use crate::direction6::Direction6;
use crate::generators::{
HexGenerationStep, HexGenerationSteps, HexGenerationVisitor, MazeGenerator6D,
VecHexGenerationVisitor,
};
use crate::hex_coord::HexCoord;
use crate::wall6_grid::Wall6Grid;
use rand::RngExt;
use rand::SeedableRng;
use rand::rngs::StdRng;
pub struct AldousBroder6 {
rng_seed: u64,
}
impl Default for AldousBroder6 {
fn default() -> Self {
Self::new_random()
}
}
impl AldousBroder6 {
pub fn new_random() -> Self {
Self {
rng_seed: rand::random(),
}
}
pub fn new_from_seed(rng_seed: u64) -> Self {
if rng_seed == 0 {
Self::new_random()
} else {
Self { rng_seed }
}
}
pub fn generate(&self, width: usize, height: usize) -> Wall6Grid {
self.generate_with_steps(width, height).0
}
pub fn generate_steps(&self, width: usize, height: usize) -> HexGenerationSteps {
HexGenerationSteps::new(self.generate_with_steps(width, height).1)
}
fn generate_with_steps(
&self,
width: usize,
height: usize,
) -> (Wall6Grid, Vec<HexGenerationStep>) {
let mut grid = Wall6Grid::new(width, height);
let mut visitor = VecHexGenerationVisitor::default();
if width == 0 || height == 0 {
visitor.on_step(&HexGenerationStep::Complete);
return (grid, visitor.into_steps());
}
let mut visited = vec![false; width * height];
let mut visited_count = 0usize;
let total_cells = width * height;
let mut rng = StdRng::seed_from_u64(self.rng_seed);
let mut current = HexCoord::new(
rng.random_range(0..width) as isize,
rng.random_range(0..height) as isize,
);
let idx = (current.r as usize) * width + current.q as usize;
if !visited[idx] {
visited[idx] = true;
visited_count += 1;
visitor.on_step(&HexGenerationStep::Visit { cell: current });
}
while visited_count < total_cells {
let neighbors = Self::neighbors(current, width, height);
let next = neighbors[rng.random_range(0..neighbors.len())];
let next_idx = (next.r as usize) * width + next.q as usize;
if !visited[next_idx] {
visited[next_idx] = true;
visited_count += 1;
grid.remove_wall_between(current, next);
visitor.on_step(&HexGenerationStep::Carve {
from: current,
to: next,
});
visitor.on_step(&HexGenerationStep::Visit { cell: next });
}
current = next;
}
visitor.on_step(&HexGenerationStep::Complete);
(grid, visitor.into_steps())
}
fn neighbors(cell: HexCoord, width: usize, height: usize) -> Vec<HexCoord> {
let mut result = Vec::with_capacity(6);
for &dir in &Direction6::CARDINALS {
if let Some(n) = cell.try_neighbor(dir, width, height) {
result.push(n);
}
}
result
}
}
impl MazeGenerator6D for AldousBroder6 {
fn new_random() -> Self {
AldousBroder6::new_random()
}
fn new_from_seed(rng_seed: u64) -> Self {
AldousBroder6::new_from_seed(rng_seed)
}
fn generate(&self, width: usize, height: usize) -> Wall6Grid {
self.generate(width, height)
}
fn generate_steps(&self, width: usize, height: usize) -> HexGenerationSteps {
self.generate_steps(width, height)
}
fn name(&self) -> &'static str {
"hex-aldous-broder"
}
fn description(&self) -> &'static str {
"Aldous-Broder algorithm for hexagonal grids producing uniform spanning trees"
}
}