Task: Maze generation



C#: using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Drawing;

namespace MazeGeneration
{
    public static class Extensions
    {
        public static IEnumerable<T> Shuffle<T>(this IEnumerable<T> source, Random rng)
        {
            var e = source.ToArray();
            for (var i = e.Length - 1; i >= 0; i--)
            {
                var swapIndex = rng.Next(i + 1);
                yield return e[swapIndex];
                e[swapIndex] = e[i];
            }
        }

        public static CellState OppositeWall(this CellState orig)
        {
            return (CellState)(((int) orig >> 2) | ((int) orig << 2)) & CellState.Initial;
        }

        public static bool HasFlag(this CellState cs,CellState flag)
        {
            return ((int)cs & (int)flag) != 0;
        }
    }

    [Flags]
    public enum CellState
    {
        Top = 1,
        Right = 2,
        Bottom = 4,
        Left = 8,
        Visited = 128,
        Initial = Top | Right | Bottom | Left,
    }

    public struct RemoveWallAction
    {
        public Point Neighbour;
        public CellState Wall;
    }

    public class Maze
    {
        private readonly CellState[,] _cells;
        private readonly int _width;
        private readonly int _height;
        private readonly Random _rng;

        public Maze(int width, int height)
        {
            _width = width;
            _height = height;
            _cells = new CellState[width, height];
            for(var x=0; x<width; x++)
                for(var y=0; y<height; y++)
                    _cells[x, y] = CellState.Initial;
            _rng = new Random();
            VisitCell(_rng.Next(width), _rng.Next(height));
        }

        public CellState this[int x, int y]
        {
            get { return _cells[x,y]; }
            set { _cells[x,y] = value; }
        }

        public IEnumerable<RemoveWallAction> GetNeighbours(Point p)
        {
            if (p.X > 0) yield return new RemoveWallAction {Neighbour = new Point(p.X - 1, p.Y), Wall = CellState.Left};
            if (p.Y > 0) yield return new RemoveWallAction {Neighbour = new Point(p.X, p.Y - 1), Wall = CellState.Top};
            if (p.X < _width-1) yield return new RemoveWallAction {Neighbour = new Point(p.X + 1, p.Y), Wall = CellState.Right};
            if (p.Y < _height-1) yield return new RemoveWallAction {Neighbour = new Point(p.X, p.Y + 1), Wall = CellState.Bottom};
        }

        public void VisitCell(int x, int y)
        {
            this[x,y] |= CellState.Visited;
            foreach (var p in GetNeighbours(new Point(x, y)).Shuffle(_rng).Where(z => !(this[z.Neighbour.X, z.Neighbour.Y].HasFlag(CellState.Visited))))
            {
                this[x, y] -= p.Wall;
                this[p.Neighbour.X, p.Neighbour.Y] -= p.Wall.OppositeWall();
                VisitCell(p.Neighbour.X, p.Neighbour.Y);
            }
        }

        public void Display()
        {
            var firstLine = string.Empty;
            for (var y = 0; y < _height; y++)
            {
                var sbTop = new StringBuilder();
                var sbMid = new StringBuilder();
                for (var x = 0; x < _width; x++)
                {
                    sbTop.Append(this[x, y].HasFlag(CellState.Top) ? "+---" : "+   ");
                    sbMid.Append(this[x, y].HasFlag(CellState.Left) ? "|   " : "    ");
                }
                if (firstLine == string.Empty)
                    firstLine = "   " + sbTop.ToString();
                Debug.WriteLine("   " + sbTop + "+");
                Debug.WriteLine("   " + sbMid + "|");
            }
            Debug.WriteLine(firstLine);
        }
    }

    class Program
    {
        static void Main(string[] args)
        {
            var maze = new Maze(20, 20);
            maze.Display();
        }
    }
}





Python: g_size = 10
background_color = color(80, 80, 220)
runner = color(255, 50, 50)
visited_color = color(220, 240, 240)
done_color = color(100, 160, 250)

def setup():
    global cell, done, visit, run_cell, c_size
    size(600, 600)
    frameRate(20)
    smooth(4)
    strokeCap(ROUND)
    c_size = max(width / g_size, height / g_size)
    cell = [[None] * g_size for _ in range(g_size)]
    
    for i in range(g_size):
        for j in range(g_size):
            cell[i][j] = Cell(i, j)

    for i in range(g_size):
        for j in range(g_size):
            cell[i][j].add_neighbor()

    run_cell = cell[0][0]
    visit, done = [], []
    visit.append(run_cell)


def draw():
    global run_cell
    
    background(background_color)
    
    for i in range(g_size):
        for j in range(g_size):
            cell[i][j].draw_cell()
            cell[i][j].draw_wall()

    if len(visit) < g_size * g_size:
        if run_cell.check_sides():
            chosen = run_cell.pick_neighbor()
            done.append(run_cell)
            run_cell.stacked = True
            if chosen.i - run_cell.i == 1:
                run_cell.wall[1] = False
                chosen.wall[3] = False
            elif chosen.i - run_cell.i == -1:
                run_cell.wall[3] = False
                chosen.wall[1] = False
            elif chosen.j - run_cell.j == 1:
                run_cell.wall[2] = False
                chosen.wall[0] = False
            else:
                run_cell.wall[0] = False
                chosen.wall[2] = False
            run_cell.current = False
            run_cell = chosen
            run_cell.current = True
            run_cell.visited = True
        elif done:
            run_cell.current = False
            run_cell = done.pop()
            run_cell.stacked = False
            run_cell.current = True


class Cell:

    def __init__(self, i, j):
        self.i = i
        self.j = j
        self.wall = [True, True, True, True]
        self.visited = False
        self.stacked = False
        self.current = False

    def pick_neighbor(self):
        from random import choice
        unvisited = [nb for nb in self.neighbor
                          if nb.visited == False]
        return choice(unvisited)

    def add_neighbor(self):
        i, j = self.i, self.j
        neighbor = []
        if i > 0:
            neighbor.append(cell[i - 1][j])
        if i < g_size - 1:
            neighbor.append(cell[i + 1][j])
        if j > 0:
            neighbor.append(cell[i][j - 1])
        if j < g_size - 1:
            neighbor.append(cell[i][j + 1])
        self.neighbor = neighbor

    def check_sides(self):
        for nb in self.neighbor:
            if not nb.visited:
                return True
        return False

    def draw_cell(self):
        s = c_size
        noStroke()
        noFill()
        if self.current:
            fill(runner)
        elif self.stacked:
            fill(done_color)
        elif self.visited:
            fill(visited_color)
        rect(self.j * s, self.i * s, s, s)

    def draw_wall(self):
        i, j = self.i, self.j
        wall = self.wall
        stroke(0)
        strokeWeight(5)
        if wall[0]: line(j * c_size, i * c_size, j * c_size, (i + 1) * c_size)
        if wall[1]: line(j * c_size, (i + 1) * c_size, (j + 1) * c_size, (i + 1) * c_size)
        if wall[2]: line((j + 1) * c_size, (i + 1) * c_size, (j + 1) * c_size, i * c_size)
        if wall[3]: line((j + 1) * c_size, i * c_size, j * c_size, i * c_size)