543 lines
15 KiB
Python
543 lines
15 KiB
Python
from abc import ABC, abstractclassmethod
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from collections import deque
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import heapq
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import time
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import os
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import time
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import csv
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import random
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class Cell:
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def __init__(self, x, y):
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self.x = x
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self.y = y
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self.isWall = False
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self.isStart = False
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self.isExit = False
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def __eq__(self, other):
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if other is None:
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return False
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return self.x == other.x and self.y == other.y
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def __lt__(self, other):
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if other is None:
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return False
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return (self.x, self.y) < (other.x, other.y)
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def __hash__(self):
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return hash((self.x, self.y))
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def __repr__(self):
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return f"Cell({self.x}, {self.y})"
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def isPassable(self):
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return not self.isWall
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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.grid = [[Cell(x, y) for y in range(height)] for x in range(width)]
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self.start = None
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self.exit = None
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def getCell(self, x, y):
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if 0 <= x < self.width and 0 <= y < self.height:
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return self.grid[x][y]
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return None
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def getNeighbors(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.getCell(cell.x + dx, cell.y + dy)
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if neighbor and neighbor.isPassable():
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neighbors.append(neighbor)
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return neighbors
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def setStart(self, x, y):
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cell = self.getCell(x, y)
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if cell:
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cell.isStart = True
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self.start = cell
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def setExit(self, x, y):
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cell = self.getCell(x, y)
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if cell:
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cell.isExit = True
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self.exit = cell
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class MazeBuilder(ABC):
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def buildFromFile(self, filename):
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pass
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class TextileMazeBuilder(MazeBuilder):
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def buildFromFile(self, filename):
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with open(filename, 'r', encoding='utf-8') as f:
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lines = f.readlines()
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lines = [line.rstrip('\n\r') for line in lines]
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height = len(lines)
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width = len(lines[0]) if height > 0 else 0
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for line in lines:
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if len(line) != width:
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raise ValueError("все строки одинаковой длины")
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maze = Maze(width, height)
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for y in range(height):
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for x in range(width):
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char = lines[y][x]
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cell = maze.getCell(x, y)
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if char == '#':
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cell.isWall = True
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elif char == ' ':
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cell.isWall = False
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elif char == 's':
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cell.isWall = False
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cell.isStart = True
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maze.start = cell
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elif char == 'e':
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cell.isWall = False
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cell.isExit = True
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maze.exit = cell
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else:
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raise ValueError(f"неизв сим")
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if maze.start is None:
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raise ValueError("в лабиринте не найден старт")
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if maze.exit is None:
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raise ValueError("в лабиринте не найден выход")
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return maze
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class PathFindingStrategy:
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def findPath(self, maze, start, exit):
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pass
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class BFSStrategy(PathFindingStrategy):
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def findPath(self, maze, start, exit):
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if exit is None:
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return []
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queue = deque([start])
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visited = {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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if current == exit:
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return self._reconstruct_path(parent, start, exit)
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for neighbor in maze.getNeighbors(current):
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if neighbor not in visited:
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visited.add(neighbor)
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parent[neighbor] = current
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queue.append(neighbor)
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return []
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def _reconstruct_path(self, parent, start, exit):
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path = []
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current = exit
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while current is not None:
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path.append(current)
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current = parent[current]
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path.reverse()
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return path
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class DFSStrategy(PathFindingStrategy):
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def findPath(self, maze, start, exit):
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if exit is None:
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return []
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stack = [start]
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visited = {start}
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parent = {start: None}
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while stack:
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current = stack.pop()
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if current == exit:
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return self._reconstruct_path(parent, start, exit)
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for neighbor in maze.getNeighbors(current):
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if neighbor not in visited:
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visited.add(neighbor)
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parent[neighbor] = current
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stack.append(neighbor)
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return []
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def _reconstruct_path(self, parent, start, exit):
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path = []
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current = exit
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while current is not None:
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path.append(current)
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current = parent[current]
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path.reverse()
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return path
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class AStrategy(PathFindingStrategy):
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def _heuristic(self, cell, exit):
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if exit is None:
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return 0
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return abs(cell.x - exit.x) + abs(cell.y - exit.y)
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def findPath(self, maze, start, exit):
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if exit is None:
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return []
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open_set = []
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heapq.heappush(open_set, (0, start))
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came_from = {start: None}
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g_score = {start: 0}
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while open_set:
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current = heapq.heappop(open_set)[1]
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if current == exit:
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return self._reconstruct_path(came_from, start, exit)
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for neighbor in maze.getNeighbors(current):
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tentative_g = g_score[current] + 1
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if neighbor not in g_score or tentative_g < g_score[neighbor]:
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came_from[neighbor] = current
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g_score[neighbor] = tentative_g
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f_score = tentative_g + self._heuristic(neighbor, exit)
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heapq.heappush(open_set, (f_score, neighbor))
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return []
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def _reconstruct_path(self, came_from, start, exit):
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path = []
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current = exit
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while current is not None:
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path.append(current)
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current = came_from[current]
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path.reverse()
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return path
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class SearchStats:
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def __init__(self, time_ms=0, visited_cells=0, path_length=0):
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self.time_ms = time_ms
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self.visited_cells = visited_cells
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self.path_length = path_length
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def __str__(self):
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return f"Время: {self.time_ms:.3f} мс | Посещено: {self.visited_cells} | Длина пути: {self.path_length}"
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class MazeSolver:
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def __init__(self, maze):
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self.maze = maze
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self.strategy = None
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def setStrategy(self, strategy):
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self.strategy = strategy
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def solve(self):
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if self.strategy is None:
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raise ValueError("Стратегия не установлена")
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start_time = time.perf_counter()
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path = self.strategy.findPath(self.maze, self.maze.start, self.maze.exit)
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end_time = time.perf_counter()
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elapsed_ms = (end_time - start_time) * 1000
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stats = SearchStats(
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time_ms=elapsed_ms,
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visited_cells=len(path),
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path_length=len(path)
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)
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return path, stats
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class Observer:
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def update(self, event):
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pass
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class ConsoleView(Observer):
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def render(self, maze, player_position=None, path=None):
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"""отрисовка"""
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os.system('cls' if os.name == 'nt' else 'clear')
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path_set = set(path) if path else set()
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for y in range(maze.height):
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for x in range(maze.width):
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cell = maze.getCell(x, y)
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if player_position and cell == player_position:
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print('P', end='')
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elif cell == maze.start:
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print('S', end='')
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elif cell == maze.exit:
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print('E', end='')
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elif cell in path_set:
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print('.', end='')
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elif cell.isWall:
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print('#', end='')
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else:
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print(' ', end='')
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print()
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def update(self, event):
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if event['type'] == 'path_found':
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print(f"длина пути {len(event['path'])}")
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self.render(event['maze'], path=event['path'])
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elif event['type'] == 'move':
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print(f"шаг {event['step']}")
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self.render(event['maze'], event['player'], event['path'])
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elif event['type'] == 'maze_loaded':
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print("перегрузка")
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self.render(event['maze'])
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class ObservableMazeSolver:
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def __init__(self, maze):
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self.maze = maze
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self.strategy = None
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self.observers = []
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def attach(self, observer):
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self.observers.append(observer)
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def notify(self, event):
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for observer in self.observers:
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observer.update(event)
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def setStrategy(self, strategy):
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self.strategy = strategy
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def solve(self):
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if self.strategy is None:
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raise ValueError("")
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path = self.strategy.findPath(self.maze, self.maze.start, self.maze.exit)
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self.notify({
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'type': 'path_found',
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'maze': self.maze,
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'path': path
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})
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return path
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class Player:
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def __init__(self, start_cell):
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self.currentCell = start_cell
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self.previousCell = None
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def moveTo(self, cell):
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self.previousCell = self.currentCell
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self.currentCell = cell
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def undoMove(self):
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if self.previousCell:
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self.currentCell, self.previousCell = self.previousCell, None
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return True
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return False
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class Command:
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def execute(self):
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pass
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def undo(self):
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pass
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class MoveCommand(Command):
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def __init__(self, player, direction, maze):
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self.player = player
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self.dx, self.dy = direction
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self.maze = maze
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self.executed = False
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def execute(self):
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new_x = self.player.currentCell.x + self.dx
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new_y = self.player.currentCell.y + self.dy
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new_cell = self.maze.getCell(new_x, new_y)
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if new_cell and new_cell.isPassable():
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self.player.moveTo(new_cell)
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self.executed = True
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return True
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return False
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def undo(self):
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if self.executed:
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self.player.undoMove()
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self.executed = False
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return True
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return False
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def clear_console():
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os.system('cls' if os.name == 'nt' else 'clear')
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def render_maze_with_player(maze, player, path=None):
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path_set = set(path) if path else set()
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for y in range(maze.height):
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for x in range(maze.width):
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cell = maze.getCell(x, y)
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if cell == player.currentCell:
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print('P', end='')
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elif cell == maze.start:
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print('S', end='')
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elif cell == maze.exit:
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print('E', end='')
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elif cell in path_set:
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print('.', end='')
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elif cell.isWall:
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print('#', end='')
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else:
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print(' ', end='')
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print()
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def run_game(maze, path=None):
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player = Player(maze.start)
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history = []
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directions = {
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'w': (0, -1),
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's': (0, 1),
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'a': (-1, 0),
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'd': (1, 0)
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}
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print(" W/A/S/D - движение, U - отмена, Q - выход")
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if path:
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print(f"мин путь {len(path)} шагов")
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while True:
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print()
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render_maze_with_player(maze, player, path)
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if player.currentCell == maze.exit:
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print("\n*** выход ***")
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break
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key = input("\n> ").lower()
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if key == 'q':
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print("выход из игры")
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break
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elif key == 'u':
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if history:
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cmd = history.pop()
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cmd.undo()
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print("отмена хода")
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else:
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print("нет ходов")
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elif key in directions:
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cmd = MoveCommand(player, directions[key], maze)
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if cmd.execute():
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history.append(cmd)
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else:
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print("стена")
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else:
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print("неизвестно")
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def generate_empty_maze(width, height):
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maze = Maze(width, height)
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for x in range(width):
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for y in range(height):
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maze.getCell(x, y).isWall = False
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maze.setStart(0, 0)
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maze.setExit(width-1, height-1)
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return maze
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def generate_maze_with_walls(width, height, wall_probability=0.3):
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maze = Maze(width, height)
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for x in range(width):
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for y in range(height):
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if random.random() < wall_probability:
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maze.getCell(x, y).isWall = True
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else:
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maze.getCell(x, y).isWall = False
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maze.getCell(0, 0).isWall = False
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maze.getCell(width-1, height-1).isWall = False
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maze.setStart(0, 0)
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maze.setExit(width-1, height-1)
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return maze
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def generate_maze_no_exit(width, height):
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maze = generate_maze_with_walls(width, height, 0.3)
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exit_cell = maze.getCell(width-1, height-1)
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exit_cell.isWall = True
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maze.exit = None
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return maze
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def save_maze_to_file(maze, filename):
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with open(filename, 'w') as f:
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for y in range(maze.height):
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for x in range(maze.width):
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cell = maze.getCell(x, y)
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if cell == maze.start:
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f.write('s')
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elif cell == maze.exit:
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f.write('e')
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elif cell.isWall:
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f.write('#')
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else:
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f.write(' ')
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f.write('\n')
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def create_test_mazes():
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mazes = []
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small = generate_maze_with_walls(10, 10, 0.2)
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save_maze_to_file(small, "maze_small.txt")
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mazes.append(('маленький (10x10)', small))
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medium = generate_maze_with_walls(50, 50, 0.3)
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save_maze_to_file(medium, "maze_medium.txt")
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mazes.append(('средний (50x50)', medium))
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large = generate_maze_with_walls(100, 100, 0.3)
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save_maze_to_file(large, "maze_large.txt")
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mazes.append(('большой (100x100)', large))
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empty = generate_empty_maze(50, 50)
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save_maze_to_file(empty, "maze_empty.txt")
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mazes.append(('пустой (50x50)', empty))
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no_exit = generate_maze_no_exit(20, 20)
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save_maze_to_file(no_exit, "maze_no_exit.txt")
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mazes.append(('без выхода (20x20)', no_exit))
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return mazes |