2026-rff_mp/VolkovVA/cod.py

230 lines
7.4 KiB
Python

from collections import deque
import heapq
import time
from abc import ABC, abstractmethod
# 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 Player:
def __init__(self, start_cell):
self.current_cell = start_cell
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 = self.cells[0][0]
self.exit_cell = self.cells[height-1][width-1]
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
# Strategy
class PathFindingStrategy:
def findPath(self, maze, start, exit):
raise NotImplementedError("Этот метод должен быть реализован в стратегии!")
def _reconstruct_path(self, parents, current):
path = []
while current:
path.append(current)
current = parents.get(current)
return path[::-1]
class Command(ABC):
@abstractmethod
def execute(self): pass
@abstractmethod
def undo(self): pass
class MoveCommand(Command):
def __init__(self, player, dx, dy, maze):
self.player = player
self.dx = dx
self.dy = dy
self.maze = maze
self.prev_cell = None
def execute(self):
self.prev_cell = self.player.current_cell
target = self.maze.get_cell(self.prev_cell.x + self.dx, self.prev_cell.y + self.dy)
if target and target.is_passable():
self.player.current_cell = target
return True
return False
def undo(self):
self.player.current_cell = self.prev_cell
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 []
# Статистика
class SearchStats:
def __init__(self, time_ms, visited, length):
self.time_ms = time_ms
self.visited = visited
self.length = length
# Паттерн Observer
class Observer(ABC):
@abstractmethod
def update(self, event: str, data=None):
pass
class ConsoleView(Observer):
def update(self, event: str, data=None):
if event == "path_found":
print(f"Событие '{event}': время={data.time_ms:.2f}мс, посещено={data.visited}, путь={data.length}")
elif event == "player_moved":
print(f"Игрок переместился в: ({data.x}, {data.y})")
elif event == "error":
print(f"Ошибка: {data}")
# --- 6. Оркестратор (MazeSolver) ---
class MazeSolver:
def __init__(self, maze, player):
self.maze = maze
self.player = player
self.strat = None
self._observers = []
self._history = [] # Стек для undo
def attach(self, observer):
self._observers.append(observer)
def notify(self, event, data=None):
for obs in self._observers:
obs.update(event, data)
# Метод для ручного управления (Command)
def move_player(self, dx, dy):
cmd = MoveCommand(self.player, dx, dy, self.maze)
if cmd.execute():
self._history.append(cmd)
self.notify("player_moved", self.player.current_cell)
else:
self.notify("error", "Стена!")
def undo_move(self):
if self._history:
cmd = self._history.pop()
cmd.undo()
self.notify("player_moved", self.player.current_cell)
def solve(self):
if not self.strat: return None
t0 = time.perf_counter()
path = self.strat.findPath(self.maze, self.maze.start_cell, self.maze.exit_cell)
t1 = time.perf_counter()
visited_count = sum(c.visited for row in self.maze.cells for c in row)
stats = SearchStats((t1 - t0) * 1000, visited_count, len(path))
self.notify("path_found", stats)
return stats
# --- Запуск ---
if __name__ == "__main__":
maze = Maze(10, 10)
player = Player(maze.start_cell)
solver = MazeSolver(maze, player)
solver.attach(ConsoleView())
solver.move_player(1, 0)
solver.undo_move()
print("Используйте WASD для движения, Z для отмены хода, Q для выхода")
while True:
cmd = input("Введите команду: ").lower()
if cmd == 'd':
solver.move_player(1, 0)
elif cmd == 'a':
solver.move_player(-1, 0)
elif cmd == 's':
solver.move_player(0, 1)
elif cmd == 'w':
solver.move_player(0, -1)
elif cmd == 'z':
solver.undo_move()
elif cmd == 'q':
break