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| 1 | +//! This module contains the implementation of the Rat in Maze problem. |
| 2 | +//! |
| 3 | +//! The Rat in Maze problem is a classic algorithmic problem where the |
| 4 | +//! objective is to find a path from the starting position to the exit |
| 5 | +//! position in a maze. |
| 6 | +
|
| 7 | +/// Enum representing various errors that can occur while working with mazes. |
| 8 | +#[derive(Debug, PartialEq, Eq)] |
| 9 | +pub enum MazeError { |
| 10 | + /// Indicates that the maze is empty (zero rows). |
| 11 | + EmptyMaze, |
| 12 | + /// Indicates that the starting position is out of bounds. |
| 13 | + OutOfBoundPos, |
| 14 | + /// Indicates an improper representation of the maze (e.g., non-rectangular maze). |
| 15 | + ImproperMazeRepr, |
| 16 | +} |
| 17 | + |
| 18 | +/// Finds a path through the maze starting from the specified position. |
| 19 | +/// |
| 20 | +/// # Arguments |
| 21 | +/// |
| 22 | +/// * `maze` - The maze represented as a vector of vectors where each |
| 23 | +/// inner vector represents a row in the maze grid. |
| 24 | +/// * `start_x` - The x-coordinate of the starting position. |
| 25 | +/// * `start_y` - The y-coordinate of the starting position. |
| 26 | +/// |
| 27 | +/// # Returns |
| 28 | +/// |
| 29 | +/// A `Result` where: |
| 30 | +/// - `Ok(Some(solution))` if a path is found and contains the solution matrix. |
| 31 | +/// - `Ok(None)` if no path is found. |
| 32 | +/// - `Err(MazeError)` for various error conditions such as out-of-bound start position or improper maze representation. |
| 33 | +/// |
| 34 | +/// # Solution Selection |
| 35 | +/// |
| 36 | +/// The function returns the first successful path it discovers based on the predefined order of moves. |
| 37 | +/// The order of moves is defined in the `MOVES` constant of the `Maze` struct. |
| 38 | +/// |
| 39 | +/// The backtracking algorithm explores each direction in this order. If multiple solutions exist, |
| 40 | +/// the algorithm returns the first path it finds according to this sequence. It recursively explores |
| 41 | +/// each direction, marks valid moves, and backtracks if necessary, ensuring that the solution is found |
| 42 | +/// efficiently and consistently. |
| 43 | +pub fn find_path_in_maze( |
| 44 | + maze: &[Vec<bool>], |
| 45 | + start_x: usize, |
| 46 | + start_y: usize, |
| 47 | +) -> Result<Option<Vec<Vec<bool>>>, MazeError> { |
| 48 | + if maze.is_empty() { |
| 49 | + return Err(MazeError::EmptyMaze); |
| 50 | + } |
| 51 | + |
| 52 | + // Validate start position |
| 53 | + if start_x >= maze.len() || start_y >= maze[0].len() { |
| 54 | + return Err(MazeError::OutOfBoundPos); |
| 55 | + } |
| 56 | + |
| 57 | + // Validate maze representation (if necessary) |
| 58 | + if maze.iter().any(|row| row.len() != maze[0].len()) { |
| 59 | + return Err(MazeError::ImproperMazeRepr); |
| 60 | + } |
| 61 | + |
| 62 | + // If validations pass, proceed with finding the path |
| 63 | + let mut maze_instance = Maze::new(maze.to_owned()); |
| 64 | + Ok(maze_instance.find_path(start_x, start_y)) |
| 65 | +} |
| 66 | + |
| 67 | +/// Represents a maze. |
| 68 | +struct Maze { |
| 69 | + maze: Vec<Vec<bool>>, |
| 70 | +} |
| 71 | + |
| 72 | +impl Maze { |
| 73 | + /// Represents possible moves in the maze. |
| 74 | + const MOVES: [(isize, isize); 4] = [(0, 1), (1, 0), (0, -1), (-1, 0)]; |
| 75 | + |
| 76 | + /// Constructs a new Maze instance. |
| 77 | + /// # Arguments |
| 78 | + /// |
| 79 | + /// * `maze` - The maze represented as a vector of vectors where each |
| 80 | + /// inner vector represents a row in the maze grid. |
| 81 | + /// |
| 82 | + /// # Returns |
| 83 | + /// |
| 84 | + /// A new Maze instance. |
| 85 | + fn new(maze: Vec<Vec<bool>>) -> Self { |
| 86 | + Maze { maze } |
| 87 | + } |
| 88 | + |
| 89 | + /// Returns the width of the maze. |
| 90 | + /// |
| 91 | + /// # Returns |
| 92 | + /// |
| 93 | + /// The width of the maze. |
| 94 | + fn width(&self) -> usize { |
| 95 | + self.maze[0].len() |
| 96 | + } |
| 97 | + |
| 98 | + /// Returns the height of the maze. |
| 99 | + /// |
| 100 | + /// # Returns |
| 101 | + /// |
| 102 | + /// The height of the maze. |
| 103 | + fn height(&self) -> usize { |
| 104 | + self.maze.len() |
| 105 | + } |
| 106 | + |
| 107 | + /// Finds a path through the maze starting from the specified position. |
| 108 | + /// |
| 109 | + /// # Arguments |
| 110 | + /// |
| 111 | + /// * `start_x` - The x-coordinate of the starting position. |
| 112 | + /// * `start_y` - The y-coordinate of the starting position. |
| 113 | + /// |
| 114 | + /// # Returns |
| 115 | + /// |
| 116 | + /// A solution matrix if a path is found or None if not found. |
| 117 | + fn find_path(&mut self, start_x: usize, start_y: usize) -> Option<Vec<Vec<bool>>> { |
| 118 | + let mut solution = vec![vec![false; self.width()]; self.height()]; |
| 119 | + if self.solve(start_x as isize, start_y as isize, &mut solution) { |
| 120 | + Some(solution) |
| 121 | + } else { |
| 122 | + None |
| 123 | + } |
| 124 | + } |
| 125 | + |
| 126 | + /// Recursively solves the Rat in Maze problem using backtracking. |
| 127 | + /// |
| 128 | + /// # Arguments |
| 129 | + /// |
| 130 | + /// * `x` - The current x-coordinate. |
| 131 | + /// * `y` - The current y-coordinate. |
| 132 | + /// * `solution` - The current solution matrix. |
| 133 | + /// |
| 134 | + /// # Returns |
| 135 | + /// |
| 136 | + /// A boolean indicating whether a solution was found. |
| 137 | + fn solve(&self, x: isize, y: isize, solution: &mut [Vec<bool>]) -> bool { |
| 138 | + if x == (self.height() as isize - 1) && y == (self.width() as isize - 1) { |
| 139 | + solution[x as usize][y as usize] = true; |
| 140 | + return true; |
| 141 | + } |
| 142 | + |
| 143 | + if self.is_valid(x, y, solution) { |
| 144 | + solution[x as usize][y as usize] = true; |
| 145 | + |
| 146 | + for &(dx, dy) in &Self::MOVES { |
| 147 | + if self.solve(x + dx, y + dy, solution) { |
| 148 | + return true; |
| 149 | + } |
| 150 | + } |
| 151 | + |
| 152 | + // If none of the directions lead to the solution, backtrack |
| 153 | + solution[x as usize][y as usize] = false; |
| 154 | + return false; |
| 155 | + } |
| 156 | + false |
| 157 | + } |
| 158 | + |
| 159 | + /// Checks if a given position is valid in the maze. |
| 160 | + /// |
| 161 | + /// # Arguments |
| 162 | + /// |
| 163 | + /// * `x` - The x-coordinate of the position. |
| 164 | + /// * `y` - The y-coordinate of the position. |
| 165 | + /// * `solution` - The current solution matrix. |
| 166 | + /// |
| 167 | + /// # Returns |
| 168 | + /// |
| 169 | + /// A boolean indicating whether the position is valid. |
| 170 | + fn is_valid(&self, x: isize, y: isize, solution: &[Vec<bool>]) -> bool { |
| 171 | + x >= 0 |
| 172 | + && y >= 0 |
| 173 | + && x < self.height() as isize |
| 174 | + && y < self.width() as isize |
| 175 | + && self.maze[x as usize][y as usize] |
| 176 | + && !solution[x as usize][y as usize] |
| 177 | + } |
| 178 | +} |
| 179 | + |
| 180 | +#[cfg(test)] |
| 181 | +mod tests { |
| 182 | + use super::*; |
| 183 | + |
| 184 | + macro_rules! test_find_path_in_maze { |
| 185 | + ($($name:ident: $start_x:expr, $start_y:expr, $maze:expr, $expected:expr,)*) => { |
| 186 | + $( |
| 187 | + #[test] |
| 188 | + fn $name() { |
| 189 | + let solution = find_path_in_maze($maze, $start_x, $start_y); |
| 190 | + assert_eq!(solution, $expected); |
| 191 | + if let Ok(Some(expected_solution)) = &solution { |
| 192 | + assert_eq!(expected_solution[$start_x][$start_y], true); |
| 193 | + } |
| 194 | + } |
| 195 | + )* |
| 196 | + } |
| 197 | + } |
| 198 | + |
| 199 | + test_find_path_in_maze! { |
| 200 | + maze_with_solution_5x5: 0, 0, &[ |
| 201 | + vec![true, false, true, false, false], |
| 202 | + vec![true, true, false, true, false], |
| 203 | + vec![false, true, true, true, false], |
| 204 | + vec![false, false, false, true, true], |
| 205 | + vec![false, true, false, false, true], |
| 206 | + ], Ok(Some(vec![ |
| 207 | + vec![true, false, false, false, false], |
| 208 | + vec![true, true, false, false, false], |
| 209 | + vec![false, true, true, true, false], |
| 210 | + vec![false, false, false, true, true], |
| 211 | + vec![false, false, false, false, true], |
| 212 | + ])), |
| 213 | + maze_with_solution_6x6: 0, 0, &[ |
| 214 | + vec![true, false, true, false, true, false], |
| 215 | + vec![true, true, false, true, false, true], |
| 216 | + vec![false, true, true, true, true, false], |
| 217 | + vec![false, false, false, true, true, true], |
| 218 | + vec![false, true, false, false, true, false], |
| 219 | + vec![true, true, true, true, true, true], |
| 220 | + ], Ok(Some(vec![ |
| 221 | + vec![true, false, false, false, false, false], |
| 222 | + vec![true, true, false, false, false, false], |
| 223 | + vec![false, true, true, true, true, false], |
| 224 | + vec![false, false, false, false, true, false], |
| 225 | + vec![false, false, false, false, true, false], |
| 226 | + vec![false, false, false, false, true, true], |
| 227 | + ])), |
| 228 | + maze_with_solution_8x8: 0, 0, &[ |
| 229 | + vec![true, false, false, false, false, false, false, true], |
| 230 | + vec![true, true, false, true, true, true, false, false], |
| 231 | + vec![false, true, true, true, false, false, false, false], |
| 232 | + vec![false, false, false, true, false, true, true, false], |
| 233 | + vec![false, true, false, true, true, true, false, true], |
| 234 | + vec![true, false, true, false, false, true, true, true], |
| 235 | + vec![false, false, true, true, true, false, true, true], |
| 236 | + vec![true, true, true, false, true, true, true, true], |
| 237 | + ], Ok(Some(vec![ |
| 238 | + vec![true, false, false, false, false, false, false, false], |
| 239 | + vec![true, true, false, false, false, false, false, false], |
| 240 | + vec![false, true, true, true, false, false, false, false], |
| 241 | + vec![false, false, false, true, false, false, false, false], |
| 242 | + vec![false, false, false, true, true, true, false, false], |
| 243 | + vec![false, false, false, false, false, true, true, true], |
| 244 | + vec![false, false, false, false, false, false, false, true], |
| 245 | + vec![false, false, false, false, false, false, false, true], |
| 246 | + ])), |
| 247 | + maze_without_solution_4x4: 0, 0, &[ |
| 248 | + vec![true, false, false, false], |
| 249 | + vec![true, true, false, false], |
| 250 | + vec![false, false, true, false], |
| 251 | + vec![false, false, false, true], |
| 252 | + ], Ok(None::<Vec<Vec<bool>>>), |
| 253 | + maze_with_solution_3x4: 0, 0, &[ |
| 254 | + vec![true, false, true, true], |
| 255 | + vec![true, true, true, false], |
| 256 | + vec![false, true, true, true], |
| 257 | + ], Ok(Some(vec![ |
| 258 | + vec![true, false, false, false], |
| 259 | + vec![true, true, true, false], |
| 260 | + vec![false, false, true, true], |
| 261 | + ])), |
| 262 | + maze_without_solution_3x4: 0, 0, &[ |
| 263 | + vec![true, false, true, true], |
| 264 | + vec![true, false, true, false], |
| 265 | + vec![false, true, false, true], |
| 266 | + ], Ok(None::<Vec<Vec<bool>>>), |
| 267 | + improper_maze_representation: 0, 0, &[ |
| 268 | + vec![true], |
| 269 | + vec![true, true], |
| 270 | + vec![true, true, true], |
| 271 | + vec![true, true, true, true] |
| 272 | + ], Err(MazeError::ImproperMazeRepr), |
| 273 | + out_of_bound_start: 0, 3, &[ |
| 274 | + vec![true, false, true], |
| 275 | + vec![true, true], |
| 276 | + vec![false, true, true], |
| 277 | + ], Err(MazeError::OutOfBoundPos), |
| 278 | + empty_maze: 0, 0, &[], Err(MazeError::EmptyMaze), |
| 279 | + maze_with_single_cell: 0, 0, &[ |
| 280 | + vec![true], |
| 281 | + ], Ok(Some(vec![ |
| 282 | + vec![true] |
| 283 | + ])), |
| 284 | + maze_with_one_row_and_multiple_columns: 0, 0, &[ |
| 285 | + vec![true, false, true, true, false] |
| 286 | + ], Ok(None::<Vec<Vec<bool>>>), |
| 287 | + maze_with_multiple_rows_and_one_column: 0, 0, &[ |
| 288 | + vec![true], |
| 289 | + vec![true], |
| 290 | + vec![false], |
| 291 | + vec![true], |
| 292 | + ], Ok(None::<Vec<Vec<bool>>>), |
| 293 | + maze_with_walls_surrounding_border: 0, 0, &[ |
| 294 | + vec![false, false, false], |
| 295 | + vec![false, true, false], |
| 296 | + vec![false, false, false], |
| 297 | + ], Ok(None::<Vec<Vec<bool>>>), |
| 298 | + maze_with_no_walls: 0, 0, &[ |
| 299 | + vec![true, true, true], |
| 300 | + vec![true, true, true], |
| 301 | + vec![true, true, true], |
| 302 | + ], Ok(Some(vec![ |
| 303 | + vec![true, true, true], |
| 304 | + vec![false, false, true], |
| 305 | + vec![false, false, true], |
| 306 | + ])), |
| 307 | + maze_with_going_back: 0, 0, &[ |
| 308 | + vec![true, true, true, true, true, true], |
| 309 | + vec![false, false, false, true, false, true], |
| 310 | + vec![true, true, true, true, false, false], |
| 311 | + vec![true, false, false, false, false, false], |
| 312 | + vec![true, false, false, false, true, true], |
| 313 | + vec![true, false, true, true, true, false], |
| 314 | + vec![true, false, true , false, true, false], |
| 315 | + vec![true, true, true, false, true, true], |
| 316 | + ], Ok(Some(vec![ |
| 317 | + vec![true, true, true, true, false, false], |
| 318 | + vec![false, false, false, true, false, false], |
| 319 | + vec![true, true, true, true, false, false], |
| 320 | + vec![true, false, false, false, false, false], |
| 321 | + vec![true, false, false, false, false, false], |
| 322 | + vec![true, false, true, true, true, false], |
| 323 | + vec![true, false, true , false, true, false], |
| 324 | + vec![true, true, true, false, true, true], |
| 325 | + ])), |
| 326 | + } |
| 327 | +} |
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