maze/solver.rs
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use std::collections::VecDeque;
use data_model::{Maze, MazeCellState, MazePoint};
use crate::{Error, MazePath, MazePointOffset, MazeSolution};
#[allow(dead_code)]
/// Represents a maze solver
pub struct Solver<'a> {
/// Maze reference
pub maze: &'a Maze,
}
impl Solver<'_> {
fn is_valid(&self, pt: &MazePoint) -> bool {
self.maze.definition.is_valid(pt)
}
#[allow(clippy::cast_abs_to_unsigned)]
fn unsigned_abs_i32(value: i32) -> usize {
value.abs() as usize
}
fn calc_location(&self, pt: &MazePoint, offset: &MazePointOffset) -> Result<MazePoint, Error> {
if offset.row < 0 && Self::unsigned_abs_i32(offset.row) > pt.row {
return Err(Error::Solve("location is out of bounds".to_string()));
}
if offset.col < 0 && Self::unsigned_abs_i32(offset.col) > pt.col {
return Err(Error::Solve("location is out of bounds".to_string()));
}
let pt_check = {
// Supress clippy's comparison_chain lint as "if chain"s are ok and
// calc_location() is performance-critical during solve
// (see: https://github.com/rust-lang/rust-clippy/issues/5354)
#[allow(clippy::comparison_chain)]
MazePoint {
row: if offset.row >= 0 {
pt.row + offset.row as usize
} else {
pt.row - (-offset.row) as usize
},
col: if offset.col >= 0 {
pt.col + offset.col as usize
} else {
pt.col - (-offset.col) as usize
},
}
};
if !self.is_valid(&pt_check) {
return Err(Error::Solve("location is out of bounds".to_string()));
}
Ok(pt_check)
}
fn get_lee_solution(
&self,
grid_state: &[Vec<MazeCellState>],
start: &MazePoint,
end: &MazePoint,
offsets: &[MazePointOffset],
) -> Result<MazeSolution, Error> {
let mut points: Vec<MazePoint> = vec![];
if grid_state[end.row][end.col].step_value().is_none() {
return Err(Error::Solve(
"solution path not found (end point not processed)".to_string(),
));
}
let mut step_pt: MazePoint = end.clone();
points.push(end.clone());
loop {
if let MazeCellState::SolutionStep { value } = grid_state[step_pt.row][step_pt.col] {
let mut found_neighbour = false;
for offset in offsets.iter() {
if let Ok(offset_pt) = self.calc_location(&step_pt, offset) {
let offset_pt_step_value =
grid_state[offset_pt.row][offset_pt.col].step_value();
if let Some(offset_pt_value) = offset_pt_step_value {
if step_pt == *start {
points.reverse();
return Ok(MazeSolution::new(MazePath::new(points)));
}
if offset_pt_value == value - 1 {
step_pt = offset_pt;
points.push(step_pt.clone());
found_neighbour = true;
break;
}
}
}
}
if !found_neighbour {
return Err(Error::Solve(format!(
"solution path not found (no path sequence neighbour exists for point {})",
step_pt
)));
}
}
}
}
// Assumes 'start' and 'end' are valid
fn solve_lee(&self, start: &MazePoint, end: &MazePoint) -> Result<MazeSolution, Error> {
let mut q: VecDeque<MazePoint> = VecDeque::new();
let mut grid_state = self.maze.definition.to_state();
let offsets = [
MazePointOffset { row: -1, col: 0 }, // Up
MazePointOffset { row: 0, col: -1 }, // Left
MazePointOffset { row: 1, col: 0 }, // Down
MazePointOffset { row: 0, col: 1 }, // Right
];
q.push_back(start.clone());
grid_state[start.row][start.col] = MazeCellState::SolutionStep { value: 0 };
while !q.is_empty() {
if let Some(pt) = q.pop_front() {
if let Some(value) = grid_state[pt.row][pt.col].step_value() {
for offset in offsets.iter() {
if let Ok(offset_pt) = self.calc_location(&pt, offset) {
if grid_state[offset_pt.row][offset_pt.col] == MazeCellState::Empty {
grid_state[offset_pt.row][offset_pt.col] =
MazeCellState::SolutionStep { value: value + 1 };
if offset_pt == *end {
return self.get_lee_solution(
&grid_state,
start,
end,
&offsets,
);
}
q.push_back(offset_pt.clone());
}
}
}
}
}
}
Err(Error::Solve("no solution found".to_string()))
}
/// Attempts to solve the path between the start and end point defined within the maze referenced by the solver instance
///
/// # Returns
///
/// A `Result` containing either the solution if successful, or a `Error` if an error occurs
///
/// # Examples
///
/// ```
/// use data_model::{Maze, MazePoint};
/// use maze::{MazeSolver, Solver};
/// let grid: Vec<Vec<char>> = vec![
/// vec!['S', 'W', ' ', ' ', 'W'],
/// vec![' ', 'W', ' ', 'W', ' '],
/// vec![' ', ' ', ' ', 'W', 'F'],
/// vec!['W', ' ', 'W', ' ', ' '],
/// vec![' ', ' ', ' ', 'W', ' '],
/// vec!['W', 'W', ' ', ' ', ' '],
/// vec!['W', 'W', ' ', 'W', ' '],
/// ];
/// let solver = Solver {
/// maze: &Maze::from_vec(grid),
/// };
/// let result = solver.solve();
/// match result {
/// Ok(solution) => {
/// println!("Successfully solved maze, solution path => {}", solution.path);
/// }
/// Err(error) => {
/// panic!(
/// "failed to solve maze => {}",
/// error
/// );
/// }
/// }
/// ```
pub fn solve(&self) -> Result<MazeSolution, Error> {
let start = self.maze.definition.get_start();
let finish = self.maze.definition.get_finish();
if start.is_none() {
return Err(Error::Solve(
"no start cell found within maze".to_string(),
));
}
if finish.is_none() {
return Err(Error::Solve(
"no finish cell found within maze".to_string(),
));
}
let start_pt: MazePoint = start.unwrap();
let finish_pt: MazePoint = finish.unwrap();
if start_pt == finish_pt {
let points = vec![start_pt];
return Ok(MazeSolution::new(MazePath::new(points)));
}
self.solve_lee(&start_pt, &finish_pt)
}
}