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📄 qiyuanview.cpp

📁 利用人工智能的经典算法实现迷宫游戏;里面的A星(a*)算法可以很方便的移植到应用程序中
💻 CPP
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// qiyuanView.cpp : implementation of the CQiyuanView class
//

#include "stdafx.h"
#include "qiyuan.h"

#include "qiyuanDoc.h"
#include "qiyuanView.h"
#include "UserSet.h"
#include "MapSet.h"
#include "WalkSet.h"
#include "m_Walk.h"
#include "RobotChoose.h"

#include "maze.h"

#include <stdio.h>
#include <stdlib.h>
#include "list_node1.h"
#include "m_list.h"
#include "MyCounter.h"
#include "UserSet.h"
#include "m_ArtificialMapChoose.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
//extern void maze::Asearch(int a[][101],CPoint s_n,CPoint s_g)

/////////////////////////////////////////////////////////////////////////////
// CQiyuanView

IMPLEMENT_DYNCREATE(CQiyuanView, CView)

BEGIN_MESSAGE_MAP(CQiyuanView, CView)
	//{{AFX_MSG_MAP(CQiyuanView)
	ON_COMMAND(IDM_GameSet, OnNewGameSet)
	ON_WM_ERASEBKGND()
	ON_WM_KEYDOWN()
	ON_WM_SIZE()
	ON_COMMAND(ID_MENUITEM32773, OnAboutDialog)
	ON_UPDATE_COMMAND_UI(ID_MENUITEM32773, OnUpdateAbout)
	ON_WM_TIMER()
	ON_COMMAND(ID_GameStart, OnGameStart)
	ON_COMMAND(ID_GamePause, OnGamePause)
	ON_COMMAND(ID_GameResume, OnGameResume)
	ON_COMMAND(IDM_TEST, OnTest)
	ON_COMMAND(ID_ChooseRobot, OnChooseRobot)
	ON_WM_LBUTTONDBLCLK()
	ON_WM_RBUTTONDBLCLK()
	ON_WM_LBUTTONUP()
	ON_COMMAND(IDM_GameSet, OnNewGameSet)
	ON_WM_RBUTTONUP()
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CQiyuanView construction/destruction

CQiyuanView::CQiyuanView()
{
	// TODO: add construction code here
	FirstGame=1;
	FoundWayFlag=0;
	GameEndFlag=0;
	GameStartFlag=0;
	GameEndFlag=0;    //是否结束
	GamePauseFlag=0;//是否暂停
	GameResumeFlag=1;//是否继续
	UserSpeed=5;
	ArtificialMapFlag=0;//人工地图标记
	ArtificialWalkFlag=0;//人工行走标记
	m_Game=0;
	OnTheEndFlag=0;
	RobotNum=0;
int i,j;
			ArtificialMaze[0].row=16;
			ArtificialMaze[0].col=16;
			ArtificialMaze[0].CarPos.x=ArtificialMaze[0].StartPos.x=1;
			ArtificialMaze[0].CarPos.y=ArtificialMaze[0].StartPos.y=0;
			ArtificialMaze[0].GoalPos.x=14;
			ArtificialMaze[0].GoalPos.y=15;
			ArtificialMaze[0].Road[0]=ArtificialMaze[0].StartPos;
			ArtificialMaze[0].name="人工迷宫";//{{1,2},{3,4},{5,6}};
int a0[MOSTNUM][MOSTNUM]={
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},//0
	{0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,1},//1
	{1,0,1,1,1,1,0,1,0,1,0,1,0,1,0,1,1,1},//2
	{1,0,1,0,0,0,0,1,0,1,0,1,0,1,0,1,1,1},//3
	{1,0,1,0,1,1,1,1,1,1,0,1,0,1,0,1,1,1},//4
	{1,0,1,0,1,0,0,0,0,1,0,1,1,1,0,1,1,1},//5
	{1,0,1,0,1,0,1,1,0,0,0,0,0,0,0,1,1,1},//6
	{1,0,1,0,1,0,0,1,1,1,1,1,1,1,1,1,1,1},//7
	{1,0,1,0,1,1,0,0,0,0,0,0,0,0,0,1,1,1},//8
	{1,0,1,0,0,0,1,0,1,1,1,1,1,1,1,1,1,1},//9
	{1,0,1,0,1,0,1,0,1,0,0,0,0,0,0,1,1,1},//10
	{1,0,1,0,1,0,1,0,1,0,1,0,1,1,0,1,1,1},//11
	{1,0,1,0,0,0,1,0,1,0,1,0,1,0,0,1,1,1},//12
	{1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,1,1,1},//13
	{1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,1,1},//14
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};//15

			for(i=0;i<MOSTNUM;i++)
			{	for(j=0;j<MOSTNUM;j++)
				{
					ArtificialMaze[0].MazeMap[i][j]=a0[i][j];
				}
			}
ArtificialMaze[1].row=16;
			ArtificialMaze[1].col=16;
			ArtificialMaze[1].CarPos.x=ArtificialMaze[1].StartPos.x=1;
			ArtificialMaze[1].CarPos.y=ArtificialMaze[1].StartPos.y=0;
			ArtificialMaze[1].GoalPos.x=14;
			ArtificialMaze[1].GoalPos.y=15;
			ArtificialMaze[1].Road[0]=ArtificialMaze[1].StartPos;
			ArtificialMaze[1].name="人工迷宫";//{{1,2},{3,4},{5,6}};
int a1[MOSTNUM][MOSTNUM]={
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},//0
	{0,0,0,1,1,0,1,1,0,1,1,0,1,1,0,1,1,1},//1
	{1,0,0,1,1,0,1,1,0,1,1,0,1,1,0,1,1,1},//2
	{1,0,0,1,1,0,1,1,0,1,1,0,1,1,0,1,1,1},//3
	{1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,1,1},//4
	{1,1,1,1,1,1,0,1,0,1,0,1,1,0,1,1,1,1},//5
	{1,0,0,0,1,1,0,1,0,1,0,1,1,0,1,1,1,1},//6
	{1,0,0,0,1,1,0,1,0,1,0,1,1,0,1,1,1,1},//7
	{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1},//8
	{1,0,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1},//9
	{1,0,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1},//10
	{1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,1},//11
	{1,0,1,1,0,0,0,1,0,1,0,0,0,1,0,1,1,1},//12
	{1,0,1,1,0,0,0,1,0,1,0,0,0,1,0,1,1,1},//13
	{1,0,1,1,0,0,0,1,0,1,0,0,0,1,0,0,1,1},//14
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};//15

			for(i=0;i<MOSTNUM;i++)
			{	for(j=0;j<MOSTNUM;j++)
				{
					ArtificialMaze[1].MazeMap[i][j]=a1[i][j];
				}
			}
ArtificialMaze[2].row=16;
			ArtificialMaze[2].col=16;
			ArtificialMaze[2].CarPos.x=ArtificialMaze[2].StartPos.x=1;
			ArtificialMaze[2].CarPos.y=ArtificialMaze[2].StartPos.y=0;
			ArtificialMaze[2].GoalPos.x=14;
			ArtificialMaze[2].GoalPos.y=15;
			ArtificialMaze[2].Road[0]=ArtificialMaze[2].StartPos;
			ArtificialMaze[2].name="人工迷宫";//{{1,2},{3,4},{5,6}};
int a2[MOSTNUM][MOSTNUM]={
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},//0
	{0,0,0,0,0,0,1,1,0,1,1,0,0,0,0,1,1,1},//1
	{1,1,0,1,1,0,1,1,0,1,1,0,1,1,0,1,1,1},//2
	{1,1,0,1,1,0,0,0,0,0,0,0,1,1,0,1,1,1},//3
	{1,0,0,0,0,0,0,1,0,1,0,0,0,0,0,1,1,1},//4
	{1,0,1,0,1,1,0,1,0,1,0,1,1,0,0,1,1,1},//5
	{1,0,1,0,1,1,0,1,0,1,0,1,1,0,0,1,1,1},//6
	{1,0,1,0,1,1,0,1,0,1,0,1,1,0,0,1,1,1},//7
	{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1},//8
	{1,0,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1},//9
	{1,0,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1},//10
	{1,0,1,1,0,0,0,0,0,0,0,0,0,1,0,1,1,1},//11
	{1,0,0,0,0,0,0,1,0,1,0,0,0,0,0,1,1,1},//12
	{1,0,1,1,0,0,0,1,0,1,0,0,0,1,0,1,1,1},//13
	{1,0,1,1,1,1,1,1,0,1,1,1,1,1,0,0,1,1},//14
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};//15

			for(i=0;i<MOSTNUM;i++)
			{	for(j=0;j<MOSTNUM;j++)
				{
					ArtificialMaze[2].MazeMap[i][j]=a2[i][j];
				}
			}			
ArtificialMaze[3].row=16;
			ArtificialMaze[3].col=16;
			ArtificialMaze[3].CarPos.x=ArtificialMaze[3].StartPos.x=1;
			ArtificialMaze[3].CarPos.y=ArtificialMaze[3].StartPos.y=0;
			ArtificialMaze[3].GoalPos.x=14;
			ArtificialMaze[3].GoalPos.y=15;
			ArtificialMaze[3].Road[0]=ArtificialMaze[3].StartPos;
			ArtificialMaze[3].name="人工迷宫";//{{1,2},{3,4},{5,6}};
int a3[MOSTNUM][MOSTNUM]={
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},//0
	{0,0,0,1,0,0,1,1,0,1,1,0,0,0,0,1,1,1},//1
	{1,0,0,1,0,0,1,1,0,1,1,0,1,1,0,1,1,1},//2
	{1,0,0,1,0,0,1,1,0,1,1,0,1,1,0,1,1,1},//3
	{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1},//4
	{1,0,1,0,1,1,0,1,0,1,0,1,1,0,1,1,1,1},//5
	{1,0,1,0,1,1,0,1,0,1,0,1,1,0,1,1,1,1},//6
	{1,0,1,0,1,1,0,1,0,1,0,0,0,0,1,1,1,1},//7
	{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1},//8
	{1,0,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1},//9
	{1,0,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1},//10
	{1,0,1,1,0,0,0,0,0,0,0,0,0,1,0,1,1,1},//11
	{1,0,1,1,0,0,0,0,0,1,0,0,0,1,0,1,1,1},//12
	{1,0,1,1,0,0,0,1,0,1,0,0,0,0,0,1,1,1},//13
	{1,0,0,0,0,1,1,1,0,1,1,1,1,1,0,0,1,1},//14
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};//15

			for(i=0;i<MOSTNUM;i++)
			{	for(j=0;j<MOSTNUM;j++)
				{
					ArtificialMaze[3].MazeMap[i][j]=a3[i][j];
				}
			}
ArtificialMaze[4].row=16;
			ArtificialMaze[4].col=16;
			ArtificialMaze[4].CarPos.x=ArtificialMaze[4].StartPos.x=1;
			ArtificialMaze[4].CarPos.y=ArtificialMaze[4].StartPos.y=0;
			ArtificialMaze[4].GoalPos.x=14;
			ArtificialMaze[4].GoalPos.y=15;
			ArtificialMaze[4].Road[0]=ArtificialMaze[4].StartPos;
			ArtificialMaze[4].name="人工迷宫";//{{1,2},{3,4},{5,6}};
int a4[MOSTNUM][MOSTNUM]={
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},//0
	{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1},//1
	{1,0,0,1,1,0,1,1,0,1,1,0,1,1,0,1,1,1},//2
	{1,0,0,1,1,0,1,1,0,1,1,0,1,1,0,1,1,1},//3
	{1,0,0,0,0,0,0,1,0,1,0,0,0,0,0,1,1,1},//4
	{1,0,1,0,1,1,0,1,0,1,0,1,1,0,1,1,1,1},//5
	{1,0,1,0,1,1,0,1,0,1,0,1,1,0,1,1,1,1},//6
	{1,0,1,0,1,1,0,1,0,1,0,1,1,0,1,1,1,1},//7
	{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1},//8
	{1,0,1,1,0,1,1,1,0,1,1,0,1,1,0,1,1,1},//9
	{1,0,1,1,0,1,1,1,0,1,1,0,1,1,0,1,1,1},//10
	{1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,1},//11
	{1,0,1,1,0,0,0,1,0,1,0,0,0,1,0,1,1,1},//12
	{1,1,1,1,0,0,0,1,0,1,0,0,0,1,0,1,1,1},//13
	{1,0,1,1,1,1,1,1,0,1,1,1,1,1,0,0,1,1},//14
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};//15

			for(i=0;i<MOSTNUM;i++)
			{	for(j=0;j<MOSTNUM;j++)
				{
					ArtificialMaze[4].MazeMap[i][j]=a4[i][j];
				}
			}
ArtificialMaze[5].row=16;
			ArtificialMaze[5].col=16;
			ArtificialMaze[5].CarPos.x=ArtificialMaze[5].StartPos.x=1;
			ArtificialMaze[5].CarPos.y=ArtificialMaze[5].StartPos.y=0;
			ArtificialMaze[5].GoalPos.x=14;
			ArtificialMaze[5].GoalPos.y=15;
			ArtificialMaze[5].Road[0]=ArtificialMaze[5].StartPos;
			ArtificialMaze[5].name="人工迷宫";//{{1,2},{3,4},{5,6}};
int a5[MOSTNUM][MOSTNUM]={
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},//0
	{0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,1,1},//1
	{1,1,0,0,1,0,1,0,0,1,0,0,1,1,0,1,1,1},//2
	{1,1,0,1,1,0,1,0,0,1,1,0,1,1,0,1,1,1},//3
	{1,1,0,0,0,0,0,0,0,1,0,0,0,0,0,1,1,1},//4
	{1,1,1,0,1,1,0,0,0,1,0,1,1,0,1,1,1,1},//5
	{1,0,0,0,0,1,0,0,0,1,0,0,1,0,0,1,1,1},//6
	{1,1,1,0,1,1,0,1,0,1,0,1,1,0,1,1,1,1},//7
	{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1},//8
	{1,0,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1},//9
	{1,0,1,1,0,1,0,1,0,1,0,1,0,1,0,1,1,1},//10
	{1,0,1,1,0,0,0,0,0,0,0,0,0,1,0,1,1,1},//11
	{1,0,1,1,0,0,0,1,0,1,0,0,0,1,0,1,1,1},//12
	{1,0,0,0,0,0,0,1,0,1,0,0,0,1,0,1,1,1},//13
	{1,0,1,0,1,0,1,1,0,1,0,1,0,1,0,0,1,1},//14
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};//15

			for(i=0;i<MOSTNUM;i++)
			{	for(j=0;j<MOSTNUM;j++)
				{
					ArtificialMaze[5].MazeMap[i][j]=a5[i][j];
				}
			}
ArtificialMaze[6].row=16;
			ArtificialMaze[6].col=16;
			ArtificialMaze[6].CarPos.x=ArtificialMaze[6].StartPos.x=1;
			ArtificialMaze[6].CarPos.y=ArtificialMaze[6].StartPos.y=0;
			ArtificialMaze[6].GoalPos.x=14;
			ArtificialMaze[6].GoalPos.y=15;
			ArtificialMaze[6].Road[0]=ArtificialMaze[6].StartPos;
			ArtificialMaze[6].name="人工迷宫";//{{1,2},{3,4},{5,6}};
int a6[MOSTNUM][MOSTNUM]={
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},//0
	{0,0,0,0,0,0,1,1,0,1,1,0,0,0,0,1,1,1},//1
	{1,1,0,1,1,0,0,0,0,1,1,0,1,1,0,1,1,1},//2
	{1,0,0,1,1,0,1,1,0,0,1,0,1,1,0,1,1,1},//3
	{1,1,0,0,0,0,0,1,0,1,0,0,0,0,0,1,1,1},//4
	{1,1,1,0,1,1,0,1,0,1,0,1,1,0,0,1,1,1},//5
	{1,0,0,0,0,0,0,1,0,1,0,0,0,0,1,1,1,1},//6
	{1,1,1,0,1,1,0,1,0,1,0,1,1,0,1,1,1,1},//7
	{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1},//8
	{1,0,1,0,1,1,1,1,0,1,0,1,0,1,0,1,1,1},//9
	{1,0,1,0,1,1,1,1,0,1,0,1,0,1,0,1,1,1},//10
	{1,0,1,0,0,0,0,0,0,0,0,0,0,1,0,1,1,1},//11
	{1,0,1,1,0,0,0,1,0,1,0,0,0,1,0,1,1,1},//12
	{1,0,0,0,0,0,0,1,0,1,0,0,0,1,0,1,1,1},//13
	{1,0,1,0,0,0,1,1,0,1,1,0,0,1,0,0,1,1},//14
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};//15

			for(i=0;i<MOSTNUM;i++)
			{	for(j=0;j<MOSTNUM;j++)
				{
					ArtificialMaze[6].MazeMap[i][j]=a6[i][j];
				}
			}
ArtificialMaze[7].row=16;
			ArtificialMaze[7].col=16;
			ArtificialMaze[7].CarPos.x=ArtificialMaze[7].StartPos.x=1;
			ArtificialMaze[7].CarPos.y=ArtificialMaze[7].StartPos.y=0;
			ArtificialMaze[7].GoalPos.x=14;
			ArtificialMaze[7].GoalPos.y=15;
			ArtificialMaze[7].Road[0]=ArtificialMaze[7].StartPos;
			ArtificialMaze[7].name="人工迷宫";//{{1,2},{3,4},{5,6}};
int a7[MOSTNUM][MOSTNUM]={
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},//0
	{0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,1,1},//1
	{1,0,0,1,1,0,1,1,0,1,1,0,1,1,0,1,1,1},//2
	{1,0,0,1,1,0,1,1,0,0,0,0,1,1,0,1,1,1},//3
	{1,0,0,0,0,0,0,1,0,1,0,0,0,0,0,1,1,1},//4
	{1,0,1,0,1,1,0,1,0,1,0,1,1,0,1,1,1,1},//5
	{1,0,1,0,1,1,0,1,0,1,0,1,1,0,1,1,1,1},//6
	{1,0,1,0,1,1,0,1,0,1,0,1,1,0,1,1,1,1},//7
	{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1},//8
	{1,0,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1},//9
	{1,0,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1},//10
	{1,0,1,1,0,0,0,0,0,0,0,0,0,1,0,1,1,1},//11
	{1,0,1,1,0,0,0,1,0,1,0,0,0,1,0,1,1,1},//12
	{1,0,1,1,0,0,0,1,0,1,0,0,0,1,0,1,1,1},//13
	{1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,1},//14
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};//15

			for(i=0;i<MOSTNUM;i++)
			{	for(j=0;j<MOSTNUM;j++)
				{
					ArtificialMaze[7].MazeMap[i][j]=a7[i][j];
				}
			}
ArtificialMaze[8].row=16;
			ArtificialMaze[8].col=16;
			ArtificialMaze[8].CarPos.x=ArtificialMaze[8].StartPos.x=1;
			ArtificialMaze[8].CarPos.y=ArtificialMaze[8].StartPos.y=0;
			ArtificialMaze[8].GoalPos.x=14;
			ArtificialMaze[8].GoalPos.y=15;
			ArtificialMaze[8].Road[0]=ArtificialMaze[8].StartPos;
			ArtificialMaze[8].name="人工迷宫";//{{1,2},{3,4},{5,6}};
int a8[MOSTNUM][MOSTNUM]={
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},//0
	{0,0,0,0,0,0,1,1,0,1,1,0,0,0,0,1,1,1},//1
	{1,1,0,1,1,0,1,1,0,1,1,0,1,1,0,1,1,1},//2
	{1,1,0,1,1,0,1,1,0,1,1,0,1,1,0,1,1,1},//3
	{1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1},//4
	{1,1,1,0,1,1,0,1,0,1,0,1,1,0,1,1,1,1},//5
	{1,1,1,0,1,1,0,1,0,1,0,1,1,0,1,1,1,1},//6
	{1,1,1,0,1,1,0,1,0,1,0,1,1,0,1,1,1,1},//7
	{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1},//8
	{1,0,1,1,1,0,1,1,0,1,1,0,1,1,0,1,1,1},//9
	{1,0,1,1,1,0,1,1,0,1,1,0,1,1,0,1,1,1},//10
	{1,0,1,1,0,0,0,0,0,0,0,0,0,1,0,1,1,1},//11
	{1,0,0,0,0,0,0,1,0,1,0,0,0,1,0,1,1,1},//12
	{1,0,1,1,0,0,0,1,0,1,0,0,0,1,0,1,1,1},//13
	{1,0,1,1,0,0,1,1,0,1,0,0,1,1,0,0,1,1},//14
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};//15

			for(i=0;i<MOSTNUM;i++)
			{	for(j=0;j<MOSTNUM;j++)
				{
					ArtificialMaze[8].MazeMap[i][j]=a8[i][j];
				}
			}
ArtificialMaze[9].row=16;
			ArtificialMaze[9].col=16;

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