row][col].state = State::Explored;
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};
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}
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mazeFile.get(); // advance past newline
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}
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char searchType = '\0';
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cout << "Would you like to use a [b]readth-first search or a [d]epth-first search? ";
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cin >> searchType;
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if (searchType != 'b' && searchType != 'B' && searchType != 'd' && searchType != 'D') {
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cout << "Search type '" << searchType << "' is unrecognized. Please enter a valid search type." << endl;
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return 1;
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}
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variant<queue<pair<int, int>>, stack<pair<int, int>>> nodeList;
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// Create stack or queue with start node
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if (searchType == 'b' || searchType == 'B') {
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nodeList = queue<pair<int, int>>({startNode});
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} else {
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nodeList = stack<pair<int, int>>({startNode});
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}
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bool searching = true;
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// create a window
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RenderWindow window( VideoMode(15*cols, 15*rows), "Maze Runner" );
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window.setVerticalSyncEnabled(true);
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// create an event object once to store future events
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Event event;
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// while the window is open
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while( window.isOpen() ) {
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// clear any existing contents
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window.clear();
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/////////////////////////////////////
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// BEGIN DRAWING HERE
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// Draw unsolved maze from grid by iterating over each column in each row
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for (int row = 0; row < rows; row++) {
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for (int col = 0; col < cols; col++) {
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sf::RectangleShape rectangle;
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rectangle.setSize(Vector2f(15, 15));
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rectangle.setPosition(col * 15, row * 15);
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switch (grid[row][col].character) {
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case 'S':
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rectangle.setFillColor(Color::Green);
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break;
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case 'E':
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rectangle.setFillColor(Color::Red);
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break;
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case '#':
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rectangle.setFillColor(Color::Black);
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break;
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case '.':
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rectangle.setFillColor(Color::White);
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break;
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}
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if (grid[row][col].character != 'S' && grid[row][col].character != 'E') {
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switch (grid[row][col].state) {
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case State::Added:
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rectangle.setFillColor(Color::Blue);
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break;
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case State::Explored:
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rectangle.setFillColor(Color::Magenta);
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break;
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case State::UsedInPath:
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rectangle.setFillColor(Color::Yellow);
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break;
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default:
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break;
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}
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}
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window.draw(rectangle);
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}
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}
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// Solve maze
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if (searching) {
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// Take a node off the stack or queue
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pair<int, int> dequeuedNode;
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if (searchType == 'B' || searchType == 'b') {
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queue<pair<int, int>>& nodeQueue = get<queue<pair<int, int>>>(nodeList);
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if (nodeQueue.size() == 0) {
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// Handle unsolvable mazes
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searching = false;
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cout << "Maze is unsolvable :c" << endl;
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continue;
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}
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dequeuedNode = nodeQueue.front();
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nodeQueue.pop();
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} else {
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stack<pair<int, int>>& nodeStack = get<stack<pair<int, int>>>(nodeList);
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if (nodeStack.size() == 0) {
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// Handle unsolvable mazes
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searching = false;
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cout << "Maze is unsolvable :c" << endl;
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continue;
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}
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dequeuedNode = nodeStack.top();
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nodeStack.pop();
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}
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grid[dequeuedNode.first][dequeuedNode.second].state = State::Explored;
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// If end, print end and empty structure, then calculate true path
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if (grid[dequeuedNode.first][dequeuedNode.second].character == 'E') {
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cout << "End reached!" << endl;
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searching = false;
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// Empty stack/queue
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if (searchType == 'B' || searchType == 'b') {
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queue<pair<int, int>>& nodeQueue = get<queue<pair<int, int>>>(nodeList);
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for (size_t i = 0; i < nodeQueue.size(); i++) {
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nodeQueue.pop();
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}
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} else {
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stack<pair<int, int>>& nodeStack = get<stack<pair<int, int>>>(nodeList);
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for (size_t i = 0; i < nodeStack.size(); i++) {
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nodeStack.pop();
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}
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}
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// Mark all path-nodes as State::UsedInPath
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for (Node* node = &grid[dequeuedNode.first][dequeuedNode.second]; node != nullptr; node = node->prevNode) {
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node->state = State::UsedInPath;
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}
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} else {
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// Take dequeued node and process it
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pair<int, int> nodesToAdd[4];
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int nodesAdded = 0;
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// Add all adjacent nodes in South->East->North->West order, if not added already
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// South
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if (
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dequeuedNode.first != (rows - 1)
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&& grid[dequeuedNode.first + 1][dequeuedNode.second].state == State::Unexplored
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&& grid[dequeuedNode.first + 1][dequeuedNode.second].character != '#'
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) {
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nodesToAdd[nodesAdded] = make_pair(dequeuedNode.first + 1, dequeuedNode.second);
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nodesAdded++;
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}
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// East
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if (
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dequeuedNode.second != (cols - 1)
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&& grid[dequeuedNode.first][dequeuedNode.second + 1].state == State::Unexplored
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&& grid[dequeuedNode.first][dequeuedNode.second + 1].character != '#'
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) {
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nodesToAdd[nodesAdded] = make_pair(dequeuedNode.first, dequeuedNode.second + 1);
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nodesAdded++;
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}
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// North
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if (
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dequeuedNode.first != 0
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&& grid[dequeuedNode.first - 1][dequeuedNode.second].state == State::Unexplored
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&& grid[dequeuedNode.first - 1][dequeuedNode.second].character != '#'
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) {
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nodesToAdd[nodesAdded] = make_pair(dequeuedNode.first - 1, dequeuedNode.second);
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nodesAdded++;
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}
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// West
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if (
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dequeuedNode.second != 0
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&&grid[dequeuedNode.first][dequeuedNode.second - 1].state == State::Unexplored
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&& grid[dequeuedNode.first][dequeuedNode.second - 1].character != '#'
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) {
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nodesToAdd[nodesAdded] = make_pair(dequeuedNode.first, dequeuedNode.second - 1);
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nodesAdded++;
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}
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// Mark all added notes as State::Added, and link to current node to later display path
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for (int i = 0; i < nodesAdded; i++) {
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grid[nodesToAdd[i].first][nodesToAdd[i].second].state = State::Added;
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grid[nodesToAdd[i].first][nodesToAdd[i].second].prevNode = &grid[dequeuedNode.first][dequeuedNode.second];
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if (searchType == 'B' || searchType == 'b') {
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queue<pair<int, int>>& nodeQueue = get<queue<pair<int, int>>>(nodeList);
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nodeQueue.push(nodesToAdd[i]);
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} else {
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stack<pair<int, int>>& nodeStack = get<stack<pair<int, int>>>(nodeList);
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nodeStack.push(nodesToAdd[i]);
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}
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}
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// Sleep to avoid solving instantly
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sleep(milliseconds(50));
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}
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}
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// END DRAWING HERE
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/////////////////////////////////////
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// display the current contents of the window
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window.display();
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/////////////////////////////////////
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// BEGIN EVENT HANDLING HERE
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// check if any events happened since the last time checked
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while( window.pollEvent(event) ) {
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// if event type corresponds to pressing window X
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if (event.type == Event::Closed) {
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// tell the window to close
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window.close();
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}
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// If event type corresponds to pressing Q or Esc
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if (event.type == Event::KeyPressed) {
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switch (event.key.code) {
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case Keyboard::Key::Q:
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case Keyboard::Key::Escape:
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// Tell the window to close
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window.close();
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break;
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default:
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break;
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}
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}
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// check addition event types to handle additional events
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}
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// END EVENT HANDLING HERE
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/////////////////////////////////////
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}
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return 0;
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}
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