130 lines
4.1 KiB
Python
130 lines
4.1 KiB
Python
from abc import ABC, abstractmethod
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from collections import deque
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import heapq
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# --- Модель ---
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class Cell:
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def __init__(self, x, y, is_wall=False, is_start=False, is_exit=False):
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self.x = x
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self.y = y
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self.is_wall = is_wall
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self.is_start = is_start
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self.is_exit = is_exit
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self.visited = False
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def is_passable(self):
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return not self.is_wall
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class Maze:
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def __init__(self, width, height):
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self.width = width
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self.height = 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_cell = None
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self.exit_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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return self.cells[y][x]
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return None
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def get_neighbors(self, cell):
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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 directions:
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neighbor = self.get_cell(cell.x + dx, cell.y + dy)
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if neighbor and neighbor.is_passable():
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neighbors.append(neighbor)
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return neighbors
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# --- Строитель
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class MazeBuilder:
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def buildFromFile(self, filename):
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with open(filename, 'r') as f:
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lines = f.readlines()
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height = len(lines)
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width = len(lines[0].strip())
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maze = Maze(width, height)
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for y, line in enumerate(lines):
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for x, char in enumerate(line.strip()):
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cell = maze.get_cell(x, y)
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if char == '#': cell.is_wall = True
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elif char == 'S':
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cell.is_start = True
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maze.start_cell = cell
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elif char == 'E':
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cell.is_exit = True
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maze.exit_cell = cell
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if not maze.start_cell or not maze.exit_cell:
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raise ValueError("Лабиринт сломан")
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return maze
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class PathFindingStrategy(ABC):
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@abstractmethod
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def findPath(self, maze, start, exit):
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pass
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def _reconstruct_path(self, parents, current):
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path = []
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while current:
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path.append(current)
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current = parents.get(current)
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return path[::-1]
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class BFSStrategy(PathFindingStrategy):
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def findPath(self, maze, start, exit):
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queue = deque([start])
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parents = {start: None}
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start.visited = True
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while queue:
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current = queue.popleft()
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if current == exit:
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return self._reconstruct_path(parents, exit)
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for neighbor in maze.get_neighbors(current):
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if not neighbor.visited:
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neighbor.visited = True
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parents[neighbor] = current
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queue.append(neighbor)
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return []
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class AStarStrategy(PathFindingStrategy):
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def _heuristic(self, a, b):
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return abs(a.x - b.x) + abs(a.y - b.y)
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def findPath(self, maze, start, exit):
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heap = [(0, start)]
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parents = {start: None}
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g_score = {start: 0}
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while heap:
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_, current = heapq.heappop(heap)
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if current == exit:
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return self._reconstruct_path(parents, exit)
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for neighbor in maze.get_neighbors(current):
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new_g = g_score[current] + 1
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if new_g < g_score.get(neighbor, float('inf')):
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parents[neighbor] = current
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g_score[neighbor] = new_g
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f = new_g + self._heuristic(neighbor, exit)
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heapq.heappush(heap, (f, neighbor))
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return []
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if __name__ == "__main__":
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builder = MazeBuilder()
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try:
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path_to_maze = r"C:\Users\vva26\2026-rff_mp\VolkovVA\docs\data\maze.txt"
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maze = builder.buildFromFile(path_to_maze)
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print(f"Лабиринт {maze.width}x{maze.height} загружен.")
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solver = BFSStrategy()
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path = solver.findPath(maze, maze.start_cell, maze.exit_cell)
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print(f" {len(path)}")
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except Exception as e:
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print(f"Ошибка: {e}") |