Maze solving: Difference between revisions

122,731 bytes added ,  13 days ago
→‎{{header|Uiua}}: Made the code standalone.
({{out|Example output:}} Category:Puzzle)
(→‎{{header|Uiua}}: Made the code standalone.)
 
(62 intermediate revisions by 26 users not shown)
Line 1:
{{task|Games}} [[Category:Recursion]] [[Category:Puzzle]]
[[Category:Recursion]]
[[Category:Puzzles]]
 
;Task:
For a maze generated by [[Maze generation|this task]], write a function
that finds (and displays) the shortest path between two cells.
 
 
Note that because these mazes are generated by the [[wp:Maze_generation_algorithm#Depth-first_search|Depth-first search]] algorithm, they contain no circular paths,
and a simple depth-first tree search can be used.
<br><br>
 
=={{header|11l}}==
{{trans|Python}}
 
<syntaxhighlight lang="11l">F dijkstra(graph, source)
V n = graph.len
V dist = [Float.infinity] * n
V previous = [-1] * n
dist[source] = 0
V Q = Array(0 .< n)
L !Q.empty
V u = min(Q, key' n -> @dist[n])
Q.remove(u)
I dist[u] == Float.infinity
L.break
L(v) 0 .< n
I graph[u][v] & (v C Q)
V alt = dist[u] + graph[u][v]
I alt < dist[v]
dist[v] = alt
previous[v] = u
R previous
 
F display_solution(predecessor)
V cell = predecessor.len - 1
L cell != 0
print(cell, end' ‘<’)
cell = predecessor[cell]
print(0)
 
V graph = [
[0,1,0,0,0,0],
[1,0,1,0,1,0],
[0,1,0,0,0,1],
[0,0,0,0,1,0],
[0,1,0,1,0,0],
[0,0,1,0,0,0]
]
 
display_solution(dijkstra(graph, 0))</syntaxhighlight>
 
{{out}}
<pre>
5<2<1<0
</pre>
 
=={{header|Action!}}==
Action! language does not support recursion. Therefore an iterative approach with a stack has been proposed.
<syntaxhighlight lang="action!">DEFINE TOP="0"
DEFINE RIGHT="1"
DEFINE BOTTOM="2"
DEFINE LEFT="3"
DEFINE WIDTH="160"
DEFINE HEIGHT="96"
 
DEFINE STACK_SIZE="5000"
BYTE ARRAY stack(STACK_SIZE)
INT stackSize
 
PROC InitStack()
stackSize=0
RETURN
 
BYTE FUNC IsEmpty()
IF stackSize=0 THEN
RETURN (1)
FI
RETURN (0)
 
BYTE FUNC IsFull()
IF stackSize>=STACK_SIZE THEN
RETURN (1)
FI
RETURN (0)
 
PROC Push(BYTE x,y)
IF IsFull() THEN Break() RETURN FI
stack(stackSize)=x stackSize==+1
stack(stackSize)=y stackSize==+1
RETURN
 
PROC Pop(BYTE POINTER x,y)
IF IsEmpty() THEN Break() RETURN FI
stackSize==-1 y^=stack(stackSize)
stackSize==-1 x^=stack(stackSize)
RETURN
 
PROC Push3(BYTE x,y,d)
IF IsFull() THEN Break() RETURN FI
stack(stackSize)=x stackSize==+1
stack(stackSize)=y stackSize==+1
stack(stackSize)=d stackSize==+1
RETURN
 
PROC Pop3(BYTE POINTER x,y,d)
IF IsEmpty() THEN Break() RETURN FI
stackSize==-1 d^=stack(stackSize)
stackSize==-1 y^=stack(stackSize)
stackSize==-1 x^=stack(stackSize)
RETURN
 
PROC FillScreen()
BYTE POINTER ptr ;pointer to the screen memory
INT screenSize=[3840]
 
ptr=PeekC(88)
SetBlock(ptr,screenSize,$55)
 
Color=0
Plot(0,HEIGHT-1) DrawTo(WIDTH-1,HEIGHT-1) DrawTo(WIDTH-1,0)
RETURN
 
PROC GetNeighbors(BYTE x,y BYTE ARRAY n BYTE POINTER count)
DEFINE WALL="1"
 
count^=0
IF y>2 AND Locate(x,y-2)=WALL THEN
n(count^)=TOP count^==+1
FI
IF x<WIDTH-3 AND Locate(x+2,y)=WALL THEN
n(count^)=RIGHT count^==+1
FI
IF y<HEIGHT-3 AND Locate(x,y+2)=WALL THEN
n(count^)=BOTTOM count^==+1
FI
IF x>2 AND Locate(x-2,y)=WALL THEN
n(count^)=LEFT count^==+1
FI
RETURN
 
PROC DrawConnection(BYTE POINTER x,y BYTE dir)
Plot(x^,y^)
IF dir=TOP THEN
y^==-2
ELSEIF dir=RIGHT THEN
x^==+2
ELSEIF dir=BOTTOM THEN
y^==+2
ELSE
x^==-2
FI
DrawTo(x^,y^)
RETURN
 
PROC Maze(BYTE x,y)
BYTE ARRAY stack,neighbors
BYTE dir,nCount
 
FillScreen()
 
Color=2
InitStack()
Push(x,y)
WHILE IsEmpty()=0
DO
Pop(@x,@y)
GetNeighbors(x,y,neighbors,@nCount)
IF nCount>0 THEN
Push(x,y)
dir=neighbors(Rand(nCount))
DrawConnection(@x,@y,dir)
Push(x,y)
FI
OD
RETURN
 
BYTE FUNC IsConnection(BYTE x,y,dir)
DEFINE WAY="2"
IF dir=TOP AND y>2 AND Locate(x,y-1)=WAY THEN
RETURN (1)
ELSEIF dir=RIGHT AND x<WIDTH-3 AND Locate(x+1,y)=WAY THEN
RETURN (1)
ELSEIF dir=BOTTOM AND y<HEIGHT-3 AND Locate(x,y+1)=WAY THEN
RETURN (1)
ELSEIF dir=LEFT AND x>2 AND Locate(x-1,y)=WAY THEN
RETURN (1)
FI
RETURN (0)
 
PROC Solve(BYTE x1,y1,x2,y2)
BYTE dir,x,y,lastX,lastY,back
 
Color=3
Plot(x1,y1)
Plot(x2,y2)
 
InitStack()
Push3(x1,y1,TOP)
WHILE IsEmpty()=0
DO
Pop3(@x,@y,@dir)
IF back THEN
Color=2
Plot(lastX,lastY)
DrawTo(x,y)
FI
IF IsConnection(x,y,dir) THEN
Color=3
Push3(x,y,dir+1)
DrawConnection(@x,@y,dir)
IF x=x2 AND y=y2 THEN
RETURN
FI
Push3(x,y,TOP)
back=0
ELSEIF dir<=LEFT THEN
Push3(x,y,dir+1)
back=0
ELSE
lastX=x
lastY=y
back=1
FI
OD
RETURN
 
PROC Main()
BYTE CH=$02FC,COLOR0=$02C4,COLOR1=$02C5,COLOR2=$02C6
BYTE x,y,x2,y2
 
Graphics(7+16)
COLOR0=$0A
COLOR1=$04
COLOR2=$A6
 
x=Rand((WIDTH RSH 1)-1) LSH 1+1
y=Rand((HEIGHT RSH 1)-1) LSH 1+1
Maze(x,y)
 
x=Rand((WIDTH RSH 1)-1) LSH 1+1
y=Rand((HEIGHT RSH 1)-1) LSH 1+1
x2=Rand((WIDTH RSH 1)-1) LSH 1+1
y2=Rand((HEIGHT RSH 1)-1) LSH 1+1
Solve(x,y,x2,y2)
 
DO UNTIL CH#$FF OD
CH=$FF
RETURN</syntaxhighlight>
{{out}}
[https://gitlab.com/amarok8bit/action-rosetta-code/-/raw/master/images/Maze_solving.png Screenshot from Atari 8-bit computer]
 
=={{header|Ada}}==
Line 10 ⟶ 256:
The maze is read from the standard input. The size of the maze is hardwired into the program (see the constants X_Size and Y_Size).
 
<langsyntaxhighlight Adalang="ada">with Ada.Text_IO;
 
procedure Maze_Solver is
Line 82 ⟶ 328:
Search(Maze, X, Y) ; -- Will output *all* Solutions.
-- If there is no output, there is no solution.
end Maze_Solver;</langsyntaxhighlight>
 
{{out|Example output:}}
Line 127 ⟶ 373:
+---+---+---+---+---+---+---+---+---+---+-*-+
</pre>
 
=={{header|AutoHotkey}}==
Generator and solver combined.
<syntaxhighlight lang="autohotkey">Width := 10, Height := 10 ; set grid size
SleepTime := 0
 
gosub, Startup
 
Gui, +AlwaysOnTop
Gui, font, s12, consolas
Gui, add, edit, vEditGrid x10, % maze
Gui, add, button, xs gStartup Default, Generate maze
Gui, add, button, x+10 gSolve, Solve
Gui, show,, maze
GuiControl,, EditGrid, % maze ; show maze
return
 
;-----------------------------------------------------------------------
^Esc::
GuiEscape:
GuiClose:
ExitApp
return
 
;-----------------------------------------------------------------------
Startup:
oMaze := [] ; initialize
Solved := false
loop, % Height
{
row := A_Index
loop, % Width ; create oMaze[row,column] borders
col := A_Index, oMaze[row,col] := "LRTB" ; i.e. oMaze[2,5] := LRTB (add all borders)
}
Random, row, 1, % Height ; random row
Random, col, 1, % Width ; random col
grid := maze2text(oMaze) ; object to text
GuiControl,, EditGrid, % Grid ; show Grid
row := col := 1 ; reset to 1,1
oMaze := Generate_maze(row, col, oMaze) ; generate maze starting from random row/column
oMaze[1,1] .= "X" ; start from 1,1
maze := maze2text(oMaze) ; object to text
GuiControl,, EditGrid, % maze ; show maze
GuiControl,, EditRoute ; clear route
GuiControl, Enable, Solve
return
 
;-----------------------------------------------------------------------
Solve:
GuiControl, Disable, Generate maze
GuiControl, Disable, Solve
loop % oRoute.MaxIndex()
oRoute.pop()
 
oSolution := Solve(1, 1, oMaze) ; solve starting from 1,1
oMaze := oSolution.1
oRoute := oSolution.2
Update(oMaze, oRoute)
Solved := true
GuiControl, Enable, Generate maze
return
 
;-----------------------------------------------------------------------
Update(oMaze, oRoute){
global SleepTime
GuiControl,, EditGrid, % maze2text(oMaze)
Sleep, % SleepTime
}
 
;-----------------------------------------------------------------------
maze2text(oMaze){
width := oMaze.1.MaxIndex()
BLK := "█"
for row, objRow in oMaze
{
for col, val in objRow ; add ceiling
{
ceiling := InStr(oMaze[row, col] , "x") && InStr(oMaze[row-1, col] , "x") ? "+ " BLK " " : "+ "
grid .= (InStr(val, "T") ? "+---" : ceiling) (col = Width ? "+`n" : "")
}
for col, val in objRow ; add left wall
{
wall := SubStr(val, 0) = "X" ? BLK : " "
grid .= (InStr(val, "L") ? "| " : " ") wall " " (col = Width ? "|`n" : "") ; add left wall if needed then outer right border
}
}
Loop % Width
Grid .= "+---" ; add bottom floor
Grid .= "+" ; add right bottom corner
return RegExReplace(grid , BLK " (?=" BLK ")" , BLK BLK BLK BLK) ; fill gaps
}
 
;-----------------------------------------------------------------------
Generate_maze(row, col, oMaze) {
neighbors := row+1 "," col "`n" row-1 "," col "`n" row "," col+1 "`n" row "," col-1
Sort, neighbors, random ; randomize neighbors list
Loop, parse, neighbors, `n ; for each neighbor
{
rowX := StrSplit(A_LoopField, ",").1 ; this neighbor row
colX := StrSplit(A_LoopField, ",").2 ; this neighbor column
if !instr(oMaze[rowX,colX], "LRTB") || !oMaze[rowX, colX] ; if visited (has a missing border) or out of bounds
continue ; skip
; remove borders
if (row > rowX) ; Cell is below this neighbor
oMaze[row,col] := StrReplace(oMaze[row,col], "T") , oMaze[rowX,colX] := StrReplace(oMaze[rowX,colX], "B")
else if (row < rowX) ; Cell is above this neighbor
oMaze[row,col] := StrReplace(oMaze[row,col], "B") , oMaze[rowX,colX] := StrReplace(oMaze[rowX,colX], "T")
else if (col > colX) ; Cell is right of this neighbor
oMaze[row,col] := StrReplace(oMaze[row,col], "L") , oMaze[rowX,colX] := StrReplace(oMaze[rowX,colX], "R")
else if (col < colX) ; Cell is left of this neighbor
oMaze[row,col] := StrReplace(oMaze[row,col], "R") , oMaze[rowX,colX] := StrReplace(oMaze[rowX,colX], "L")
Generate_maze(rowX, colX, oMaze) ; recurse for this neighbor
}
return, oMaze
}
 
;-----------------------------------------------------------------------
Solve(row, col, oMaze){
static oRoute := []
oNeighbor := [], targetrow := oMaze.MaxIndex(), targetCol := oMaze.1.MaxIndex()
;~ Update(oMaze, oRoute)
oRoute.push(row ":" col) ; push current cell address to oRoute
oMaze[row, col] .= "X" ; mark it visited "X"
if (row = targetrow) && (Col = targetCol) ; if solved
return true ; return ture
 
; create list of Neighbors
oNeighbor[row, col] := []
if !InStr(oMaze[row, col], "R") ; if no Right border
oNeighbor[row, col].push(row "," col+1) ; add neighbor
if !InStr(oMaze[row, col], "B") ; if no Bottom border
oNeighbor[row, col].push(row+1 "," col) ; add neighbor
if !InStr(oMaze[row, col], "T") ; if no Top border
oNeighbor[row, col].push(row-1 "," col) ; add neighbor
if !InStr(oMaze[row, col], "L") ; if no Left border
oNeighbor[row, col].push(row "," col-1) ; add neighbor
; recurese for each oNeighbor
for each, neighbor in oNeighbor[row, col] ; for each neighbor
{
Update(oMaze, oRoute)
startrow := StrSplit(neighbor, ",").1 ; this neighbor
startCol := StrSplit(neighbor, ",").2 ; becomes starting point
if !InStr(oMaze[startrow, startCol], "X") ; if it was not visited
if Solve(startrow, startCol, oMaze) ; recurse for current neighbor
return [oMaze, oRoute] ; return solution if solved
}
oRoute.pop() ; no solution found, back track
oMaze[row, Col] := StrReplace(oMaze[row, Col], "X") ; no solution found, back track
;~ Update(oMaze, oRoute)
}
 
;-----------------------------------------------------------------------
#IfWinActive, maze
Right::
Left::
Up::
Down::
if Solved
return
 
if (A_ThisHotkey="Right") && (!InStr(oMaze[row,col], "R"))
oMaze[row, col] := StrReplace(oMaze[row, col], "X") , col++
if (A_ThisHotkey="Left") && (!InStr(oMaze[row,col], "L"))
oMaze[row, col] := StrReplace(oMaze[row, col], "X") , col--
if (A_ThisHotkey="Up") && (!InStr(oMaze[row,col], "T"))
oMaze[row, col] := StrReplace(oMaze[row, col], "X") , row--
if (A_ThisHotkey="Down") && (!InStr(oMaze[row,col], "B"))
oMaze[row, col] := StrReplace(oMaze[row, col], "X") , row++
 
oMaze[row, col] .= "X"
GuiControl,, EditGrid, % maze2text(oMaze)
 
if (col = Width) && (row = Height)
{
Solved := true
oMaze[height, width] := StrReplace(oMaze[height, width], "X")
SleepTime := 0
gosub, solve
return
}
return
#IfWinActive</syntaxhighlight>
Outputs:<pre>+---+---+---+---+---+---+---+---+---+---+
| ¦¦¦¦¦ | ¦¦¦¦¦ | ¦¦¦¦¦¦¦¦¦¦¦¦¦ |
+---+ ¦ +---+ ¦ + ¦ +---+ ¦ +---+---+ ¦ +
| | ¦ | ¦¦¦¦¦ | ¦¦¦¦¦¦¦¦¦ | ¦¦¦¦¦ | ¦ |
+ + ¦ + ¦ +---+---+---+---+ ¦ + ¦ + ¦ +
| ¦¦¦¦¦ | ¦ | ¦¦¦¦¦¦¦¦¦¦¦¦¦ | ¦ | ¦¦¦¦¦ |
+ ¦ +---+ ¦ + ¦ +---+---+ ¦ + ¦ +---+---+
| ¦ | ¦¦¦¦¦ | ¦¦¦¦¦¦¦¦¦ | ¦¦¦¦¦ | |
+ ¦ +---+---+---+ ¦ +---+---+---+ ¦ + +
| ¦¦¦¦¦ | ¦¦¦¦¦¦¦¦¦ | ¦¦¦¦¦ |
+---+ ¦ + ¦ +---+---+ +---+---+---+ ¦ +
| ¦¦¦¦¦ | ¦¦¦¦¦¦¦¦¦ | | ¦¦¦¦¦ | | ¦ |
+ ¦ +---+---+---+ ¦ +---+ ¦ + ¦ + + ¦ +
| ¦¦¦¦¦ | ¦¦¦¦¦¦¦¦¦ | ¦¦¦¦¦ | ¦ | ¦¦¦¦¦ |
+---+ ¦ + ¦ +---+---+ ¦ +---+ ¦ + ¦ +---+
| ¦¦¦¦¦ | ¦ | ¦¦¦¦¦¦¦¦¦ | ¦¦¦¦¦ | ¦ | |
+ ¦ +---+ ¦ + ¦ +---+---+ ¦ +---+ ¦ + +
| ¦ | ¦¦¦¦¦ | ¦¦¦¦¦ | | ¦¦¦¦¦ |
+ ¦ +---+---+---+---+ ¦ +---+ +---+ ¦ +
| ¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦ | ¦ |
+---+---+---+---+---+---+---+---+---+---+</pre>
 
=={{header|BBC BASIC}}==
Line 132 ⟶ 587:
[[Image:mazesolve_bbc.gif|right]]
Maze generation code also included.
<langsyntaxhighlight lang="bbcbasic"> MazeWidth% = 11
MazeHeight% = 9
MazeCell% = 50
Line 217 ⟶ 672:
ENDIF
NEXT
ENDPROC</langsyntaxhighlight>
 
=={{header|C}}==
See [[Maze_generation#C|Maze generation]] for combined gen/solve code.
 
 
=={{header|C#}}==
{{trans|Go}}
<syntaxhighlight lang="C#">
using System;
using System.Text;
 
public class Maze
{
private char[,] cells;
private char[,] hWalls; // Horizontal walls
private char[,] vWalls; // Vertical walls
private Random rand = new Random();
 
public Maze(int rows, int cols)
{
cells = new char[rows, cols];
hWalls = new char[rows + 1, cols]; // Include walls for the bottom
vWalls = new char[rows, cols + 1]; // Include walls for the right side
 
// Initialize walls
for (int i = 0; i < rows; i++)
{
for (int j = 0; j < cols; j++)
{
hWalls[i, j] = '-';
vWalls[i, j] = '|';
}
}
 
// Set the outer walls for the bottom and right
for (int i = 0; i < cols; i++)
{
hWalls[rows, i] = '-';
}
for (int i = 0; i < rows; i++)
{
vWalls[i, cols] = '|';
}
}
 
public override string ToString()
{
var builder = new StringBuilder();
 
for (int i = 0; i < cells.GetLength(0); i++)
{
// Top walls
for (int j = 0; j < cells.GetLength(1); j++)
{
builder.Append("+");
builder.Append(hWalls[i, j] == '-' ? "---" : " ");
}
builder.AppendLine("+");
 
// Side walls and cells
for (int j = 0; j < cells.GetLength(1); j++)
{
builder.Append(vWalls[i, j] == '|' ? "| " : " ");
char cell = cells[i, j] == '\0' ? ' ' : cells[i, j];
builder.Append(cell + " ");
}
builder.AppendLine("|");
}
 
// Bottom walls
for (int j = 0; j < cells.GetLength(1); j++)
{
builder.Append("+---");
}
builder.AppendLine("+");
 
return builder.ToString();
}
 
public void Generate()
{
Generate(rand.Next(cells.GetLength(0)), rand.Next(cells.GetLength(1)));
}
 
private void Generate(int r, int c)
{
cells[r, c] = ' ';
int[] dirs = { 0, 1, 2, 3 };
Shuffle(dirs);
 
foreach (int dir in dirs)
{
switch (dir)
{
case 0: // Up
if (r > 0 && cells[r - 1, c] == '\0')
{
hWalls[r, c] = ' ';
Generate(r - 1, c);
}
break;
case 1: // Down
if (r < cells.GetLength(0) - 1 && cells[r + 1, c] == '\0')
{
hWalls[r + 1, c] = ' ';
Generate(r + 1, c);
}
break;
case 2: // Right
if (c < cells.GetLength(1) - 1 && cells[r, c + 1] == '\0')
{
vWalls[r, c + 1] = ' ';
Generate(r, c + 1);
}
break;
case 3: // Left
if (c > 0 && cells[r, c - 1] == '\0')
{
vWalls[r, c] = ' ';
Generate(r, c - 1);
}
break;
}
}
}
 
private void Shuffle(int[] array)
{
for (int i = array.Length - 1; i > 0; i--)
{
int j = rand.Next(i + 1);
int temp = array[i];
array[i] = array[j];
array[j] = temp;
}
}
 
public void Solve(int startRow, int startCol, int endRow, int endCol)
{
if (Solve(startRow, startCol, endRow, endCol, -1))
{
cells[startRow, startCol] = 'S';
cells[endRow, endCol] = 'F';
}
}
 
private bool Solve(int r, int c, int endRow, int endCol, int dir)
{
if (r == endRow && c == endCol) return true;
 
// Up
if (dir != 1 && r > 0 && hWalls[r, c] == ' ' && Solve(r - 1, c, endRow, endCol, 0))
{
cells[r, c] = '^';
return true;
}
// Down
if (dir != 0 && r < cells.GetLength(0) - 1 && hWalls[r + 1, c] == ' ' && Solve(r + 1, c, endRow, endCol, 1))
{
cells[r, c] = 'v';
return true;
}
// Right
if (dir != 3 && c < cells.GetLength(1) - 1 && vWalls[r, c + 1] == ' ' && Solve(r, c + 1, endRow, endCol, 2))
{
cells[r, c] = '>';
return true;
}
// Left
if (dir != 2 && c > 0 && vWalls[r, c] == ' ' && Solve(r, c - 1, endRow, endCol, 3))
{
cells[r, c] = '<';
return true;
}
 
return false;
}
}
 
class Program
{
static void Main(string[] args)
{
var maze = new Maze(4, 7);
maze.Generate();
Random rand = new Random();
maze.Solve(rand.Next(4), rand.Next(7), rand.Next(4), rand.Next(7));
Console.WriteLine(maze);
}
}
</syntaxhighlight>
{{out}}
<pre>
+---+---+---+---+---+---+---+
| | | v S |
+ +---+ +---+ + +---+
| | | | > v |
+---+---+ + +---+---+ +
| | | | F |
+ +---+---+ + + + +
| | |
+---+---+---+---+---+---+---+
 
 
</pre>
 
=={{header|C++}}==
Line 226 ⟶ 883:
 
[[File:maze_solving_cpp.png|300px]]
<langsyntaxhighlight lang="cpp">
#include <windows.h>
#include <iostream>
Line 663 ⟶ 1,320:
}
//--------------------------------------------------------------------------------------------------
</syntaxhighlight>
</lang>
 
=={{header|Clojure}}==
<syntaxhighlight lang="clojure">(ns small-projects.find-shortest-way
(:require [clojure.string :as str]))
 
;Misk functions
(defn cell-empty? [maze coords]
(= :empty (get-in maze coords)))
 
(defn wall? [maze coords]
(= :wall (get-in maze coords)))
 
(defn track? [maze coords]
(= :track (get-in maze coords)))
 
(defn get-neighbours [maze [y x cell]]
[[y (dec x)] [(inc y) x] [y (inc x)] [(dec y) x]])
 
(defn get-difference [coll1 filter-coll]
(filter #(not (contains? filter-coll %)) coll1))
 
(defn get-empties [maze cell]
(->> (get-neighbours maze cell)
(filter (partial cell-empty? maze))))
 
(defn possible-ways [maze cell filter-coll]
(-> (get-empties maze cell)
(get-difference filter-coll)))
 
(defn replace-cells [maze coords v]
(if (empty? coords)
maze
(recur (assoc-in maze (first coords) v) (rest coords) v)))
 
;Print and parse functions
(def cell-code->str
[" " " " " " " " "· " "╵ " "╴ " "┘ "
" " " " " " " " "╶─" "└─" "──" "┴─"
" " " " " " " " "╷ " "│ " "┐ " "┤ "
" " " " " " " " "┌─" "├─" "┬─" "┼─"
" " " " " " " " "■ " "╹ " "╸ " "┛ "
" " " " " " " " "╺━" "┗━" "━━" "┻━"
" " " " " " " " "╻ " "┃ " "┓ " "┫ "
" " " " " " " " "┏━" "┣━" "┳━" "╋━"
" "])
 
(defn get-cell-code [maze coords]
(let [mode (if (track? maze coords) 1 0)
check (if (zero? mode) wall? track?)]
(transduce
(comp
(map (partial check maze))
(keep-indexed (fn [idx test] (when test idx)))
(map (partial bit-shift-left 1)))
(completing bit-or)
(bit-shift-left mode 5)
(sort (conj (get-neighbours maze coords) coords)))))
 
(defn code->str [cell-code]
(nth cell-code->str cell-code))
 
(defn maze->str-symbols [maze]
(for [y (range (count maze))]
(for [x (range (count (nth maze y)))]
(code->str (get-cell-code maze [y x])))))
 
(defn maze->str [maze]
(->> (maze->str-symbols maze)
(map str/join)
(str/join "\n")))
 
(defn parse-pretty-maze [maze-str]
(->> (str/split-lines maze-str)
(map (partial take-nth 2))
(map (partial map #(if (= \space %) :empty :wall)))
(map vec)
(vec)))
 
;Core
(defn find-new-border [maze border old-border]
(apply conj (map (fn [cell]
(zipmap (possible-ways maze cell (conj border old-border))
(repeat cell)))
(keys border))))
 
(defn backtrack [visited route]
(let [cur-cell (get visited (first route))]
(if (= cur-cell :start)
route
(recur visited (conj route cur-cell)))))
 
(defn breadth-first-search [maze start-cell end-cell]
(loop [visited {start-cell :start}
border {start-cell :start}
old-border {start-cell :start}]
(if (contains? old-border end-cell)
(backtrack visited (list end-cell))
(recur
(conj visited border)
(find-new-border maze border old-border)
border))))
 
(def maze (parse-pretty-maze maze-str))
 
(def solved-maze
(replace-cells maze (breadth-first-search maze [1 1] [19 19]) :track))
 
(println (maze->str solved-maze))</syntaxhighlight>
 
{{in}}
<pre>┌───────────┬───────┬───────┬───────────┐
│ │ │ │ │
│ ╶───────┘ ╷ ╵ ╷ ╵ ┌───╴ │
│ │ │ │ │
│ ╶───────┬───┴───┬───┴───┬───┘ ╷ │
│ │ │ │ │ │
├───────╴ │ ╷ ╵ ╷ │ ┌───┘ │
│ │ │ │ │ │ │
│ ┌───┬───┘ ├───────┤ │ ├───────┤
│ │ │ │ │ │ │ │
│ ╵ ╵ ╶───┴───┐ │ │ ╵ ╷ │
│ │ │ │ │ │
├───────────────┐ ╵ │ │ ╶───┤ │
│ │ │ │ │ │
│ ╶───┐ ┌───┴───╴ │ │ ┌───┘ │
│ │ │ │ │ │ │
├───╴ │ │ ╶───┬───┤ └───┤ ╶───┤
│ │ │ │ │ │ │
│ ╶───┤ └───╴ ╵ └───┐ └───╴ │
│ │ │ │
└───────┴───────────────────┴───────────┘ </pre>
 
{{out}}
<pre>┌───────────┬───────┬───────┬───────────┐
│ ╻ │ │ │ │
│ ┃ ╶───────┘ ╷ ╵ ╷ ╵ ┌───╴ │
│ ┃ │ │ │ │
│ ┃ ╶───────┬───┴───┬───┴───┬───┘ ╷ │
│ ┗━━━━━━━┓ │ ┏━━━┓ │ ┏━━━┓ │ │ │
├───────╴ ┃ │ ┃ ╷ ┃ ╵ ┃ ╷ ┃ │ ┌───┘ │
│ ┏━━━━━━━┛ │ ┃ │ ┗━━━┛ │ ┃ │ │ │
│ ┃ ┌───┬───┘ ┃ ├───────┤ ┃ │ ├───────┤
│ ┃ │ │ ┏━━━┛ │ │ ┃ │ │ │
│ ┃ ╵ ╵ ┃ ╶───┴───┐ │ ┃ │ ╵ ╷ │
│ ┗━━━━━━━┛ │ │ ┃ │ │ │
├───────────────┐ ╵ │ ┃ │ ╶───┤ │
│ │ │ ┃ │ │ │
│ ╶───┐ ┌───┴───╴ │ ┃ │ ┌───┘ │
│ │ │ │ ┃ │ │ │
├───╴ │ │ ╶───┬───┤ ┃ └───┤ ╶───┤
│ │ │ │ │ ┗━━━┓ │ │
│ ╶───┤ └───╴ ╵ └───┐ ┃ └───╴ │
│ │ │ ┗━━━━━━━╸ │
└───────┴───────────────────┴───────────┘ </pre>
 
=={{header|D}}==
{{incorrect|D|Is output double spaced, with only two dots above the E rather than 4, see comment [[User:Petelomax|Pete Lomax]] ([[User talk:Petelomax|talk]]) 06:09, 19 March 2017 (UTC)}}
This entry reads a maze generated by http://rosettacode.org/wiki/Maze_generation#D and chooses two random start-end points.
<langsyntaxhighlight lang="d">import std.stdio, std.random, std.string, std.array, std.algorithm,
std.file, std.conv;
 
Line 682 ⟶ 1,494:
if (maze[s.y + (d.y / 2)][s.x + (d.x / 2)] == ' ' &&
maze[s.y + d.y][s.x + d.x] == ' ') {
//Would this help?
// maze[s.y + (d.y / 2)][s.x + (d.x / 2)] = pathSymbol;
maze[s.y + d.y][s.x + d.x] = pathSymbol;
if (solveMaze(maze, V2(s.x + d.x, s.y + d.y), end))
Line 706 ⟶ 1,520:
maze[end.y][end.x] = 'E';
writefln("%-(%s\n%)", maze);
}</langsyntaxhighlight>
{{out}}
<pre>+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
Line 729 ⟶ 1,543:
| . . . . . . S | | |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+</pre>
 
=={{header|Delphi}}==
<p>Code requires source code of [[Maze generation#Delphi|Maze generation]]</p>
<syntaxhighlight lang="pascal">procedure SolveMaze(var AMaze: TMaze; const S, E: TPoint);
var
Route : TRoute;
Position : TPoint;
V : TPoint; // delta vector
begin
ClearVisited(AMaze);
Position := S;
Route := TStack<TPoint>.Create;
with Position do
try
AMaze[x, y].Visited := True;
repeat
if (y > 0) and not AMaze[x, y-1].Visited and AMaze[x, y].PassTop then V := Point(0, -1) else
if (x < mwidth-1) and not AMaze[x+1, y].Visited and AMaze[x+1, y].PassLeft then V := Point(1, 0) else
if (y < mheight-1) and not AMaze[x, y+1].Visited and AMaze[x, y+1].PassTop then V := Point(0, 1) else
if (x > 0) and not AMaze[x-1, y].Visited and AMaze[x, y].PassLeft then V := Point(-1, 0) else
begin
if Route.Count = 0 then Exit; // we are back at start so no way found
Position := Route.Pop; // step back
Continue;
end;
 
Route.Push(Position); // save current position to route
Offset(V); // move forward
AMaze[x, y].Visited := True;
until Position = E; // solved
 
ClearVisited(AMaze);
while Route.Count > 0 do // Route to Maze
with Route.Pop do
AMaze[x, y].Visited := True;
 
finally
Route.Free;
end;
end;
 
procedure Main;
var
Maze: TMaze;
S, E: TPoint;
begin
Randomize;
PrepareMaze(Maze);
S := Point(Random(mwidth), Random(mheight));
E := Point(Random(mwidth), Random(mheight));
SolveMaze(Maze, S, E);
Write(MazeToString(Maze, S, E));
ReadLn;
end;
 
begin
Main;
end.</syntaxhighlight>
{{out}}
<pre>
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
| | | S * * | |
+ + + +---+ + +---+---+---+ + +---+---+ +---+---+---+---+---+---+ +---+ + +
| | | | | | | | | | * | | | | |
+ + +---+ + +---+ +---+ +---+ + +---+ + +---+ +---+---+ +---+ + + +
| | | | | | | * * * | | | | | |
+ + +---+ +---+---+---+ +---+---+---+ +---+---+ +---+---+---+---+---+ +---+---+ +
| | | * * * * * | * | | | | | | |
+ +---+ +---+ +---+---+---+ +---+---+ + + +---+ + + +---+---+ + + +---+
| | | | * * * | | * * * | * * | | | | | | | |
+ + +---+ +---+---+ + +---+---+ +---+ +---+ + +---+---+---+ +---+ + + +
| | | | * | | * * * | | | | | |
+---+---+ +---+ + + + +---+ +---+---+---+ +---+---+ + + +---+ +---+---+ +
| | | | | * | | | | | | | | |
+ + + + +---+ + +---+ +---+---+ + +---+ +---+ + +---+ +---+ +---+---+
| | | | E * | * * | | | | | | | | | | |
+ +---+---+ +---+ +---+ + + + +---+ +---+ +---+---+ + +---+---+---+---+ +
| | | | * | * | | | | | | |
+ +---+ +---+ + +---+ +---+---+---+ +---+ +---+ + +---+---+ +---+ +---+---+
| | | | * * | * | | | | | | |
+---+---+ + + + + + + +---+---+---+ +---+ +---+---+ + +---+ +---+---+ +
| | | | | * * | | | | | | |
+ +---+---+ + +---+---+---+---+ + + +---+---+---+ +---+---+---+ +---+---+---+ +
| | | | | | | | | | |
+---+ +---+ +---+ + +---+---+---+ +---+ +---+ +---+---+ +---+---+ +---+---+---+
| | | | | | | | | | | | | | |
+ + + +---+ + +---+---+ + + + +---+ + + + + + + + + +---+ +
| | | | | | | | | |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
</pre>
 
=={{header|EasyLang}}==
 
[https://easylang.dev/show/#cod=hZTbbqMwFEXf/RVb6ksuwjUpSIk0zI8gNKJgGitgRyZNm379yBeM3RnNvCT4XIy9zt7M4oujQl4SiQoH7DCbyB45GUycMTxjI5GB0XJLRi4x1Q0kdpDkCeS17S5vWr3LHowxctWqw3xWH7+m9ouDghIA3chbbR4GpSHMtrgp+L1MHIAYMNWiQQXmIwA+UWEjkCHfYlI95Jp6RKle3ONUp0alcTqd1tCk7hyf2GFAhgHPOOARr9ZKzbsbBuyQ03L591l7F/szj5xfwSjLCSVqGObaHLxGDoksxyaTWzQOxuRIXNW80Jjqq5rDRQMss+jDPge8oEATQyvQqw95U8j9eXpU0K3shbxBLDGhUcEeqa/7ZqFrnlGhr0XC25xqb3oaO5RW9iFopLAkIo5pSzSq6J6hOeVGCZe9yVdOPmZ2nlF74Ylg/qETL5I8zCKplWnVISzNG/8WQgZp1P5nSvrU2mVfd/Y2WcDnpa8zPWmCrFjObvAOgCNHSbg2WUXwhAWJvliYnRoXKtYNJpb64ZGEgxecCzo1klT/e6v4wuvfr2yD0N3I7fqFloSSt1G9tiMG627qva3GOzezZbGkxeCrVrFofnvXMmAL9zkxljio9P1OGA6Q3+I/W6oh0n9h1eTlcF7kUCSu2Jyxhxosujzkrmo2nz4nXGccoSOXmN4fP92Vg0HkN/U7LBtTu1+GU5hHu/1aF4GKuiM+EsfjMckEUlGYfneWK8qJOwezgjyQ3w== Run it]
 
<syntaxhighlight>
size = 15
n = 2 * size + 1
f = 100 / (n - 0.5)
len m[] n * n
#
background 000
proc show_maze . .
clear
for i = 1 to len m[]
if m[i] = 0
x = (i - 1) mod n
y = (i - 1) div n
color 999
move x * f - f / 2 y * f - f / 2
rect f * 1.5 f * 1.5
.
.
sleep 0.01
.
offs[] = [ 1 n -1 (-n) ]
proc m_maze pos . .
m[pos] = 0
show_maze
d[] = [ 1 2 3 4 ]
for i = 4 downto 1
d = randint i
dir = offs[d[d]]
d[d] = d[i]
if m[pos + dir] = 1 and m[pos + 2 * dir] = 1
m[pos + dir] = 0
m_maze pos + 2 * dir
.
.
.
endpos = n * n - 1
proc make_maze . .
for i = 1 to len m[]
m[i] = 1
.
for i = 1 to n
m[i] = 2
m[n * i] = 2
m[n * i - n + 1] = 2
m[n * n - n + i] = 2
.
h = 2 * randint 15 - n + n * 2 * randint 15
m_maze h
m[endpos] = 0
.
make_maze
show_maze
#
proc mark pos col . .
x = (pos - 1) mod n
y = (pos - 1) div n
color col
move x * f + f / 4 y * f + f / 4
circle f / 3.5
.
global found .
proc solve dir0 pos . .
if found = 1
return
.
mark pos 900
sleep 0.05
if pos = endpos
found = 1
return
.
of = randint 4 - 1
for h = 1 to 4
dir = (h + of) mod1 4
posn = pos + offs[dir]
if dir <> dir0 and m[posn] = 0
solve (dir + 1) mod 4 + 1 posn
if found = 0
mark posn 888
sleep 0.08
.
.
.
.
sleep 1
solve 0 n + 2
</syntaxhighlight>
 
=={{header|EGL}}==
<langsyntaxhighlight EGLlang="egl">program MazeGenAndSolve
 
// First and last columns/rows are "dead" cells. Makes generating
Line 992 ⟶ 1,988:
end
 
end</langsyntaxhighlight>
{{out|Output example (for 10x10 maze)}}
<pre>
Line 1,038 ⟶ 2,034:
| * * | E | * * |
+---+---+---+---+---+---+---+---+---+---+
</pre>
 
=={{header|Emacs Lisp}}==
 
{{libheader|cl-lib}}
 
<syntaxhighlight lang="lisp">(require 'cl-lib)
 
(cl-defstruct maze rows cols data)
 
(defmacro maze-pt (w r c)
`(+ (* (mod ,r (maze-rows ,w)) (maze-cols ,w))
(mod ,c (maze-cols ,w))))
 
(defmacro maze-ref (w r c)
`(aref (maze-data ,w) (maze-pt ,w ,r ,c)))
 
(defun new-maze (rows cols)
(setq rows (1+ rows)
cols (1+ cols))
(let ((m (make-maze :rows rows :cols cols :data (make-vector (* rows cols) nil))))
 
(dotimes (r rows)
(dotimes (c cols)
(setf (maze-ref m r c) (copy-sequence '(wall ceiling)))))
 
(dotimes (r rows)
(maze-set m r (1- cols) 'visited))
 
(dotimes (c cols)
(maze-set m (1- rows) c 'visited))
 
(maze-unset m 0 0 'ceiling) ;; Maze Entrance
(maze-unset m (1- rows) (- cols 2) 'ceiling) ;; Maze Exit
 
m))
 
(defun maze-is-set (maze r c v)
(member v (maze-ref maze r c)))
 
(defun maze-set (maze r c v)
(let ((cell (maze-ref maze r c)))
(when (not (member v cell))
(setf (maze-ref maze r c) (cons v cell)))))
 
(defun maze-unset (maze r c v)
(setf (maze-ref maze r c) (delete v (maze-ref maze r c))))
 
(defun print-maze (maze &optional marks)
(dotimes (r (1- (maze-rows maze)))
 
(dotimes (c (1- (maze-cols maze)))
(princ (if (maze-is-set maze r c 'ceiling) "+---" "+ ")))
(princ "+")
(terpri)
 
(dotimes (c (1- (maze-cols maze)))
(princ (if (maze-is-set maze r c 'wall) "|" " "))
(princ (if (member (cons r c) marks) " * " " ")))
(princ "|")
(terpri))
 
(dotimes (c (1- (maze-cols maze)))
(princ (if (maze-is-set maze (1- (maze-rows maze)) c 'ceiling) "+---" "+ ")))
(princ "+")
(terpri))
 
(defun shuffle (lst)
(sort lst (lambda (a b) (= 1 (random 2)))))
 
(defun to-visit (maze row col)
(let (unvisited)
(dolist (p '((0 . +1) (0 . -1) (+1 . 0) (-1 . 0)))
(let ((r (+ row (car p)))
(c (+ col (cdr p))))
(unless (maze-is-set maze r c 'visited)
(push (cons r c) unvisited))))
unvisited))
 
(defun make-passage (maze r1 c1 r2 c2)
(if (= r1 r2)
(if (< c1 c2)
(maze-unset maze r2 c2 'wall) ; right
(maze-unset maze r1 c1 'wall)) ; left
(if (< r1 r2)
(maze-unset maze r2 c2 'ceiling) ; up
(maze-unset maze r1 c1 'ceiling)))) ; down
 
(defun dig-maze (maze row col)
(let (backup
(run 0))
(maze-set maze row col 'visited)
(push (cons row col) backup)
(while backup
(setq run (1+ run))
(when (> run (/ (+ row col) 3))
(setq run 0)
(setq backup (shuffle backup)))
(setq row (caar backup)
col (cdar backup))
(let ((p (shuffle (to-visit maze row col))))
(if p
(let ((r (caar p))
(c (cdar p)))
(make-passage maze row col r c)
(maze-set maze r c 'visited)
(push (cons r c) backup))
(pop backup)
(setq backup (shuffle backup))
(setq run 0))))))
 
(defun generate (rows cols)
(let* ((m (new-maze rows cols)))
(dig-maze m (random rows) (random cols))
(print-maze m)))
 
(defun parse-ceilings (line)
(let (rtn
(i 1))
(while (< i (length line))
(push (eq ?- (elt line i)) rtn)
(setq i (+ i 4)))
(nreverse rtn)))
 
(defun parse-walls (line)
(let (rtn
(i 0))
(while (< i (length line))
(push (eq ?| (elt line i)) rtn)
(setq i (+ i 4)))
(nreverse rtn)))
 
(defun parse-maze (file-name)
(let ((rtn)
(lines (with-temp-buffer
(insert-file-contents-literally file-name)
(split-string (buffer-string) "\n" t))))
(while lines
(push (parse-ceilings (pop lines)) rtn)
(push (parse-walls (pop lines)) rtn))
(nreverse rtn)))
 
(defun read-maze (file-name)
(let* ((raw (parse-maze file-name))
(rows (1- (/ (length raw) 2)))
(cols (length (car raw)))
(maze (new-maze rows cols)))
(dotimes (r rows)
(let ((ceilings (pop raw)))
(dotimes (c cols)
(unless (pop ceilings)
(maze-unset maze r c 'ceiling))))
(let ((walls (pop raw)))
(dotimes (c cols)
(unless (pop walls)
(maze-unset maze r c 'wall)))))
maze))
 
(defun find-exits (maze row col)
(let (exits)
(dolist (p '((0 . +1) (0 . -1) (-1 . 0) (+1 . 0)))
(let ((r (+ row (car p)))
(c (+ col (cdr p))))
(unless
(cond
((equal p '(0 . +1)) (maze-is-set maze r c 'wall))
((equal p '(0 . -1)) (maze-is-set maze row col 'wall))
((equal p '(+1 . 0)) (maze-is-set maze r c 'ceiling))
((equal p '(-1 . 0)) (maze-is-set maze row col 'ceiling)))
(push (cons r c) exits))))
exits))
 
(defun drop-visited (maze points)
(let (not-visited)
(while points
(unless (maze-is-set maze (caar points) (cdar points) 'visited)
(push (car points) not-visited))
(pop points))
not-visited))
 
(defun solve-maze (maze)
(let (solution
(exit (cons (- (maze-rows maze) 2) (- (maze-cols maze) 2)))
(pt (cons 0 0)))
(while (not (equal pt exit))
(maze-set maze (car pt) (cdr pt) 'visited)
(let ((exits (drop-visited maze (find-exits maze (car pt) (cdr pt)))))
(if (null exits)
(setq pt (pop solution))
(push pt solution)
(setq pt (pop exits)))))
(push pt solution)))
 
(defun solve (file-name)
(let* ((maze (read-maze file-name))
(solution (solve-maze maze)))
(print-maze maze solution)))
 
(solve "maze.txt")</syntaxhighlight>
 
{{out}}
<pre style="height:35ex;overflow:scroll;">+ +---+---+---+---+---+---+---+---+---+
| * * * | | | |
+---+---+ + +---+---+ +---+---+ +
| | * | | | | | |
+ + + + +---+ + + +---+ +
| | * * * * | | |
+---+---+---+---+---+ +---+---+ + +
| | | | | * * | | | |
+ +---+ + + +---+ + + + +
| | | | | * * | |
+ + + + +---+ + + +---+ +
| | | | | | * * * |
+ + + +---+---+---+ +---+---+ +
| | | | | | * |
+ + +---+---+ + + + + + +
| | | | | | * |
+ + + +---+---+---+---+---+ + +
| | | | | * |
+ +---+---+ + + +---+---+---+ +
| | | * |
+---+---+---+---+---+---+---+---+---+ +
</pre>
 
=={{header|Erlang}}==
Using the maze from [[Maze_generation]]. When the path splits each possibility gets its own process that checks if it is the correct one or a dead end. It is intentional that the receive statement in loop_stop/5 only selects successful result.
<syntaxhighlight lang="erlang">
<lang Erlang>
-module( maze_solving ).
 
Line 1,082 ⟶ 2,300:
{ok, Cells} -> {ok, Cells}
end.
</syntaxhighlight>
</lang>
{{out}}
<pre>
Line 1,112 ⟶ 2,330:
On standard input, takes a maze made up of "+", "|", and "---" (i. e. each cell is two lines high and four characters wide), such as produced by the [[Maze generation#Haskell|Haskell]] or [[Maze generation#Java|Java]] generators.
 
<langsyntaxhighlight lang="frege">module MazeSolver where
 
import frege.IO
Line 1,184 ⟶ 2,402:
brin <- BufferedReader.fromISR isrin
lns <- BufferedReader.getlines brin
printStr $ unlines $ fromMaybe ["can't solve"] $ solve lns</langsyntaxhighlight>
 
{{out}}
Line 1,211 ⟶ 2,429:
=={{header|Go}}==
Generates maze, picks start and finish cells randomly, solves, prints.
<langsyntaxhighlight lang="go">package main
 
import (
Line 1,373 ⟶ 2,591:
rSolve(ra, ca, -1)
m.c2[ra][ca] = 'S'
}</langsyntaxhighlight>
{{out|Example output:}}
<pre>
Line 1,394 ⟶ 2,612:
 
<!-- ugh, syntax colorer seems to not understand that single quote (prime) can be part of an identifier -->
<langsyntaxhighlight lang="haskell">#!/usr/bin/runhaskell
 
import Data.Maybe (fromMaybe)
 
-- given two points, returns the average of them
average :: (Int, Int) -> (Int, Int) -> (Int, Int)
average (x, y) (x'x_, y'y_) = ((x + x'x_) `div` 2, (y + y'y_) `div` 2)
 
-- given a maze and a tuple of position and wall position, returns
Line 1,418 ⟶ 2,636:
-- given a maze and a position, draw a '*' at that position in the maze
draw :: [String] -> (Int, Int) -> [String]
draw maze (x, y) = substitute maze y $ substitute row x '*'
wherelet row = maze !! y
in substitute maze y $ substitute row x '*'
 
-- given a maze, a previous position, and a list of tuples of potential
-- new positions and their wall positions, returns the solved maze, or
-- None if it cannot be solved
tryMoves :: [String] -> (Int, Int) -> [((Int, Int), (Int, Int))] -> Maybe [String]
-> (Int, Int)
-> [((Int, Int), (Int, Int))]
-> Maybe [String]
tryMoves _ _ [] = Nothing
tryMoves maze prevPos ((newPos, wallPos):more) =
case solve'solve_ maze newPos prevPos of
of Nothing -> tryMoves maze prevPos more
Just maze'maze_ -> Just $ foldl draw maze'maze_ [newPos, wallPos]
 
-- given a maze, a new position, and a previous position, returns
-- the solved maze, or None if it cannot be solved
-- (assumes goal is upper-left corner of maze)
solve'solve_ :: [String] -> (Int, Int) -> (Int, Int) -> Maybe [String]
solve'solve_ maze (2, 1) _ = Just maze
solve'solve_ maze pos@(x, y) prevPos =
let newPositions = [(x, y - 2), (x + 4, y), (x, y + 2), (x - 4, y)]
notPrev pos'pos_ = pos'pos_ /= prevPos
newPositions'newPositions_ = filter notPrev newPositions
wallPositions = map (average pos) newPositions'newPositions_
zipped = zip newPositions'newPositions_ wallPositions
legalMoves = filter (notBlocked maze) zipped
in tryMoves maze pos legalMoves
Line 1,448 ⟶ 2,670:
-- (starts at lower right corner and goes to upper left corner)
solve :: [String] -> Maybe [String]
solve maze = solve'solve_ (draw maze start) start (-1, -1)
where
where startx = length (head maze) - 3
startystartx = length (head maze) - 23
starty = length maze - 2
start = (startx, starty)
start = (startx, starty)
 
-- takes unsolved maze on standard input, prints solved maze on standard output
main = interact main'
wherelet main' xmain_ = unlines $. fromMaybe ["can'tcan_t solve"] $. solve $. lines x</lang>
in interact main_
 
</syntaxhighlight>
{{out}}
 
<pre>
+---+---+---+---+---+---+---+---+---+---+---+
Line 1,484 ⟶ 2,707:
 
Replace the main with this:
<langsyntaxhighlight Iconlang="icon">procedure main(A)
/mh := \A[1] | 12
/mw := \A[2] | 16
Line 1,496 ⟶ 2,719:
until Event() == &lpress # wait
close(mz.window)
end</langsyntaxhighlight>
 
And include this after the Generator and Display procedures.
<langsyntaxhighlight Iconlang="icon">procedure Solver(r,c)
static maze,h,w,rd
 
Line 1,535 ⟶ 2,758:
}
return mz
end</langsyntaxhighlight>
 
The following Unicon-only solution is a variant of the above. It shares the same
Line 1,544 ⟶ 2,767:
cyclic paths. The shortest solution path is then marked and displayed.
 
<langsyntaxhighlight lang="unicon">global showMice
 
import Utils # To get 'Args' singleton class
Line 1,673 ⟶ 2,896:
procedure waitForCompletion()
critical qMiceEmpty: while *qMice > 0 do wait(qMiceEmpty)
end</langsyntaxhighlight>
 
=={{header|J}}==
Due to reports that the program failed, the generation and solver are shown together. The display verb was extended to include a dyadic definition. The complete program was tested with j 8.0.2 on linux using no profile, the command
$ ijconsole -jprofile
<syntaxhighlight lang="j">
<lang J>
maze=:4 :0
assert.0<:n=.<:x*y
Line 1,774 ⟶ 2,997:
'o' cells } a NB. exercise, replace cells with a gerund to draw arrows on the path.
)
</syntaxhighlight>
</lang>
Example:<pre>
4 (display~ solve)@maze 20
Line 1,789 ⟶ 3,012:
 
=={{header|Java}}==
<langsyntaxhighlight lang="java">import java.io.*;
import java.util.*;
 
Line 1,937 ⟶ 3,160:
System.out.println (solvedLines[i]);
}
}</langsyntaxhighlight>
{{out}}
<pre>
Line 1,959 ⟶ 3,182:
</pre>
 
=== Animated version ===
=={{header|Mathematica}}==
[[File:maze_java.png|300px|thumb|right]]
Uses code from maze generation task
{{works with|Java|8}}
<syntaxhighlight lang="java">import java.awt.*;
import java.awt.event.*;
import java.awt.geom.Path2D;
import java.util.*;
import javax.swing.*;
 
public class MazeGenerator extends JPanel {
enum Dir {
N(1, 0, -1), S(2, 0, 1), E(4, 1, 0), W(8, -1, 0);
final int bit;
final int dx;
final int dy;
Dir opposite;
 
// use the static initializer to resolve forward references
static {
N.opposite = S;
S.opposite = N;
E.opposite = W;
W.opposite = E;
}
 
Dir(int bit, int dx, int dy) {
this.bit = bit;
this.dx = dx;
this.dy = dy;
}
};
final int nCols;
final int nRows;
final int cellSize = 25;
final int margin = 25;
final int[][] maze;
LinkedList<Integer> solution;
 
public MazeGenerator(int size) {
setPreferredSize(new Dimension(650, 650));
setBackground(Color.white);
nCols = size;
nRows = size;
maze = new int[nRows][nCols];
solution = new LinkedList<>();
generateMaze(0, 0);
 
addMouseListener(new MouseAdapter() {
@Override
public void mousePressed(MouseEvent e) {
new Thread(() -> {
solve(0);
}).start();
}
});
}
 
@Override
public void paintComponent(Graphics gg) {
super.paintComponent(gg);
Graphics2D g = (Graphics2D) gg;
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
 
g.setStroke(new BasicStroke(5));
g.setColor(Color.black);
 
// draw maze
for (int r = 0; r < nRows; r++) {
for (int c = 0; c < nCols; c++) {
 
int x = margin + c * cellSize;
int y = margin + r * cellSize;
 
if ((maze[r][c] & 1) == 0) // N
g.drawLine(x, y, x + cellSize, y);
 
if ((maze[r][c] & 2) == 0) // S
g.drawLine(x, y + cellSize, x + cellSize, y + cellSize);
 
if ((maze[r][c] & 4) == 0) // E
g.drawLine(x + cellSize, y, x + cellSize, y + cellSize);
 
if ((maze[r][c] & 8) == 0) // W
g.drawLine(x, y, x, y + cellSize);
}
}
 
// draw pathfinding animation
int offset = margin + cellSize / 2;
 
Path2D path = new Path2D.Float();
path.moveTo(offset, offset);
 
for (int pos : solution) {
int x = pos % nCols * cellSize + offset;
int y = pos / nCols * cellSize + offset;
path.lineTo(x, y);
}
 
g.setColor(Color.orange);
g.draw(path);
 
g.setColor(Color.blue);
g.fillOval(offset - 5, offset - 5, 10, 10);
 
g.setColor(Color.green);
int x = offset + (nCols - 1) * cellSize;
int y = offset + (nRows - 1) * cellSize;
g.fillOval(x - 5, y - 5, 10, 10);
 
}
 
void generateMaze(int r, int c) {
Dir[] dirs = Dir.values();
Collections.shuffle(Arrays.asList(dirs));
for (Dir dir : dirs) {
int nc = c + dir.dx;
int nr = r + dir.dy;
if (withinBounds(nr, nc) && maze[nr][nc] == 0) {
maze[r][c] |= dir.bit;
maze[nr][nc] |= dir.opposite.bit;
generateMaze(nr, nc);
}
}
}
 
boolean withinBounds(int r, int c) {
return c >= 0 && c < nCols && r >= 0 && r < nRows;
}
 
boolean solve(int pos) {
if (pos == nCols * nRows - 1)
return true;
 
int c = pos % nCols;
int r = pos / nCols;
 
for (Dir dir : Dir.values()) {
int nc = c + dir.dx;
int nr = r + dir.dy;
if (withinBounds(nr, nc) && (maze[r][c] & dir.bit) != 0
&& (maze[nr][nc] & 16) == 0) {
 
int newPos = nr * nCols + nc;
 
solution.add(newPos);
maze[nr][nc] |= 16;
 
animate();
 
if (solve(newPos))
return true;
 
animate();
 
solution.removeLast();
maze[nr][nc] &= ~16;
}
}
 
return false;
}
 
void animate() {
try {
Thread.sleep(50L);
} catch (InterruptedException ignored) {
}
repaint();
}
 
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> {
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setTitle("Maze Generator");
f.setResizable(false);
f.add(new MazeGenerator(24), BorderLayout.CENTER);
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
});
}
}</syntaxhighlight>
 
=={{header|JavaScript}}==
Animated: generating and solving.<br />To start solving, click to choose a 'start' and an 'end' points.
<br />Go [http://paulo-jorente.de/tests/mazesolver/ here] to see it in action.
<syntaxhighlight lang="javascript">
var ctx, wid, hei, cols, rows, maze, stack = [], start = {x:-1, y:-1}, end = {x:-1, y:-1}, grid = 8;
function drawMaze() {
for( var i = 0; i < cols; i++ ) {
for( var j = 0; j < rows; j++ ) {
switch( maze[i][j] ) {
case 0: ctx.fillStyle = "black"; break;
case 1: ctx.fillStyle = "green"; break;
case 2: ctx.fillStyle = "red"; break;
case 3: ctx.fillStyle = "yellow"; break;
case 4: ctx.fillStyle = "#500000"; break;
}
ctx.fillRect( grid * i, grid * j, grid, grid );
}
}
}
function getFNeighbours( sx, sy, a ) {
var n = [];
if( sx - 1 > 0 && maze[sx - 1][sy] == a ) {
n.push( { x:sx - 1, y:sy } );
}
if( sx + 1 < cols - 1 && maze[sx + 1][sy] == a ) {
n.push( { x:sx + 1, y:sy } );
}
if( sy - 1 > 0 && maze[sx][sy - 1] == a ) {
n.push( { x:sx, y:sy - 1 } );
}
if( sy + 1 < rows - 1 && maze[sx][sy + 1] == a ) {
n.push( { x:sx, y:sy + 1 } );
}
return n;
}
function solveMaze() {
if( start.x == end.x && start.y == end.y ) {
for( var i = 0; i < cols; i++ ) {
for( var j = 0; j < rows; j++ ) {
switch( maze[i][j] ) {
case 2: maze[i][j] = 3; break;
case 4: maze[i][j] = 0; break;
}
}
}
drawMaze();
return;
}
var neighbours = getFNeighbours( start.x, start.y, 0 );
if( neighbours.length ) {
stack.push( start );
start = neighbours[0];
maze[start.x][start.y] = 2;
} else {
maze[start.x][start.y] = 4;
start = stack.pop();
}
 
drawMaze();
requestAnimationFrame( solveMaze );
}
function getCursorPos( event ) {
var rect = this.getBoundingClientRect();
var x = Math.floor( ( event.clientX - rect.left ) / grid ),
y = Math.floor( ( event.clientY - rect.top ) / grid );
if( maze[x][y] ) return;
if( start.x == -1 ) {
start = { x: x, y: y };
} else {
end = { x: x, y: y };
maze[start.x][start.y] = 2;
solveMaze();
}
}
function getNeighbours( sx, sy, a ) {
var n = [];
if( sx - 1 > 0 && maze[sx - 1][sy] == a && sx - 2 > 0 && maze[sx - 2][sy] == a ) {
n.push( { x:sx - 1, y:sy } ); n.push( { x:sx - 2, y:sy } );
}
if( sx + 1 < cols - 1 && maze[sx + 1][sy] == a && sx + 2 < cols - 1 && maze[sx + 2][sy] == a ) {
n.push( { x:sx + 1, y:sy } ); n.push( { x:sx + 2, y:sy } );
}
if( sy - 1 > 0 && maze[sx][sy - 1] == a && sy - 2 > 0 && maze[sx][sy - 2] == a ) {
n.push( { x:sx, y:sy - 1 } ); n.push( { x:sx, y:sy - 2 } );
}
if( sy + 1 < rows - 1 && maze[sx][sy + 1] == a && sy + 2 < rows - 1 && maze[sx][sy + 2] == a ) {
n.push( { x:sx, y:sy + 1 } ); n.push( { x:sx, y:sy + 2 } );
}
return n;
}
function createArray( c, r ) {
var m = new Array( c );
for( var i = 0; i < c; i++ ) {
m[i] = new Array( r );
for( var j = 0; j < r; j++ ) {
m[i][j] = 1;
}
}
return m;
}
function createMaze() {
var neighbours = getNeighbours( start.x, start.y, 1 ), l;
if( neighbours.length < 1 ) {
if( stack.length < 1 ) {
drawMaze(); stack = [];
start.x = start.y = -1;
document.getElementById( "canvas" ).addEventListener( "mousedown", getCursorPos, false );
return;
}
start = stack.pop();
} else {
var i = 2 * Math.floor( Math.random() * ( neighbours.length / 2 ) )
l = neighbours[i]; maze[l.x][l.y] = 0;
l = neighbours[i + 1]; maze[l.x][l.y] = 0;
start = l
stack.push( start )
}
drawMaze();
requestAnimationFrame( createMaze );
}
function createCanvas( w, h ) {
var canvas = document.createElement( "canvas" );
wid = w; hei = h;
canvas.width = wid; canvas.height = hei;
canvas.id = "canvas";
ctx = canvas.getContext( "2d" );
ctx.fillStyle = "black"; ctx.fillRect( 0, 0, wid, hei );
document.body.appendChild( canvas );
}
function init() {
cols = 73; rows = 53;
createCanvas( grid * cols, grid * rows );
maze = createArray( cols, rows );
start.x = Math.floor( Math.random() * ( cols / 2 ) );
start.y = Math.floor( Math.random() * ( rows / 2 ) );
if( !( start.x & 1 ) ) start.x++; if( !( start.y & 1 ) ) start.y++;
maze[start.x][start.y] = 0;
createMaze();
}
</syntaxhighlight>
HTML to test.
<pre>
<!DOCTYPE html>
<html><head><meta charset="UTF-8">
<title>Maze</title>
<script src="maze.js"></script></head><body onload="init()"></body></html>
</pre>
 
=={{header|Julia}}==
{{works with|Julia|0.6}}
{{trans|Python}}
 
<syntaxhighlight lang="julia">"""
+ +---+---+
| 1 2 3 |
+---+ + +
| 4 5 | 6
+---+---+---+
 
julia> const graph = [
0 1 0 0 0 0;
1 0 1 0 1 0;
0 1 0 0 0 1;
0 0 0 0 1 0;
0 1 0 1 0 0;
0 0 1 0 0 0]
 
julia> dist, path = dijkstra(graph, 1)
(Dict(4=>3,2=>1,3=>2,5=>2,6=>3,1=>0), Dict(4=>5,2=>1,3=>2,5=>2,6=>3,1=>0))
 
julia> printpath(path, 6) # Display solution of the maze
1 -> 2 -> 3 -> 6
 
"""
function dijkstra(graph, source::Int=1)
# ensure that the adjacency matrix is squared
@assert size(graph, 1) == size(graph, 2)
inf = typemax(Int64)
n = size(graph, 1)
 
Q = IntSet(1:n) # Set of unvisited nodes
dist = Dict(n => inf for n in Q) # Unknown distance function from source to v
prev = Dict(n => 0 for n in Q) # Previous node in optimal path from source
dist[source] = 0 # Distance from source to source
 
function _minimumdist(nodes) # Find the less distant node among nodes
kmin, vmin = nothing, inf
for (k, v) in dist
if k ∈ nodes && v ≤ vmin
kmin, vmin = k, v
end
end
return kmin
end
# Until all nodes are visited...
while !isempty(Q)
u = _minimumdist(Q) # Vertex in Q with smallest dist[]
pop!(Q, u)
if dist[u] == inf break end # All remaining vertices are inaccessible from source
for v in 1:n # Each neighbor v of u
if graph[u, v] != 0 && v ∈ Q # where v has not yet been visited
alt = dist[u] + graph[u, v]
if alt < dist[v] # Relax (u, v, a)
dist[v] = alt
prev[v] = u
end
end
end
end
 
return dist, prev
end
 
function printpath(prev::Dict, target::Int)
path = "$target"
while prev[target] != 0
target = prev[target]
path = "$target -> " * path
end
println(path)
end
 
const graph = [
0 1 0 0 0 0;
1 0 1 0 1 0;
0 1 0 0 0 1;
0 0 0 0 1 0;
0 1 0 1 0 0;
0 0 1 0 0 0]
 
dist, path = dijkstra(graph)
printpath(path, 6)</syntaxhighlight>
 
=={{header|Kotlin}}==
{{trans|Java}}
<syntaxhighlight lang="scala">// Version 1.2.31
 
import java.io.File
 
typealias Maze = List<CharArray>
 
/**
* Makes the maze half as wide (i. e. "+---+" becomes "+-+"), so that
* each cell in the maze is the same size horizontally as vertically.
* (Versus the expanded version, which looks better visually.)
* Also, converts each line of the maze from a String to a
* char[], because we'll want mutability when drawing the solution later.
*/
fun decimateHorizontally(lines: List<String>): Maze {
val width = (lines[0].length + 1) / 2
val c = List(lines.size) { CharArray(width) }
for (i in 0 until lines.size) {
for (j in 0 until width) c[i][j] = lines[i][j * 2]
}
return c
}
 
/**
* Given the maze, the x and y coordinates (which must be odd),
* and the direction we came from, return true if the maze is
* solvable, and draw the solution if so.
*/
fun solveMazeRecursively(maze: Maze, x: Int, y: Int, d: Int): Boolean {
var ok = false
var i = 0
while (i < 4 && !ok) {
if (i != d) {
// 0 = up, 1 = right, 2 = down, 3 = left
when(i) {
0 -> if (maze[y - 1][x] == ' ') ok = solveMazeRecursively (maze, x, y - 2, 2)
1 -> if (maze[y][x + 1] == ' ') ok = solveMazeRecursively (maze, x + 2, y, 3)
2 -> if (maze[y + 1][x] == ' ') ok = solveMazeRecursively (maze, x, y + 2, 0)
3 -> if (maze[y][x - 1] == ' ') ok = solveMazeRecursively (maze, x - 2, y, 1)
else -> {}
}
}
i++
}
 
// check for end condition
if (x == 1 && y == 1) ok = true
 
// once we have found a solution, draw it as we unwind the recursion
if (ok) {
maze[y][x] = '*'
when (d) {
0 -> maze[y - 1][x] = '*'
1 -> maze[y][x + 1] = '*'
2 -> maze[y + 1][x] = '*'
3 -> maze[y][x - 1] = '*'
else -> {}
}
}
return ok
}
 
/**
* Solve the maze and draw the solution. For simplicity,
* assumes the starting point is the lower right, and the
* ending point is the upper left.
*/
fun solveMaze(maze: Maze) =
solveMazeRecursively(maze, maze[0].size - 2, maze.size - 2, -1)
 
/**
* Opposite of decimateHorizontally(). Adds extra characters to make
* the maze "look right", and converts each line from char[] to
* String at the same time.
*/
fun expandHorizontally(maze: Maze): Array<String> {
val tmp = CharArray(3)
val lines = Array<String>(maze.size) { "" }
for (i in 0 until maze.size) {
val sb = StringBuilder(maze[i].size * 2)
for (j in 0 until maze[i].size) {
if (j % 2 == 0)
sb.append(maze[i][j])
else {
for (k in 0..2) tmp[k] = maze[i][j]
if (tmp[1] == '*') {
tmp[0] = ' '
tmp[2] = ' '
}
sb.append(tmp)
}
}
lines[i] = sb.toString()
}
return lines
}
 
/**
* Accepts a maze as generated by:
* http://rosettacode.org/wiki/Maze_generation#Kotlin
* in a file whose name is specified as a command-line argument.
*/
fun main(args: Array<String>) {
if (args.size != 1) {
println("The maze file to be read should be passed as a single command line argument.")
return
}
val f = File(args[0])
if (!f.exists()) {
println("Sorry ${args[0]} does not exist.")
return
}
val lines = f.readLines(Charsets.US_ASCII)
val maze = decimateHorizontally(lines)
solveMaze(maze)
val solvedLines = expandHorizontally(maze)
println(solvedLines.joinToString("\n"))
}</syntaxhighlight>
 
{{out}}
Maze (maze.txt) produced by the maze generation program:
<pre>
+---+---+---+---+---+---+---+---+
| | | |
+---+---+ + + +---+ + +
| | | | | | |
+ + + +---+ + +---+ +
| | | | | |
+ + + + +---+---+---+ +
| | | | | |
+---+ + +---+---+---+ + +
| | | | | |
+ +---+ + +---+ + + +
| | | | | |
+ + +---+---+ +---+---+ +
| | | | |
+ +---+ + +---+ + +---+
| | | |
+---+---+---+---+---+---+---+---+
</pre>
 
Solution generated by this program when passed maze.txt - follow *'s from bottom right (start) to top left (finish):
<pre>
+---+---+---+---+---+---+---+---+
| * * * * * | * * * * * | |
+---+---+ * + + * +---+ * + +
| | * | | * | | * * * |
+ + + * +---+ * + +---+ * +
| | | * | * * * | * |
+ + + * + * +---+---+---+ * +
| | | * | * * * * * * * | * |
+---+ + * +---+---+---+ * + * +
| | * | * * * * * | * | * |
+ +---+ * + * +---+ * + * + * +
| | * * * | * * * | * * * | * |
+ + * +---+---+ * +---+---+ * +
| * * * | * * * | * * * | * * * |
+ * +---+ * + * +---+ * + * +---+
| * * * * * | * * * * * | * * * |
+---+---+---+---+---+---+---+---+
</pre>
 
=={{header|Mathematica}}/{{header|Wolfram Language}}==
===Graph===
Solving the maze generated in [[Maze_generation#Graph]]:
<langsyntaxhighlight lang="mathematica">HighlightGraph[maze, PathGraph@FindShortestPath[maze, 1, 273]]</langsyntaxhighlight>
{{Out}}
[[File:MathematicaMazeGraphSolving.png]]
 
=={{header|Nim}}==
{{trans|Go}}
<syntaxhighlight lang="nim">import random, strutils
 
type
 
Direction {.pure.} = enum None, Up, Left, Down, Right
 
Maze = object
cells: seq[string]
hwalls: seq[string]
vwalls: seq[string]
 
 
####################################################################################################
# Maze creation.
 
func initMaze(rows, cols: Positive): Maze =
## Initialize a maze description.
var h = repeat('-', cols)
var v = repeat("|", cols)
for i in 0..<rows:
result.cells.add newString(cols)
result.hwalls.add h
result.vwalls.add v
 
 
proc gen(maze: var Maze; r, c: Natural) =
## Generate a maze starting from point (r, c).
 
maze.cells[r][c] = ' '
var dirs = [Up, Left, Down, Right]
dirs.shuffle()
for dir in dirs:
case dir
of None:
discard
of Up:
if r > 0 and maze.cells[r-1][c] == '\0':
maze.hwalls[r][c] = chr(0)
maze.gen(r-1, c)
of Left:
if c > 0 and maze.cells[r][c-1] == '\0':
maze.vwalls[r][c] = chr(0)
maze.gen(r, c-1)
of Down:
if r < maze.cells.high and maze.cells[r+1][c] == '\0':
maze.hwalls[r+1][c] = chr(0)
maze.gen(r+1, c)
of Right:
if c < maze.cells[0].high and maze.cells[r][c+1] == '\0':
maze.vwalls[r][c+1] = chr(0)
maze.gen(r, c+1)
 
 
proc gen(maze: var Maze) =
## Generate a maze, choosing a random starting point.
maze.gen(rand(maze.cells.high), rand(maze.cells[0].high))
 
 
####################################################################################################
# Maze solving.
 
proc solve(maze: var Maze; ra, ca, rz, cz: Natural) =
## Solve a maze by finding the path from point (ra, ca) to point (rz, cz).
 
proc rsolve(maze: var Maze; r, c: Natural; dir: Direction): bool {.discardable.} =
## Recursive solver.
 
if r == rz and c == cz:
maze.cells[r][c] = 'F'
return true
 
if dir != Down and maze.hwalls[r][c] == '\0':
if maze.rSolve(r-1, c, Up):
maze.cells[r][c] = '^'
maze.hwalls[r][c] = '^'
return true
 
if dir != Up and r < maze.hwalls.high and maze.hwalls[r+1][c] == '\0':
if maze.rSolve(r+1, c, Down):
maze.cells[r][c] = 'v'
maze.hwalls[r+1][c] = 'v'
return true
 
if dir != Left and c < maze.vwalls[0].high and maze.vwalls[r][c+1] == '\0':
if maze.rSolve(r, c+1, Right):
maze.cells[r][c] = '>'
maze.vwalls[r][c+1] = '>'
return true
 
if dir != Right and maze.vwalls[r][c] == '\0':
if maze.rSolve(r, c-1, Left):
maze.cells[r][c] = '<'
maze.vwalls[r][c] = '<'
return true
 
 
maze.rsolve(ra, ca, None)
maze.cells[ra][ca] = 'S'
 
 
####################################################################################################
# Maze display.
 
func `$`(maze: Maze): string =
## Return the string representation fo a maze.
 
const
HWall = "+---"
HOpen = "+ "
VWall = "| "
VOpen = " "
RightCorner = "+\n"
RightWall = "|\n"
 
for r, hw in maze.hwalls:
 
for h in hw:
if h == '-' or r == 0:
result.add HWall
else:
result.add HOpen
if h notin {'-', '\0'}: result[^2] = h
result.add RightCorner
 
for c, vw in maze.vwalls[r]:
if vw == '|' or c == 0:
result.add VWall
else:
result.add VOpen
if vw notin {'|', '\0'}: result[^4] = vw
if maze.cells[r][c] != '\0': result[^2] = maze.cells[r][c]
result.add RightWall
 
for _ in 1..maze.hwalls[0].len:
result.add HWall
result.add RightCorner
 
 
#———————————————————————————————————————————————————————————————————————————————————————————————————
 
when isMainModule:
 
const
Width = 8
Height = 8
 
randomize()
var maze = initMaze(Width, Height)
maze.gen()
var ra, rz = rand(Width - 1)
var ca, cz = rand(Height - 1)
while rz == ra and cz == ca:
# Make sur starting and ending points are different.
rz = rand(Width - 1)
cz = rand(Height - 1)
maze.solve(ra, ca , rz, cz)
echo maze</syntaxhighlight>
 
{{out}}
<pre>+---+---+---+---+---+---+---+---+
| | > > > > > > > > > > v |
+ + ^ +---+---+---+---+ v + +
| | ^ < < | | v | |
+ +---+ ^ + +---+ + v +---+
| | ^ | | | > > v |
+ +---+ ^ +---+---+ +---+ v +
| | ^ | | v |
+---+ + ^ + + +---+---+ v +
| | ^ | | | v |
+ +---+ ^ +---+---+ + + v +
| > > > > ^ | | | | v |
+ ^ +---+---+ + +---+ + v +
| ^ < < | F | | v |
+---+ ^ + ^ +---+---+---+---+ v +
| S | ^ < < < < < < < < < < |
+---+---+---+---+---+---+---+---+</pre>
 
=={{header|Perl}}==
This example includes maze generation code.
<langsyntaxhighlight lang="perl">
#!perl
use strict;
Line 2,045 ⟶ 4,031:
print "Could not solve!\n";
}
</syntaxhighlight>
</lang>
{{out}}
<pre>Here is the maze:
Line 2,092 ⟶ 4,078:
+--+--+--+--+--+--+--+--+--+--+
</pre>
=={{header|Perl 6}}==
{{works with|niecza|2013-03-06}}
(Includes maze generation code.)
<lang perl6>constant mapping = :OPEN(' '),
:N< ╵ >,
:E< ╶ >,
:NE< └ >,
:S< ╷ >,
:NS< │ >,
:ES< ┌ >,
:NES< ├ >,
:W< ╴ >,
:NW< ┘ >,
:EW< ─ >,
:NEW< ┴ >,
:SW< ┐ >,
:NSW< ┤ >,
:ESW< ┬ >,
:NESW< ┼ >,
:TODO< x >,
:TRIED< · >;
 
=={{header|Phix}}==
enum Code (mapping.map: *.key);
Combined generator and solver.
my @code = mapping.map: *.value;
<!--<syntaxhighlight lang="phix">(phixonline)-->
<span style="color: #000080;font-style:italic;">--
-- demo\rosetta\Maze_solving.exw
-- =============================
--</span>
<span style="color: #008080;">with</span> <span style="color: #008080;">javascript_semantics</span>
<span style="color: #008080;">constant</span> <span style="color: #000000;">w</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">11</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">h</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">8</span>
<span style="color: #004080;">sequence</span> <span style="color: #000000;">wall</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">join</span><span style="color: #0000FF;">(</span><span style="color: #7060A8;">repeat</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"+"</span><span style="color: #0000FF;">,</span><span style="color: #000000;">w</span><span style="color: #0000FF;">+</span><span style="color: #000000;">1</span><span style="color: #0000FF;">),</span><span style="color: #008000;">"---"</span><span style="color: #0000FF;">)&</span><span style="color: #008000;">"\n"</span><span style="color: #0000FF;">,</span>
<span style="color: #000000;">cell</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">join</span><span style="color: #0000FF;">(</span><span style="color: #7060A8;">repeat</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"|"</span><span style="color: #0000FF;">,</span><span style="color: #000000;">w</span><span style="color: #0000FF;">+</span><span style="color: #000000;">1</span><span style="color: #0000FF;">),</span><span style="color: #008000;">" ? "</span><span style="color: #0000FF;">)&</span><span style="color: #008000;">"\n"</span><span style="color: #0000FF;">,</span>
<span style="color: #000000;">grid</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">split</span><span style="color: #0000FF;">(</span><span style="color: #7060A8;">join</span><span style="color: #0000FF;">(</span><span style="color: #7060A8;">repeat</span><span style="color: #0000FF;">(</span><span style="color: #000000;">wall</span><span style="color: #0000FF;">,</span><span style="color: #000000;">h</span><span style="color: #0000FF;">+</span><span style="color: #000000;">1</span><span style="color: #0000FF;">),</span><span style="color: #000000;">cell</span><span style="color: #0000FF;">),</span><span style="color: #008000;">'\n'</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">procedure</span> <span style="color: #000000;">amaze</span><span style="color: #0000FF;">(</span><span style="color: #004080;">integer</span> <span style="color: #000000;">x</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">)</span>
<span style="color: #000000;">grid</span><span style="color: #0000FF;">[</span><span style="color: #000000;">y</span><span style="color: #0000FF;">][</span><span style="color: #000000;">x</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">' '</span> <span style="color: #000080;font-style:italic;">-- mark cell visited</span>
<span style="color: #004080;">sequence</span> <span style="color: #000000;">p</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">shuffle</span><span style="color: #0000FF;">({{</span><span style="color: #000000;">x</span><span style="color: #0000FF;">-</span><span style="color: #000000;">4</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">},{</span><span style="color: #000000;">x</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">+</span><span style="color: #000000;">2</span><span style="color: #0000FF;">},{</span><span style="color: #000000;">x</span><span style="color: #0000FF;">+</span><span style="color: #000000;">4</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">},{</span><span style="color: #000000;">x</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">-</span><span style="color: #000000;">2</span><span style="color: #0000FF;">}})</span>
<span style="color: #008080;">for</span> <span style="color: #000000;">i</span><span style="color: #0000FF;">=</span><span style="color: #000000;">1</span> <span style="color: #008080;">to</span> <span style="color: #7060A8;">length</span><span style="color: #0000FF;">(</span><span style="color: #000000;">p</span><span style="color: #0000FF;">)</span> <span style="color: #008080;">do</span>
<span style="color: #004080;">integer</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">nx</span><span style="color: #0000FF;">,</span><span style="color: #000000;">ny</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">p</span><span style="color: #0000FF;">[</span><span style="color: #000000;">i</span><span style="color: #0000FF;">]</span>
<span style="color: #008080;">if</span> <span style="color: #000000;">nx</span><span style="color: #0000FF;">></span><span style="color: #000000;">1</span> <span style="color: #008080;">and</span> <span style="color: #000000;">nx</span><span style="color: #0000FF;"><</span><span style="color: #000000;">w</span><span style="color: #0000FF;">*</span><span style="color: #000000;">4</span> <span style="color: #008080;">and</span> <span style="color: #000000;">ny</span><span style="color: #0000FF;">></span><span style="color: #000000;">1</span> <span style="color: #008080;">and</span> <span style="color: #000000;">ny</span><span style="color: #0000FF;"><=</span><span style="color: #000000;">2</span><span style="color: #0000FF;">*</span><span style="color: #000000;">h</span> <span style="color: #008080;">and</span> <span style="color: #000000;">grid</span><span style="color: #0000FF;">[</span><span style="color: #000000;">ny</span><span style="color: #0000FF;">][</span><span style="color: #000000;">nx</span><span style="color: #0000FF;">]=</span><span style="color: #008000;">'?'</span> <span style="color: #008080;">then</span>
<span style="color: #004080;">integer</span> <span style="color: #000000;">mx</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">(</span><span style="color: #000000;">x</span><span style="color: #0000FF;">+</span><span style="color: #000000;">nx</span><span style="color: #0000FF;">)/</span><span style="color: #000000;">2</span>
<span style="color: #000000;">grid</span><span style="color: #0000FF;">[(</span><span style="color: #000000;">y</span><span style="color: #0000FF;">+</span><span style="color: #000000;">ny</span><span style="color: #0000FF;">)/</span><span style="color: #000000;">2</span><span style="color: #0000FF;">][</span><span style="color: #000000;">mx</span><span style="color: #0000FF;">-</span><span style="color: #000000;">1</span><span style="color: #0000FF;">..</span><span style="color: #000000;">mx</span><span style="color: #0000FF;">+</span><span style="color: #000000;">1</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">' '</span> <span style="color: #000080;font-style:italic;">-- knock down wall</span>
<span style="color: #000000;">amaze</span><span style="color: #0000FF;">(</span><span style="color: #000000;">nx</span><span style="color: #0000FF;">,</span><span style="color: #000000;">ny</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">procedure</span>
<span style="color: #004080;">integer</span> <span style="color: #000000;">dx</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">dy</span> <span style="color: #000080;font-style:italic;">-- door location (in a wall!)</span>
<span style="color: #008080;">function</span> <span style="color: #000000;">solve_maze</span><span style="color: #0000FF;">(</span><span style="color: #004080;">integer</span> <span style="color: #000000;">x</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">)</span>
<span style="color: #004080;">sequence</span> <span style="color: #000000;">p</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">{{</span><span style="color: #000000;">x</span><span style="color: #0000FF;">-</span><span style="color: #000000;">4</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">},{</span><span style="color: #000000;">x</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">+</span><span style="color: #000000;">2</span><span style="color: #0000FF;">},{</span><span style="color: #000000;">x</span><span style="color: #0000FF;">+</span><span style="color: #000000;">4</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">},{</span><span style="color: #000000;">x</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">-</span><span style="color: #000000;">2</span><span style="color: #0000FF;">}}</span>
<span style="color: #008080;">for</span> <span style="color: #000000;">d</span><span style="color: #0000FF;">=</span><span style="color: #000000;">1</span> <span style="color: #008080;">to</span> <span style="color: #7060A8;">length</span><span style="color: #0000FF;">(</span><span style="color: #000000;">p</span><span style="color: #0000FF;">)</span> <span style="color: #008080;">do</span>
<span style="color: #004080;">integer</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">nx</span><span style="color: #0000FF;">,</span><span style="color: #000000;">ny</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">p</span><span style="color: #0000FF;">[</span><span style="color: #000000;">d</span><span style="color: #0000FF;">]</span>
<span style="color: #004080;">integer</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">wx</span><span style="color: #0000FF;">,</span><span style="color: #000000;">wy</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">{(</span><span style="color: #000000;">x</span><span style="color: #0000FF;">+</span><span style="color: #000000;">nx</span><span style="color: #0000FF;">)/</span><span style="color: #000000;">2</span><span style="color: #0000FF;">,(</span><span style="color: #000000;">y</span><span style="color: #0000FF;">+</span><span style="color: #000000;">ny</span><span style="color: #0000FF;">)/</span><span style="color: #000000;">2</span><span style="color: #0000FF;">}</span>
<span style="color: #008080;">if</span> <span style="color: #000000;">grid</span><span style="color: #0000FF;">[</span><span style="color: #000000;">wy</span><span style="color: #0000FF;">][</span><span style="color: #000000;">wx</span><span style="color: #0000FF;">]=</span><span style="color: #008000;">' '</span> <span style="color: #008080;">then</span>
<span style="color: #000000;">grid</span><span style="color: #0000FF;">[</span><span style="color: #000000;">wy</span><span style="color: #0000FF;">][</span><span style="color: #000000;">wx</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">"-:-:"</span><span style="color: #0000FF;">[</span><span style="color: #000000;">d</span><span style="color: #0000FF;">]</span> <span style="color: #000080;font-style:italic;">-- mark path</span>
<span style="color: #008080;">if</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">wx</span><span style="color: #0000FF;">,</span><span style="color: #000000;">wy</span><span style="color: #0000FF;">}={</span><span style="color: #000000;">dx</span><span style="color: #0000FF;">,</span><span style="color: #000000;">dy</span><span style="color: #0000FF;">}</span> <span style="color: #008080;">then</span> <span style="color: #008080;">return</span> <span style="color: #004600;">true</span> <span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">if</span> <span style="color: #000000;">grid</span><span style="color: #0000FF;">[</span><span style="color: #000000;">ny</span><span style="color: #0000FF;">][</span><span style="color: #000000;">nx</span><span style="color: #0000FF;">]=</span><span style="color: #008000;">' '</span> <span style="color: #008080;">then</span>
<span style="color: #000000;">grid</span><span style="color: #0000FF;">[</span><span style="color: #000000;">ny</span><span style="color: #0000FF;">][</span><span style="color: #000000;">nx</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">'o'</span> <span style="color: #000080;font-style:italic;">-- mark cell</span>
<span style="color: #008080;">if</span> <span style="color: #000000;">solve_maze</span><span style="color: #0000FF;">(</span><span style="color: #000000;">nx</span><span style="color: #0000FF;">,</span><span style="color: #000000;">ny</span><span style="color: #0000FF;">)</span> <span style="color: #008080;">then</span> <span style="color: #008080;">return</span> <span style="color: #004600;">true</span> <span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #000000;">grid</span><span style="color: #0000FF;">[</span><span style="color: #000000;">ny</span><span style="color: #0000FF;">][</span><span style="color: #000000;">nx</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">' '</span> <span style="color: #000080;font-style:italic;">-- unmark cell</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #000000;">grid</span><span style="color: #0000FF;">[</span><span style="color: #000000;">wy</span><span style="color: #0000FF;">][</span><span style="color: #000000;">wx</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">' '</span> <span style="color: #000080;font-style:italic;">-- unmark path</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span>
<span style="color: #008080;">return</span> <span style="color: #004600;">false</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
<span style="color: #008080;">function</span> <span style="color: #000000;">heads</span><span style="color: #0000FF;">()</span>
<span style="color: #008080;">return</span> <span style="color: #7060A8;">rand</span><span style="color: #0000FF;">(</span><span style="color: #000000;">2</span><span style="color: #0000FF;">)=</span><span style="color: #000000;">1</span> <span style="color: #000080;font-style:italic;">-- toin coss 50:50 true(1)/false(0)</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
<span style="color: #004080;">integer</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">x</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">{(</span><span style="color: #7060A8;">rand</span><span style="color: #0000FF;">(</span><span style="color: #000000;">w</span><span style="color: #0000FF;">)*</span><span style="color: #000000;">4</span><span style="color: #0000FF;">)-</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span><span style="color: #7060A8;">rand</span><span style="color: #0000FF;">(</span><span style="color: #000000;">h</span><span style="color: #0000FF;">)*</span><span style="color: #000000;">2</span><span style="color: #0000FF;">}</span>
<span style="color: #000000;">amaze</span><span style="color: #0000FF;">(</span><span style="color: #000000;">x</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">)</span>
<span style="color: #000080;font-style:italic;">-- mark start pos</span>
<span style="color: #000000;">grid</span><span style="color: #0000FF;">[</span><span style="color: #000000;">y</span><span style="color: #0000FF;">][</span><span style="color: #000000;">x</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">'*'</span>
<span style="color: #000080;font-style:italic;">-- add a random door (heads=rhs/lhs, tails=top/btm)</span>
<span style="color: #008080;">if</span> <span style="color: #000000;">heads</span><span style="color: #0000FF;">()</span> <span style="color: #008080;">then</span>
<span style="color: #0000FF;">{</span><span style="color: #000000;">dy</span><span style="color: #0000FF;">,</span><span style="color: #000000;">dx</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">{</span><span style="color: #7060A8;">rand</span><span style="color: #0000FF;">(</span><span style="color: #000000;">h</span><span style="color: #0000FF;">)*</span><span style="color: #000000;">2</span><span style="color: #0000FF;">,</span><span style="color: #000000;">heads</span><span style="color: #0000FF;">()*</span><span style="color: #000000;">w</span><span style="color: #0000FF;">*</span><span style="color: #000000;">4</span><span style="color: #0000FF;">+</span><span style="color: #000000;">1</span><span style="color: #0000FF;">}</span>
<span style="color: #000000;">grid</span><span style="color: #0000FF;">[</span><span style="color: #000000;">dy</span><span style="color: #0000FF;">][</span><span style="color: #000000;">dx</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">' '</span>
<span style="color: #008080;">else</span>
<span style="color: #0000FF;">{</span><span style="color: #000000;">dy</span><span style="color: #0000FF;">,</span><span style="color: #000000;">dx</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">heads</span><span style="color: #0000FF;">()*</span><span style="color: #000000;">h</span><span style="color: #0000FF;">*</span><span style="color: #000000;">2</span><span style="color: #0000FF;">+</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span><span style="color: #7060A8;">rand</span><span style="color: #0000FF;">(</span><span style="color: #000000;">w</span><span style="color: #0000FF;">)*</span><span style="color: #000000;">4</span><span style="color: #0000FF;">-</span><span style="color: #000000;">1</span><span style="color: #0000FF;">}</span>
<span style="color: #000000;">grid</span><span style="color: #0000FF;">[</span><span style="color: #000000;">dy</span><span style="color: #0000FF;">][</span><span style="color: #000000;">dx</span><span style="color: #0000FF;">-</span><span style="color: #000000;">1</span><span style="color: #0000FF;">..</span><span style="color: #000000;">dx</span><span style="color: #0000FF;">+</span><span style="color: #000000;">1</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">' '</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #0000FF;">{}</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">solve_maze</span><span style="color: #0000FF;">(</span><span style="color: #000000;">x</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">)</span>
<span style="color: #7060A8;">puts</span><span style="color: #0000FF;">(</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span><span style="color: #7060A8;">join</span><span style="color: #0000FF;">(</span><span style="color: #000000;">grid</span><span style="color: #0000FF;">,</span><span style="color: #008000;">'\n'</span><span style="color: #0000FF;">))</span>
<!--</syntaxhighlight>-->
{{out}}
<pre>
+---+---+---+---+---+---+---+---+---+---+---+
| o - o - o | o - o - o - o | | |
+ : +---+ : +---+ : +---+---+ : + + + +
| o - o | o | o - o | | o - o | | |
+---+ : + : + : +---+ + : +---+---+---+ +
| o - o | o - o | | o - o | o - o - o |
+ : +---+---+---+ +---+---+ : + : +---+ : +
| o | | o - o | | o |
+ : + +---+---+---+---+ +---+---+ + : +
| o | | | | o -
+ : +---+---+ + + +---+---+ +---+---+
| o | | | |
+ : +---+---+---+ +---+ +---+---+ + +
| o - o - o | | * | | | |
+ +---+ : +---+---+ : + +---+---+ + +
| | o - o - o - o | | |
+---+---+---+---+---+---+---+---+---+---+---+
</pre>
 
=={{header|Picat}}==
enum Direction <DeadEnd Up Right Down Left>;
<syntaxhighlight lang="picat">main =>
Maze0 = ["+---+---+---+---+---+---+---+---+",
"| | | | |",
"+ + + +---+ + +---+ +",
"| | | | | |",
"+---+---+ + +---+---+ + +",
"| | | | |",
"+---+ + + +---+---+---+ +",
"| | | | |",
"+ + + +---+---+---+ + +",
"| | | | | |",
"+ + + +---+ +---+---+ +",
"| | | | | |",
"+ +---+---+ +---+---+---+ +",
"| | | |",
"+ +---+ +---+ + +---+ +",
"| | | |",
"+---+---+---+---+---+---+---+---+"],
MaxR = len(Maze0) div 2,
MaxC = len(Maze0[1]) div 4,
Maze = new_array(MaxR,MaxC),
foreach (R in 1..MaxR, C in 1..MaxC)
Maze[R,C] = 0
end,
fill_maze(Maze0,Maze,1),
solve_maze(Maze,(1,1),(MaxR,MaxC),Cost,Plan),
OutputMaze = new_array(MaxR,MaxC),
foreach ((R,C) in Plan)
OutputMaze[R,C] = '*'
end,
output_maze(Maze0,OutputMaze,1).
 
fill_maze([Line1,Line2|Maze0],Maze,R) =>
sub gen_maze ( $X,
fill_maze_cols(Line1,Maze,R,1),
$Y,
fill_maze_cols(Line2,Maze,R,1),
$start_x = (^$X).pick * 2 + 1,
fill_maze(Maze0,Maze,R+1).
$start_y = (^$Y).pick * 2 + 1 )
fill_maze(_,_,_) => true.
{
my @maze;
push @maze, [ ES, -N, (ESW, EW) xx $X - 1, SW ];
push @maze, [ (NS, TODO) xx $X, NS ];
for 1 ..^ $Y {
push @maze, [ NES, EW, (NESW, EW) xx $X - 1, NSW ];
push @maze, [ (NS, TODO) xx $X, NS ];
}
push @maze, [ NE, (EW, NEW) xx $X - 1, -NS, NW ];
@maze[$start_y][$start_x] = OPEN;
 
fill_maze_cols(['+',' ',' ',' '|Line],Maze,R,C) =>
my @stack;
Maze[R,C] := Maze[R,C] \/ 4, % up
my $current = [$start_x, $start_y];
Maze[R-1,C] := Maze[R-1,C] \/ 8, % down
loop {
fill_maze_cols(Line,Maze,R,C+1).
if my $dir = pick_direction( $current ) {
fill_maze_cols([' ',' ',' ',' '|Line],Maze,R,C) =>
@stack.push: $current;
Maze[R,C] := Maze[R,C] \/ 1, % left
$current = move( $dir, $current );
Maze[R,C-1] := Maze[R,C-1] \/ 2, % right
}
fill_maze_cols(Line,Maze,R,C+1).
else {
fill_maze_cols([_,_,_,_|Line],Maze,R,C) =>
last unless @stack;
fill_maze_cols(Line,Maze,R,C+1).
$current = @stack.pop;
fill_maze_cols(_,_,_,_) => true.
}
}
return @maze;
 
table (+,+,+,min,-)
sub pick_direction([$x,$y]) {
solve_maze(_Maze,FPos,FPos,Cost,Plan) =>
my @neighbors =
Cost = 0,
(Up if @maze[$y - 2][$x]),
(DownPlan = if @maze[$y + 2][$xFPos]),.
solve_maze(Maze,Pos@(R,C),FPos,Cost,Plan) ?=>
(Left if @maze[$y][$x - 2]),
Maze[R,C] /\ 1 == 1, % left
(Right if @maze[$y][$x + 2]);
solve_maze(Maze,(R,C-1),FPos,Cost1,Plan1),
@neighbors.pick or DeadEnd;
Plan = [Pos|Plan1],
}
Cost = Cost1+1.
solve_maze(Maze,Pos@(R,C),FPos,Cost,Plan) ?=>
Maze[R,C] /\ 2 == 2, % right
solve_maze(Maze,(R,C+1),FPos,Cost1,Plan1),
Plan = [Pos|Plan1],
Cost = Cost1+1.
solve_maze(Maze,Pos@(R,C),FPos,Cost,Plan) ?=>
Maze[R,C] /\ 4 == 4, % up
solve_maze(Maze,(R-1,C),FPos,Cost1,Plan1),
Plan = [Pos|Plan1],
Cost = Cost1+1.
solve_maze(Maze,Pos@(R,C),FPos,Cost,Plan) ?=>
Maze[R,C] /\ 8 == 8, % down
solve_maze(Maze,(R+1,C),FPos,Cost1,Plan1),
Plan = [Pos|Plan1],
Cost = Cost1+1.
 
output_maze([Line1,Line2|Maze0],Maze,R) =>
sub move ($dir, @cur) {
output_maze_cols(Line1,Maze,R,1),
my ($x,$y) = @cur;
output_maze_cols(Line2,Maze,R,1),
given $dir {
output_maze(Maze0,Maze,R+1).
when Up { @maze[--$y][$x] = OPEN; @maze[$y][$x-1] -= E; @maze[$y--][$x+1] -= W; }
output_maze([Line],_,_) => println(Line).
when Down { @maze[++$y][$x] = OPEN; @maze[$y][$x-1] -= E; @maze[$y++][$x+1] -= W; }
when Left { @maze[$y][--$x] = OPEN; @maze[$y-1][$x] -= S; @maze[$y+1][$x--] -= N; }
when Right { @maze[$y][++$x] = OPEN; @maze[$y-1][$x] -= S; @maze[$y+1][$x++] -= N; }
}
@maze[$y][$x] = 0;
[$x,$y];
}
}
 
output_maze_cols([' ',' ',' ',' '|Line],Maze,R,C) =>
sub display (@maze) {
forif @mazeMaze[R,C] ->== @y'*' {then
print(" * ")
for @y -> $w, $c {
else
print @code[abs $w];
if $c >= 0 { print(" @code[$c] x 3 } ")
end,
else { print ' ', @code[abs $c], ' ' }
output_maze_cols(Line,Maze,R,C+1).
}
output_maze_cols(['|',' ',' ',' '|Line],Maze,R,C) =>
say @code[@y[*-1]];
if Maze[R,C] == '*' then
}
print("| * ")
}
else
 
print("| ")
sub solve (@maze is copy, @from = [1, 1], @to = [@maze[0] - 2, @maze - 2]) {
my ($xend, $y) = @from;
output_maze_cols(Line,Maze,R,C+1).
my ($xto, $yto) = @to;
output_maze_cols(['+',' ',' ',' '|Line],Maze,R,C) =>
my @stack;
if Maze[R,C] == '*' && Maze[R-1,C] == '*' then
 
print("+ * ")
sub drop-crumb($x,$y,$c) { @maze[$y][$x] = -$c }
else
drop-crumb($x,$y,N);
print("+ ")
 
loop {end,
output_maze_cols(Line,Maze,R,C+1).
my $dir = pick_direction([$x,$y]);
output_maze_cols([C1,C2,C3,C4|Line],Maze,R,C) =>
if $dir {
printf("%c%c%c%c",C1,C3,C3,C4),
($x, $y) = move($dir, [$x,$y]);
output_maze_cols(Line,Maze,R,C+1).
return @maze if $x == $xto and $y == $yto;
output_maze_cols(Line,_,_,_) => println(Line).
}
</syntaxhighlight>
else {
@maze[$y][$x] = -TRIED;
($x,$y) = @stack.pop[];
@maze[$y][$x] = -TRIED;
($x,$y) = @stack.pop[];
}
}
 
sub pick_direction([$x,$y]) {
my @neighbors =
(Up unless @maze[$y - 1][$x]),
(Down unless @maze[$y + 1][$x]),
(Left unless @maze[$y][$x - 1]),
(Right unless @maze[$y][$x + 1]);
@neighbors.pick or DeadEnd;
}
 
sub move ($dir, @cur) {
my ($x,$y) = @cur;
given $dir {
when Up { for ^2 { push @stack, [$x,$y--]; drop-crumb $x,$y,S; } }
when Down { for ^2 { push @stack, [$x,$y++]; drop-crumb $x,$y,N; } }
when Left { for ^2 { push @stack, [$x--,$y]; drop-crumb $x,$y,E; } }
when Right { for ^2 { push @stack, [$x++,$y]; drop-crumb $x,$y,W; } }
}
$x,$y;
}
}
 
display solve gen_maze( 29, 19 );</lang>
{{out}}
<pre>
<small><pre>┌ ╵ ────┬───────────────┬───────────────┬───────────────────────────────┬───────────┬───────────────┬───────────────┐
+---+---+---+---+---+---+---+---+
│ ╵ · · │ ╷ ╴ ╴ ╴ ╴ │ │ ╷ ╴ ╴ · · · · · · · · · · · · │ ╷ ╴ ╴ · · │ · · · · · · · │ · · · · · · · │
| * | * * | | |
│ ╵ ╶───┘ ╷ ╶───┐ ╵ ╷ │ ╷ ╶───────┤ ╷ ╷ ╵ ╶───────┬───────┐ · ┌───┘ ╷ ╷ ╵ ╷ · │ · ╶───┬───╴ · │ · ╷ · ┌───╴ · │
+ * + * + * +---+ + +---+ +
│ ╵ ╴ ╴ ╴ ╴ · · │ ╵ │ │ │ │ ╷ │ ╵ ╴ ╴ ╴ ╴ │ ╷ ╴ ╴ │ · │ ╷ ╴ ╴ │ ╵ │ · │ · · · │ · · · │ · │ · │ · · · │
| * * | * | | | |
│ · ┌───────────┤ ╵ │ └───┴───────╴ │ ╷ ├───────┐ ╵ ╵ ╷ ╷ ╵ └───┘ ╷ ┌───┘ ╵ │ · │ · ╷ · │ · ┌───┴───┘ · │ · ╶───┤
+---+---+ * + +---+---+ + +
│ · │ ╶ ╶ ╶ ╶ ╷ │ ╵ │ │ ╷ │ │ ╵ ╴ ╴ │ ╵ ╴ ╴ ╴ ╴ │ ╶ ╶ ╵ │ · │ · │ · │ · │ · · · · · │ · · · │
| | * | | |
│ · │ ╵ ╶───┐ ╷ ╵ ╵ ├───────────────╴ │ ╷ └───╴ └───────┼───┬───────┤ ╵ ┌───┤ · ├───┘ · │ · │ · ╷ · ┌───┴───┐ · │
+---+ + * + +---+---+---+ +
│ · │ ╵ ╴ ╴ │ ╶ ╶ ╵ │ │ ╶ ╶ ╶ ╶ ╶ ╶ ╶ ╶ ╷ │ · │ ╶ ╶ ╷ │ ╵ │ · │ · │ · · · │ · │ · │ · │ · · · │ · │
| | * | | |
│ · └───┐ ╵ ├───────┴───────┐ ╶───────┴───────┬───────╴ ╷ │ · │ ╵ ╷ ╷ │ ╵ │ · │ · │ · ┌───┤ · │ · │ · │ · ╷ · ╵ · │
+ + + * +---+---+---+ + +
│ · · · │ ╵ │ ╷ ╴ ╴ ╴ ╴ ╴ ╴ │ │ ╷ ╴ ╴ ╴ ╴ │ · │ ╵ │ ╷ │ ╵ │ · │ · │ · │ · │ · │ · │ · │ · │ · · · │
| | | * | | |
├───╴ · │ ╵ │ ╷ ╶───────┐ ╵ ├───────────────┐ │ ╷ ╶───┬───┘ · │ ╵ │ ╷ ╵ ╵ │ · ╵ · ╵ · │ · ╵ · └───┘ · │ · ├───────┤
+ + + * +---+ +---+---+ +
│ · · · │ ╵ │ ╶ ╶ ╶ ╶ ╷ │ ╵ │ ╷ ╴ ╴ ╴ ╴ ╴ ╴ │ │ ╶ ╶ ╷ │ · · · │ ╵ │ ╶ ╶ ╵ │ · · · · · │ · · · · · · · │ · │ · · · │
| | | * * | | |
│ · ┌───┤ ╵ └───────╴ ╷ │ ╵ ╵ ╷ ┌───────┐ ╵ │ └───┐ ╷ └───┐ · │ ╵ ├───────┼───────┬───┴───────┬───┬───┘ · ├───╴ · │
+ +---+---+ * +---+---+---+ +
│ · │ · │ ╵ ╴ ╴ ╴ ╴ ╴ ╴ │ ╵ ╴ ╴ │ · · · │ ╵ │ │ ╶ ╶ ╷ │ · │ ╵ │ ╷ ╴ ╴ │ ╷ ╴ ╴ │ ╷ ╴ ╴ ╴ ╴ │ · │ · · · │ · · · │
| | * * | * * * |
│ · ╵ · ├───────────────┴───────┴───┐ · │ ╵ └───────┴───┐ ╷ │ · │ ╵ ╵ ╷ ╷ ╵ ╵ ╷ ╷ ╵ │ ╷ ┌───╴ ╵ │ · │ · ╶───┤ · ╶───┤
+ +---+ +---+ * + * +---+ * +
│ · · · │ · · · · · · · · · · · · · │ · │ ╵ ╴ ╴ ╴ ╴ · · │ ╷ │ · │ ╵ ╴ ╴ │ ╵ ╴ ╴ │ ╵ │ ╷ │ ╶ ╶ ╵ │ · │ · · · │ · · · │
| | * * | * |
├───┐ · │ · ┌───────────╴ · ┌───┐ · │ · └───┬───╴ ╵ ┌───┘ ╷ │ · ├───────┴───────┤ ╵ ╵ ╷ │ ╵ ╶───┤ · └───┐ · │ · ╷ · │
+---+---+---+---+---+---+---+---+
│ · │ · │ · │ · · · · · · · │ · │ · │ · · · │ ╶ ╶ ╵ │ ╷ ╴ ╴ │ · │ · · · · · · · │ ╵ ╴ ╴ │ ╵ ╴ ╴ │ · · · │ · │ · │ · │
</pre>
│ · │ · └───┘ · ┌───────────┘ · │ · ├───╴ · │ ╵ ┌───┘ ╷ ┌───┘ · │ · ╷ · ┌───╴ · └───────┴───┐ ╵ └───┐ · ╵ · ├───┘ · │
│ · │ · · · · · │ · · · · · · · │ · │ · · · │ ╵ │ ╷ ╴ ╴ │ · · · │ · │ · │ · · · · · · · · · │ ╵ ╴ ╴ │ · · · │ · · · │
│ · ├───────╴ · ├───┐ · ┌───┐ · ╵ · │ · ╶───┤ ╵ ╵ ╷ ┌───┘ · ╶───┤ · │ · └───┬───╴ · ┌───────┤ · ╷ ╵ │ · ╶───┘ · ╷ · │
│ · │ · · · · · │ │ · │ · │ · · · │ · · · │ ╵ ╴ ╴ │ · · · · · │ · │ · · · │ · · · │ ╶ ╶ ╷ │ · │ ╵ │ · · · · · │ · │
│ · ╵ · ┌───────┘ │ · ╵ · └───────┤ · ╷ · └───────┴───────┐ · ╵ · └───┐ · └───┐ · │ ╵ ╷ ╷ └───┘ ╵ ├───────────┤ · │
│ · · · │ │ · · · · · · · │ · │ · · · · · · · · · │ · · · · · │ · · · │ · │ ╵ │ ╶ ╶ ╶ ╶ ╵ │ ╷ ╴ ╴ ╴ ╴ │ · │
│ · ╶───┤ ╶───────┴───┬───────┐ · ├───┘ · ┌───────────┐ · ├───────────┴───╴ · │ · │ ╵ └───────┐ · │ ╷ ┌───╴ ╵ │ · │
│ · · · │ │ · · · │ · │ · · · │ · · · · · │ · │ · · · · · · · · · │ · │ ╵ ╴ ╴ ╴ ╴ │ · │ ╷ │ ╶ ╶ ╵ │ · │
├───┐ · ├───────┬───╴ │ · ╷ · │ · │ · ┌───┤ · ╶───────┤ · │ · ╶───────┬───┐ · ├───┴───────┐ ╵ └───┘ ╷ │ ╵ ┌───┴───┤
│ · │ · │ │ │ · │ · │ · │ · │ · │ · · · · · │ · │ · · · · · │ · │ · │ │ ╵ ╴ ╴ ╴ ╴ │ ╵ │ ╷ ╴ ╴ │
│ · │ · │ ╷ ╵ ┌───┘ · │ · ╵ · ╵ · │ · ╵ · ┌───┐ · ╵ · └───────╴ · │ · ╵ · │ ┌───╴ └───────┐ · │ ╵ ╵ ╷ ╷ ╵ │
│ · │ · │ │ │ · · · │ · · · · · │ · · · │ · │ · · · · · · · · · │ · · · │ │ │ · │ ╵ ╴ ╴ │ ╵ │
│ · │ · │ └───┬───┴───────┴───┬───────┤ · ┌───┘ · ├───────────────────┴───────┤ └───────────┐ └───┴───────┤ ╵ │
│ · │ · │ │ │ │ · │ · · · │ │ │ │ ╵ │
│ · ╵ · ├───┐ │ ╶───────┐ ╵ ╷ │ · ╵ · ╷ · │ ╶───────────────────┐ └───┬───────┐ └───────┬───┐ │ ╵ │
│ · · · │ · │ │ │ │ │ · · · │ · │ │ │ │ │ │ │ ╵ │
│ · ╶───┤ · │ └───────┐ ├───────┤ └───┬───┴───┼───────────┬───────┐ ├───┐ ╵ ╷ ├───────┐ │ │ │ ╵ │
│ · · · │ · │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ ╵ │
├───╴ · ╵ · └───────┐ ╵ │ ╷ └───╴ ╵ ╷ ╵ ┌───╴ ╵ ╷ ╵ │ └───────┘ ╵ ╷ ╵ │ ╵ ╵ ╵ │
│ · · · · · · · · · │ │ │ │ │ │ │ │ │ ╵ │
└───────────────────┴───────┴───┴───────────────┴───────┴───────────┴───────┴───────────────────┴───────┴──────── │ ┘</pre></small>
 
=={{header|PicoLisp}}==
<langsyntaxhighlight PicoLisplang="picolisp">(de shortestPath (Goal This Maze)
(let (Path NIL Best NIL Dir " > ")
(recur (This Path Dir)
Line 2,282 ⟶ 4,312:
(=: mark NIL) ) ) )
(disp Maze 0
'((Fld) (if (asoq Fld Best) (cdr @) " ")) ) ) )</langsyntaxhighlight>
Using the maze produced in [[Maze generation#PicoLisp]], this finds the shortest path from the top-left cell 'a8' to the bottom-right exit 'k1':
<pre>: (shortestPath 'a8 'k1 (maze 11 8))
Line 2,307 ⟶ 4,337:
Works with SWI-Prolog and XPCE.
 
<langsyntaxhighlight Prologlang="prolog">:- dynamic cell/2.
:- dynamic maze/3.
:- dynamic path/1.
Line 2,455 ⟶ 4,485:
\+cell(L, C1).
 
</syntaxhighlight>
</lang>
output : [[File:Prolog-Maze-solved.jpg]]
 
=={{header|PureBasic}}==
<langsyntaxhighlight PureBasiclang="purebasic">;code from the maze generation task is place here in its entirety before the rest of the code
 
Procedure displayMazePath(Array maze(2), List Path.POINT())
Line 2,568 ⟶ 4,598:
Print(#CRLF$ + #CRLF$ + "Press ENTER to exit"): Input()
CloseConsole()
EndIf</langsyntaxhighlight>
Using the maze produced in [[Maze generation#PureBasic]], this additional code will find and display the path between two random maze cells. A working example requires combining the two code listings by placing the 'maze generation' code at the beginning of the 'maze solving' code.
 
Line 2,590 ⟶ 4,620:
 
=={{header|Python}}==
<syntaxhighlight lang="python">
<lang Python>
# python 3
 
Line 2,641 ⟶ 4,671:
cell = predecessor[cell]
print(0)
</syntaxhighlight>
</lang>
 
=={{header|Racket}}==
Following function returns a path between two cells in a maze which is created by the <tt>build-maze</tt> function (See [[Maze_generation#Racket|Maze generation]]).
 
<langsyntaxhighlight lang="racket">
;; Returns a path connecting two given cells in the maze
;; find-path :: Maze Cell Cell -> (Listof Cell)
Line 2,663 ⟶ 4,693:
(append-map (next-turn (list p1))
(alternatives p1 (list p1)))))
</syntaxhighlight>
</lang>
 
Reading a maze from a file
<langsyntaxhighlight lang="racket">
;; Reads the maze from the textual form
;; read-maze :: File-path -> Maze
Line 2,685 ⟶ 4,715:
1))
(maze N M tbl))))
</syntaxhighlight>
</lang>
 
Printing out a maze with a path between two given cells
<langsyntaxhighlight lang="racket">
;; Shows a maze with a path connecting two given cells
(define (show-path m p1 p2)
Line 2,711 ⟶ 4,741:
(displayln "+"))
(newline))
</syntaxhighlight>
</lang>
 
Example:
Line 2,750 ⟶ 4,780:
| * * * * * | | * * * * |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
</pre>
 
=={{header|Raku}}==
(formerly Perl 6)
{{works with|Rakudo|2017.02}}
(Includes maze generation code.)
<syntaxhighlight lang="raku" line>constant mapping = :OPEN(' '),
:N< ╵ >,
:E< ╶ >,
:NE< └ >,
:S< ╷ >,
:NS< │ >,
:ES< ┌ >,
:NES< ├ >,
:W< ╴ >,
:NW< ┘ >,
:EW< ─ >,
:NEW< ┴ >,
:SW< ┐ >,
:NSW< ┤ >,
:ESW< ┬ >,
:NESW< ┼ >,
:TODO< x >,
:TRIED< · >;
enum Sym (mapping.map: *.key);
my @ch = mapping.map: *.value;
enum Direction <DeadEnd Up Right Down Left>;
sub gen_maze ( $X,
$Y,
$start_x = (^$X).pick * 2 + 1,
$start_y = (^$Y).pick * 2 + 1 )
{
my @maze;
push @maze, $[ flat ES, -N, (ESW, EW) xx $X - 1, SW ];
push @maze, $[ flat (NS, TODO) xx $X, NS ];
for 1 ..^ $Y {
push @maze, $[ flat NES, EW, (NESW, EW) xx $X - 1, NSW ];
push @maze, $[ flat (NS, TODO) xx $X, NS ];
}
push @maze, $[ flat NE, (EW, NEW) xx $X - 1, -NS, NW ];
@maze[$start_y][$start_x] = OPEN;
my @stack;
my $current = [$start_x, $start_y];
loop {
if my $dir = pick_direction( $current ) {
@stack.push: $current;
$current = move( $dir, $current );
}
else {
last unless @stack;
$current = @stack.pop;
}
}
return @maze;
sub pick_direction([$x,$y]) {
my @neighbors =
(Up if @maze[$y - 2][$x]),
(Down if @maze[$y + 2][$x]),
(Left if @maze[$y][$x - 2]),
(Right if @maze[$y][$x + 2]);
@neighbors.pick or DeadEnd;
}
sub move ($dir, @cur) {
my ($x,$y) = @cur;
given $dir {
when Up { @maze[--$y][$x] = OPEN; @maze[$y][$x-1] -= E; @maze[$y--][$x+1] -= W; }
when Down { @maze[++$y][$x] = OPEN; @maze[$y][$x-1] -= E; @maze[$y++][$x+1] -= W; }
when Left { @maze[$y][--$x] = OPEN; @maze[$y-1][$x] -= S; @maze[$y+1][$x--] -= N; }
when Right { @maze[$y][++$x] = OPEN; @maze[$y-1][$x] -= S; @maze[$y+1][$x++] -= N; }
}
@maze[$y][$x] = 0;
[$x,$y];
}
}
sub display (@maze) {
for @maze -> @y {
for @y.rotor(2) -> ($w, $c) {
print @ch[abs $w];
if $c >= 0 { print @ch[$c] x 3 }
else { print ' ', @ch[abs $c], ' ' }
}
say @ch[@y[*-1]];
}
}
sub solve (@maze is copy, @from = [1, 1], @to = [@maze[0] - 2, @maze - 2]) {
my ($x, $y) = @from;
my ($xto, $yto) = @to;
my @stack;
 
sub drop-crumb($x,$y,$c) { @maze[$y][$x] = -$c }
drop-crumb($x,$y,N);
 
loop {
my $dir = pick_direction([$x,$y]);
if $dir {
($x, $y) = move($dir, [$x,$y]);
return @maze if $x == $xto and $y == $yto;
}
else {
@maze[$y][$x] = -TRIED;
($x,$y) = @stack.pop;
@maze[$y][$x] = -TRIED;
($x,$y) = @stack.pop;
}
}
 
sub pick_direction([$x,$y]) {
my @neighbors =
(Up unless @maze[$y - 1][$x]),
(Down unless @maze[$y + 1][$x]),
(Left unless @maze[$y][$x - 1]),
(Right unless @maze[$y][$x + 1]);
@neighbors.pick or DeadEnd;
}
 
sub move ($dir, @cur) {
my ($x,$y) = @cur;
given $dir {
when Up { for ^2 { push @stack, $[$x,$y--]; drop-crumb $x,$y,S; } }
when Down { for ^2 { push @stack, $[$x,$y++]; drop-crumb $x,$y,N; } }
when Left { for ^2 { push @stack, $[$x--,$y]; drop-crumb $x,$y,E; } }
when Right { for ^2 { push @stack, $[$x++,$y]; drop-crumb $x,$y,W; } }
}
$x,$y;
}
}
 
display solve gen_maze( 29, 19 );</syntaxhighlight>
{{out}}
<small><pre>┌ ╵ ────┬───────────────┬───────────────┬───────────────────────────────┬───────────┬───────────────┬───────────────┐
│ ╵ · · │ ╷ ╴ ╴ ╴ ╴ │ │ ╷ ╴ ╴ · · · · · · · · · · · · │ ╷ ╴ ╴ · · │ · · · · · · · │ · · · · · · · │
│ ╵ ╶───┘ ╷ ╶───┐ ╵ ╷ │ ╷ ╶───────┤ ╷ ╷ ╵ ╶───────┬───────┐ · ┌───┘ ╷ ╷ ╵ ╷ · │ · ╶───┬───╴ · │ · ╷ · ┌───╴ · │
│ ╵ ╴ ╴ ╴ ╴ · · │ ╵ │ │ │ │ ╷ │ ╵ ╴ ╴ ╴ ╴ │ ╷ ╴ ╴ │ · │ ╷ ╴ ╴ │ ╵ │ · │ · · · │ · · · │ · │ · │ · · · │
│ · ┌───────────┤ ╵ │ └───┴───────╴ │ ╷ ├───────┐ ╵ ╵ ╷ ╷ ╵ └───┘ ╷ ┌───┘ ╵ │ · │ · ╷ · │ · ┌───┴───┘ · │ · ╶───┤
│ · │ ╶ ╶ ╶ ╶ ╷ │ ╵ │ │ ╷ │ │ ╵ ╴ ╴ │ ╵ ╴ ╴ ╴ ╴ │ ╶ ╶ ╵ │ · │ · │ · │ · │ · · · · · │ · · · │
│ · │ ╵ ╶───┐ ╷ ╵ ╵ ├───────────────╴ │ ╷ └───╴ └───────┼───┬───────┤ ╵ ┌───┤ · ├───┘ · │ · │ · ╷ · ┌───┴───┐ · │
│ · │ ╵ ╴ ╴ │ ╶ ╶ ╵ │ │ ╶ ╶ ╶ ╶ ╶ ╶ ╶ ╶ ╷ │ · │ ╶ ╶ ╷ │ ╵ │ · │ · │ · · · │ · │ · │ · │ · · · │ · │
│ · └───┐ ╵ ├───────┴───────┐ ╶───────┴───────┬───────╴ ╷ │ · │ ╵ ╷ ╷ │ ╵ │ · │ · │ · ┌───┤ · │ · │ · │ · ╷ · ╵ · │
│ · · · │ ╵ │ ╷ ╴ ╴ ╴ ╴ ╴ ╴ │ │ ╷ ╴ ╴ ╴ ╴ │ · │ ╵ │ ╷ │ ╵ │ · │ · │ · │ · │ · │ · │ · │ · │ · · · │
├───╴ · │ ╵ │ ╷ ╶───────┐ ╵ ├───────────────┐ │ ╷ ╶───┬───┘ · │ ╵ │ ╷ ╵ ╵ │ · ╵ · ╵ · │ · ╵ · └───┘ · │ · ├───────┤
│ · · · │ ╵ │ ╶ ╶ ╶ ╶ ╷ │ ╵ │ ╷ ╴ ╴ ╴ ╴ ╴ ╴ │ │ ╶ ╶ ╷ │ · · · │ ╵ │ ╶ ╶ ╵ │ · · · · · │ · · · · · · · │ · │ · · · │
│ · ┌───┤ ╵ └───────╴ ╷ │ ╵ ╵ ╷ ┌───────┐ ╵ │ └───┐ ╷ └───┐ · │ ╵ ├───────┼───────┬───┴───────┬───┬───┘ · ├───╴ · │
│ · │ · │ ╵ ╴ ╴ ╴ ╴ ╴ ╴ │ ╵ ╴ ╴ │ · · · │ ╵ │ │ ╶ ╶ ╷ │ · │ ╵ │ ╷ ╴ ╴ │ ╷ ╴ ╴ │ ╷ ╴ ╴ ╴ ╴ │ · │ · · · │ · · · │
│ · ╵ · ├───────────────┴───────┴───┐ · │ ╵ └───────┴───┐ ╷ │ · │ ╵ ╵ ╷ ╷ ╵ ╵ ╷ ╷ ╵ │ ╷ ┌───╴ ╵ │ · │ · ╶───┤ · ╶───┤
│ · · · │ · · · · · · · · · · · · · │ · │ ╵ ╴ ╴ ╴ ╴ · · │ ╷ │ · │ ╵ ╴ ╴ │ ╵ ╴ ╴ │ ╵ │ ╷ │ ╶ ╶ ╵ │ · │ · · · │ · · · │
├───┐ · │ · ┌───────────╴ · ┌───┐ · │ · └───┬───╴ ╵ ┌───┘ ╷ │ · ├───────┴───────┤ ╵ ╵ ╷ │ ╵ ╶───┤ · └───┐ · │ · ╷ · │
│ · │ · │ · │ · · · · · · · │ · │ · │ · · · │ ╶ ╶ ╵ │ ╷ ╴ ╴ │ · │ · · · · · · · │ ╵ ╴ ╴ │ ╵ ╴ ╴ │ · · · │ · │ · │ · │
│ · │ · └───┘ · ┌───────────┘ · │ · ├───╴ · │ ╵ ┌───┘ ╷ ┌───┘ · │ · ╷ · ┌───╴ · └───────┴───┐ ╵ └───┐ · ╵ · ├───┘ · │
│ · │ · · · · · │ · · · · · · · │ · │ · · · │ ╵ │ ╷ ╴ ╴ │ · · · │ · │ · │ · · · · · · · · · │ ╵ ╴ ╴ │ · · · │ · · · │
│ · ├───────╴ · ├───┐ · ┌───┐ · ╵ · │ · ╶───┤ ╵ ╵ ╷ ┌───┘ · ╶───┤ · │ · └───┬───╴ · ┌───────┤ · ╷ ╵ │ · ╶───┘ · ╷ · │
│ · │ · · · · · │ │ · │ · │ · · · │ · · · │ ╵ ╴ ╴ │ · · · · · │ · │ · · · │ · · · │ ╶ ╶ ╷ │ · │ ╵ │ · · · · · │ · │
│ · ╵ · ┌───────┘ │ · ╵ · └───────┤ · ╷ · └───────┴───────┐ · ╵ · └───┐ · └───┐ · │ ╵ ╷ ╷ └───┘ ╵ ├───────────┤ · │
│ · · · │ │ · · · · · · · │ · │ · · · · · · · · · │ · · · · · │ · · · │ · │ ╵ │ ╶ ╶ ╶ ╶ ╵ │ ╷ ╴ ╴ ╴ ╴ │ · │
│ · ╶───┤ ╶───────┴───┬───────┐ · ├───┘ · ┌───────────┐ · ├───────────┴───╴ · │ · │ ╵ └───────┐ · │ ╷ ┌───╴ ╵ │ · │
│ · · · │ │ · · · │ · │ · · · │ · · · · · │ · │ · · · · · · · · · │ · │ ╵ ╴ ╴ ╴ ╴ │ · │ ╷ │ ╶ ╶ ╵ │ · │
├───┐ · ├───────┬───╴ │ · ╷ · │ · │ · ┌───┤ · ╶───────┤ · │ · ╶───────┬───┐ · ├───┴───────┐ ╵ └───┘ ╷ │ ╵ ┌───┴───┤
│ · │ · │ │ │ · │ · │ · │ · │ · │ · · · · · │ · │ · · · · · │ · │ · │ │ ╵ ╴ ╴ ╴ ╴ │ ╵ │ ╷ ╴ ╴ │
│ · │ · │ ╷ ╵ ┌───┘ · │ · ╵ · ╵ · │ · ╵ · ┌───┐ · ╵ · └───────╴ · │ · ╵ · │ ┌───╴ └───────┐ · │ ╵ ╵ ╷ ╷ ╵ │
│ · │ · │ │ │ · · · │ · · · · · │ · · · │ · │ · · · · · · · · · │ · · · │ │ │ · │ ╵ ╴ ╴ │ ╵ │
│ · │ · │ └───┬───┴───────┴───┬───────┤ · ┌───┘ · ├───────────────────┴───────┤ └───────────┐ └───┴───────┤ ╵ │
│ · │ · │ │ │ │ · │ · · · │ │ │ │ ╵ │
│ · ╵ · ├───┐ │ ╶───────┐ ╵ ╷ │ · ╵ · ╷ · │ ╶───────────────────┐ └───┬───────┐ └───────┬───┐ │ ╵ │
│ · · · │ · │ │ │ │ │ · · · │ · │ │ │ │ │ │ │ ╵ │
│ · ╶───┤ · │ └───────┐ ├───────┤ └───┬───┴───┼───────────┬───────┐ ├───┐ ╵ ╷ ├───────┐ │ │ │ ╵ │
│ · · · │ · │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ ╵ │
├───╴ · ╵ · └───────┐ ╵ │ ╷ └───╴ ╵ ╷ ╵ ┌───╴ ╵ ╷ ╵ │ └───────┘ ╵ ╷ ╵ │ ╵ ╵ ╵ │
│ · · · · · · · · · │ │ │ │ │ │ │ │ │ ╵ │
└───────────────────┴───────┴───┴───────────────┴───────┴───────────┴───────┴───────────────────┴───────┴──────── │ ┘</pre></small>
=={{header|Red}}==
(imports maze generation code, see http://rosettacode.org/wiki/Maze_generation#Red)
<syntaxhighlight lang="red">Red ["Maze solver"]
 
do %mazegen.red
print [
"start:" start: random size - 1x1
"end:" end: random size - 1x1
]
isnew?: function [pos] [not find visited pos]
open?: function [pos d] [
o: pos/y * size/x + pos/x + 1
0 = pick walls/:o d
]
expand: function [pos][
either any [
all [pos/x > 0 isnew? p: pos - 1x0 open? p 1]
all [pos/x < (size/x - 1) isnew? p: pos + 1x0 open? pos 1]
all [pos/y > 0 isnew? p: pos - 0x1 open? p 2]
all [pos/y < (size/y - 1) isnew? p: pos + 0x1 open? pos 2]
][append visited p insert path p][remove path]
path/1
]
path: reduce [start]
visited: []
until [end = expand path/1]
print reverse path</syntaxhighlight>
{{out}}
<pre>Maze width: 15
Maze height: 15
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| | | | _ |_ | _ _ _|
| _|_| |_ _| | | _| |_ | |
| |_ _| _ _| | _ _ _|_ _| |
|_ |_ | | _ _|_ _| _ | |
| _| _| | | _ _ _|_ _|_|
|_ _ _| _ _| |_| _ _ |_| |
| _| _|_ _ _ | | _|_ _ _| |
| | _| _ _ |_ |_ _ | | |
| _| _| _|_ |_ _ _|_ _| |
|_ | | _ | _| _ _ |_| |
| |_ _| | |_ _ _| | | _| |
| | _ _| |_ _ _ | |_ _|_ |_|
| |_ | |_ |_ _ _|_ _ _ |_ |
| _| | |_ | | | _| |
|_ _ _ _|_ _|_ _|_ _|_ _ _ _|_|
start: 2x4 end: 12x3
2x4 3x4 3x3 2x3 2x2 3x2 3x1 3x0 4x0 4x1 5x1 5x0 6x0 7x0 7x1 7x2 7x3 6x3 5x3 5x4 5x5 4x5 3x5 3x6 2x6 2x7 1x7 1x8 0x8 0x9 1x9 1x10 2x10 2x9 2x8 3x8 3x7 4x7 5x7 6x7 6x8 7x8 7x9 6x9 6x10 7x10 8x10 8x9 9x9 10x9 11x9 11x10 11x11 10x11 10x10 9x10 9x11 9x12 10x12 11x12 12x12 12x13 11x13 11x14 12x14 13x14 13x13 14x13 14x12 13x12 13x11 12x11 12x10 13x10 13x9 14x9 14x8 14x7 14x6 14x5 13x5 13x6 12x6 11x6 11x5 10x5 9x5 8x5 8x6 8x7 7x7 7x6 6x6 6x5 6x4 7x4 8x4 9x4 10x4 10x3 11x3 12x3
</pre>
 
=={{header|Ruby}}==
This solution extends the [[Maze generation#Ruby|maze generator script]]. To get a working script, copy &amp; paste both parts into one file.
<langsyntaxhighlight lang="ruby">class Maze
# Solve via breadth-first algorithm.
# Each queue entry is a path, that is list of coordinates with the
Line 2,828 ⟶ 5,082:
maze = Maze.new 20, 10
maze.solve
maze.print</langsyntaxhighlight>
 
Example output:
Line 2,853 ⟶ 5,107:
| * * | * * | | |
+---+ +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
</pre>
 
=={{header|Rust}}==
This solution reuses the [[Maze generation#Rust|maze generator Rust code]]. The modified and new parts are marked with the label "MAZE SOLVING".Uses the [https://crates.io/crates/rand rand] library.
<syntaxhighlight lang="rust">use rand::{thread_rng, Rng, rngs::ThreadRng};
const WIDTH: usize = 16;
const HEIGHT: usize = 16;
#[derive(Clone, Copy, PartialEq)]
struct Cell {
col: usize,
row: usize,
}
 
impl Cell {
fn from(col: usize, row: usize) -> Cell {
Cell {col, row}
}
}
struct Maze {
cells: [[bool; HEIGHT]; WIDTH], //cell visited/non visited
walls_h: [[bool; WIDTH]; HEIGHT + 1], //horizontal walls existing/removed
walls_v: [[bool; WIDTH + 1]; HEIGHT], //vertical walls existing/removed
thread_rng: ThreadRng, //Random numbers generator
}
impl Maze {
///Inits the maze, with all the cells unvisited and all the walls active
fn new() -> Maze {
Maze {
cells: [[true; HEIGHT]; WIDTH],
walls_h: [[true; WIDTH]; HEIGHT + 1],
walls_v: [[true; WIDTH + 1]; HEIGHT],
thread_rng: thread_rng(),
}
}
///Randomly chooses the starting cell
fn first(&mut self) -> Cell {
Cell::from(self.thread_rng.gen_range(0, WIDTH), self.thread_rng.gen_range(0, HEIGHT))
}
///Opens the enter and exit doors
fn open_doors(&mut self) {
let from_top: bool = self.thread_rng.gen();
let limit = if from_top { WIDTH } else { HEIGHT };
let door = self.thread_rng.gen_range(0, limit);
let exit = self.thread_rng.gen_range(0, limit);
if from_top {
self.walls_h[0][door] = false;
self.walls_h[HEIGHT][exit] = false;
} else {
self.walls_v[door][0] = false;
self.walls_v[exit][WIDTH] = false;
}
}
///Removes a wall between the two Cell arguments
fn remove_wall(&mut self, cell1: &Cell, cell2: &Cell) {
if cell1.row == cell2.row {
self.walls_v[cell1.row][if cell1.col > cell2.col { cell1.col } else { cell2.col }] = false;
} else {
self.walls_h[if cell1.row > cell2.row { cell1.row } else { cell2.row }][cell1.col] = false;
};
}
///Returns a random non-visited neighbor of the Cell passed as argument
fn neighbor(&mut self, cell: &Cell) -> Option<Cell> {
self.cells[cell.col][cell.row] = false;
let mut neighbors = Vec::new();
if cell.col > 0 && self.cells[cell.col - 1][cell.row] { neighbors.push(Cell::from(cell.col - 1, cell.row)); }
if cell.row > 0 && self.cells[cell.col][cell.row - 1] { neighbors.push(Cell::from(cell.col, cell.row - 1)); }
if cell.col < WIDTH - 1 && self.cells[cell.col + 1][cell.row] { neighbors.push(Cell::from(cell.col + 1, cell.row)); }
if cell.row < HEIGHT - 1 && self.cells[cell.col][cell.row + 1] { neighbors.push(Cell::from(cell.col, cell.row + 1)); }
if neighbors.is_empty() {
None
} else {
let next = neighbors.get(self.thread_rng.gen_range(0, neighbors.len())).unwrap();
self.remove_wall(cell, next);
Some(*next)
}
}
///Builds the maze (runs the Depth-first search algorithm)
fn build(&mut self) {
let mut cell_stack: Vec<Cell> = Vec::new();
let mut next = self.first();
loop {
while let Some(cell) = self.neighbor(&next) {
cell_stack.push(cell);
next = cell;
}
match cell_stack.pop() {
Some(cell) => next = cell,
None => break,
}
}
}
///MAZE SOLVING: Find the starting cell of the solution
fn solution_first(&self) -> Option<Cell> {
for (i, wall) in self.walls_h[0].iter().enumerate() {
if !wall {
return Some(Cell::from(i, 0));
}
}
for (i, wall) in self.walls_v.iter().enumerate() {
if !wall[0] {
return Some(Cell::from(0, i));
}
}
None
}
 
///MAZE SOLVING: Find the last cell of the solution
fn solution_last(&self) -> Option<Cell> {
for (i, wall) in self.walls_h[HEIGHT].iter().enumerate() {
if !wall {
return Some(Cell::from(i, HEIGHT - 1));
}
}
for (i, wall) in self.walls_v.iter().enumerate() {
if !wall[WIDTH] {
return Some(Cell::from(WIDTH - 1, i));
}
}
None
}
 
///MAZE SOLVING: Get the next candidate cell
fn solution_next(&mut self, cell: &Cell) -> Option<Cell> {
self.cells[cell.col][cell.row] = false;
let mut neighbors = Vec::new();
if cell.col > 0 && self.cells[cell.col - 1][cell.row] && !self.walls_v[cell.row][cell.col] { neighbors.push(Cell::from(cell.col - 1, cell.row)); }
if cell.row > 0 && self.cells[cell.col][cell.row - 1] && !self.walls_h[cell.row][cell.col] { neighbors.push(Cell::from(cell.col, cell.row - 1)); }
if cell.col < WIDTH - 1 && self.cells[cell.col + 1][cell.row] && !self.walls_v[cell.row][cell.col + 1] { neighbors.push(Cell::from(cell.col + 1, cell.row)); }
if cell.row < HEIGHT - 1 && self.cells[cell.col][cell.row + 1] && !self.walls_h[cell.row + 1][cell.col] { neighbors.push(Cell::from(cell.col, cell.row + 1)); }
if neighbors.is_empty() {
None
} else {
let next = neighbors.get(self.thread_rng.gen_range(0, neighbors.len())).unwrap();
Some(*next)
}
}
 
///MAZE SOLVING: solve the maze
///Uses self.cells to store the solution cells (true)
fn solve(&mut self) {
self.cells = [[true; HEIGHT]; WIDTH];
let mut solution: Vec<Cell> = Vec::new();
let mut next = self.solution_first().unwrap();
solution.push(next);
let last = self.solution_last().unwrap();
'main: loop {
while let Some(cell) = self.solution_next(&next) {
solution.push(cell);
if cell == last {
break 'main;
}
next = cell;
}
solution.pop().unwrap();
next = *solution.last().unwrap();
}
self.cells = [[false; HEIGHT]; WIDTH];
for cell in solution {
self.cells[cell.col][cell.row] = true;
}
}
 
///MAZE SOLVING: Ask if cell is part of the solution (cells[col][row] == true)
fn is_solution(&self, col: usize, row: usize) -> bool {
self.cells[col][row]
}
 
///Displays a wall
///MAZE SOLVING: Leave space for printing '*' if cell is part of the solution
/// (only when painting vertical walls)
///
// fn paint_wall(h_wall: bool, active: bool) {
// if h_wall {
// print!("{}", if active { "+---" } else { "+ " });
// } else {
// print!("{}", if active { "| " } else { " " });
// }
// }
fn paint_wall(h_wall: bool, active: bool, with_solution: bool) {
if h_wall {
print!("{}", if active { "+---" } else { "+ " });
} else {
print!("{}{}", if active { "|" } else { " " }, if with_solution { "" } else { " " });
}
}
///MAZE SOLVING: Paint * if cell is part of the solution
fn paint_solution(is_part: bool) {
print!("{}", if is_part { " * " } else {" "});
}
 
///Displays a final wall for a row
fn paint_close_wall(h_wall: bool) {
if h_wall { println!("+") } else { println!() }
}
///Displays a whole row of walls
///MAZE SOLVING: Displays a whole row of walls and, optionally, the included solution cells.
// fn paint_row(&self, h_walls: bool, index: usize) {
// let iter = if h_walls { self.walls_h[index].iter() } else { self.walls_v[index].iter() };
// for &wall in iter {
// Maze::paint_wall(h_walls, wall);
// }
// Maze::paint_close_wall(h_walls);
// }
fn paint_row(&self, h_walls: bool, index: usize, with_solution: bool) {
let iter = if h_walls { self.walls_h[index].iter() } else { self.walls_v[index].iter() };
for (col, &wall) in iter.enumerate() {
Maze::paint_wall(h_walls, wall, with_solution);
if !h_walls && with_solution && col < WIDTH {
Maze::paint_solution(self.is_solution(col, index));
}
}
Maze::paint_close_wall(h_walls);
}
 
///Paints the maze
///MAZE SOLVING: Displaying the solution is an option
// fn paint(&self) {
// for i in 0 .. HEIGHT {
// self.paint_row(true, i);
// self.paint_row(false, i);
// }
// self.paint_row(true, HEIGHT);
// }
fn paint(&self, with_solution: bool) {
for i in 0 .. HEIGHT {
self.paint_row(true, i, with_solution);
self.paint_row(false, i, with_solution);
}
self.paint_row(true, HEIGHT, with_solution);
}
}
 
fn main() {
let mut maze = Maze::new();
maze.build();
maze.open_doors();
println!("The maze:");
maze.paint(false);
 
maze.solve();
println!("The maze, solved:");
maze.paint(true);
}</syntaxhighlight>
 
{{out}}
<pre>The maze:
+---+---+---+---+---+---+---+---+---+---+---+---+---+ +---+---+
| | | | |
+ +---+ + + +---+ + +---+---+---+---+---+ + + +
| | | | | | | | |
+---+---+---+---+ + +---+ + +---+---+ + +---+---+ +
| | | | | | | | |
+ +---+---+ + +---+ + + + + + + +---+---+---+
| | | | | | | | | |
+ +---+ + + + +---+---+---+---+ + +---+---+---+ +
| | | | | | | | | | |
+---+ +---+ +---+---+ + +---+ + +---+---+ + + +
| | | | | | | | | | |
+ +---+---+---+---+---+ + + + +---+ + + + + +
| | | | | | | | | |
+ +---+ + +---+ +---+---+ + + +---+ + +---+---+
| | | | | | | | | | | |
+ + + + + + + +---+---+---+---+ + +---+ + +
| | | | | | | | | |
+---+ +---+---+ +---+---+ +---+---+ +---+---+ + + +
| | | | | | |
+ + +---+---+---+ +---+ +---+---+---+ + +---+---+---+
| | | | | | |
+ +---+---+---+ +---+ +---+---+ + +---+---+ +---+ +
| | | | | | | |
+ + + +---+---+ +---+---+ +---+---+---+---+---+ + +
| | | | | | | | |
+ + +---+ +---+---+ +---+---+ + +---+---+ + +---+
| | | | | | | | |
+ +---+ +---+---+---+---+ +---+ +---+ + +---+---+ +
| | | | | | | |
+---+ + + + +---+ +---+ +---+ +---+---+---+---+ +
| | | | |
+ +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
The maze, solved:
+---+---+---+---+---+---+---+---+---+---+---+---+---+ +---+---+
| | | * * * * * * * * | |
+ +---+ + + +---+ + +---+---+---+---+---+ + + +
| | | * * | | | | | |
+---+---+---+---+ + +---+ + +---+---+ + +---+---+ +
| * * * * | | * * | | | | | |
+ +---+---+ + +---+ + + + + + + +---+---+---+
| * * * | * | | * * | | | | | |
+ +---+ + + + +---+---+---+---+ + +---+---+---+ +
| | * * | * | | * * | | | | | |
+---+ +---+ +---+---+ + +---+ + +---+---+ + + +
| * * | * * * * | | | | | | | | |
+ +---+---+---+---+---+ + + + +---+ + + + + +
| * | | | | | | | | |
+ +---+ + +---+ +---+---+ + + +---+ + +---+---+
| * | | | | | | | | | | |
+ + + + + + + +---+---+---+---+ + +---+ + +
| * * | | | | | | | | |
+---+ +---+---+ +---+---+ +---+---+ +---+---+ + + +
| | * | | | | |
+ + +---+---+---+ +---+ +---+---+---+ + +---+---+---+
| | * * * * | | * * | | * * * |
+ +---+---+---+ +---+ +---+---+ + +---+---+ +---+ +
| * * | * * | | * * | * * * * | | * |
+ + + +---+---+ +---+---+ +---+---+---+---+---+ + +
| * | * | | * * * | * * * | | * * * * | * * |
+ + +---+ +---+---+ +---+---+ + +---+---+ + +---+
| * | * * | * * * * | | * * | | * * | |
+ +---+ +---+---+---+---+ +---+ +---+ + +---+---+ +
| * * | * | * * | * * * | | * * | |
+---+ + + + +---+ +---+ +---+ +---+---+---+---+ +
| * * | * * | * * * | * * * |
+ +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+</pre>
 
=={{header|Swift}}==
{{works with|Swift|3}}
The following requires the use of the implementation for [[Maze generation#Swift|generation task]]. Assumes there will be no circular paths through the maze as the problem suggests.
<pre>
enum errors: Error {
//Occurs when a start or end position is given that is outside of bounds
case IndexOutsideMazeBoundary
}
///Used to solve any maze generated by the swift implementation of maze generator at:
///https://www.rosettacode.org/wiki/Maze_generation#Swift
class MazeSolver {
///your starting index position in the maze
var startPos: (Int, Int)
/// the end index position you are trying to reach within the maze
var endPos: (Int, Int)
/// a maze of [[INT]] where each value is between 1 and 14.
/// each number representing a
var maze: [[Int]]
var visitedSpaces: [(Int, Int)]
init(maze: [[Int]]) {
self.startPos = (0, 0)
self.endPos = (0, 0)
/// a maze that consists of a array of ints from 1-14 organized to
/// create a maze like structure.
/// Each number represents where the walls and paths will be
/// ex. 2 only has a path south and 12 has paths E or W
self.maze = maze
/// spaces each branch has visited to stop from searching previously explored
/// areas of the maze
self.visitedSpaces = []
}
 
/// determine if the user has previously visited the given location within the maze
func visited(position: (Int, Int)) -> Bool {
return visitedSpaces.contains(where: {$0 == position})
}
/// used to translate the mazes number scheme to a list of directions available
/// for each number. DirectionDiff for N would be (0, -1) for example
func getDirections(positionValue: Int) -> [(Int, Int)] {
switch positionValue {
case 1:
return [Direction.north.diff]
case 2:
return [Direction.south.diff]
case 3:
return [Direction.north.diff, Direction.south.diff]
case 4:
return [Direction.east.diff]
case 5:
return [Direction.north.diff, Direction.east.diff]
case 6:
return [Direction.south.diff, Direction.east.diff]
case 7:
return [Direction.north.diff, Direction.east.diff, Direction.south.diff]
case 8:
return [Direction.west.diff]
case 9:
return [Direction.north.diff, Direction.west.diff]
case 10:
return [Direction.west.diff, Direction.south.diff]
case 11:
return [Direction.north.diff, Direction.south.diff, Direction.west.diff]
case 12:
return [Direction.west.diff, Direction.east.diff]
case 13:
return [Direction.north.diff, Direction.east.diff, Direction.west.diff]
case 14:
return [Direction.east.diff, Direction.south.diff, Direction.west.diff]
default:
return []
}
}
/// calculate and return all paths branching from the current position that haven't been explored yet
func availablePaths(currentPosition: (Int, Int), lastPos: (Int, Int)) -> [(Int, Int)] {
/// all available paths to be returned
var paths: [(Int, Int)] = []
/// the maze contents at the given position (ie the maze number)
let positionValue = maze[currentPosition.0][ currentPosition.1]
/// used to build the new path positions and check them before they
/// are added to paths
var workingPos: (Int, Int)
// is the maze at a dead end and not our first position
if ([1, 2, 4, 8].contains(positionValue) && currentPosition != lastPos) {
return []
}
/// the directions available based on the maze contents of our
/// current position
let directions: [(Int, Int)] = getDirections(positionValue: positionValue)
/// build the paths
for pos in directions {
workingPos = (currentPosition.0 + pos.0, currentPosition.1 + pos.1)
if (currentPosition == lastPos || (workingPos != lastPos && !visited(position: workingPos))) {
paths.append(workingPos)
}
}
return paths
}
/// prints a model of the maze with
/// O representing the start point
/// X representing the end point
/// * representing traveled space
/// NOTE: starting pos and end pos represent indexes and thus start at 0
func solveAndDisplay(startPos: (Int, Int), endPos: (Int, Int)) throws {
if (startPos.0 >= maze.count || startPos.1 >= maze[0].count) {
throw errors.IndexOutsideMazeBoundary
}
/// the position you are beginning at in the maze
self.startPos = startPos
/// the position you wish to get to within the maze
self.endPos = endPos
/// spaces each branch has visited to stop from searching previously explored
/// areas of the maze
self.visitedSpaces = []
self.displaySolvedMaze(finalPath: solveMaze(startpos: startPos, pathSoFar: [])!)
}
/// recursively solves our maze
private func solveMaze(startpos: (Int, Int), pathSoFar: [(Int, Int)]) -> [(Int, Int)]? {
/// marks our current position in the maze
var currentPos: (Int, Int) = startpos
/// saves the spaces visited on this current branch
var currVisitedSpaces : [(Int, Int)] = [startpos]
/// the final path (or the path so far if the end pos has not been reached)
/// from the start position to the end position
var finalPath: [(Int, Int)] = pathSoFar
/// all possible paths from our current position that have not been explored
var possiblePaths: [(Int, Int)] = availablePaths(currentPosition: startpos, lastPos: pathSoFar.last ?? startpos)
// move through the maze until you come to a position that has been explored, the end position, or a dead end (the
// possible paths array is empty)
while (!possiblePaths.isEmpty) {
// found the final path
guard (currentPos != self.endPos) else {
finalPath.append(contentsOf: currVisitedSpaces)
return finalPath
}
// multiple valid paths from current position found
// recursively call new branches for each valid path
if (possiblePaths.count > 1) {
visitedSpaces.append(contentsOf: currVisitedSpaces)
finalPath.append(contentsOf: currVisitedSpaces)
// for each valid path recursively call each path
// and if it contains the final path
// ie it found the endpoint, return that path
for pos in possiblePaths {
let path = solveMaze(startpos: pos, pathSoFar: finalPath)
if (path != nil) {
return path
}
}
// otherwise this branch and it's sub-branches
// are dead-ends so kill this branch
return nil
}
// continue moving along the only path available
else {
// update current path to our only available next
// position
currentPos = possiblePaths[0]
// calculate the available paths from our new
// current position
possiblePaths = availablePaths(currentPosition: currentPos, lastPos: currVisitedSpaces.last ?? currentPos)
// update the visited spaces for this branch
currVisitedSpaces.append(currentPos)
}
}
// if our new current position is the endpos return our final path
if (currentPos == self.endPos) {
finalPath.append(contentsOf: currVisitedSpaces)
return finalPath
}
else {
return nil
}
}
// Reference: https://www.rosettacode.org/wiki/Maze_generation#Swift
// adapts the display method used in the swift implementation of the maze generator we used for this app to display the maze
// solved
func displaySolvedMaze(finalPath: [(Int, Int)]) {
/// all cells are 3 wide in the x axis
let cellWidth = 3
for j in 0..<y {
// Draw top edge
// if mark corner with +, add either (cell width) spaces or - to the topedge var dependin on if it is a wall or not
var topEdge = ""
for i in 0..<x {
topEdge += "+"
topEdge += String(repeating: (maze[i][j] & Direction.north.rawValue) == 0 ? "-" : " ", count: cellWidth)
}
topEdge += "+"
print(topEdge)
 
// Draw left edge
//through the center of the cell if is a wall add | if not a space
// then if it is travelled add " * " otherwise just 3 spaces then
//cap it with a | at the end for the right most wall
var leftEdge = ""
for i in 0..<x {
leftEdge += (maze[i][j] & Direction.west.rawValue) == 0 ? "|" : " "
if (finalPath.first! == (i, j)) {
leftEdge += " O "
}
else if (finalPath.last! == (i, j)) {
leftEdge += " X "
}
else {
if (finalPath.contains(where: {$0 == (i, j)})) {
leftEdge += " * "
}
else {
leftEdge += String(repeating: " ", count: cellWidth)
}
}
}
leftEdge += "|"
print(leftEdge)
}
 
// Draw bottom edge
// adds + on corners and _ everywhere else
var bottomEdge = ""
for _ in 0..<x {
bottomEdge += "+"
bottomEdge += String(repeating: "-", count: cellWidth)
}
bottomEdge += "+"
print(bottomEdge)
}
 
}
</pre>
 
<pre>
example implementation using the aforementioned maze generator code for the swift implementation on rosettaCode
 
let x = 20
let y = 10
let maze = MazeGenerator(x, y)
var solver: MazeSolver = MazeSolver(maze: maze.maze)
do {
// making sure the start and end pos are within the maze boundary
try solver.solveAndDisplay(startPos: (0, 0), endPos: (5, 5))
}
catch errors.IndexOutsideMazeBoundary {
print("[ERROR] given start or end point outside of bounds")
}
</pre>
{{out}}<pre>
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
| O * | | * * | * * | * * * * * * * * * | |
+---+ + +---+ + + + + +---+---+---+---+---+---+---+ + +---+ +
| * * | | * | * * | * | * | | * * | * * * * | | |
+ +---+---+ + +---+---+ + +---+ + + + +---+---+---+---+ + +
| * | | * | | * * | * * * | * | * * | | |
+ +---+ + + + + +---+---+---+ + +---+---+---+ +---+---+---+ +
| * | | | * * | * * | * * | * * * * | | |
+ + +---+ +---+ +---+ + + +---+---+---+---+ + +---+ +---+ +
| * | | | * * | * | | * | * * * | * * | | | | |
+ + + +---+ +---+ + +---+ + +---+ + +---+ + + + +---+
| * | | | | X * | * * | * | * | * * | | | | | |
+ + +---+ +---+ +---+---+ + + +---+---+---+ + + +---+---+ +
| * | | | | | * | * | * * * | | | |
+ +---+ +---+ +---+---+ + + +---+---+ + +---+---+---+ + + +
| * * | | * * | * * * | | | | |
+---+ + +---+---+---+---+---+---+---+ +---+---+ + +---+ + +---+ +
| | * | | * * * * | * * | * * | | | | | | |
+ + +---+---+ +---+---+ + + +---+ + + + + +---+---+---+ +
| * * * * | * * | * * * | | |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
</pre>
 
Line 2,858 ⟶ 5,728:
{{works with|Tcl|8.6}}
This script assumes that the contents of the [[Maze generation#Tcl|generation task]] have already been <code>source</code>d. Note that the algorithm implemented here does not assume that the maze is free of circuits, and in the case that there are multiple routes, it finds the shortest one because it is a breadth-first search (by virtue of the <tt>queue</tt> variable being used as a queue).
<langsyntaxhighlight lang="tcl">oo::define maze {
method solve {} {
### Initialization of visited matrix and location/path queue
Line 2,913 ⟶ 5,783:
m solve
# Print it out
puts [m view]</langsyntaxhighlight>
Example output:
<pre>
Line 2,933 ⟶ 5,803:
| > > > ^ | | >
+---+---+---+---+---+---+---+---+---+---+---+
</pre>
 
=={{header|Uiua}}==
Just add the following lines to the end of [https://rosettacode.org/wiki/Maze_generation#Uiua the generator]. It shows you the maze that has been solved with the path highlighted, the list of moves, and the total path length.
 
<syntaxhighlight lang="uiua">
# You can delete from here to SOLVE THE MAZE
# if you're appending this to the maze generator code.
# Experimental!
["+-+-+-+-+-+-+"
"|. . .|. . .|"
"+-+-+ + + + +"
"|.|. .|.|.|.|"
"+ + +-+-+ + +"
"|.|. . . .|.|"
"+ +-+-+-+-+ +"
"|. . . . . .|"
"+-+-+-+-+-+-+"]
H ← 4
W ← 6
Nfour ← +⊙¤[¯2_0 2_0 0_2 0_¯2] # Gives N4
InBounds ← ▽⊸≡(↧⊃(/↧≥1_1|/↧< +1 × 2 H_W))
GetWall ← -:⊡1:÷2/-.
# S O L V E T H E M A Z E #
.
Start ← 1_1
End ← -Start ×2 H_W
Heur ← /+⌵-End # Manhattan distance.
# (pos grid) -> 1-4 next steps, in bounds, without walls in the way.
Ns ← ≡⊡1▽:⟜(≡(=@ ⊡)⊙¤≡GetWall)≡⊟¤:InBounds Nfour.
astar(Ns|Heur|≍End) Start # Solve (costs = 1 => djikstra)
$"_ moves" ⊙⟜(⍜(⊡|+33)):°□⊢
 
</syntaxhighlight>
{{out}}
<pre>
╭─
╷ "+-+-+-+-+-+-+"
"|O O O|. O O|"
"+-+-+ + + + +"
"|.|O O|.|O|O|"
"+ + +-+-+ + +"
"|.|O O O O|O|"
"+ +-+-+-+-+ +"
"|. . . . . O|"
"+-+-+-+-+-+-+"
╭─
╷ 1 1
1 3
1 5
3 5
3 3
5 3
5 5
5 7
5 9
3 9
1 9
1 11
3 11
5 11
7 11
"14 moves"
</pre>
 
=={{header|Wren}}==
{{trans|Kotlin}}
{{libheader|Wren-ioutil}}
<syntaxhighlight lang="wren">import "os" for Process
import "./ioutil" for File, FileUtil
 
/*
* Makes the maze half as wide (i. e. "+---+" becomes "+-+"), so that
* each cell in the maze is the same size horizontally as vertically.
* (Versus the expanded version, which looks better visually.)
* Also, converts each line of the maze from a string to a
* character list, because we'll want mutability when drawing the solution later.
*/
var decimateHorizontally = Fn.new { |lines|
var width = ((lines[0].count + 1)/2).floor
var c = List.filled(lines.count, null)
for (i in 0...lines.count) {
c[i] = List.filled(width, null)
for (j in 0...width) c[i][j] = lines[i][j*2]
}
return c
}
 
/*
* Given the maze, the x and y coordinates (which must be odd),
* and the direction we came from, return true if the maze is
* solvable, and draw the solution if so.
*/
var solveMazeRecursively // recursive function
solveMazeRecursively = Fn.new { |maze, x, y, d|
var ok = false
var i = 0
while (i < 4 && !ok) {
if (i != d) {
// 0 = up, 1 = right, 2 = down, 3 = left
if (i == 0) {
if (maze[y - 1][x] == " ") ok = solveMazeRecursively.call(maze, x, y - 2, 2)
} else if (i == 1) {
if (maze[y][x + 1] == " ") ok = solveMazeRecursively.call(maze, x + 2, y, 3)
} else if (i == 2) {
if (maze[y + 1][x] == " ") ok = solveMazeRecursively.call(maze, x, y + 2, 0)
} else if (i == 3) {
if (maze[y][x - 1] == " ") ok = solveMazeRecursively.call(maze, x - 2, y, 1)
}
}
i = i + 1
}
 
// check for end condition
if (x == 1 && y == 1) ok = true
 
// once we have found a solution, draw it as we unwind the recursion
if (ok) {
maze[y][x] = "*"
if (d == 0) {
maze[y - 1][x] = "*"
} else if (d == 1) {
maze[y][x + 1] = "*"
} else if (d == 2) {
maze[y + 1][x] = "*"
} else if (d == 3) {
maze[y][x - 1] = "*"
}
}
return ok
}
 
/*
* Solve the maze and draw the solution. For simplicity,
* assumes the starting point is the lower right, and the
* ending point is the upper left.
*/
var solveMaze = Fn.new { |maze|
solveMazeRecursively.call(maze, maze[0].count - 2, maze.count - 2, -1)
}
 
/*
* Opposite of decimateHorizontally(). Adds extra characters to make
* the maze "look right", and converts each line from a char list to a
* string at the same time.
*/
var expandHorizontally = Fn.new { |maze|
var tmp = List.filled(3, " ")
var lines = List.filled(maze.count, null)
for (i in 0...maze.count) {
var sb = ""
for (j in 0...maze[i].count) {
if (j % 2 == 0) {
sb = sb + maze[i][j]
} else {
for (k in 0..2) tmp[k] = maze[i][j]
if (tmp[1] == "*") {
tmp[0] = " "
tmp[2] = " "
}
sb = sb + tmp.join()
}
}
lines[i] = sb
}
return lines
}
 
/*
* Accepts a maze as generated by:
* http://rosettacode.org/wiki/Maze_generation#Wren
* in a file whose name is specified as a command-line argument.
*/
var args = Process.arguments
if (args.count != 1) {
System.print("The maze file to be read should be passed as a single command line argument.")
return
}
if (!File.exists(args[0])) {
System.print("Sorry %(args[0]) does not exist.")
return
}
var lines = FileUtil.readLines(args[0]).where { |l| l != "" }.toList
var maze = decimateHorizontally.call(lines)
solveMaze.call(maze)
var solvedLines = expandHorizontally.call(maze)
System.print(solvedLines.join("\n"))</syntaxhighlight>
 
{{out}}
Using the same maze.txt as the Kotlin example:
<pre>
+---+---+---+---+---+---+---+---+
| * * * * * | * * * * * | |
+---+---+ * + + * +---+ * + +
| | * | | * | | * * * |
+ + + * +---+ * + +---+ * +
| | | * | * * * | * |
+ + + * + * +---+---+---+ * +
| | | * | * * * * * * * | * |
+---+ + * +---+---+---+ * + * +
| | * | * * * * * | * | * |
+ +---+ * + * +---+ * + * + * +
| | * * * | * * * | * * * | * |
+ + * +---+---+ * +---+---+ * +
| * * * | * * * | * * * | * * * |
+ * +---+ * + * +---+ * + * +---+
| * * * * * | * * * * * | * * * |
+---+---+---+---+---+---+---+---+
</pre>
 
Line 2,938 ⟶ 6,018:
This entry parses a maze generated by http://rosettacode.org/wiki/Maze_generation#zkl and chooses random start/end points.
Parsing the maze and switching between row major (h,w) and row minor (x,y) makes for some pretty vile code.
<langsyntaxhighlight lang="zkl">ver,hor:=make_maze(); // see above link for this code
 
fcn munge(a,b){ String(a[0,2],b,a[3,*]) } // "+---" --> "+-*-"
Line 2,980 ⟶ 6,060:
ver[endy][endx] =munge(ver[endy][endx],"E");
foreach a,b in (hor.zip(ver)) { println(a.concat(),"\n",b.concat()) }
}</langsyntaxhighlight>
{{out}}
<pre>
171

edits