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README
This commit is contained in:
@@ -1 +1,615 @@
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SITULITUPU
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This project has been created as part of the 42 curriculum by *mteriier*, *dgaillet*
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# A-Maze-ing
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## Description
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A-Maze-ing is a Python project that generates, solves, exports, and displays mazes.
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The program:
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- reads a configuration file,
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- generates a maze according to the requested parameters,
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- optionally enforces a **perfect maze** property,
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- solves the maze from entry to exit,
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- writes the maze to an output file using the required hexadecimal wall encoding,
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- and displays the maze visually through an **MLX graphical window**.
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This project was designed with **code reusability** in mind.
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The maze generation and solving logic is exposed through a reusable Python package named **`mazegen`**, which can be built and installed independently for use in future projects.
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---
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## Features
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- Maze generation from a config file
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- Multiple generation algorithms:
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- `DFS` (depth-first search / recursive backtracking style)
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- `Kruskal`
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- Multiple solving algorithms:
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- `AStar`
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- `DFS`
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- Perfect and imperfect maze support
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- Maze export using hexadecimal wall encoding
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- Graphical rendering with MLX
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- Animated generation
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- Animated solution path display
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- Wall color switching
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- Reserved visual **“42” pattern** using fully closed cells when the maze is large enough
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- Reusable `mazegen` package
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---
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## Project Structure
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```text
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.
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├── a_maze_ing.py # Main executable script and MLX display
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├── config.txt # Default configuration file
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├── Makefile
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├── README.md
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├── src/
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│ ├── AMazeIng.py
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│ ├── mazegen/
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│ │ ├── __init__.py
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│ │ ├── Cell.py
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│ │ ├── Maze.py
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│ │ ├── MazeGenerator.py
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│ │ └── MazeSolver.py
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│ └── parsing/
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│ └── Parsing.py
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└── tests/
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```
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---
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## Instructions
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### Requirements
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- Python **3.10+**
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- `uv`, `pip`
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- MLX Python binding used by the project
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### Installation
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Using the provided `Makefile`:
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```bash
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make install
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```
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This installs project dependencies and the MLX wheel used by the graphical display.
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---
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## Run
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```bash
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make run
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```
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---
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## Debug
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```bash
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make debug
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```
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---
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## Lint
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Mandatory lint target:
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```bash
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make lint
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```
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Strict lint target:
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```bash
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make lint-strict
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```
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---
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## Clean
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```bash
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make clean
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```
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Full cleanup:
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```bash
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make fclean
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```
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---
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## Configuration File Format
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The configuration file contains one `KEY=VALUE` pair per line.
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### Mandatory keys
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| Key | Description | Example |
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|---|---|---|
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| `WIDTH` | Maze width in cells | `WIDTH=20` |
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| `HEIGHT` | Maze height in cells | `HEIGHT=15` |
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| `ENTRY` | Entry coordinates `(x,y)` | `ENTRY=1,1` |
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| `EXIT` | Exit coordinates `(x,y)` | `EXIT=20,15` |
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| `OUTPUT_FILE` | Output filename | `OUTPUT_FILE=maze.txt` |
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| `PERFECT` | Perfect maze or not | `PERFECT=True` |
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| `GENERATOR` | Generation algorithm | `GENERATOR=DFS` |
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| `SOLVER` | Solving algorithm | `SOLVER=AStar` |
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### Supported values
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#### GENERATOR
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- `DFS`
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- `Kruskal`
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#### SOLVER
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- `AStar`
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- `DFS`
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#### PERFECT
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- `True`
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- `False`
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### Example config
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```ini
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WIDTH=20
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HEIGHT=15
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ENTRY=1,1
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EXIT=20,15
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OUTPUT_FILE=maze.txt
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PERFECT=True
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GENERATOR=DFS
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SOLVER=AStar
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SEED=31766516
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```
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### Notes
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- Coordinates are handled as tuples in the form `x,y`.
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- In the current implementation, coordinates are expected to be **inside maze bounds**.
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- Entry and exit must be valid cells.
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- The parser validates required keys and converts values to the correct Python types.
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- You can add a `SEED` value
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---
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## Output File Format
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The generated maze is written row by row using **one hexadecimal digit per cell**.
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Each cell stores wall information using this bitmask:
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| Bit | Direction |
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|---|---|
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| `1` | North |
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| `2` | East |
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| `4` | South |
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| `8` | West |
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A bit set to `1` means the wall is **closed**.
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### Example
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- `3` = `0011` → north and east closed
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- `A` = `1010` → east and west closed
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### Output layout
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```text
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<maze row 1>
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<maze row 2>
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...
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<maze row n>
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<entry coordinates>
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<exit coordinates>
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<solution path>
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```
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Example:
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```text
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FFFF
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9A63
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8C47
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FFFF
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1,1
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4,4
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EESSEN
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```
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---
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## Visual Representation
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This project provides a graphical rendering through **MLX**.
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The display shows:
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- maze walls,
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- entry cell,
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- exit cell,
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- optional shortest path,
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- reserved “42” pattern when present.
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### Controls
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In the MLX window:
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- `1` / mapped equivalent: regenerate maze
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- `2` / mapped equivalent: show/hide path
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- `3` / mapped equivalent: change wall color
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- `4` / mapped equivalent: quit
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The code includes two key mappings to handle platform/layout differences.
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### Visual Features
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- animated generation,
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- animated path display,
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- color cycling for walls,
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- separate color cycling for the “42” cells.
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---
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## Maze Generation Algorithm
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This project supports two generation algorithms.
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### 1. Depth-First Search (DFS)
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This algorithm starts from a cell and repeatedly visits an unvisited neighbour, removing walls as it advances. When it reaches a dead end, it backtracks until it finds a cell with an unvisited neighbour.
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#### Why this algorithm was chosen
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- simple to implement,
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- naturally produces connected mazes,
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- works well for animation,
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- produces visually interesting long corridors,
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- easy to adapt for perfect mazes.
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### 2. Kruskal
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This algorithm treats each cell as its own set and removes walls between cells only when it connects two different sets. This avoids cycles and guarantees connectivity.
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#### Why this algorithm was included
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- classic maze generation algorithm,
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- good complement to DFS,
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- demonstrates modularity and algorithm interchangeability,
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- naturally fits the reusable package requirement.
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---
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## Why These Algorithms Were Chosen
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We chose DFS and Kruskal because together they provide:
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- two well-known and complementary approaches,
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- good pedagogical value,
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- simple integration into a reusable class-based architecture,
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- deterministic structure when used with a seed,
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- compatibility with perfect maze generation.
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DFS is particularly suitable for progressive visual rendering.
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Kruskal is useful to show a different construction logic based on set merging.
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---
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## Perfect and Imperfect Mazes
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When `PERFECT=True`:
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- the maze is generated as a **perfect maze**,
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- there is exactly one path between any two reachable cells,
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- in particular, entry and exit have a unique valid path.
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When `PERFECT=False`:
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- additional walls may be removed after initial generation,
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- loops can appear,
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- the maze remains connected,
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- the solver still computes a valid path.
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---
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## The “42” Pattern
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For sufficiently large mazes, the generator reserves a group of fully closed cells to draw a visible **“42”** pattern in the visual rendering.
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### Behaviour
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- the pattern is added only if the maze is large enough,
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- if the maze is too small, the pattern may be omitted,
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- this should be reported to the user with a console message.
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### Current implementation note
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The current code includes support for reserving and rendering the “42” pattern using cells with value `15` (all walls closed).
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The pattern is drawn in the central area when dimensions are large enough.
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---
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## Error Handling
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The project is designed to fail gracefully and provide clear messages for common problems such as:
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- missing configuration file,
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- empty file,
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- missing or invalid keys,
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- invalid boolean values,
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- invalid coordinates,
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- invalid maze dimensions,
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- solving an uninitialized maze.
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The parser catches several common exceptions and prints user-friendly messages before exiting.
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---
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## Reusable Code
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The reusable part of the project is the **`mazegen`** package.
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It contains:
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- `Cell`: wall bitmask representation,
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- `Maze`: maze container and textual/ascii rendering,
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- `MazeGenerator`: abstract generator interface,
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- `DepthFirstSearch`: DFS-based maze generator,
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- `Kruskal`: Kruskal-based maze generator,
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- `MazeSolver`: abstract solver interface,
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- `AStar`: shortest-path solver,
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- `DepthFirstSearchSolver`: DFS-based path solver.
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This package can be built as a wheel and reused independently of the MLX application.
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---
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## How to Use the Reusable Module
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### Basic example
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```python
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from mazegen import Maze
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from mazegen import DepthFirstSearch, AStar
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generator = DepthFirstSearch(start=(1, 1), end=(10, 10), perfect=True)
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solver = AStar(start=(1, 1), end=(10, 10))
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maze = Maze()
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for grid in generator.generator(height=10, width=10, seed=42):
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maze.set_maze(grid)
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path = solver.solve(maze, height=10, width=10)
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print(maze)
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print(path)
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```
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### With Kruskal
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```python
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from mazegen import Maze, Kruskal, AStar
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generator = Kruskal(start=(1, 1), end=(20, 15), perfect=True)
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solver = AStar(start=(1, 1), end=(20, 15))
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maze = Maze()
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for grid in generator.generator(height=15, width=20, seed=123):
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maze.set_maze(grid)
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print(solver.solve(maze, height=15, width=20))
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```
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### Accessing the generated structure
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```python
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maze_array = maze.get_maze()
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```
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Each element of `maze_array` is a `Cell` object exposing:
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- `get_north()`
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- `get_est()`
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- `get_south()`
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- `get_west()`
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- `get_value()`
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### Accessing a solution
|
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|
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```python
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solution = solver.solve(maze, height=15, width=20)
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print(solution) # Example: "EESSWN..."
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||||
```
|
||||
|
||||
---
|
||||
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## Packaging
|
||||
|
||||
The reusable package is distributed as **`mazegen-*`**.
|
||||
|
||||
Example expected artifact:
|
||||
|
||||
```text
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mazegen-1.0.0-py3-none-any.whl
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||||
```
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||||
|
||||
Build with:
|
||||
|
||||
```bash
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||||
make build
|
||||
```
|
||||
|
||||
This produces a wheel suitable for later installation with `pip`/`uv`.
|
||||
|
||||
---
|
||||
|
||||
## Tests
|
||||
|
||||
Unit tests are recommended and partially integrated through `pytest` targets in the Makefile.
|
||||
|
||||
Start test with:
|
||||
|
||||
```bash
|
||||
make run_test
|
||||
```
|
||||
|
||||
These tests are useful to validate:
|
||||
|
||||
- parsing,
|
||||
- generation,
|
||||
- solver behavior,
|
||||
- edge cases.
|
||||
|
||||
---
|
||||
|
||||
## Technical Choices
|
||||
|
||||
### Language
|
||||
|
||||
- Python 3.10+
|
||||
|
||||
### Libraries
|
||||
|
||||
- `numpy` for grid storage
|
||||
- `pydantic` for model validation
|
||||
- `mlx` for graphical rendering
|
||||
- `pytest` for tests
|
||||
- `mypy` for static typing
|
||||
- `flake8` for style checking
|
||||
|
||||
### Architecture
|
||||
|
||||
The project is separated into three main parts:
|
||||
|
||||
1. **Main application**
|
||||
- parsing,
|
||||
- orchestration,
|
||||
- MLX rendering,
|
||||
- user interaction.
|
||||
|
||||
2. **Domain model**
|
||||
- `AMazeIng`,
|
||||
- maze configuration and lifecycle.
|
||||
|
||||
3. **Reusable package**
|
||||
- generation,
|
||||
- solving,
|
||||
- maze structure.
|
||||
|
||||
This separation makes the generation logic portable to other projects.
|
||||
|
||||
---
|
||||
|
||||
## Team and Project Management
|
||||
|
||||
### Team roles
|
||||
|
||||
- **mteriier**
|
||||
- Parsing
|
||||
- DFS generator / solver
|
||||
- Makefile
|
||||
- some pytest
|
||||
- Fix of mazegen package generation
|
||||
- MLX
|
||||
- **dgaillet**
|
||||
- AMazeIng config class
|
||||
- AStar solver
|
||||
- Kruskal generator
|
||||
- some pytest
|
||||
- mazegen package generation
|
||||
- MLX
|
||||
- Cell / Maze class
|
||||
|
||||
### Initial planning
|
||||
|
||||
Our initial plan was:
|
||||
|
||||
1. define the maze data model,
|
||||
2. implement one working generation algorithm,
|
||||
3. export the maze to the required format,
|
||||
4. implement solving,
|
||||
5. add graphical rendering,
|
||||
6. package reusable code,
|
||||
7. write tests and documentation.
|
||||
|
||||
### How planning evolved
|
||||
|
||||
In practice:
|
||||
|
||||
- the reusable package structure had to be stabilized earlier than expected,
|
||||
- coordinate handling between parser, generator, solver, and renderer required extra work,
|
||||
- rendering and animation took longer than planned,
|
||||
- algorithm modularity made later integration easier.
|
||||
|
||||
### What worked well
|
||||
|
||||
- clean separation between generation and display,
|
||||
- abstract base classes for generator and solver,
|
||||
- Makefile automation,
|
||||
- packaging the reusable module.
|
||||
|
||||
### What could be improved
|
||||
|
||||
- stricter normalization of coordinate conventions,
|
||||
- seed support should be exposed directly from configuration,
|
||||
- more tests for edge cases and invalid inputs,
|
||||
|
||||
### Tools used
|
||||
|
||||
- Git
|
||||
- `uv`
|
||||
- `flake8`
|
||||
- `mypy`
|
||||
- `pytest`
|
||||
- MLX
|
||||
- optionally AI assistance for docstrings, README
|
||||
|
||||
---
|
||||
|
||||
## Resources
|
||||
|
||||
### Documentation and references
|
||||
|
||||
- [NumPy Documentation](https://numpy.org/doc/)
|
||||
- [Pydantic Documentation](https://docs.pydantic.dev/)
|
||||
- [A* Pathfinding explanation](https://matteo-tosato7.medium.com/exploring-the-depths-solving-mazes-with-a-search-algorithm-c15253104899)
|
||||
- [Kruskal generation](https://medium.com/@anushidesilva28/understanding-kruskals-algorithm-44886bf8ba8b)
|
||||
|
||||
### How AI was used
|
||||
|
||||
AI was used as an assistant for:
|
||||
|
||||
- improving docstrings,
|
||||
- helping structure the README,
|
||||
|
||||
---
|
||||
|
||||
## Reusable Module Summary
|
||||
|
||||
If you only want the reusable maze engine:
|
||||
|
||||
1. build/install `mazegen`,
|
||||
2. import a generator and a solver,
|
||||
3. generate a maze,
|
||||
4. solve it,
|
||||
5. access the grid through `Maze.get_maze()`.
|
||||
|
||||
This part is intended for reuse in future Python projects.
|
||||
|
||||
Reference in New Issue
Block a user