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mazerunner.js
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const directions = {
UP: 'up',
LEFT: 'left',
RIGHT: 'right',
DOWN: 'down'
}
const colValues = {
WALL: 't',
OPEN: 'f',
PATH: 'fp',
DEADEND: 'fx'
}
//Setup the start and exits square
var startRow = 0;
var startCol = 0;
var exitRow = 3;
var exitCol = 0;
//with a known start and exit get to the exit
//with the least amount of steps
function solveMaze() {
let grid = cGrid;
var curRow = 0;
var curCol = 0;
var prevRow = 0;
var prevCol = 0;
var stepCount = 0;
var exitReached = false;
var noExit = false;
var minDistance = -1;
var nextDirection;
var moveUp = {};
var moveLeft = {};
var moveRight = {};
var moveDown = {};
//Mark the start as part of the path
grid[startRow][startCol] = colValues.PATH;
var elementID = `${startRow}:${startCol}`;
document.getElementById(elementID).setAttribute("blockValue", "step");
//solve the maze by lookig for the next best step
do {
let nextStep = [];
let prevRow = curRow;
let prevCol = curCol;
moveUp = move(curRow, curCol, grid, directions.UP);
if (moveUp.canMove == true) {
nextStep.push(moveUp);
}
moveDown = move(curRow, curCol, grid, directions.DOWN);
if (moveDown.canMove == true) {
nextStep.push(moveDown);
}
moveLeft = move(curRow, curCol, grid, directions.LEFT);
if (moveLeft.canMove == true) {
nextStep.push(moveLeft);
}
moveRight = move(curRow, curCol, grid, directions.RIGHT);
if (moveRight.canMove == true) {
nextStep.push(moveRight);
}
//if we have no where to go exit
if (nextStep.length == 0) {
noExit = true;
break;
}
//sort nextstep by min distance
nextStep.sort((a, b) => (a.minDistance - b.minDistance));
//pick the element that is closest to the exit. Pick Up or Down first.
switch (nextStep[0].direction) {
case directions.UP:
//move up and add to step count
stepCount++;
curRow = curRow + 1;
break;
case directions.DOWN:
//Move Down and add to step count
stepCount++;
curRow = curRow - 1;
break;
case directions.LEFT:
//Move left and add to step count
stepCount++;
curCol = curCol - 1;
break;
case directions.RIGHT:
//Move right and add to step count
stepCount++;
curCol = curCol + 1;
break;
}
//mark the sqaures on the page
exitReached = markElements(curRow, curCol, prevRow, prevCol, grid);
}
while (exitReached == false || noExit == true);
if (exitReached == true) {
document.getElementById("results").innerHTML = `Success! It took ${stepCount} step(s)`
}
}
//solve the zero hour mazes. Just find the start and run to the exit.
function solveMazeZH() {
let grid = cGrid;
var curRow = 0;
var curCol = 0;
var prevRow = 0;
var prevCol = 0;
var stepCount = 0;
var exitReached = false;
var noExit = false;
var minDistance = -1;
var nextDirection;
var moveUp = {};
var moveLeft = {};
var moveRight = {};
var moveDown = {};
//find the start column. We know it is on row 0.
exitRow = grid.length - 1;
startRow = 0;
startCol = grid[startRow].findIndex(isPath);
curCol = startCol;
curRow = startRow;
//Mark the start as part of the path
grid[startRow][startCol] = colValues.PATH;
var elementID = `${startRow}:${startCol}`;
document.getElementById(elementID).setAttribute("blockValue", "step");
//solve the maze by looking for the next best step
do {
let nextStep = [];
let prevRow = curRow;
let prevCol = curCol;
moveUp = moveZH(curRow, curCol, grid, directions.UP);
if (moveUp.canMove == true) {
nextStep.push(moveUp);
}
moveDown = moveZH(curRow, curCol, grid, directions.DOWN);
if (moveDown.canMove == true) {
nextStep.push(moveDown);
}
moveLeft = moveZH(curRow, curCol, grid, directions.LEFT);
if (moveLeft.canMove == true) {
nextStep.push(moveLeft);
}
moveRight = moveZH(curRow, curCol, grid, directions.RIGHT);
if (moveRight.canMove == true) {
nextStep.push(moveRight);
}
//if we have no where to go exit
if (nextStep.length == 0) {
noExit = true;
break;
}
//sort nextstep by target value
nextStep.sort(function (a, b) {
if (a.colValue > b.colValue) {
return 1;
}
if (a.colValue < b.colValue) {
return -1;
}
return 0;
});
//pick the element that is closest to the exit. Pick Up or Down first.
switch (nextStep[0].direction) {
case directions.UP:
//move up and add to step count
stepCount++;
curRow = curRow + 1;
break;
case directions.DOWN:
//Move Down and add to step count
stepCount++;
curRow = curRow - 1;
break;
case directions.LEFT:
//Move left and add to step count
stepCount++;
curCol = curCol - 1;
break;
case directions.RIGHT:
//Move right and add to step count
stepCount++;
curCol = curCol + 1;
break;
}
//mark the sqaures on the page
if (curRow == exitRow) {
exitCol = curCol;
}
exitReached = markElements(curRow, curCol, prevRow, prevCol, grid);
}
while (exitReached == false || noExit == true);
if (exitReached == true) {
document.getElementById("results").innerHTML = `Success! It took ${stepCount} step(s)`
}
}
//see if we can move to the next sqaure and
//calculate the distance to the exit
function move(curRow, curCol, grid, direction) {
var targetRow = curRow;
var targetCol = curCol;
var targetVal = "";
var canMove = false;
var minDistance = -1;
switch (direction) {
case directions.UP:
targetRow = curRow + 1;
break;
case directions.LEFT:
targetCol = curCol - 1;
break;
case directions.RIGHT:
targetCol = curCol + 1;
break;
case directions.DOWN:
targetRow = curRow - 1;
break;
}
//check for out bounds
if (targetRow > grid.length - 1 || targetRow < 0 || targetCol > grid[targetRow].length || targetCol < 0) {
return {
canMove: false,
minDistance: -1,
direction: direction,
colValue: colValues.WALL
};
}
//get the value of the square we are trying to move to
targetVal = grid[targetRow][targetCol];
if (targetRow == startRow && targetCol == startCol) {
//we cannot move back to start.
return {
canMove: false,
minDistance: -1,
direction: direction,
colValue: colValues.WALL
};
} else if (targetVal == colValues.OPEN) {
//test if we can move to the target square.'f' means no wall
//calculate the distance to the exit
return {
canMove: true,
minDistance: GetMinDistance(targetRow, targetCol),
direction: direction,
colValue: targetVal
};
} else if (targetVal == colValues.WALL || targetVal == colValues.DEADEND) {
//test for a wall or deadend; 't' means wall, 'fx' means deadend
return {
canMove: false,
minDistance: -1,
direction: direction,
colValue: targetVal
};
} else if (targetVal == colValues.PATH) {
//if you have to go backwards to a previous marked square
//we need to mark the current square as a dead end ('fx')
//'fp' means square has already been marked
return {
canMove: true,
minDistance: GetMinDistance(targetRow, targetCol),
direction: direction,
colValue: targetVal
};
}
return {
canMove: false,
minDistance: -1,
direction: direction,
colValue: colValues.WALL
};
}
function moveZH(curRow, curCol, grid, direction) {
var targetRow = curRow;
var targetCol = curCol;
var targetVal = "";
var canMove = false;
var minDistance = -1;
switch (direction) {
case directions.UP:
targetRow = curRow + 1;
break;
case directions.LEFT:
targetCol = curCol - 1;
break;
case directions.RIGHT:
targetCol = curCol + 1;
break;
case directions.DOWN:
targetRow = curRow - 1;
break;
}
//check for out bounds
if (targetRow > grid.length - 1 || targetRow < 0 || targetCol > grid[targetRow].length || targetCol < 0) {
return {
canMove: false,
minDistance: -1,
direction: direction,
colValue: colValues.WALL
};
}
//get the value of the square we are trying to move to
targetVal = grid[targetRow][targetCol];
if (targetRow == startRow && targetCol == startCol) {
//we cannot move back to start.
return {
canMove: false,
minDistance: -1,
direction: direction,
colValue: colValues.WALL
};
} else if (targetVal == colValues.OPEN) {
//test if we can move to the target square.'f' means no wall
//calculate the distance to the exit
return {
canMove: true,
minDistance: -1,
direction: direction,
colValue: targetVal
};
} else if (targetVal == colValues.WALL || targetVal == colValues.DEADEND) {
//test for a wall or deadend; 't' means wall, 'fx' means deadend
return {
canMove: false,
minDistance: -1,
direction: direction,
colValue: targetVal
};
} else if (targetVal == colValues.PATH) {
//if you have to go backwards to a previous marked square
//we need to mark the current square as a dead end ('fx')
//'fp' means square has already been marked
return {
canMove: true,
minDistance: -1,
direction: direction,
colValue: targetVal
};
}
return {
canMove: false,
minDistance: -1,
direction: direction,
colValue: colValues.WALL
};
}
//gets the minDistance between target and exit
function GetMinDistance(targetRow, targetCol) {
return Math.abs(exitRow - targetRow) + Math.abs((exitCol - targetCol));
}
//check if the target has been visited before. Mark it as a deadend.
//mark the grid
function markElements(targetRow, targetCol, prevRow, prevCol, grid) {
var elementID = "";
if (grid[targetRow][targetCol] == colValues.PATH) {
grid[prevRow][prevCol] = colValues.DEADEND;
elementID = `${prevRow}:${prevCol}`;
document.getElementById(elementID).setAttribute("blockValue", "deadend");
}
elementID = `${targetRow}:${targetCol}`;
document.getElementById(elementID).setAttribute("blockValue", "step");
grid[targetRow][targetCol] = colValues.PATH;
//test for exit
if (targetRow == exitRow && targetCol == exitCol) {
return true;
} else {
return false;
}
}
//test for path in the array
function isPath(element) {
return element == "f";
}