use crate::generators::{
CellSelector, GenerationStep, GenerationSteps, GenerationVisitor, MazeGenerator2D, NewestCell,
VecGenerationVisitor,
};
use crate::grid_coord_2d::GridCoord2D;
use crate::visit_map_2d::VisitMap2D;
use crate::wall4_grid::Wall4Grid;
use rand::prelude::SliceRandom;
use rand::rngs::StdRng;
use rand::{RngExt, SeedableRng};
pub struct GrowingTree4<S: CellSelector = NewestCell> {
rng_seed: u64,
selector: S,
}
impl<S> GrowingTree4<S>
where
S: CellSelector,
{
pub fn with_selector(selector: S) -> Self {
Self {
rng_seed: rand::random(),
selector,
}
}
pub fn new_from_seed_with_selector(rng_seed: u64, selector: S) -> Self {
let rng_seed = if rng_seed == 0 {
rand::random()
} else {
rng_seed
};
Self { rng_seed, selector }
}
fn generate_with_steps(&self, width: usize, height: usize) -> (Wall4Grid, Vec<GenerationStep>) {
let mut grid = Wall4Grid::new(width, height);
let mut visited = VisitMap2D::new_like(&grid);
let mut frontier = Vec::new();
let mut visitor = VecGenerationVisitor::default();
if width == 0 || height == 0 {
visitor.on_step(&GenerationStep::Complete);
return (grid, visitor.into_steps());
}
let mut rng = StdRng::seed_from_u64(self.rng_seed);
let start = GridCoord2D::new(rng.random_range(0..width), rng.random_range(0..height));
visited[start] = true;
frontier.push(start);
visitor.on_step(&GenerationStep::Visit { cell: start });
visitor.on_step(&GenerationStep::AddToFrontier { cell: start });
while !frontier.is_empty() {
let idx = self.selector.select(&mut rng, frontier.len());
let cell = frontier[idx];
let mut candidates = visited.unvisited_neighbors(cell);
if candidates.is_empty() {
frontier.swap_remove(idx);
visitor.on_step(&GenerationStep::Backtrack { to: cell });
continue;
}
candidates.shuffle(&mut rng);
let next = candidates[0];
grid.remove_wall_between(cell, next);
visited[next] = true;
frontier.push(next);
visitor.on_step(&GenerationStep::Carve {
from: cell,
to: next,
});
visitor.on_step(&GenerationStep::Visit { cell: next });
visitor.on_step(&GenerationStep::AddToFrontier { cell: next });
}
visitor.on_step(&GenerationStep::Complete);
(grid, visitor.into_steps())
}
}
impl<S> MazeGenerator2D for GrowingTree4<S>
where
S: CellSelector + Default,
{
fn new_random() -> Self {
Self {
rng_seed: rand::random(),
selector: S::default(),
}
}
fn new_from_seed(rng_seed: u64) -> Self {
if rng_seed == 0 {
Self::new_random()
} else {
Self {
rng_seed,
selector: S::default(),
}
}
}
fn generate(&self, width: usize, height: usize) -> Wall4Grid {
self.generate_with_steps(width, height).0
}
fn generate_steps(&self, width: usize, height: usize) -> GenerationSteps {
GenerationSteps::new(self.generate_with_steps(width, height).1)
}
fn name(&self) -> &'static str {
"growing-tree"
}
fn description(&self) -> &'static str {
"Growing tree maze generator with configurable frontier selection"
}
}