Struct GrowingTree

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pub struct GrowingTree { /* private fields */ }
Expand description

The “Growing Tree” algorithm for generating mazes

The algorithm appears to be the most flexible and customizable. Configured one way, it mimics the behavior of the Recursive Backtracking algorithm. Configured another, it works almost exactly like Prim’s algorithm. Another trivial change and you can combine two or more methods with some probability and generate mazes with mixed attributes.

You can find plenty of supported methods in the Method enum.

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impl GrowingTree

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pub const fn new(method: Method) -> GrowingTree

Create a new instance of the algorithm with a given method

§Example
use knossos::maze::{GrowingTree, Method};

let algorithm = GrowingTree::new(Method::Newest);

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impl Algorithm for GrowingTree

An implementation of the “Growing Tree” algorithm for generating mazes

Despite the method you selected, the algorithm steps remain the same and pretty slick. Here is how it works:

  1. Initializes an empty list of cells (hereinafter the C).

  2. Adds one cell to the C, at random.

  3. Chooses a cell from the C and carves a passage to any unvisited neighbor of that cell adding that neighbor to the C as well. If there are no unvisited neighbors, removes the cell from the C.

  4. Repeats #3 until the C is empty.

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fn generate(&mut self, grid: &mut Grid, rng: &mut StdRng)

Runs algorithm through the given Grid object, thus mutating the grid and generating a new maze

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where T: 'static + ?Sized,

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Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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where F: FnOnce(&Self) -> bool,

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fn vzip(self) -> V