2026-rff_mp/novikovsd/maze.py
novikovsd b091b98a93 experiments and new folder creation
реализовано создание папки для сохранения в ней результатов эксперимента, реализовано создание тестогово лабиринта
2026-05-25 13:20:57 +03:00

424 lines
13 KiB
Python

import sys
import time
import csv
from collections import deque
from heapq import heappush, heappop
from abc import ABC, abstractmethod
from typing import List, Optional, Tuple, Dict, Any
import os
RESULTS_DIR = "lab2_results"
class Cell:
def __init__(self, x: int, y: int, is_wall: bool = False):
self.x = x
self.y = y
self.is_wall = is_wall
self.is_start = False
self.is_exit = False
def is_passable(self) -> bool:
return not self.is_wall
def __repr__(self):
return f"Cell({self.x},{self.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
def set_cell(self, x: int, y: int, cell: Cell):
if not self.cells:
self.cells = [[None] * self.width for _ in range(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 = []
for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
nx, ny = cell.x + dx, cell.y + dy
neighbor = self.get_cell(nx, ny)
if neighbor and neighbor.is_passable():
neighbors.append(neighbor)
return neighbors
class MazeBuilder(ABC):
@abstractmethod
def build_from_file(self, filename: str) -> Maze:
pass
class TextFileMazeBuilder(MazeBuilder):
def build_from_file(self, filename: str) -> Maze:
with open(filename, 'r', encoding='utf-8') as f:
lines = [line.rstrip('\n') for line in f.readlines()]
if not lines:
raise ValueError("Файл пуст")
height = len(lines)
width = max(len(line) for line in lines)
maze = Maze(width, height)
start_cell = None
exit_cell = None
for y, line in enumerate(lines):
for x, ch in enumerate(line):
is_wall = (ch == '#')
cell = Cell(x, y, is_wall)
if ch == 'S':
cell.is_start = True
start_cell = cell
elif ch == 'E':
cell.is_exit = True
exit_cell = cell
maze.set_cell(x, y, cell)
if start_cell is None or exit_cell is None:
for y in range(height):
for x in range(width):
cell = maze.get_cell(x, y)
if cell and cell.is_start:
start_cell = cell
if cell and cell.is_exit:
exit_cell = cell
if start_cell is None:
raise ValueError("Нет стартовой клетки (S)")
if exit_cell is None:
raise ValueError("Нет выходной клетки (E)")
maze.start = start_cell
maze.exit = exit_cell
return maze
class PathFindingStrategy(ABC):
@abstractmethod
def find_path(self, maze: Maze, start: Cell, exit: Cell) -> List[Cell]:
pass
class BFSStrategy(PathFindingStrategy):
def find_path(self, maze: Maze, start: Cell, exit: Cell) -> List[Cell]:
if start == exit:
self.last_visited = 1
return [start]
queue = deque()
queue.append(start)
parent = {start: None}
visited = {start}
visited_count = 1
while queue:
current = queue.popleft()
if current == exit:
break
for neighbor in maze.get_neighbors(current):
if neighbor not in visited:
visited.add(neighbor)
visited_count += 1
parent[neighbor] = current
queue.append(neighbor)
self.last_visited = visited_count
if exit not in parent:
return []
path = []
cur = exit
while cur is not None:
path.append(cur)
cur = parent[cur]
path.reverse()
return path
class DFSStrategy(PathFindingStrategy):
def find_path(self, maze: Maze, start: Cell, exit: Cell) -> List[Cell]:
stack = [(start, [start])]
visited = {start}
visited_count = 1
while stack:
current, path = stack.pop()
if current == exit:
self.last_visited = visited_count
return path
for neighbor in maze.get_neighbors(current):
if neighbor not in visited:
visited.add(neighbor)
visited_count += 1
stack.append((neighbor, path + [neighbor]))
self.last_visited = visited_count
return []
class AStarStrategy(PathFindingStrategy):
def heuristic(self, a: Cell, b: Cell) -> int:
return abs(a.x - b.x) + abs(a.y - b.y)
def find_path(self, maze: Maze, start: Cell, exit: Cell) -> List[Cell]:
open_set = []
counter = 0
heappush(open_set, (0, counter, start))
came_from = {}
g_score = {start: 0}
f_score = {start: self.heuristic(start, exit)}
visited_count = 0
while open_set:
_, _, current = heappop(open_set)
visited_count += 1
if current == exit:
path = []
while current in came_from:
path.append(current)
current = came_from[current]
path.append(start)
path.reverse()
self.last_visited = visited_count
return path
for neighbor in maze.get_neighbors(current):
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 = tentative_g + self.heuristic(neighbor, exit)
f_score[neighbor] = f
counter += 1
heappush(open_set, (f, counter, neighbor))
self.last_visited = visited_count
return []
class SearchStats:
def __init__(self, time_ms: float, visited_cells: int, path_length: int):
self.time_ms = time_ms
self.visited_cells = visited_cells
self.path_length = path_length
def __repr__(self):
return f"Stats(time={self.time_ms:.2f}ms, visited={self.visited_cells}, path_len={self.path_length})"
class MazeSolver:
def __init__(self, maze: Maze, strategy: PathFindingStrategy):
self.maze = maze
self.strategy = strategy
self.observers = []
def set_strategy(self, strategy: PathFindingStrategy):
self.strategy = strategy
def attach(self, observer):
self.observers.append(observer)
def detach(self, observer):
self.observers.remove(observer)
def notify(self, event: str, data: Any = None):
for obs in self.observers:
obs.update(event, data)
def solve(self) -> Tuple[List[Cell], SearchStats]:
start_time = time.perf_counter()
path = self.strategy.find_path(self.maze, self.maze.start, self.maze.exit)
end_time = time.perf_counter()
elapsed_ms = (end_time - start_time) * 1000.0
visited_cells = getattr(self.strategy, 'last_visited', len(path) if path else 0)
stats = SearchStats(elapsed_ms, visited_cells, len(path))
self.notify("solved", {"path": path, "stats": stats})
return path, stats
class Observer(ABC):
@abstractmethod
def update(self, event: str, data: Any):
pass
class ConsoleView(Observer):
def __init__(self):
self.player_pos = None
self.path = []
def update(self, event: str, data: Any):
if event == "maze_loaded":
self.maze = data["maze"]
self.render()
elif event == "player_moved":
self.player_pos = data["player_cell"]
self.render()
elif event == "path_found":
self.path = data["path"]
self.render()
elif event == "solved":
self.path = data["path"]
self.render()
def render(self, maze: Maze = None, player_cell: Cell = None, path: List[Cell] = None):
if maze:
self.maze = maze
if player_cell:
self.player_pos = player_cell
if path is not None:
self.path = path
if not hasattr(self, 'maze'):
print("Нет лабиринта для отображения")
return
for y in range(self.maze.height):
row = ""
for x in range(self.maze.width):
cell = self.maze.get_cell(x, y)
if cell is None:
row += " "
continue
if self.player_pos and cell == self.player_pos:
row += "P"
elif cell == self.maze.start:
row += "S"
elif cell == self.maze.exit:
row += "E"
elif self.path and cell in self.path:
row += "."
elif cell.is_wall:
row += "#"
else:
row += " "
print(row)
print()
class MoveCommand(ABC):
@abstractmethod
def execute(self):
pass
@abstractmethod
def undo(self):
pass
class Player:
def __init__(self, start_cell: Cell):
self.current_cell = start_cell
def move_to(self, cell: Cell):
self.current_cell = cell
class MoveCommandImpl(MoveCommand):
def __init__(self, player: Player, direction: str, maze: Maze):
self.player = player
self.direction = direction
self.maze = maze
self.previous_cell = player.current_cell
def execute(self):
dx, dy = 0, 0
if self.direction == 'w':
dy = -1
elif self.direction == 's':
dy = 1
elif self.direction == 'a':
dx = -1
elif self.direction == 'd':
dx = 1
else:
return False
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.player.move_to(new_cell)
return True
return False
def undo(self):
self.player.move_to(self.previous_cell)
def ensure_results_dir():
if not os.path.exists(RESULTS_DIR):
os.makedirs(RESULTS_DIR)
print(f"Создана папка: {RESULTS_DIR}")
def generate_test_maze_file(filename: str, maze_type: str):
full_path = os.path.join(RESULTS_DIR, filename)
if maze_type == "small":
lines = [
"##########",
"#S #",
"# #",
"# #",
"# #",
"# #",
"# #",
"# #",
"# E#",
"##########"
]
elif maze_type == "medium":
height, width = 50, 50
lines = []
for y in range(height):
row = []
for x in range(width):
if y == 0 or y == height-1 or x == 0 or x == width-1:
row.append('#')
elif (y % 5 == 0 and x % 7 == 0) or (y % 8 == 0 and x % 3 == 0):
row.append('#')
else:
row.append(' ')
row_str = ''.join(row)
lines.append(row_str)
lines[1] = 'S' + lines[1][1:]
lines[height-2] = lines[height-2][:width-2] + 'E' + lines[height-2][width-1:]
elif maze_type == "large":
import random
height, width = 100, 100
random.seed(42)
lines = []
for y in range(height):
row = []
for x in range(width):
if y == 0 or y == height-1 or x == 0 or x == width-1:
row.append('#')
else:
if random.random() < 0.2:
row.append('#')
else:
row.append(' ')
lines.append(''.join(row))
lines[1] = 'S' + lines[1][1:]
lines[height-2] = lines[height-2][:width-2] + 'E' + lines[height-2][width-1:]
elif maze_type == "empty":
height, width = 50, 50
lines = []
for y in range(height):
if y == 0 or y == height-1:
lines.append('#' * width)
else:
lines.append('#' + ' ' * (width-2) + '#')
lines[1] = 'S' + lines[1][1:]
lines[height-2] = lines[height-2][:width-2] + 'E' + lines[height-2][width-1:]
elif maze_type == "no_exit":
lines = [
"##########",
"#S #",
"# #",
"# #",
"# #",
"# #",
"# #",
"# #",
"# #",
"##########"
]
else:
raise ValueError("Unknown maze type")
with open(full_path, 'w', encoding='utf-8') as f:
f.write('\n'.join(lines))