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# experiments.py
import time
import csv
from typing import List, Dict
from maze_model import Maze
from maze_builder import TextFileMazeBuilder
from pathfinding_strategies import BFSStrategy, DFSStrategy, AStarStrategy
from maze_solver import MazeSolver, SearchStats
class ExperimentRunner:
def __init__(self):
self.builder = TextFileMazeBuilder()
self.strategies = [
BFSStrategy(),
DFSStrategy(),
AStarStrategy(),
]
self.results: List[Dict] = []
def create_test_maze_file(self, filename: str, maze_data: List[str]) -> None:
with open(filename, 'w', encoding='utf-8') as f:
f.write('\n'.join(maze_data))
def generate_simple_maze(self) -> List[str]:
maze = [
"S E",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" "
]
return maze
def generate_complex_maze(self, size: int = 50) -> List[str]:
import random
random.seed(42)
maze = []
for y in range(size):
row = []
for x in range(size):
if (x == 0 and y == 0):
row.append('S')
elif (x == size - 1 and y == size - 1):
row.append('E')
elif random.random() < 0.3: # 30% стен
row.append('#')
else:
row.append(' ')
maze.append(''.join(row))
for i in range(size):
if maze[i][0] == '#':
row = list(maze[i])
row[0] = ' '
maze[i] = ''.join(row)
if maze[0][i] == '#':
row = list(maze[0])
row[i] = ' '
maze[0] = ''.join(row)
return maze
def generate_empty_maze(self, size: int = 50) -> List[str]:
maze = []
for y in range(size):
row = []
for x in range(size):
if x == 0 and y == 0:
row.append('S')
elif x == size - 1 and y == size - 1:
row.append('E')
else:
row.append(' ')
maze.append(''.join(row))
return maze
def generate_no_exit_maze(self, size: int = 20) -> List[str]:
maze = []
for y in range(size):
row = []
for x in range(size):
if x == 0 and y == 0:
row.append('S')
elif x == size - 1 and y == size - 1:
row.append('#') # Выход заблокирован
else:
row.append('#') # Всё стены
maze.append(''.join(row))
# выход в тупике
row = list(maze[size - 1])
row[size - 1] = 'E'
maze[size - 1] = ''.join(row)
return maze
def run_experiment(self, maze_name: str, maze_data: List[str],
num_runs: int = 5) -> List[Dict]:
filename = f"test_{maze_name}.txt"
self.create_test_maze_file(filename, maze_data)
maze = self.builder.build_from_file(filename)
results = []
for strategy in self.strategies:
solver = MazeSolver(maze, strategy)
times = []
path_lengths = []
for run in range(num_runs):
stats = solver.solve()
times.append(stats.time_ms)
path_lengths.append(stats.path_length)
avg_time = sum(times) / len(times)
avg_path_length = sum(path_lengths) / len(path_lengths)
result = {
'maze': maze_name,
'strategy': strategy.name,
'avg_time_ms': round(avg_time, 3),
'min_time_ms': round(min(times), 3),
'max_time_ms': round(max(times), 3),
'path_length': int(avg_path_length) if avg_path_length else 0,
'path_found': avg_path_length > 0
}
results.append(result)
print(f"{maze_name} - {strategy.name}: "
f"{avg_time:.3f} мс, путь: {int(avg_path_length)}")
return results
def run_all_experiments(self):
experiments = [
("simple_10x10", self.generate_simple_maze()),
("complex_50x50", self.generate_complex_maze(50)),
("large_100x100", self.generate_complex_maze(100)),
("empty_50x50", self.generate_empty_maze(50)),
("no_exit_20x20", self.generate_no_exit_maze(20))
]
all_results = []
for name, data in experiments:
print(f"\n Лабиринт: {name} ---")
results = self.run_experiment(name, data)
all_results.extend(results)
self.save_to_csv(all_results, "experiment_results.csv")
return all_results
def save_to_csv(self, results: List[Dict], filename: str):
if not results:
return
with open(filename, 'w', newline='', encoding='utf-8') as csvfile:
fieldnames = results[0].keys()
writer = csv.DictWriter(csvfile, fieldnames=fieldnames)
writer.writeheader()
writer.writerows(results)
def print_analysis(results: List[Dict]):
# Группировка
mazes = set(r['maze'] for r in results)
for maze in sorted(mazes):
print(f"\nЛабиринт: {maze}")
print("-" * 40)
maze_results = [r for r in results if r['maze'] == maze]
#по времени
sorted_results = sorted(maze_results, key=lambda x: x['avg_time_ms'])
for r in sorted_results:
status = "" if r['path_found'] else ""
print(f" {status} {r['strategy']:8} | "
f"Время: {r['avg_time_ms']:8.3f} мс | "
f"Путь: {r['path_length']:4} шагов")
# Определяем лучший
fastest = sorted_results[0]
print(f"\n → Самый быстрый: {fastest['strategy']} "
f"({fastest['avg_time_ms']:.3f} мс)")

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SimonovaMS/lab2/main.py Normal file
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import sys
from maze_builder import TextFileMazeBuilder
from pathfinding_strategies import BFSStrategy, DFSStrategy, AStarStrategy
from maze_solver import MazeSolver
from visualization import ConsoleView, GameController, EventType
from experiments import ExperimentRunner, print_analysis
from analysis import plot_results
def create_sample_maze():
sample_maze = [
"S ##### ",
"# # ### ",
"# # # # ",
"# # ### # ",
"# # # ",
"### # ### ",
"# # # ",
"# ####### ",
"# E ",
"##########"
]
filename = "sample_maze.txt"
with open(filename, 'w', encoding='utf-8') as f:
f.write('\n'.join(sample_maze))
return filename
def interactive_mode():
builder = TextFileMazeBuilder()
filename = create_sample_maze()
try:
maze = builder.build_from_file(filename)
print(f"Лабиринт загружен: {maze.width}x{maze.height}")
except Exception as e:
print(f"Ошибка загрузки: {e}")
return
view = ConsoleView()
controller = GameController(maze, view)
strategies = {
'1': BFSStrategy(),
'2': DFSStrategy(),
'3': AStarStrategy(),
}
print("\nДоступные алгоритмы поиска пути:")
print(" 1. BFS (поиск в ширину) - кратчайший путь")
print(" 2. DFS (поиск в глубину) - быстрый, не оптимальный")
print(" 3. A* - оптимальный с эвристикой")
# Выбор стратегии
while True:
choice = input("\nВыберите алгоритм (1-3): ").strip()
if choice in strategies:
strategy = strategies[choice]
break
print("Неверный выбор. Попробуйте снова.")
# Поиск пути
print(f"\nИспользуем: {strategy.name}")
print("Поиск пути...")
solver = MazeSolver(maze, strategy)
stats = solver.solve()
if stats.path_found:
print(f" Путь найден! Победа! Длина: {stats.path_length} шагов")
print(f" Время: {stats.time_ms:.3f} мс")
path = strategy.find_path(maze, maze.start, maze.exit)
controller.set_path(path)
# Интерактивное управление
print("\nДемонстрация паттерна Command:")
print(" Используйте W/A/S/D для перемещения")
print(" Нажмите U для отмены последнего хода")
print(" Нажмите Q для выхода")
print("\nТочка '.' показывает найденный путь")
print("Буква 'P' показывает текущую позицию игрока")
controller._render()
while True:
key = input("\n> ").lower()
if key == 'q':
break
elif key == 'w':
from visualization import Direction
controller.move(Direction.UP)
elif key == 's':
from visualization import Direction
controller.move(Direction.DOWN)
elif key == 'a':
from visualization import Direction
controller.move(Direction.LEFT)
elif key == 'd':
from visualization import Direction
controller.move(Direction.RIGHT)
elif key == 'u':
controller.undo()
print("Ход отменён!")
else:
print("Команды: W(вверх), S(вниз), A(влево), D(вправо), U(отмена), Q(выход)")
else:
print("Путь не найден, грустно")
def experimental_mode():
print("эксперименты")
print("Запуск экспериментов на лабиринтах разной сложности...")
runner = ExperimentRunner()
results = runner.run_all_experiments()
print_analysis(results)
#графики
plot_results(results)
def main():
print("\nВыберите режим работы:")
print(" 1. Интерактивный режим (с визуализацией)")
print(" 2. Экспериментальный режим (замеры производительности)")
print(" 3. Выход")
choice = input("\nВаш выбор (1-3): ").strip()
if choice == '1':
interactive_mode()
elif choice == '2':
experimental_mode()
else:
print("Adios!")
sys.exit(0)
if __name__ == "__main__":
main()

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from abc import ABC, abstractmethod
from typing import Tuple
import os
from maze_model import Maze, Cell
class MazeBuilder(ABC):
@abstractmethod
def build_from_file(self, filename: str) -> Maze:
pass
class TextFileMazeBuilder(MazeBuilder):
def build_from_file(self, filename: str) -> Maze:
if not os.path.exists(filename):
raise FileNotFoundError(f"Файл {filename} не найден..")
with open(filename, 'r', encoding='utf-8') as file:
lines = [line.rstrip('\n') for line in file.readlines()]
if not lines:
raise ValueError("Пусто(")
height = len(lines)
width = len(lines[0]) if lines else 0
for i, line in enumerate(lines):
if len(line) != width:
raise ValueError(f"Лабиринт не прямоугольный, что-то не так с размерами!")
maze = Maze(width, height)
start_found = False
exit_found = False
for y, line in enumerate(lines):
for x, char in enumerate(line):
cell = Cell(x, y)
if char == '#':
cell.is_wall = True
elif char == 'S':
cell.is_start = True
cell.is_wall = False
maze.start = cell
start_found = True
elif char == 'E':
cell.is_exit = True
cell.is_wall = False
maze.exit = cell
exit_found = True
elif char == ' ':
cell.is_wall = False
else:
raise ValueError(f"Недопустимый символ-'{char}' в позиции ({x}, {y}), уберите его")
maze.set_cell(x, y, cell)
if not start_found:
raise ValueError("В лабиринте нет начала")
if not exit_found:
raise ValueError("В лабиринте нет конца")
return maze

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# maze_model.py
from __future__ import annotations
from typing import List, Optional
from dataclasses import dataclass
@dataclass
class Cell:
x: int
y: int
is_wall: bool = False
is_start: bool = False
is_exit: bool = False
def is_passable(self) -> bool:
return not self.is_wall
def __hash__(self) -> int:
return hash((self.x, self.y))
def __eq__(self, other) -> bool:
if not isinstance(other, Cell):
return False
return self.x == other.x and self.y == other.y
class Maze:
def __init__(self, width: int, height: int):
self.width = width
self.height = height
self._cells: List[List[Cell]] = []
self.start: Optional[Cell] = None
self.exit: Optional[Cell] = None
for y in range(height):
row = []
for x in range(width):
row.append(Cell(x, y))
self._cells.append(row)
def set_cell(self, x: int, y: int, cell: Cell) -> None:
if 0 <= x < self.width and 0 <= y < self.height:
self._cells[y][x] = cell
def get_cell(self, x: int, y: int) -> Optional[Cell]:
if 0 <= x < self.width and 0 <= y < self.height:
return self._cells[y][x]
return None
def get_neighbors(self, cell: Cell) -> List[Cell]:
neighbors = []
# вверх, вниз, влево, вправо
directions = [(0, -1), (0, 1), (-1, 0), (1, 0)]
for dx, dy in directions:
neighbor = self.get_cell(cell.x + dx, cell.y + dy)
if neighbor and neighbor.is_passable():
neighbors.append(neighbor)
return neighbors
def get_all_cells(self) -> List[Cell]:
cells = []
for row in self._cells:
cells.extend(row)
return cells

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import time
from dataclasses import dataclass
from typing import List, Optional
from maze_model import Maze, Cell
from pathfinding_strategies import PathFindingStrategy
@dataclass
class SearchStats:
time_ms: float
visited_cells: int
path_length: int
path_found: bool
strategy_name: str
class MazeSolver:
def __init__(self, maze: Maze, strategy: Optional[PathFindingStrategy] = None):
self.maze = maze
self._strategy = strategy
def set_strategy(self, strategy: PathFindingStrategy) -> None:
self._strategy = strategy
def solve(self) -> SearchStats:
if self._strategy is None:
raise ValueError("Стратегии нет!")
if self.maze.start is None or self.maze.exit is None:
raise ValueError("Лабиринт не содержит начала или конца")
start_time = time.perf_counter()
if hasattr(self._strategy, '_find_path_with_stats'):
path, visited = self._strategy._find_path_with_stats(
self.maze, self.maze.start, self.maze.exit
)
else:
path = self._strategy.find_path(
self.maze, self.maze.start, self.maze.exit
)
visited = 0
end_time = time.perf_counter()
return SearchStats(
time_ms=(end_time - start_time) * 1000,
visited_cells=visited,
path_length=len(path) if path else 0,
path_found=len(path) > 0,
strategy_name=self._strategy.name
)

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from abc import ABC, abstractmethod
from typing import List, Dict, Optional, Tuple
from collections import deque
import heapq
from maze_model import Maze, Cell
class PathFindingStrategy(ABC):#интерфейс стратегии поиска
@abstractmethod
def find_path(self, maze: Maze, start: Cell, exit_cell: Cell) -> List[Cell]:
pass
@property
@abstractmethod
def name(self) -> str:
pass
class BFSStrategy(PathFindingStrategy):#в ширину
@property
def name(self) -> str:
return "BFS"
def find_path(self, maze: Maze, start: Cell, exit_cell: Cell) -> List[Cell]:
path, _ = self._find_path_with_stats(maze, start, exit_cell)
return path
def _find_path_with_stats(self, maze: Maze, start: Cell, exit_cell: Cell) -> tuple:
if start == exit_cell:
return [start], 1
from collections import deque
queue = deque([start])
visited = {start}
parent = {start: None}
while queue:
current = queue.popleft()
if current == exit_cell:
return self._reconstruct_path(parent, exit_cell), len(visited)
for neighbor in maze.get_neighbors(current):
if neighbor not in visited:
visited.add(neighbor)
parent[neighbor] = current
queue.append(neighbor)
return [], len(visited)
def _reconstruct_path(self, parent: dict, exit_cell: Cell) -> List[Cell]:
path = []
current = exit_cell
while current is not None:
path.append(current)
current = parent[current]
return list(reversed(path))
class DFSStrategy(PathFindingStrategy):#в глубину
@property
def name(self) -> str:
return "DFS"
def find_path(self, maze: Maze, start: Cell, exit_cell: Cell) -> List[Cell]:
path, _ = self._find_path_with_stats(maze, start, exit_cell)
return path
def _find_path_with_stats(self, maze: Maze, start: Cell, exit_cell: Cell) -> tuple:
if start == exit_cell:
return [start], 1
stack = [(start, [start])]
visited = {start}
while stack:
current, path = stack.pop()
if current == exit_cell:
return path, len(visited)
for neighbor in maze.get_neighbors(current):
if neighbor not in visited:
visited.add(neighbor)
stack.append((neighbor, path + [neighbor]))
return [], len(visited)
class AStarStrategy(PathFindingStrategy): #A*
@property
def name(self) -> str:
return "A*"
def _heuristic(self, cell: Cell, target: Cell) -> int:
return abs(cell.x - target.x) + abs(cell.y - target.y)
def find_path(self, maze: Maze, start: Cell, exit_cell: Cell) -> List[Cell]:
path, _ = self._find_path_with_stats(maze, start, exit_cell)
return path
def _find_path_with_stats(self, maze: Maze, start: Cell, exit_cell: Cell) -> tuple:
import heapq
if start == exit_cell:
return [start], 1
counter = 0
open_set = [(0, counter, start)]
came_from = {}
visited = {start}
g_score = {start: 0}
f_score = {start: self._heuristic(start, exit_cell)}
while open_set:
current = heapq.heappop(open_set)[2]
if current == exit_cell:
return self._reconstruct_path(came_from, exit_cell), len(visited)
for neighbor in maze.get_neighbors(current):
visited.add(neighbor)
tentative_g = g_score[current] + 1
if neighbor not in g_score or tentative_g < g_score[neighbor]:
came_from[neighbor] = current
g_score[neighbor] = tentative_g
f_score[neighbor] = tentative_g + self._heuristic(neighbor, exit_cell)
counter += 1
heapq.heappush(open_set, (f_score[neighbor], counter, neighbor))
return [], len(visited)
def _reconstruct_path(self, came_from: dict, current: Cell) -> List[Cell]:
path = [current]
while current in came_from:
current = came_from[current]
path.append(current)
return list(reversed(path))

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S #####
# # ###
# # # #
# # ### #
# # #
### # ###
# # #
# #######
# E
##########

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S
## # # ## ## ## # # ### #
# # # # # # # # # # # # # # # #
## ### # ## ## ## # ## ## #
# # # # ## # # ## ## # # #
# ### # # # ### # # # # ## # ##
## ### # # # # # ### #
# # ## # # # ## ##
# ## #### # # # # # # ##
## #### ## # # # ## # #
# # # # # ### #### # # # ##
# # # # # # # # ## ##
# ## ##### ## ###### # #
## # ## # # ## #### ##
## ## ## ## ## # # #
# # # ## # # # # #
## # # # # # #
## # # # # ## # # ### # # # #
# # # # ## ## # # #
# ### ## # # # # # #
# ## # ## # ## # # #### ## # ## #
# ## ## # # # # # # ##
# # ## # ## # # # # #
# # # # # # # ### # # # ## ##
# # # ### # ## ## # #
### ## # # ## # #
## ### # # # # # # #
## # # # # # ## # # ## # ### #
# # # ## # # # ## # # #
### # # # # # # # #
# ## ## ## # # # #
### # # # # #### # #
# ## # ### # # #### # #
# # # # # # # # ##
# # # # # # # ## # ##
# ## # ### ## ## # # # #
# # # # # # # # # # ##
## # # ## ### # ## # # ###
# # # # # ## # # # # # #
# #### # # # #### # ## # #
# # # # ### # ## #
# # # # # # ### # # # #
## # # # # # # #### # #
### # ## ## # ### # #
## # ## ## ### # # # # # # #
### ## # # # # # #
# # # # ## ## # #
# # # ### # # # # # ## # #
# ### # # # # # ## ## ## # ##
# # # # ##### # ## # # #E

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S
E

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S
# # # # # # # # # # # # # # # # ## ### # ## ## ## # ## ## #
# # # # ## # # ## ## # # # # # ### # # # ### # # # # ## # ##
## ### # # # # # ### # # # ## # # # ## ##
# ## #### # # # # # # ## ## #### ## # # # ## # #
# # # # # ### #### # # # ## # # # # # # # # # ## ##
# ## ##### ## ###### # # ## # ## # # ## #### ##
## ## ## ## ## # # # # # # ## # # # # #
## # # # # # # ## # # # # ## # # ### # # # #
# # # # ## ## # # # # ### ## # # # # # #
# ## # ## # ## # # #### ## # ## # # # ## ## # # # # # # ##
# # ## # ## # # # # ### # # # # # # ### # # # ## ##
# # # ### # ## ## # # ### ## # # ## # #
## ### # # # # # # # # ## # # # # # ## # # ## # ### #
# # # ## # # # ## # # # #### # # # # # # # #
# ## ## ## # # # # ### # # # # #### # #
# ## # ### # # #### # # # # # # # # # # ##
# # # # # # # ## # ### # ## # ### ## ## # # # #
# # # # # # # # # # ### ## # # ## ### # ## # # ###
# # # # # ## # # # # # # # #### # # # #### # ## # #
# # # # ### # ## # # # # # # # ### # # # #
## # # # # # # #### # # # ### # ## ## # ### # #
## # ## ## ### # # # # # # # ### ## # # # # # #
# # # # ## ## # # # # # ### # # # # # ## # #
# ### # # # # # ## ## ## # ## # # # # ##### # ## # # #
# # # # # # ## ## # # # # # # # # # # ## # ## # # # # # # ##
### ## # # ##### # # # # ## # # ## # # ## #
# # # # # ## # # # ## # ## # # # # # # ### # ## ### ##
### # ## # # # ## # # ## # # # # #### # ## #### # # # # # # #
# # # ### # ## # # ## # # # # # # # # # # ###### #
## # ## # # # #### #### # # ##### # # # ### # # # # #
# # # # ## ### # # # # # # # ## # # ## # # ## # # # #
# # # ## # # ### # ## # # # # #### # # ## # ##
## # ## # # ## # # # # # ## # # # # # # # # # # # # ###### #
## # # ## ### # #### # # # # # # # # # # # # # ## # # # # #
## # # # ## # ## # # # ### # # # # # # # # # #
# # # # ## # ### # # # # # ## ## ## # # ## # ###
### # # # # # # ## # # ## ## # # # # # #
## ## ## ### # # ### # # # # ### # # # # #
# # ## # # # ### ## ## ## ## # # ### # ## # # # # ## ## #
# # # # ## # # # ## # # # # ## # ### #### # ## ##
### ### # # # ### ### # # ## # # # ### ## # ## #
# ## # # # ### #### # # # # ### # # # ## ### ## # #
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from abc import ABC, abstractmethod
from typing import List, Optional, Set
from enum import Enum
from maze_model import Maze, Cell
class EventType(Enum):
PATH_FOUND = "path_found"
MOVE = "move"
MAZE_LOADED = "maze_loaded"
SOLVE_START = "solve_start"
SOLVE_END = "solve_end"
class Observer(ABC):
@abstractmethod
def update(self, event_type: EventType, data: any) -> None:
pass
class ConsoleView(Observer):
def __init__(self):
self.last_path: Optional[List[Cell]] = None
def update(self, event_type: EventType, data: any) -> None:
if event_type == EventType.MAZE_LOADED:
print("Лабиринт загружен")
elif event_type == EventType.SOLVE_START:
print("Начинается поиск пути...")
elif event_type == EventType.SOLVE_END:
print(f"Поиск завершён. Статистика: {data}")
elif event_type == EventType.PATH_FOUND:
self.last_path = data
def render(self, maze: Maze, player_pos: Optional[Cell] = None,
path: Optional[List[Cell]] = None) -> None: #рисует лаб
import os
os.system('cls' if os.name == 'nt' else 'clear')
path_set = set(path) if path else set()
# Верх
print("" + "" * maze.width + "")
for y in range(maze.height):
line = ""
for x in range(maze.width):
cell = maze.get_cell(x, y)
if player_pos and player_pos.x == x and player_pos.y == y:
line += "P"
elif cell == maze.start:
line += "S"
elif cell == maze.exit:
line += "E"
elif cell is not None and cell.is_wall:
line += "#"
elif path and cell in path_set:
line += "."
else:
line += " "
line += ""
print(line)
# Низ
print("" + "" * maze.width + "")
if path:
print(f"\nПуть найден! Длина: {len(path)} шагов")
elif path == []:
print("\nПуть не найден:(")
class Player:
def __init__(self, start_cell: Cell):
self.current_cell = start_cell
def move_to(self, cell: Cell) -> None:
self.current_cell = cell
def get_position(self) -> Cell:
return self.current_cell
class Direction(Enum):
UP = (0, -1)
DOWN = (0, 1)
LEFT = (-1, 0)
RIGHT = (1, 0)
class Command(ABC):
@abstractmethod
def execute(self) -> None:
pass
@abstractmethod
def undo(self) -> None:
pass
class MoveCommand(Command):
def __init__(self, player: Player, maze: Maze, direction: Direction):
self.player = player
self.maze = maze
self.direction = direction
self.previous_cell = player.current_cell
def execute(self) -> None:
dx, dy = self.direction.value
new_x = self.player.current_cell.x + dx
new_y = self.player.current_cell.y + dy
new_cell = self.maze.get_cell(new_x, new_y)
if new_cell and new_cell.is_passable():
self.previous_cell = self.player.current_cell
self.player.move_to(new_cell)
return True
return False
def undo(self) -> None:
self.player.move_to(self.previous_cell)
class GameController:
def __init__(self, maze: Maze, view: ConsoleView):
if maze.start is None:
raise ValueError("Лабиринт не имеет стартовой клетки")
self.maze = maze
self.view = view
self.player = Player(maze.start)
self.command_history: List[Command] = []
self.found_path: Optional[List[Cell]] = None
def move(self, direction: Direction) -> bool:
command = MoveCommand(self.player, self.maze, direction)
if command.execute():
self.command_history.append(command)
self._render()
return True
return False
def undo(self) -> None:
if self.command_history:
command = self.command_history.pop()
command.undo()
self._render()
def set_path(self, path: List[Cell]) -> None:
self.found_path = path
self._render()
def _render(self) -> None:
self.view.render(self.maze, self.player.get_position(), self.found_path)