use std::env::args; use std::io::stdout; use std::io::Write; use std::thread::sleep; use std::time::Duration; use rand::thread_rng; use rand::Rng; use pixelfoo::color::Color; use pixelfoo::p2; use pixelfoo::point2d::Point2d; use pixelfoo::v2; use pixelfoo::vec2d::Vec2d; #[derive(Clone, Copy, Debug, PartialEq, Eq)] enum Square { Unused, Unknown { prio: i32 }, Corridor, Wall, Start, Finish, } impl Square { pub fn is_unknown(&self) -> bool { match self { Square::Unknown { .. } => true, _ => false, } } } struct Board(Vec>); fn send(w: &mut T, board: &Board) -> std::io::Result<()> { for line in &board.0 { for square in line { let c = match square { Square::Unused => Color::black(), Square::Unknown { .. } => Color::black(), Square::Corridor => Color::yellow(), Square::Wall => Color::darkblue(), Square::Start => Color::red(), Square::Finish => Color::green(), }; w.write_all(&c.rgb())?; } } w.flush() } #[derive(Clone, Copy, Debug, PartialEq, Eq)] enum Orientation { Horizontal, Vertical, } impl Board { fn new(board_size: Vec2d, maze_size: Vec2d) -> Board { Board( (0..board_size.y) .map(move |y| { (0..board_size.x) .map(|x| { if x < maze_size.x && y < maze_size.y { if x == 0 || x == maze_size.x - 1 || y == 0 || y == maze_size.y - 1 { Square::Wall } else if x % 2 != 0 && y % 2 != 0 { Square::Corridor } else { Square::Unknown { prio: 0 } } } else { Square::Unused } }) .collect::>() }) .collect::>(), ) } fn get(&self, pos: Point2d) -> Square { self.0[pos.y as usize][pos.x as usize] } fn set(&mut self, pos: Point2d, sq: Square) { self.0[pos.y as usize][pos.x as usize] = sq; } fn set_orientation(&mut self, desired: Orientation, pos: Point2d) { let sq = self.get(pos); let actual; match sq { Square::Unknown { .. } => { // determine wall orientation if pos.x % 2 == 0 && pos.y % 2 != 0 { actual = Orientation::Vertical; } else if pos.x % 2 != 0 && pos.y % 2 == 0 { actual = Orientation::Horizontal; } else { // not a potential wall, unused actual = Orientation::Horizontal; } let prio = if actual == desired { -1 } else { 1 }; self.set(pos, Square::Unknown { prio }); } _ => (), } } fn set_horizontal(&mut self, pos: Point2d) { self.set_orientation(Orientation::Horizontal, pos); } fn set_vertical(&mut self, pos: Point2d) { self.set_orientation(Orientation::Vertical, pos); } fn draw_horizontal_segment(&mut self, pos: Point2d, size: Vec2d) { for x in 0..size.x { let xn = size.x - 1 - x; self.set_horizontal(pos + v2!(x, 0)); for y in 1..x.min(xn).min(size.y / 2) + 1 { self.set_horizontal(pos + v2!(x, y)); self.set_horizontal(pos + v2!(x, -y)); } } } fn draw_vertical_segment(&mut self, pos: Point2d, size: Vec2d) { for y in 0..size.y { let yn = size.y - 1 - y; self.set_vertical(pos + v2!(0, y)); for x in 1..y.min(yn).min(size.x / 2) + 1 { self.set_vertical(pos + v2!(x, y)); self.set_vertical(pos + v2!(-x, y)); } } } fn draw_7_segments(&mut self, pos: Point2d, size: Vec2d, segments: u8) { let length = size.x; let width = size.y; let delta = length + 1; let hsize = v2!(length, width); let vsize = v2!(width, length); if (segments & (1 << 0)) != 0 { self.draw_horizontal_segment(pos + v2!(1, 0), hsize); } if (segments & (1 << 1)) != 0 { self.draw_vertical_segment(pos + v2!(delta, 1), vsize); } if (segments & (1 << 2)) != 0 { self.draw_vertical_segment(pos + v2!(delta, delta + 1), vsize); } if (segments & (1 << 3)) != 0 { self.draw_horizontal_segment(pos + v2!(1, 2 * delta), hsize); } if (segments & (1 << 4)) != 0 { self.draw_vertical_segment(pos + v2!(0, 1), vsize); } if (segments & (1 << 5)) != 0 { self.draw_vertical_segment(pos + v2!(0, delta + 1), vsize); } if (segments & (1 << 6)) != 0 { self.draw_horizontal_segment(pos + v2!(1, delta), hsize); } } } struct Move { from: Point2d, dir: Vec2d, prio: i32, } fn add_move(board: &Board, open: &mut Vec, rng: &mut R, from: Point2d, dir: Vec2d) where R: Rng, { if let Square::Unknown { prio } = board.get(from + dir) { open.push(Move { from, dir, prio: prio * 1000 + rng.gen_range(0, 1000), }); } } const DEFAULT_ARG: isize = 16; fn main() -> std::io::Result<()> { let args = args().collect::>(); eprintln!("executing {}", args[0]); let x_size = args[1].parse::().unwrap(); let y_size = args[2].parse::().unwrap(); let arg = args[3].parse::().unwrap_or(DEFAULT_ARG); eprintln!("screen size {}x{}, arg {}", x_size, y_size, arg); let mut rng = thread_rng(); let t_frame = 0.040; // s let delay = Duration::new(0, (1_000_000_000.0 * t_frame) as u32); let mut t_wait = 0.0; // s let board_size = v2!(x_size as i32, y_size as i32); // round down to odd size for maze let maze_size = v2!( (board_size.x - 1) / 2 * 2 + 1, (board_size.y - 1) / 2 * 2 + 1 ); let mut board = Board(Vec::new()); let mut open = Vec::new(); loop { if open.is_empty() { if t_wait > 0.0 { t_wait -= t_frame; } else { t_wait = 60.0; // s board = Board::new(board_size, maze_size); // TODO draw stuff in prios let segment_size = v2!(11, 5); board.draw_7_segments(p2!(6, 8), segment_size, 0x06); board.draw_7_segments(p2!(24, 8), segment_size, 0x4f); board.draw_7_segments(p2!(42, 8), segment_size, 0x4f); board.draw_7_segments(p2!(60, 8), segment_size, 0x07); // start building walls from the border for x in (2..(maze_size.x - 2)).step_by(2) { add_move(&board, &mut open, &mut rng, p2!(x, 0), v2!(0, 1)); add_move( &board, &mut open, &mut rng, p2!(x, maze_size.y - 1), v2!(0, -1), ); } for y in (2..(maze_size.y - 2)).step_by(2) { add_move(&board, &mut open, &mut rng, p2!(0, y), v2!(1, 0)); add_move( &board, &mut open, &mut rng, p2!(maze_size.x - 1, y), v2!(-1, 0), ); } } } // draw maze let work = arg.max(1); let mut count = 0; while !open.is_empty() && count < work { open.sort_unstable_by(|Move { prio: pa, .. }, Move { prio: pb, .. }| pb.cmp(pa)); let Move { from: p0, dir: dir0, .. } = open.pop().unwrap(); let p1 = p0 + dir0; let p2 = p1 + dir0; if board.get(p1).is_unknown() { board.set(p1, Square::Wall); board.set(p2, Square::Wall); for dir1 in Vec2d::directions() { let p3 = p2 + dir1; let p4 = p3 + dir1; if board.get(p3).is_unknown() { if board.get(p4).is_unknown() { add_move(&board, &mut open, &mut rng, p2, dir1); } else { board.set(p3, Square::Corridor); } } } count += 1; } if open.is_empty() { board.set(p2!(1, 1), Square::Start); board.set(p2!(maze_size.x - 2, maze_size.y - 2), Square::Finish); } } let mut buf = Vec::with_capacity((board_size.x * board_size.y * 3) as usize); send(&mut buf, &board)?; stdout().write_all(&buf)?; stdout().flush()?; sleep(delay); } }