function bogoPathfind(grid, start, end, allowDiag) {
const prev = new Map();
const rows = grid.length;
const cols = grid[0].length;
let r = start[0];
let c = start[1];
for (let step = 0; step < rows * cols * 4; step++) {
visitNode(r, c);
if (r === end[0] && c === end[1]) {
reconstructPath(prev, start, end);
return;
}
const neighbors = getNeighbors(grid, r, c, allowDiag);
if (!neighbors.length) break;
const __pattern1 = neighbors[Math.floor(Math.random() * neighbors.length)];
const nr = __pattern1[0];
const nc = __pattern1[1];
const nk = key(nr, nc);
if (!prev.has(nk) && !(nr === start[0] && nc === start[1])) prev.set(nk, [r, c]);
r = nr;
c = nc;
pushFrontier(r, c);
}
reportNoPath();
} def bogoPathfind(grid, start, end, allowDiag):
prev = Map()
rows = grid.length
cols = grid[0].length
r = start[0]
c = start[1]
for step in range(((rows * cols) * 4)):
visitNode(r, c)
if ((r == end[0]) and (c == end[1])):
reconstructPath(prev, start, end)
return
neighbors = getNeighbors(grid, r, c, allowDiag)
if not neighbors.length:
break
__pattern1 = neighbors[int((random() * neighbors.length))]
nr = __pattern1[0]
nc = __pattern1[1]
nk = key(nr, nc)
if (not prev.has(nk) and not ((nr == start[0]) and (nc == start[1]))):
prev.set(nk, [r, c])
r = nr
c = nc
pushFrontier(r, c)
reportNoPath() #include <vector>
#include <algorithm>
#include <cmath>
void bogoPathfind(int grid, int start, int end, int allowDiag) {
auto prev = Map();
auto rows = grid.length;
auto cols = grid[0].length;
auto r = start[0];
auto c = start[1];
for(int step=0; step<((rows * cols) * 4); step++) {
visitNode(r, c);
if(((r == end[0]) && (c == end[1]))) {
reconstructPath(prev, start, end);
return;
}
auto neighbors = getNeighbors(grid, r, c, allowDiag);
if(!neighbors.length) {
break;
}
auto __pattern1 = neighbors[(int)std::floor((std::random() * neighbors.length))];
auto nr = __pattern1[0];
auto nc = __pattern1[1];
auto nk = key(nr, nc);
if((!prev.has(nk) && !((nr == start[0]) && (nc == start[1])))) {
prev.set(nk, [r, c]);
}
r = nr;
c = nc;
pushFrontier(r, c);
}
reportNoPath();
} public void bogoPathfind(int grid, int start, int end, int allowDiag) {
var prev = Map();
var rows = grid.length;
var cols = grid[0].length;
var r = start[0];
var c = start[1];
for(int step=0; step<((rows * cols) * 4); step++) {
visitNode(r, c);
if(((r == end[0]) && (c == end[1]))) {
reconstructPath(prev, start, end);
return;
}
var neighbors = getNeighbors(grid, r, c, allowDiag);
if(!neighbors.length) {
break;
}
var __pattern1 = neighbors[(int)Math.Floor((double)(random() * neighbors.length))];
var nr = __pattern1[0];
var nc = __pattern1[1];
var nk = key(nr, nc);
if((!prev.has(nk) && !((nr == start[0]) && (nc == start[1])))) {
prev.set(nk, [r, c]);
}
r = nr;
c = nc;
pushFrontier(r, c);
}
reportNoPath();
} #include <stdio.h>
#include <math.h>
void bogoPathfind(int grid, int start, int end, int allowDiag) {
var prev = Map();
var rows = grid.length;
var cols = grid[0].length;
var r = start[0];
var c = start[1];
for(int step=0; step<((rows * cols) * 4); step++) {
visitNode(r, c);
if(((r == end[0]) && (c == end[1]))) {
reconstructPath(prev, start, end);
return;
}
var neighbors = getNeighbors(grid, r, c, allowDiag);
if(!neighbors.length) {
break;
}
var __pattern1 = neighbors[(int)floor((random() * neighbors.length))];
var nr = __pattern1[0];
var nc = __pattern1[1];
var nk = key(nr, nc);
if((!prev.has(nk) && !((nr == start[0]) && (nc == start[1])))) {
prev.set(nk, [r, c]);
}
r = nr;
c = nc;
pushFrontier(r, c);
}
reportNoPath();
}