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groshevava/docs/data/builders.py
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75
groshevava/docs/data/builders.py
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# maze_solver/builders.py
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from abc import ABC, abstractmethod
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from models import Cell, Maze
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class MazeBuilder(ABC):
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"""Интерфейс строителя лабиринта."""
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@abstractmethod
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def buildFromFile(self, filename: str) -> Maze:
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"""Строит объект Maze из файла."""
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pass
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class TextFileMazeBuilder(MazeBuilder):
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"""Строитель для текстового формата: ■ стена, ' ' проход, S старт, E выход."""
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# Поддерживаемые символы стен
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WALL_SYMBOLS = {'#', '■', '█', '▓', '▒', '░'}
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def __init__(self, require_exit: bool = True):
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"""
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Args:
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require_exit: Если False, позволяет создавать лабиринты без выхода
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"""
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self.require_exit = require_exit
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def buildFromFile(self, filename: str) -> Maze:
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with open(filename, 'r', encoding='utf-8') as f:
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lines = f.readlines()
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# Убираем символы новой строки и пустые строки в конце файла
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cleaned_lines = [line.rstrip('\n') for line in lines if line.strip() != '']
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if not cleaned_lines:
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raise ValueError("Файл лабиринта пуст")
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height = len(cleaned_lines)
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width = len(cleaned_lines[0])
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grid = []
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start_cell = None
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exit_cell = None
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for y, line in enumerate(cleaned_lines):
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row = []
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if len(line) != width:
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raise ValueError(
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f"Строка {y} имеет длину {len(line)}, ожидалось {width}. "
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f"Лабиринт должен быть прямоугольным."
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)
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for x, char in enumerate(line):
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is_wall = char in self.WALL_SYMBOLS
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cell = Cell(x, y, is_wall)
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if char == 'S':
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cell.isStart = True
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start_cell = cell
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elif char == 'E':
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cell.isExit = True
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exit_cell = cell
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row.append(cell)
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grid.append(row)
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if not start_cell:
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raise ValueError("В лабиринте не найдена стартовая позиция (S)")
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if self.require_exit and not exit_cell:
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raise ValueError("В лабиринте не найдена выходная позиция (E)")
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maze = Maze(width, height, grid)
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maze.start = start_cell
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maze.exit = exit_cell
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return maze
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201
groshevava/docs/data/main.py
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201
groshevava/docs/data/main.py
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from builders import TextFileMazeBuilder
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from strategies import BFSStrategy, DFSStrategy, AStarStrategy
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from solver import MazeSolver
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from observers import ConsoleView
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from experiments import run_experiments, save_to_csv
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import random
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WALL = '■'
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PASSAGE = ' '
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START = 'S'
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EXIT = 'E'
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def generate_maze_prim(size: int, filename: str, label: str):
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random.seed(hash(filename) % 10000)
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grid = [[WALL for _ in range(size)] for _ in range(size)]
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start_x, start_y = 1, 1
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grid[start_y][start_x] = PASSAGE
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walls = []
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for dx, dy in [(0, -1), (0, 1), (-1, 0), (1, 0)]:
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wall_x = start_x + dx
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wall_y = start_y + dy
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cell_x = start_x + 2*dx
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cell_y = start_y + 2*dy
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if 0 <= cell_x < size and 0 <= cell_y < size:
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if grid[wall_y][wall_x] == WALL:
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walls.append((wall_x, wall_y, start_x, start_y, cell_x, cell_y))
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while walls:
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idx = random.randint(0, len(walls) - 1)
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wall_x, wall_y, from_x, from_y, to_x, to_y = walls.pop(idx)
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if grid[to_y][to_x] == WALL:
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grid[wall_y][wall_x] = PASSAGE
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grid[to_y][to_x] = PASSAGE
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for dx, dy in [(0, -1), (0, 1), (-1, 0), (1, 0)]:
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new_wall_x = to_x + dx
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new_wall_y = to_y + dy
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new_cell_x = to_x + 2*dx
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new_cell_y = to_y + 2*dy
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if 0 <= new_cell_x < size and 0 <= new_cell_y < size:
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if grid[new_wall_y][new_wall_x] == WALL:
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walls.append((new_wall_x, new_wall_y, to_x, to_y, new_cell_x, new_cell_y))
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grid[1][1] = START
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grid[size-2][size-2] = EXIT
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with open(filename, 'w', encoding='utf-8') as f:
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for row in grid:
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f.write(''.join(row) + '\n')
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print(f"✓ {label}: {filename}")
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def generate_small_maze(filename='small_maze.txt'):
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maze = [
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"■■■■■■■■■■",
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"■S ■",
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"■ ■■■■ ■ ■",
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"■ ■ ■ ■ ■",
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"■ ■ ■■ ■ ■",
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"■ ■ ■ ■",
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"■ ■■■■■■ ■",
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"■ ■",
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"■ ■■■■■■■■",
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"■ E■",
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"■■■■■■■■■■"
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]
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with open(filename, 'w', encoding='utf-8') as f:
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f.write('\n'.join(maze))
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print(f"Маленький лабиринт 10x10: {filename}")
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def generate_no_exit_maze(filename='no_exit_maze.txt'):
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maze = [
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"■■■■■■■■■■",
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"■S ■",
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"■ ■■■■ ■ ■",
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"■ ■ ■ ■ ■",
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"■ ■ ■■ ■ ■",
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"■ ■ ■ ■",
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"■ ■■■■■■ ■",
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"■ ■",
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"■ ■■■■■■■■",
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"■ ■■■■■■",
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"■■■■■E■■■■"
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]
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with open(filename, 'w', encoding='utf-8') as f:
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f.write('\n'.join(maze))
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print(f"Лабиринт без выхода 10x10: {filename}")
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def generate_empty_maze(filename='empty_maze.txt'):
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size = 10
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maze = []
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maze.append(WALL * size)
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for i in range(size - 2):
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if i == 0:
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row = WALL + START + PASSAGE * (size - 3) + WALL
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elif i == size - 3:
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row = WALL + PASSAGE * (size - 3) + EXIT + WALL
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else:
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row = WALL + PASSAGE * (size - 2) + WALL
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maze.append(row)
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maze.append(WALL * size)
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with open(filename, 'w', encoding='utf-8') as f:
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f.write('\n'.join(maze))
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print(f"Пустой лабиринт 10x10: {filename}")
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def main():
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print("=" * 60)
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print("ГЕНЕРАЦИЯ ЛАБИРИНТОВ")
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print("=" * 60)
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generate_small_maze('small_maze.txt')
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generate_maze_prim(50, 'medium_maze.txt', 'Средний лабиринт 50x50')
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generate_maze_prim(100, 'large_maze.txt', 'Большой лабиринт 100x100')
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generate_no_exit_maze('no_exit_maze.txt')
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generate_empty_maze('empty_maze.txt')
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print("\n" + "=" * 60)
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print("ДЕМОНСТРАЦИЯ НА МАЛЕНЬКОМ ЛАБИРИНТЕ")
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print("=" * 60)
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builder = TextFileMazeBuilder()
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maze = builder.buildFromFile('small_maze.txt')
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print(f"Размер: {maze.width}x{maze.height}")
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print(f"Старт: ({maze.start.x}, {maze.start.y})")
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print(f"Выход: ({maze.exit.x}, {maze.exit.y})")
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view = ConsoleView()
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solver = MazeSolver(maze)
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solver.attach(view)
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strategies = {
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"BFS (поиск в ширину)": BFSStrategy(),
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"DFS (поиск в глубину)": DFSStrategy(),
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"A*": AStarStrategy()
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}
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for name, strat in strategies.items():
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print(f"\n{'─' * 40}")
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print(f"Стратегия: {name}")
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solver.setStrategy(strat)
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path, stats = solver.solve()
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if path:
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print(f"Путь найден! Длина: {len(path)} шагов")
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print(f" Время: {stats.time_ms:.3f} мс | Посещено: {stats.visited_count}")
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view.render(maze, path=path)
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else:
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print("Путь не найден!")
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# Эксперименты
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print("\n" + "=" * 60)
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print("ЭКСПЕРИМЕНТЫ НА ВСЕХ ЛАБИРИНТАХ")
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print("=" * 60)
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test_mazes = {}
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maze_files = [
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("Маленький (10x10)", "small_maze.txt"),
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("Средний (50x50)", "medium_maze.txt"),
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("Большой (100x100)", "large_maze.txt"),
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("Без выхода (10x10)", "no_exit_maze.txt"),
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("Пустой (10x10)", "empty_maze.txt")
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]
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for name, filename in maze_files:
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try:
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test_mazes[name] = builder.buildFromFile(filename)
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m = test_mazes[name]
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print(f"{name} загружен ({m.width}x{m.height})")
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except Exception as e:
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print(f"Ошибка {name}: {e}")
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if test_mazes:
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print(f"\nЗапуск тестов (по 3 прогона)...")
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results = run_experiments(test_mazes, strategies, runs=3)
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save_to_csv(results)
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print("ГОТОВО! Графики: python visualize_results.py")
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if __name__ == "__main__":
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main()
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46
groshevava/docs/data/models.py
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46
groshevava/docs/data/models.py
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@ -0,0 +1,46 @@
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# maze_solver/models.py
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from typing import Optional, List
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class Cell:
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"""Представляет одну клетку лабиринта."""
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def __init__(self, x: int, y: int, is_wall: bool = False):
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self.x = x
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self.y = y
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self.isWall = is_wall
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self.isStart = False
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self.isExit = False
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def isPassable(self) -> bool:
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"""Можно ли пройти через клетку."""
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return not self.isWall
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def __repr__(self):
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return f"Cell({self.x}, {self.y}, Wall={self.isWall})"
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class Maze:
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"""Хранит полную карту лабиринта."""
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def __init__(self, width: int, height: int, grid: Optional[List[List[Cell]]] = None):
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self.width = width
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self.height = height
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self.grid = grid if grid else []
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self.start: Optional[Cell] = None
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self.exit: Optional[Cell] = None
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def getCell(self, x: int, y: int) -> Optional[Cell]:
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"""Безопасное получение клетки по координатам."""
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if 0 <= x < self.width and 0 <= y < self.height:
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return self.grid[y][x]
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return None
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def getNeighbors(self, cell: Cell) -> List[Cell]:
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"""Возвращает список соседних ПРОХОДИМЫХ клеток."""
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neighbors = []
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directions = [(0, -1), (0, 1), (-1, 0), (1, 0)] # up, down, left, right
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for dx, dy in directions:
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nx, ny = cell.x + dx, cell.y + dy
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neighbor = self.getCell(nx, ny)
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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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60
groshevava/docs/data/observers.py
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60
groshevava/docs/data/observers.py
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@ -0,0 +1,60 @@
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import os
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from abc import ABC, abstractmethod
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from typing import Optional, List
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from models import Maze, Cell
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class Observer(ABC):
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@abstractmethod
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def update(self, event: str, data=None):
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pass
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class ConsoleView(Observer):
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WALL_CHAR = '■'
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START_CHAR = 'S'
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EXIT_CHAR = 'E'
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PATH_CHAR = '•'
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PLAYER_CHAR = 'P'
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PASSAGE_CHAR = ' '
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def update(self, event: str, data=None):
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if event == "search_started":
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print(f"\n Запущен поиск с помощью: {data['strategy']}")
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elif event == "path_found":
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stats = data['stats']
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print(f" Путь найден! {stats}")
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elif event == "path_not_found":
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stats = data['stats']
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print(f" Путь НЕ найден. {stats}")
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elif event == "step":
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self.render(data['maze'], data['current'], data.get('path'))
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@staticmethod
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def render(maze: Maze, player_pos: Optional[Cell] = None, path: Optional[List[Cell]] = None):
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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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print("┌" + "─" * maze.width + "┐")
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for y in range(maze.height):
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row_str = "│"
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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_pos and cell == player_pos:
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row_str += ConsoleView.PLAYER_CHAR
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elif cell.isStart:
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row_str += ConsoleView.START_CHAR
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elif cell.isExit:
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row_str += ConsoleView.EXIT_CHAR
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elif cell in path_set:
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row_str += ConsoleView.PATH_CHAR
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elif cell.isWall:
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row_str += ConsoleView.WALL_CHAR
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else:
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row_str += ConsoleView.PASSAGE_CHAR
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row_str += "│"
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print(row_str)
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print("└" + "─" * maze.width + "┘")
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61
groshevava/docs/data/solver.py
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61
groshevava/docs/data/solver.py
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@ -0,0 +1,61 @@
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import time
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from typing import List, Tuple, Optional
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from models import Maze, Cell
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from strategies import PathFindingStrategy
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class SearchStats:
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def __init__(self, time_ms: float, visited: int, path_length: int):
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self.time_ms = time_ms
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self.visited_count = visited
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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:.4f} мс | "
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f"Посещено: {self.visited_count} | "
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f"Длина пути: {self.path_length}")
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class MazeSolver:
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def __init__(self, maze: Maze, strategy: Optional[PathFindingStrategy] = None):
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self.maze = maze
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self.strategy = strategy
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self._observers = []
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def setStrategy(self, strategy: PathFindingStrategy):
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self.strategy = strategy
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def attach(self, observer):
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self._observers.append(observer)
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def detach(self, observer):
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self._observers.remove(observer)
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def _notify(self, event: str, data=None):
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for observer in self._observers:
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observer.update(event, data)
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def solve(self) -> Tuple[List[Cell], SearchStats]:
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if not self.strategy:
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raise ValueError("Стратегия поиска не установлена.")
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if not self.maze.start or not self.maze.exit:
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raise ValueError("В лабиринте не определены старт или выход.")
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self._notify("search_started", {"strategy": type(self.strategy).__name__})
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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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visited = self.strategy.visited_count
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path_len = len(path)
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stats = SearchStats(elapsed_ms, visited, path_len)
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||||
if path:
|
||||
self._notify("path_found", {"path": path, "stats": stats})
|
||||
else:
|
||||
self._notify("path_not_found", {"stats": stats})
|
||||
|
||||
return path, stats
|
||||
Loading…
Reference in New Issue
Block a user