我正在尝试实现depht first search alogrithm(我的代码可能很糟糕,我很抱歉)。现在我想让它成为一种递归方法,但是一旦满足结束条件,我似乎无法突破它。您在方法中看到的第一个if条件应该突破该方法。当我调试项目时,它到达了return语句,然后立即跳转到方法的末尾。但是不是停止整个事情,而是回到while(!allNeighboursVisited)
循环并继续进行无限循环。
我试图通过自己解决这个问题但是没有工作并开始在网上搜索,但我找不到解决问题的方法。
编辑:决定在我的github上分享项目链接,供大家试用:https://github.com/Equiphract/Maze
编辑2:更新了代码;我把它砍在一起所以请不要期待任何令人愉快的事情:)
这是递归方法:
public void depthFirstSearch(int x, int y, Tile[][] maze) {
// Return method after every Tile is visited.
if (this.visitedCounter == maze.length * maze[0].length) {
this.stack.clear();
return;
}
Tile currentTile = maze[x][y];
Random r = new Random();
int neighbourAmount = currentTile.getNeighbourAmount();
boolean allNeighboursVisited = false;
int stopCounter = 0;
// If it is a new Tile, mark it as visited
if (!currentTile.isVisited()) {
currentTile.setVisited(true);
this.visitedCounter++;
stack.add(currentTile);
}
// Check if neighbours are not yet visited and "visit" one of them.
while (!allNeighboursVisited) {
int random;
do {
random = r.nextInt(neighbourAmount);
} while (this.excludeList.contains(random));
Tile neighbour = currentTile.getNeighbours().get(random);
if (!neighbour.isVisited()) {
if (neighbour.getX() == currentTile.getX() - 1) {
currentTile.getWall(4).setOpen(true);
neighbour.getWall(2).setOpen(true);
} else if (neighbour.getX() == currentTile.getX() + 1) {
currentTile.getWall(2).setOpen(true);
neighbour.getWall(4).setOpen(true);
} else if (neighbour.getY() == currentTile.getY() - 1) {
currentTile.getWall(1).setOpen(true);
neighbour.getWall(3).setOpen(true);
} else if (neighbour.getY() == currentTile.getY() + 1) {
currentTile.getWall(3).setOpen(true);
neighbour.getWall(1).setOpen(true);
}
this.excludeList.clear();
depthFirstSearch(neighbour.getX(), neighbour.getY(), maze);
if (this.visitedCounter == maze.length * maze[0].length) {
this.stack.clear();
return;
}
} else {
this.excludeList.add(random);
stopCounter++;
}
if (stopCounter == neighbourAmount) {
allNeighboursVisited = true;
}
}
// If every neighbour has already been visited, go back one Tile.
if (!this.stack.isEmpty()) {
this.stack.remove(this.stack.size() - 1);
if (!this.stack.isEmpty()) {
Tile backtrackTile = this.stack.get(this.stack.size() - 1);
this.excludeList.clear();
depthFirstSearch(backtrackTile.getX(), backtrackTile.getY(), maze);
if (this.visitedCounter == maze.length * 3) {
this.stack.clear();
return;
}
}
this.excludeList.clear();
}
}
你知道吗,这里是Tile-Object(很抱歉在这短时间内进行了大量的编辑):
public class Tile {
private ArrayList<Wall> walls;
private ArrayList<Tile> neighbours;
private int x;
private int y;
private boolean visited;
/*
* Constructor of the Tile class.
*/
public Tile(int x, int y) {
this.walls = new ArrayList<Wall>();
this.neighbours = new ArrayList<Tile>();
this.walls.add(new Wall(1));
this.walls.add(new Wall(2));
this.walls.add(new Wall(3));
this.walls.add(new Wall(4));
this.x = x;
this.y = y;
this.visited = false;
}
/*
* Returns the ArrayList walls.
*/
public ArrayList<Wall> getWalls() {
return walls;
}
/*
* Returns the value of visited.
*/
public boolean isVisited() {
return visited;
}
/*
* Sets the value of visited to a specified value.
*
* @param visited a boolean value
*/
public void setVisited(boolean visited) {
this.visited = visited;
}
/*
* Returns a wall with the specified position.
*
* @param position the position of the wall
*/
public Wall getWall(int position) {
for(Wall w : this.walls) {
if(w.getPosition() == position) {
return w;
}
}
return null;
}
public int getNeighbourAmount() {
return this.neighbours.size();
}
public ArrayList<Tile> getNeighbours(){
return this.neighbours;
}
/*
* Adds a Tile to the ArrayList neighbours-
*
* @param t a Tile
*/
public void addNeighbour(Tile t) {
this.neighbours.add(t);
}
/**
* @return the x
*/
public int getX() {
return x;
}
/**
* @return the y
*/
public int getY() {
return y;
}
}
答案 0 :(得分:0)
好的我觉得我找到了解决问题的方法。它远非完美,需要大量的优化,也许你们其中一个人想要这样做并在这里发布^^。
我的主要错误是在每次递归调用方法后都没有添加返回,这导致了无限循环。
这是我的解决方案:
public void depthFirstSearch(int x, int y, Tile[][] maze) {
// Return method after every Tile is visited.
if (this.visitedCounter == maze.length * maze[0].length) {
this.stack.clear();
return;
}
Tile currentTile = maze[x][y];
Random r = new Random();
int neighbourAmount = currentTile.getNeighbourAmount();
boolean allNeighboursVisited = false;
int stopCounter = 0;
// If it is a new Tile, mark it as visited
if (!currentTile.isVisited()) {
currentTile.setVisited(true);
this.visitedCounter++;
stack.add(currentTile);
}
// Check if neighbours are not yet visited and "visit" one of them.
while (!allNeighboursVisited) {
int random;
do {
random = r.nextInt(neighbourAmount);
} while (this.excludeList.contains(random));
Tile neighbour = currentTile.getNeighbours().get(random);
if (!neighbour.isVisited()) {
if (neighbour.getX() == currentTile.getX() - 1) {
currentTile.getWall(4).setOpen(true);
neighbour.getWall(2).setOpen(true);
} else if (neighbour.getX() == currentTile.getX() + 1) {
currentTile.getWall(2).setOpen(true);
neighbour.getWall(4).setOpen(true);
} else if (neighbour.getY() == currentTile.getY() - 1) {
currentTile.getWall(1).setOpen(true);
neighbour.getWall(3).setOpen(true);
} else if (neighbour.getY() == currentTile.getY() + 1) {
currentTile.getWall(3).setOpen(true);
neighbour.getWall(1).setOpen(true);
}
this.excludeList.clear();
depthFirstSearch(neighbour.getX(), neighbour.getY(), maze);
return;
} else {
this.excludeList.add(random);
stopCounter++;
}
if (stopCounter == neighbourAmount) {
allNeighboursVisited = true;
}
}
// If every neighbour has already been visited, go back one Tile.
if (!this.stack.isEmpty()) {
this.stack.remove(this.stack.size() - 1);
if (!this.stack.isEmpty()) {
Tile backtrackTile = this.stack.get(this.stack.size() - 1);
this.excludeList.clear();
depthFirstSearch(backtrackTile.getX(), backtrackTile.getY(), maze);
return;
}
this.excludeList.clear();
}
}