/** * @file mapping.h * @brief Map the environment using the line sensor and the ultrasonic sensor * * Reference: * https://stackoverflow.com/questions/37207022/flood-fill-algorithm-maze * * @author Woon Jun Wei */ #ifndef MAPPING_H #define MAPPING_H #include #include "pico/stdlib.h" #include #include "time.h" #include "pico/rand.h" #include "FreeRTOS.h" #include "task.h" #include "message_buffer.h" #include "semphr.h" #include "car_config.h" // Function to generate a random number between min and max (inclusive) int generate_random(int min, int max) { int num = (get_rand_32() % (max - min + 1)) + min; printf("Random number generated: %d\n", num); return num; } // Define a queue structure for BFS typedef struct { int x; int y; } QueueNode; typedef struct { QueueNode *array; int front, rear, size; unsigned capacity; } Queue; // Function to create a new queue Queue* createQueue(unsigned capacity) { Queue* queue = (Queue*)malloc(sizeof(Queue)); queue->capacity = capacity; queue->front = queue->size = 0; queue->rear = capacity - 1; queue->array = (QueueNode*)malloc(capacity * sizeof(QueueNode)); return queue; } // Function to check if the queue is empty bool isEmpty(Queue* queue) { return (queue->size == 0); } // Function to check if the queue is full bool isFull(Queue* queue) { return (queue->size == queue->capacity); } // Function to enqueue a cell in the queue void enqueue(Queue* queue, int x, int y) { if (isFull(queue)) return; queue->rear = (queue->rear + 1) % queue->capacity; queue->array[queue->rear].x = x; queue->array[queue->rear].y = y; queue->size = queue->size + 1; } // Function to dequeue a cell from the queue QueueNode dequeue(Queue* queue) { QueueNode cell = queue->array[queue->front]; queue->front = (queue->front + 1) % queue->capacity; queue->size = queue->size - 1; return cell; } // Function to perform BFS and find the shortest path void bfs_shortest_path(maze_t *maze, int startX, int startY) { // Create a queue for BFS Queue* queue = createQueue(maze->height * maze->width); // Initialize visited array bool visited[maze->height][maze->width]; for (int i = 0; i < maze->height; i++) { for (int j = 0; j < maze->width; j++) { visited[i][j] = false; } } // Mark the starting cell as visited and enqueue it visited[startY][startX] = true; enqueue(queue, startX, startY); // Define directions (up, down, left, right) int dx[] = { -1, 1, 0, 0 }; int dy[] = { 0, 0, -1, 1 }; // Perform BFS while (!isEmpty(queue)) { // Dequeue a cell and process it QueueNode current = dequeue(queue); int x = current.x; int y = current.y; // Process the cell (you can customize this part based on your needs) // Here, we mark the cell with a special character to indicate it's part of the shortest path maze->mazecells[y][x].type = 'P'; // 'P' for path // Explore adjacent cells for (int i = 0; i < 4; i++) { int newX = x + dx[i]; int newY = y + dy[i]; // Check if the new position is within the maze boundaries if (newX >= 0 && newX < maze->width && newY >= 0 && newY < maze->height) { // Check if the cell is not a wall and hasn't been visited if (maze->mazecells[newY][newX].type != 'X' && !visited[newY][newX]) { // Mark the new cell as visited and enqueue it visited[newY][newX] = true; enqueue(queue, newX, newY); } } } } // Free the allocated memory for the queue free(queue); } /** * Create a map with hardcoded walls, obstacles, and the goal * With the start point at the bottom left corner. * Ensures there is at least one clear path from start to goal. * @param maze */ void create_map(maze_t *maze) { // Create the map based on maze height and width for (int i = 0; i < maze->height; i++) { for (int j = 0; j < maze->width; j++) { if (i == 0 || i == maze->height - 1 || j == 0 || j == maze->width - 1) { maze->mazecells[i][j].type = 'X'; // Walls at the border } else { // Randomly place walls and obstacles if (generate_random(0, 9) < 2) // Adjust the threshold for more or fewer obstacles { maze->mazecells[i][j].type = 'X'; // Obstacle } else { maze->mazecells[i][j].type = ' '; // Empty space } } maze->mazecells[i][j].reachable = 0; maze->mazecells[i][j].visited = 0; } } // Set the start point maze->mazecells[0][0].type = 'S'; maze->mazecells[0][0].reachable = 1; maze->mazecells[0][0].visited = 1; // Set the goal (assuming it's at the top-right corner) maze->mazecells[maze->height - 1][maze->width - 1].type = 'G'; // Ensure there is a clear path from start to goal for (int i = 1; i < maze->height - 1; i++) { maze->mazecells[i][maze->width / 2].type = ' '; // Clear path } } /** * Create a hardcoded map with a clear path from start to goal * @param maze */ void create_hardcoded_map(maze_t *maze) { // Set fixed height and width during initialization maze->height = 5; maze->width = 5; // Create the map with a clear path char hardcoded_map[5][5] = { { 'S', ' ', ' ', ' ', 'G' }, { ' ', ' ', 'X', ' ', ' ' }, { ' ', ' ', ' ', ' ', ' ' }, { ' ', 'X', ' ', ' ', ' ' }, { 'C', ' ', 'X', ' ', ' ' }, }; // Copy the hardcoded map to the maze structure for (int i = 0; i < maze->height; i++) { for (int j = 0; j < maze->width; j++) { maze->mazecells[i][j].type = hardcoded_map[i][j]; maze->mazecells[i][j].reachable = 0; maze->mazecells[i][j].visited = 0; } } } /** * @brief Mapping Initialization */ void mapping_init(maze_t *p_maze) { printf("Initializing mapping\n"); // Set fixed height and width during initialization p_maze->height = MAX_HEIGHT / 2; p_maze->width = MAX_WIDTH / 2; // Create the maze printf("Creating maze\n"); create_hardcoded_map(p_maze); printf("Maze created\n"); } /** * @brief Print the map * @param maze */ void print_map(maze_t *maze) { for (int i = maze->height - 1; i >= 0; i--) { for (int j = 0; j < maze->width; j++) { char cellType = maze->mazecells[j][i].type; switch (cellType) { case 'X': printf("X "); // Wall break; case 'O': printf("O "); // Obstacle break; case 'S': printf("S "); // Start break; case 'G': printf("G "); // Goal break; case 'C': printf("C "); // Car break; case 'V': printf("V "); // Visited break; default: printf(" "); // Empty space break; } } printf("\n"); } } /** * @brief Print the map with the reachable cells * @param maze */ void print_map_reachable(maze_t *maze) { for (int i = maze->height - 1; i >= 0; i--) { for (int j = 0; j < maze->width; j++) { printf("%d ", maze->mazecells[j][i].reachable); } printf("\n"); } } /** * @brief Perform floodfill on the maze * @param maze * @param x starting position x-coordinate * @param y starting position y-coordinate * @param value value to fill */ void floodfill(maze_t *maze, int x, int y, int value) { // Check if the current position is within the maze boundaries and not // visited if (x >= 0 && x < maze->width && y >= 0 && y < maze->height && maze->mazecells[x][y].visited == 0) { maze->mazecells[x][y].reachable = value; maze->mazecells[x][y].visited = 1; // Recursive floodfill for neighboring cells floodfill(maze, x + 1, y, value + 1); // right floodfill(maze, x - 1, y, value + 1); // left floodfill(maze, x, y + 1, value + 1); // up floodfill(maze, x, y - 1, value + 1); // down } } /** * @brief Function to check if the entire maze has been explored * @param maze * @return true if all cells are visited, false otherwise */ bool maze_explored(const maze_t *maze) { for (int i = 0; i < maze->height; i++) { for (int j = 0; j < maze->width; j++) { if (maze->mazecells[j][i].type != 'X' && maze->mazecells[j][i].type != 'V') { return false; } } } return true; } // Update the find_shortest_path function with the newly created bfs_shortest_path function void find_shortest_path(maze_t *maze) { // Assuming the starting point is the bottom-left corner (0, 0) int startX = 0; int startY = 0; // Perform BFS to find the shortest path bfs_shortest_path(maze, startX, startY); } void backtrack_to_start(maze_t *maze, int *currentX, int *currentY) { // Get the current cell type char currentCellType = maze->mazecells[*currentX][*currentY].type; // Base case: Stop if the current cell is the start if (currentCellType == 'S') { printf("Backtracking completed. Reached the start!\n"); return; } // Update the current cell as part of the backtracking path maze->mazecells[*currentX][*currentY].type = 'P'; // 'P' for path // Initialize newX and newY int newX = *currentX; int newY = *currentY; // Explore adjacent cells in all directions for (int i = 0; i < 4; i++) { // Adjust the new position based on the movement direction switch ((mapping_direction_t)i) { case up: newY++; break; case down: newY--; break; case left: newX--; break; case right: newX++; break; } // Check if the new position is within the maze boundaries if (newX >= 0 && newX < maze->width && newY >= 0 && newY < maze->height) { // Check if the new cell is part of the backtracking path if (maze->mazecells[newX][newY].type == 'V' || maze->mazecells[newX][newY].type == 'P') { // Move to the new position *currentX = newX; *currentY = newY; // Recursively backtrack from the new position backtrack_to_start(maze, currentX, currentY); // If backtracking is successful, stop exploring other // directions return; } } // Reset newX and newY to the original values newX = *currentX; newY = *currentY; } // If no valid adjacent cells are found, backtrack to the previous position switch (currentCellType) { case 'C': maze->mazecells[*currentX][*currentY].type = ' '; // Clear the car's position break; default: maze->mazecells[*currentX][*currentY].type = 'V'; // Mark as visited during backtracking break; } // Print the map during backtracking printf("Map during backtracking:\n"); print_map(maze); // Move back to the previous position (if not at the start) if (currentCellType != 'S') { // Update the current position to the previous position *currentX = newX; *currentY = newY; } // Print the map after moving back during backtracking printf("Map after moving back during backtracking:\n"); print_map(maze); } /** * @brief Task to explore the maze, find the shortest path, and reach the goal * @param pvParameters */ void combined_task(void *pvParameters) { maze_t *maze = (maze_t *)pvParameters; int currentX = 0; // Initial X position int currentY = 0; // Initial Y position // Reset maze before floodfill for (int i = 0; i < maze->height; i++) { for (int j = 0; j < maze->width; j++) { maze->mazecells[j][i].visited = 0; } } // Explore the maze and perform floodfill for (;;) { // Simulate car movement (you can replace this logic with your actual // movement algorithm) mapping_direction_t moveDirection = (mapping_direction_t)(get_rand_32() % 4); // Update the previously visited position before moving if (maze->mazecells[currentX][currentY].type != 'S') // Check if it's not the start position { maze->mazecells[currentX][currentY].type = 'V'; // 'V' for visited } switch (moveDirection) { case up: if (currentY < maze->height - 1 && maze->mazecells[currentX][currentY + 1].type != 'X') { currentY++; } break; case down: if (currentY > 0 && maze->mazecells[currentX][currentY - 1].type != 'X') { currentY--; } break; case left: if (currentX > 0 && maze->mazecells[currentX - 1][currentY].type != 'X') { currentX--; } break; case right: if (currentX < maze->width - 1 && maze->mazecells[currentX + 1][currentY].type != 'X') { currentX++; } break; } // Update the car's position in the maze if (maze->mazecells[currentX][currentY].type != 'S') // Check if it's not the start position { maze->mazecells[currentX][currentY].type = 'C'; // 'C' for car } // Print the map with the car's position printf("Map with the car's position:\n"); print_map(maze); // Floodfill the maze after each movement floodfill(maze, maze->width - 1, 0, 0); // Check if the car has explored the entire maze if (maze_explored(maze)) { printf("Entire maze explored! Now finding the shortest path.\n"); backtrack_to_start(maze, ¤tX, ¤tY); find_shortest_path(maze); } vTaskDelay( pdMS_TO_TICKS(100)); // Delay to simulate time between movements } } /** * @brief Initialise tasks for the Maze * @param maze */ void mapping_tasks_init(maze_t *maze) { TaskHandle_t combined_task_handle = NULL; xTaskCreate(combined_task, "combined_task", configMINIMAL_STACK_SIZE, (void *)maze, PRIO, &combined_task_handle); } #endif /* MAPPING_H */