日期:2014-05-17 浏览次数:21050 次
using System;
using System.Collections.Generic;
using System.Diagnostics.Contracts;
using System.Linq;
using System.Text;
namespace ConsoleApplication1
{
class Program
{
static void Main(string[] args)
{
MazeModel mm = new MazeModel(7, 5);
mm.DisplayMaze();
}
}
class MazeModel
{
private bool[] edges;
public int HorizontalVertex { get; private set; }
public int VerticalVertex { get; private set; }
private bool getEdgeValue(int edgeindex)
{
try
{
return edges[edgeindex];
}
catch
{
return false;
}
}
private void setEdgeValue(int edgeindex, bool value)
{
try
{
edges[edgeindex] = value;
}
catch { }
}
private int nodeToEdgeIndex(int x, int y, int dir)
{
if (x == 0 && dir == 1) return -1;
if (x % HorizontalVertex == HorizontalVertex - 1 && dir == 2) return -1;
if (y == 0 && dir == 0) return -1;
if (y >= HorizontalVertex * (VerticalVertex - 1) && dir == 3) return -1;
return (y * 2 + ((dir == 1 || dir == 2) ? 0 : (dir == 0 ? -1 : 1))) * HorizontalVertex + x - (dir == 1 ? 1 : 0);
}
private int nodeindexToEdgeIndex(int nodeindex, int dir)
{
int x;
int y;
nodeIndexToNode(nodeindex, out x, out y);
return nodeToEdgeIndex(x, y, dir);
}
private void nodeIndexToNode(int nodeindex, out int x, out int y)
{
x = nodeindex % HorizontalVertex;
y = nodeindex / HorizontalVertex;
}
private int nodeToNodeIndex(int x, int y)
{
return y * HorizontalVertex + x;
}
private void edgeIndexToNodeIndex(int edgeindex, out int node1, out int node2)
{
int x1 = 0, y1 = 0, x2 = 0, y2 = 0;
if (edgeindex / HorizontalVertex % 2 != 0)
{
x1 = x2 = edgeindex % HorizontalVertex;
y1 = edgeindex / (HorizontalVertex * 2);
y2 = y1 + 1;
}
else
{
x1 = edgeindex % HorizontalVertex;
x2 = x1 + 1;
y1 = y2 = edgeindex / (HorizontalVertex * 2);
}
node1 = nodeToNodeIndex(x1, y1);
node2 = nodeToNodeIndex(x2, y2);
}
private int edgeIndexToNodeIndex(int edgeindex, int node)
{
int node1, node2;
edgeIndexToNodeIndex(edgeindex, out node1, out node2);
return node1 == node ? node2 : node1;
}
private IEnumerable<int> getNodeEdges(int nodeIndex, List<int> blocklist)
{
return Enumerable
.Range(0, 4)
.Select(x => nodeindexToEdgeIndex(nodeIndex, x))
.Where(x => getEdgeValue(x) && !blocklist.Contains(x));
}
private void generateMaze()
{
List<int> blockEdges = new List<int>();
while (blockEdges.