Паттерн Strategy
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import os
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import time
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import time
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import csv
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import csv
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from collections import deque
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import heapq
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import heapq
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from collections import deque
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from abc import ABC, abstractmethod
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from abc import ABC, abstractmethod
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import matplotlib.pyplot as plt
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import pandas as pd
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from dataclasses import dataclass
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from dataclasses import dataclass
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from typing import List, Tuple, Optional, Dict, Any
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import os
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import random
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@dataclass
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class Cell:
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class Cell:
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"""Клетка лабиринта"""
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"""Клетка лабиринта"""
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x: int
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def __init__(self, x, y, is_wall=False):
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y: int
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self.x = x
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is_wall: bool = False
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self.y = y
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is_start: bool = False
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self.is_wall = is_wall
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is_exit: bool = False
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self.is_start = False
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weight: int = 1
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self.is_exit = False
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def is_passable(self) -> bool:
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def is_passable(self):
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return not self.is_wall
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return not self.is_wall
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def __hash__(self):
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return hash((self.x, self.y))
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def __eq__(self, other):
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return self.x == other.x and self.y == other.y if other else False
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class Maze:
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class Maze:
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"""Лабиринт"""
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"""Лабиринт"""
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def __init__(self, width, height):
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def __init__(self, width: int, height: int):
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self.width = width
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self.width = width
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self.height = height
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self.height = height
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self._cells: List[List[Optional[Cell]]] = [[None for _ in range(width)] for _ in range(height)]
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self.cells = [[Cell(x, y) for x in range(width)] for y in range(height)]
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self.start: Optional[Cell] = None
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self.start = None
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self.exit: Optional[Cell] = None
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self.exit = None
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def set_cell(self, x: int, y: int, cell: Cell) -> None:
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def get_cell(self, x, y):
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if 0 <= x < self.width and 0 <= y < self.height:
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if 0 <= x < self.width and 0 <= y < self.height:
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self._cells[y][x] = cell
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return self.cells[y][x]
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def get_cell(self, x: int, y: int) -> Optional[Cell]:
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if 0 <= x < self.width and 0 <= y < self.height:
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return self._cells[y][x]
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return None
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return None
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def get_neighbors(self, cell: Cell) -> List[Cell]:
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def get_neighbors(self, cell):
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neighbors = []
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neighbors = []
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directions = [(0, 1), (0, -1), (1, 0), (-1, 0)]
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for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
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for dx, dy in directions:
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nx, ny = cell.x + dx, cell.y + dy
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nx, ny = cell.x + dx, cell.y + dy
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neighbor = self.get_cell(nx, ny)
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nb = self.get_cell(nx, ny)
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if neighbor and neighbor.is_passable():
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if nb and nb.is_passable():
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neighbors.append(neighbor)
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neighbors.append(nb)
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return neighbors
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return neighbors
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def get_all_cells(self) -> List[Cell]:
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def __str__(self):
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cells = []
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for y in range(self.height):
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for x in range(self.width):
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cell = self.get_cell(x, y)
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if cell:
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cells.append(cell)
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return cells
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def __str__(self) -> str:
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result = ""
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result = ""
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for y in range(self.height):
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for y in range(self.height):
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for x in range(self.width):
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for x in range(self.width):
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@ -85,3 +62,121 @@ class Maze:
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result += " "
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result += " "
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result += "\n"
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result += "\n"
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return result
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return result
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class MazeBuilder(ABC):
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@abstractmethod
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def build_from_file(self, filename):
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pass
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class TextFileMazeBuilder(MazeBuilder):
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def build_from_file(self, filename):
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with open(filename, 'r', encoding='utf-8') as f:
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lines = [line.rstrip('\n') for line in f.readlines()]
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height = len(lines)
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width = max(len(line) for line in lines)
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maze = Maze(width, height)
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for y, line in enumerate(lines):
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for x, ch in enumerate(line):
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cell = maze.get_cell(x, y)
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if ch == '#':
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cell.is_wall = True
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elif ch == 'S':
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cell.is_start = True
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maze.start = cell
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elif ch == 'E':
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cell.is_exit = True
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maze.exit = cell
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else:
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cell.is_wall = False
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return maze
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class PathFindingStrategy(ABC):
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@abstractmethod
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def find_path(self, maze, start, exit):
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pass
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class BFSStrategy(PathFindingStrategy):
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"""Поиск в ширину"""
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def find_path(self, maze, start, exit):
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visited = set()
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if start == exit:
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return [start], 1
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queue = deque([start])
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visited.add(start)
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parent = {start: None}
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while queue:
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current = queue.popleft()
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for nb in maze.get_neighbors(current):
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if nb not in visited:
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visited.add(nb)
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parent[nb] = current
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if nb == exit:
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path = []
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node = nb
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while node is not None:
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path.append(node)
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node = parent[node]
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path.reverse()
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return path, len(visited)
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queue.append(nb)
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return [], len(visited)
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class DFSStrategy(PathFindingStrategy):
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"""Поиск в глубину"""
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def find_path(self, maze, start, exit):
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visited = set()
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stack = [(start, [start])]
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while stack:
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current, path = stack.pop()
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if current == exit:
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return path, len(visited)
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visited.add(current)
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for nb in maze.get_neighbors(current):
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if nb not in visited:
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stack.append((nb, path + [nb]))
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return [], len(visited)
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class AStarStrategy(PathFindingStrategy):
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"""Алгоритм A"""
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def heuristic(self, cell, exit):
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return abs(cell.x - exit.x) + abs(cell.y - exit.y)
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def find_path(self, maze, start, exit):
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open_set = []
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counter = 0
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heapq.heappush(open_set, (0, counter, start))
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counter += 1
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came_from = {}
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g_score = {start: 0}
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f_score = {start: self.heuristic(start, exit)}
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visited = set()
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while open_set:
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_, _, current = heapq.heappop(open_set)
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visited.add(current)
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if current == exit:
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path = []
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node = current
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while node in came_from:
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path.append(node)
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node = came_from[node]
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path.append(start)
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path.reverse()
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return path, len(visited)
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for nb in maze.get_neighbors(current):
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tentative_g = g_score[current] + 1
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if tentative_g < g_score.get(nb, float('inf')):
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came_from[nb] = current
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g_score[nb] = tentative_g
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f = tentative_g + self.heuristic(nb, exit)
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heapq.heappush(open_set, (f, counter, nb))
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counter += 1
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return [], len(visited)
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