diff options
Diffstat (limited to 'algorithms')
-rw-r--r-- | algorithms/raku/DFS.raku | 124 |
1 files changed, 124 insertions, 0 deletions
diff --git a/algorithms/raku/DFS.raku b/algorithms/raku/DFS.raku new file mode 100644 index 0000000..0cc7207 --- /dev/null +++ b/algorithms/raku/DFS.raku @@ -0,0 +1,124 @@ +subset File of Str where *.IO.f; + +# Cells as defined by fornax format. +constant $PATH = '.'; +constant $BLOK = '#'; +constant $DEST = '$'; +constant $STRT = '^'; +constant $VIS = '-'; +constant $CUR = '@'; +constant $CURPATH = '~'; + +sub MAIN(File $input) { + my @maze = $input.IO.lines.map(*.comb); + die "Inconsistent maze" unless [==] @maze.map(*.elems); + + put "rows:{@maze.elems} cols:{@maze[0].elems}"; + dfs(@maze, 0, 0); +} + +sub dfs( + @maze, Int $y, Int $x, @visited?, @cur-path? --> Bool +) { + # If @visited was not passed then mark the given cell as visited + # because it's the cell we're starting at. + @visited[$y][$x] = True unless @visited; + @cur-path[$y][$x] = True unless @cur-path; + + # neighbor block loops over the neighbors of $y, $x. + neighbor: for neighbors(@maze, $y, $x).List.pick(*) -> $pos { + # Move on to next neighbor if we've already visited this one. + next neighbor if @visited[$pos[0]][$pos[1]]; + + # Printing Marker cells. + given @maze[$pos[0]][$pos[1]] { + when $DEST { print "|" } + when $BLOK { print "!" } + } + + # Print the maze on every iteration. + for 0..@maze.end -> $j { + for 0..@maze[0].end -> $k { + if @maze[$j][$k] eq $STRT | $DEST { + print @maze[$j][$k]; + } else { + if $j == $pos[0] and $k == $pos[1] { + print "@"; + } else { + print( + @cur-path[$j][$k] + ?? "~" !! @visited[$j][$k] ?? "-" !! @maze[$j][$k] + ); + } + } + } + } + print "\n"; + + given @maze[$pos[0]][$pos[1]] { + when $DEST { exit; } + when $PATH|$STRT { + @visited[$pos[0]][$pos[1]] = @cur-path[$pos[0]][$pos[1]] = True; + dfs(@maze, $pos[0], $pos[1], @visited, @cur-path); + @cur-path[$pos[0]][$pos[1]] = False; + } + } + } +} + +# neighbors returns the neighbors of given index. Neighbors are cached +# in @neighbors array. This way we don't have to compute them +# everytime neighbors subroutine is called for the same position. We +# don't need this caching here since every cell will be visited only +# once. This subroutine was taken from Octans::Neighbors. +sub neighbors( + @puzzle, Int $y, Int $x --> List +) is export { + # @directions is holding a list of directions we can move in. It's + # used later for neighbors subroutine. + state List @directions = ( + # $y, $x + ( +1, +0 ), # bottom + ( -1, +0 ), # top + ( +0, +1 ), # left + ( +0, -1 ), # right + ); + + # @neighbors holds the neighbors of given position. + state Array @neighbors; + + if @puzzle[$y][$x] { + # Don't re-compute neighbors. + unless @neighbors[$y][$x] { + # Set it to an empty array because otherwise if it has no + # neighbors then it would've be recomputed everytime + # neighbors() was called. + @neighbors[$y][$x] = []; + + my Int $pos-x; + my Int $pos-y; + + # Starting from the intital position of $y, $x we move to + # each direction according to the values specified in + # @directions array. In this case we're just trying to + # move in 4 directions (top, bottom, left & right). + direction: for @directions -> $direction { + $pos-y = $y + $direction[0]; + $pos-x = $x + $direction[1]; + + # If movement in this direction is out of puzzle grid + # boundary then move on to next direction. + next direction unless @puzzle[$pos-y][$pos-x]; + + # If neighbors exist in this direction then add them + # to @neighbors[$y][$x] array. + push @neighbors[$y][$x], [$pos-y, $pos-x]; + } + } + } else { + # If it's out of boundary then return no neighbor. + @neighbors[$y][$x] = []; + } + + return @neighbors[$y][$x]; +} |