Moving to glide
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7
vendor/github.com/mattermost/rsc/rosetta/graph/Makefile
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поставляемый
Обычный файл
7
vendor/github.com/mattermost/rsc/rosetta/graph/Makefile
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include $(GOROOT)/src/Make.inc
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TARG=rsc.googlecode.com/hg/rosetta/graph
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GOFILES=\
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graph.go\
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include $(GOROOT)/src/Make.pkg
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133
vendor/github.com/mattermost/rsc/rosetta/graph/graph.go
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133
vendor/github.com/mattermost/rsc/rosetta/graph/graph.go
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// Copyright 2011 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// Simple demonstration of a graph interface and
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// Dijkstra's algorithm built on top of that interface,
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// without using inheritance.
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package graph
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import "container/heap"
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// A Graph is the interface implemented by graphs that
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// this package can run algorithms on.
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type Graph interface {
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// NumVertex returns the number of vertices in the graph.
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NumVertex() int
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// VertexID returns a vertex ID, 0 <= ID < NumVertex(), for v.
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VertexID(v Vertex) int
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// Neighbors returns a slice of vertices that are adjacent
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// to v in the graph.
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Neighbors(v Vertex) []Vertex
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}
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type Vertex interface {
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String() string
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}
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// ShortestPath uses Dijkstra's algorithm to find the shortest
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// path from start to end in g. It returns the path as a slice of
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// vertices, with start first and end last. If there is no path,
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// ShortestPath returns nil.
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func ShortestPath(g Graph, start, end Vertex) []Vertex {
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d := newDijkstra(g)
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d.visit(start, 1, nil)
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for !d.empty() {
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p := d.next()
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if g.VertexID(p.v) == g.VertexID(end) {
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break
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}
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for _, v := range g.Neighbors(p.v) {
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d.visit(v, p.depth+1, p)
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}
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}
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p := d.pos(end)
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if p.depth == 0 {
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// unvisited - no path
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return nil
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}
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path := make([]Vertex, p.depth)
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for ; p != nil; p = p.parent {
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path[p.depth-1] = p.v
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}
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return path
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}
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// A dpos is a position in the Dijkstra traversal.
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type dpos struct {
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depth int
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heapIndex int
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v Vertex
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parent *dpos
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}
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// A dijkstra is the Dijkstra traversal's work state.
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// It contains the heap queue and per-vertex information.
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type dijkstra struct {
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g Graph
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q []*dpos
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byID []dpos
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}
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func newDijkstra(g Graph) *dijkstra {
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d := &dijkstra{g: g}
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d.byID = make([]dpos, g.NumVertex())
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return d
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}
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func (d *dijkstra) pos(v Vertex) *dpos {
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p := &d.byID[d.g.VertexID(v)]
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p.v = v // in case this is the first time we've seen it
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return p
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}
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func (d *dijkstra) visit(v Vertex, depth int, parent *dpos) {
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p := d.pos(v)
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if p.depth == 0 {
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p.parent = parent
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p.depth = depth
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heap.Push(d, p)
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}
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}
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func (d *dijkstra) empty() bool {
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return len(d.q) == 0
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}
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func (d *dijkstra) next() *dpos {
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return heap.Pop(d).(*dpos)
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}
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// Implementation of heap.Interface
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func (d *dijkstra) Len() int {
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return len(d.q)
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}
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func (d *dijkstra) Less(i, j int) bool {
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return d.q[i].depth < d.q[j].depth
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}
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func (d *dijkstra) Swap(i, j int) {
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d.q[i], d.q[j] = d.q[j], d.q[i]
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d.q[i].heapIndex = i
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d.q[j].heapIndex = j
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}
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func (d *dijkstra) Push(x interface{}) {
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p := x.(*dpos)
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p.heapIndex = len(d.q)
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d.q = append(d.q, p)
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}
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func (d *dijkstra) Pop() interface{} {
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n := len(d.q)
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x := d.q[n-1]
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d.q = d.q[:n-1]
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x.heapIndex = -1
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return x
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}
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8
vendor/github.com/mattermost/rsc/rosetta/maze/Makefile
сгенерированный
поставляемый
Обычный файл
8
vendor/github.com/mattermost/rsc/rosetta/maze/Makefile
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include $(GOROOT)/src/Make.inc
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TARG=maze
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GOFILES=\
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maze.go\
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include $(GOROOT)/src/Make.cmd
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191
vendor/github.com/mattermost/rsc/rosetta/maze/maze.go
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191
vendor/github.com/mattermost/rsc/rosetta/maze/maze.go
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@@ -0,0 +1,191 @@
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// Copyright 2011 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// Rosetta Code-inspired maze generator and solver.
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// Demonstrates use of interfaces to separate algorithm
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// implementations (graph.ShortestPath, heap.*) from data.
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// (In contrast, multiple inheritance approaches require
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// you to store their data in your data structures as part
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// of the inheritance.)
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package main
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import (
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"bytes"
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"fmt"
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"math/rand"
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"time"
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"github.com/mattermost/rsc/rosetta/graph"
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)
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type Maze struct {
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w, h int
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grid [][]walls
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}
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type Dir uint
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const (
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North Dir = iota
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East
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West
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South
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)
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type walls uint8
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const allWalls walls = 1<<North | 1<<East | 1<<South | 1<<West
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var dirs = []struct {
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δx, δy int
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}{
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{0, -1},
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{1, 0},
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{-1, 0},
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{0, 1},
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}
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// move returns the cell in the direction dir from position r, c.
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// It returns ok==false if there is no cell in that direction.
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func (m *Maze) move(x, y int, dir Dir) (nx, ny int, ok bool) {
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nx = x + dirs[dir].δx
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ny = y + dirs[dir].δy
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ok = 0 <= nx && nx < m.w && 0 <= ny && ny < m.h
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return
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}
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// Move returns the cell in the direction dir from position x, y
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// It returns ok==false if there is no cell in that direction
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// or if a wall blocks movement in that direction.
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func (m *Maze) Move(x, y int, dir Dir) (nx, ny int, ok bool) {
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nx, ny, ok = m.move(x, y, dir)
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ok = ok && m.grid[y][x]&(1<<dir) == 0
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return
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}
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// NewMaze returns a new, randomly generated maze
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// of width w and height h.
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func NewMaze(w, h int) *Maze {
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// Allocate one slice for the whole 2-d cell grid and break up into rows.
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all := make([]walls, w*h)
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for i := range all {
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all[i] = allWalls
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}
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m := &Maze{w: w, h: h, grid: make([][]walls, h)}
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for i := range m.grid {
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m.grid[i], all = all[:w], all[w:]
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}
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// All cells start with all walls.
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m.generate(rand.Intn(w), rand.Intn(h))
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return m
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}
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func (m *Maze) generate(x, y int) {
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i := rand.Intn(4)
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for j := 0; j < 4; j++ {
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dir := Dir(i+j) % 4
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if nx, ny, ok := m.move(x, y, dir); ok && m.grid[ny][nx] == allWalls {
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// break down wall
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m.grid[y][x] &^= 1 << dir
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m.grid[ny][nx] &^= 1 << (3 - dir)
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m.generate(nx, ny)
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}
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}
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}
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// String returns a multi-line string representation of the maze.
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func (m *Maze) String() string {
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return m.PathString(nil)
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}
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// PathString returns the multi-line string representation of the
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// maze with the path marked on it.
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func (m *Maze) PathString(path []graph.Vertex) string {
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var b bytes.Buffer
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wall := func(w, m walls, ch byte) {
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if w&m != 0 {
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b.WriteByte(ch)
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} else {
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b.WriteByte(' ')
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}
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}
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for _, row := range m.grid {
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b.WriteByte('+')
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for _, cell := range row {
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wall(cell, 1<<North, '-')
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b.WriteByte('+')
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}
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b.WriteString("\n")
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for _, cell := range row {
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wall(cell, 1<<West, '|')
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b.WriteByte(' ')
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}
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b.WriteString("|\n")
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}
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for i := 0; i < m.w; i++ {
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b.WriteString("++")
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}
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b.WriteString("+")
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grid := b.Bytes()
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// Overlay path.
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last := -1
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for _, v := range path {
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p := v.(pos)
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i := (2*m.w+2)*(2*p.y+1) + 2*p.x + 1
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grid[i] = '#'
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if last != -1 {
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grid[(i+last)/2] = '#'
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}
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last = i
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}
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return string(grid)
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}
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// Implement graph.Graph.
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type pos struct {
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x, y int
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}
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func (p pos) String() string {
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return fmt.Sprintf("%d,%d", p.x, p.y)
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}
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func (m *Maze) Neighbors(v graph.Vertex) []graph.Vertex {
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p := v.(pos)
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var neighbors []graph.Vertex
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for dir := North; dir <= South; dir++ {
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if nx, ny, ok := m.Move(p.x, p.y, dir); ok {
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neighbors = append(neighbors, pos{nx, ny})
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}
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}
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return neighbors
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}
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func (m *Maze) NumVertex() int {
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return m.w * m.h
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}
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func (m *Maze) VertexID(v graph.Vertex) int {
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p := v.(pos)
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return p.y*m.w + p.x
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}
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func (m *Maze) Vertex(x, y int) graph.Vertex {
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return pos{x, y}
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}
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func main() {
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const w, h = 30, 10
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rand.Seed(time.Now().UnixNano())
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m := NewMaze(w, h)
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path := graph.ShortestPath(m, m.Vertex(0, 0), m.Vertex(w-1, h-1))
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fmt.Println(m.PathString(path))
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}
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