INF2004_Project/frtos/map/mapping.h

564 lines
15 KiB
C

/**
* @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 <stdio.h>
#include "pico/stdlib.h"
#include <stdlib.h>
#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, &currentX, &currentY);
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 */