2026-rff_mp/VolkovVA/cod.py

130 lines
4.1 KiB
Python

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