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2025.5.18第二次提交,重新写一份复杂的,慢一些的turn函数
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bot_code_turn/maze_main.cpp
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42
bot_code_turn/maze_main.cpp
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#include<iostream>
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#include<string>
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#include<vector>
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#include"eyebot++.h"
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#include"maze_parameter.h"
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#include"maze_func.h"
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using namespace std;
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/*---下面是主函数---*/
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int main()
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{
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explore(); //使用递归算法构建地图
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wall[0][0][0] = 1;
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const int mazesize_x = mark.size(); //获取探索结束之后的迷宫的X轴长度
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const int mazesize_y = mark[0].size(); //获取探索结束之后的迷宫的Y轴长度
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int copy_mark[mazesize_x * mazesize_y] = {}; //复制一份mark数组,并转换为一维数组,便于后续频繁读取提升性能并初始化为0
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int copy_wall[(mazesize_x + 1) * (mazesize_y + 1) * 2] = {}; //复制一份wall数组,并转换为一维数组,便于后续频繁读取提升性能并初始化为0
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array_copy_mark(mazesize_x, mazesize_y, copy_mark); //复制一份mark数组,并转换为一维数组,便于后续频繁读取提升性能
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array_copy_wall(mazesize_x, mazesize_y, copy_wall); //复制一份wall数组,并转换为一维数组,便于后续频繁读取提升性能
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output_arr2D(mazesize_x, mazesize_y, copy_mark); //打印地图mark信息
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output_arrwall(mazesize_x, mazesize_y, copy_wall); //打印墙壁wall信息
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int map[mazesize_x * mazesize_y] = {}; //创建最短路径求解地图并初始化为0
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array_negative_one(mazesize_x * mazesize_y, map); //将map数组初始化为-1
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flood(map, copy_wall); //洪水填充算法
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output_arr2D(mazesize_x, mazesize_y, map); //打印map的数组信息
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const int len = map[((target_x - 1) * mazesize_y) + (target_y -1)]; //迷宫的终点(人为确定)
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int path[len] = {}; //创建最短路径结果地图并初始化为0
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build_path(target_x - 1, target_y - 1, len, path, map, copy_wall); //构建出最短路径path数组
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drive_path(len, path); //移动到指定目标点
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output_arrpath(len, path); //打印path数组信息,及小车每一步的行驶方向
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}
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