forked from UNN/2026-rff_mp
554 lines
16 KiB
Python
554 lines
16 KiB
Python
import numpy as np
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import abc
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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 keyboard
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#Классы клетки и лабиринта
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class Cell:
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def __init__(self, coords, isWall = False, isStart = False,
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isExit = False):
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self.coords = coords
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self.isWall = isWall
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self.isStart = isStart
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self.isExit = isExit
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def isPassable(self):
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if self.isWall:
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return False
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return True
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class Maze:
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def __init__(self, cells, width, height, st, ex):
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self.cells = cells
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self.width = width
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self.height = height
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self.st = st
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self.ex = ex
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def getCell(self,x,y):
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try:
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return self.cells[x][y]
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except:
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return None
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def getNeighbors(self,cell):
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x,y = cell.coords
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res = []
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for i,j in (x,y+1),(x,y-1),(x-1,y),(x+1,y):
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cellij = self.getCell(i,j)
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if i <= self.width-1 and j <= self.height-1 and 0 <= i and 0 <= j and cellij is not None:
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if cellij.isPassable():
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res.append(cellij)
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else:
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res.append(None)
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else:
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res.append(None)
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return res
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#Тестирование классов клетки и лабиринта
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# cell1 = Cell((1,2), isExit = True, isWall = True, isStart = False)
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# print(cell1.isPassable())
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# print(cell1.isStart)
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# print(cell1.coords)
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# width, height = 3,3
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# cells = np.full((width,height), None, dtype=object)
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# for x in range(width):
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# for y in range(height):
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# if x != 0 and x != width-1 and y != 0 and y != height-1:
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# cells[x][y] = Cell((x,y), isWall = False)
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# else:
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# cells[x][y] = Cell((x,y), isWall = True)
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# print(cells)
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# maze1 = Maze(cells, width, height, cells[0], cells[-1])
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# for column in cells:
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# for cell in column:
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# print(cell.coords)
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# print(maze1.getNeighbors(cell))
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# print('\n')
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#Интерфейс постройки лабиринта
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class MazeBuilder(abc.ABC):
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@abc.abstractmethod
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def buildFromFile(filename): pass
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#Наследуем от него класс постройки из текстового файла
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class TextFileMazeBuilder(MazeBuilder):
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def buildFromFile(filename):
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with open(filename, "r") as file:
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rows = file.read().splitlines()
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#print(rows)
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width = 0
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height = 0
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for row in rows:
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height += 1
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if len(row) > width:
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width = len(row)
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#print(width, height)
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st = (0,0)
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ex = (width,height)
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cells = np.full((width,height), None, dtype=object)
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flagst = False
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flagex = False
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for y in range(height):
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for x in range(width):
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isWall = False
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isStart = False
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isExit = False
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if rows[-(y+1)][x] == '#':
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isWall = True
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elif rows[-(y+1)][x] == 'S':
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isStart = True
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st = (x,y)
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flagst = True
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#print('Старт в',x,y)
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elif rows[-(y+1)][x] == 'E':
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isExit = True
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ex = (x,y)
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flagex = True
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#print('Выход в',x,y)
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elif rows[-(y+1)][x] != ' ':
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raise ValueError("Неверный формат лабиринта! Пожалуйста, используйте только символы #,S,E и пробелы")
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cells[x][y] = Cell((x,y), isWall, isStart, isExit)
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if flagst and flagex:
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return Maze(cells, width, height, cells[st[0]][st[1]], cells[ex[0]][ex[1]])
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raise ValueError('В лабаиринте должны быть вход и выход (S и E)')
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# builder = TextFileMazeBuilder
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# maze = builder.buildFromFile('maze1.txt')
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# print(maze)
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#Интерфейс поиска пути
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class PathFindingStrategy(abc.ABC):
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@abc.abstractmethod
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def findPath(self, maze, st, ex): pass
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#Поиск в глубину
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class DFS(PathFindingStrategy):
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def findPath(self,maze,st,ex):
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stack = [st]
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self.visited = {st.coords} #по координатам надёжнее, а то вдруг адрес изменится
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pathmap = {}
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while stack:
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cell = stack.pop()
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if cell.coords == ex.coords:
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#маршрут выстраивается в обратном порядке и разворачивается
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path = []
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while cell.coords != st.coords:
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path.append(cell)
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cell = pathmap[cell.coords]
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path.append(st)
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path = path[::-1]
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return path
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for n in maze.getNeighbors(cell):
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if n != None and n.coords not in self.visited:
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self.visited.add(n.coords)
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pathmap[n.coords] = cell
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stack.append(n)
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return None
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# path = DFS().findPath(maze,maze.st,maze.ex)
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# print('путь поиском в глубину:')
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# for cell in path:
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# print(cell.coords)
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class BFS(PathFindingStrategy):
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def findPath(self,maze,st,ex):
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queue = deque([st])
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self.visited = {st.coords} #по координатам надёжнее, а то вдруг адрес изменится
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pathmap = {}
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while queue:
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cell = queue.popleft()
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if cell.coords == ex.coords:
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path = []
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while cell.coords != st.coords:
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path.append(cell)
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cell = pathmap[cell.coords]
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path.append(st)
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path = path[::-1]
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return path
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for n in maze.getNeighbors(cell):
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if n != None and n.coords not in self.visited:
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self.visited.add(n.coords)
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pathmap[n.coords] = cell
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queue.append(n)
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return None
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# path = BFS().findPath(maze,maze.st,maze.ex)
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# print('путь поиском в ширину:')
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# for cell in path:
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# print(cell.coords)
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class Astar(PathFindingStrategy):
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def findPath(self,maze,st,ex):
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c = 0
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hp_queue = [(0,c,st)]
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self.g_score = {st.coords: 0}
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pathmap = {}
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hp_queue_coords = {st.coords} #нам важна скорость
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while hp_queue:
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cell = heapq.heappop(hp_queue)[2]
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hp_queue_coords.remove(cell.coords)
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if cell.coords == ex.coords:
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path = []
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while cell.coords != st.coords:
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path.append(cell)
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cell = pathmap[cell.coords]
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path.append(st)
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path = path[::-1]
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self.visited = self.g_score #экий костыль
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return path
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for n in maze.getNeighbors(cell):
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new_g_score = self.g_score[cell.coords] + 1
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if n is not None and new_g_score < self.g_score.get(n.coords, float('inf')):
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pathmap[n.coords] = cell
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self.g_score[n.coords] = new_g_score
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h_score = abs(n.coords[0]-ex.coords[0]) + abs(n.coords[1]-ex.coords[1])
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#f = g + h
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#h - манхэттенское расстояние
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full_score = new_g_score + h_score
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if n.coords not in hp_queue_coords:
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c += 1
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heapq.heappush(hp_queue, (full_score, c, n))
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hp_queue_coords.add(n.coords)
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self.visited = self.g_score #экий костыль 2: возвращение ситхов
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return None
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# path = Astar().findPath(maze,maze.st,maze.ex)
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# print('путь с A*:')
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# for cell in path:
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# print(cell.coords)
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#Класс статистики поиска пути и класс оркестратор
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class SearchStats():
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def __init__(self, timeMs, visitedCells, pathLength):
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self.timeMs = timeMs
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self.visitedCells = visitedCells
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self.pathLength = pathLength
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class MazeSolver():
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def __init__(self, maze, strategy):
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self.maze = maze
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self.strategy = strategy
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self.observers = [ConsoleView(maze)]
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for observer in self.observers:
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observer.update(MazeEvent('maze_loaded',maze,maze.st.coords))
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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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start = time.perf_counter()
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path = self.strategy.findPath(self.maze,self.maze.st,self.maze.ex)
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end = time.perf_counter()
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elapsed = end - start
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visitedCells = len(self.strategy.visited)
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pathLength = len(path)
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for observer in self.observers:
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observer.update(MazeEvent('path_found',self.maze,path[-1].coords,path))
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return SearchStats(elapsed, visitedCells, pathLength)
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# MS = MazeSolver(maze, DFS())
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# Stats = MS.solve()
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# print(Stats.timeMs)
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# print(Stats.visitedCells)
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# print(Stats.pathLength)
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# MS = MazeSolver(maze, BFS())
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# Stats = MS.solve()
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# print(Stats.timeMs)
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# print(Stats.visitedCells)
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# print(Stats.pathLength)
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# MS = MazeSolver(maze, Astar())
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# Stats = MS.solve()
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# print(Stats.timeMs)
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# print(Stats.visitedCells)
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# print(Stats.pathLength)
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#Класс для событий
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class MazeEvent():
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def __init__(self,event_type, maze, player_position = None, path = []):
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if player_position is None:
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player_position = maze.st.coords
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self.event_type = event_type
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self.maze = maze
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self.player_position = player_position
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self.path = path
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#Интерфейс наблюдатель
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class Observer(abc.ABC):
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@abc.abstractmethod
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def update(self, event):
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if not isinstance(event, (str, MazeEvent)):
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raise TypeError('Только строки и объекты события')
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elif isinstance(event, MazeEvent) and event.event_type not in ('path_found','move','maze_loaded'):
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raise TypeError('Только события "path_found","move","maze_loaded"')
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#Класс консольного просмотра
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class ConsoleView(Observer):
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def __init__(self, maze, player_position = (0,0), path = []):
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self.maze = maze
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self.player_position = player_position
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self.path = path
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def update(self, event):
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super().update(event) #проверка через сам интерфейс
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if isinstance(event, str):
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print('')
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print(event+'\n')
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self.render(self.maze, self.player_position, self.path)
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else:
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print('')
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print(event.event_type+'\n')
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if event.player_position is not None:
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self.player_position = event.player_position
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if event.path is not None and event.path:
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self.path = event.path
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self.render(event.maze, self.player_position, self.path)
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def render(self, maze, player_position, path):
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os.system('cls' if os.name == 'nt' else 'clear')
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#из-за системы координат надо всё опять транспонировать
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res = []
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for row in maze.cells.T[::-1]:
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subres = []
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for cell in row:
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if cell.isWall:
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subres += '#'
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elif cell.isStart:
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subres += 'S'
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elif cell.isExit:
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subres += 'E'
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else:
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subres += ' '
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res.append(subres)
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for cell in path:
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x,y = cell.coords
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if res[-(y+1)][x] != 'S':
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res[-(y+1)][x] = '*'
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res[-(player_position[1]+1)][player_position[0]] = 'X'
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for row in res:
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print(''.join(row))
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# builder = TextFileMazeBuilder
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# maze = builder.buildFromFile('maze1.txt')
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# print(maze)
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# CV = ConsoleView(maze, (0,0))
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# CV.update('Что-то случилось')
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# ME = MazeEvent('maze_loaded', maze, (0,0))
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# CV.update(ME)
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# CV.update('Что-то случилось')
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#Интерфейс для команд
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class Command(abc.ABC):
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@abc.abstractmethod
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def execute(self): pass
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@abc.abstractmethod
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def undo(self): pass
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#Класс команды движения
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class MoveCommand(Command):
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def __init__(self):
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self.previousCell = (0,0)
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def execute(self,player,direction):
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self.previousCell = player.currentCell
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resCell = (self.previousCell[0]+direction.dir[0],self.previousCell[1]+direction.dir[1])
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player.moveTo(resCell)
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def undo(self,player):
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player.moveTo(self.previousCell)
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#Класс игрока
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class Player():
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#Он хранит не текущую клетку, а только её координаты. Поскольку
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#нам надо перемещать игрока динамически, а команда для перемещения
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#не принимает лабиринт в качестве аргумента, следующую клетку мы
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#как объект получить не можем, а можем получить только её координаты.
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def __init__(self, currentCell):
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self.currentCell = currentCell
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def moveTo(self, cell):
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self.currentCell = cell
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#Класс направление
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class Direction():
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def __init__(self, x,y):
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self.dir = (x,y)
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builder = TextFileMazeBuilder
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maze = builder.buildFromFile('maze1.txt')
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MS = MazeSolver(maze, DFS())
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MS.solve()
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MC = MoveCommand()
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CV = MS.observers[0]
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player1 = Player(CV.player_position)
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instruct = '\nПеремещайтесь на W/A/S/D. Для отмены используйте ctrl+Z. Для выхода из режима перемещения команда X.\n'
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def move(player, direction):
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resCoords = (player.currentCell[0]+direction.dir[0], player.currentCell[1]+direction.dir[1])
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resCell = maze.getCell(resCoords[0], resCoords[1])
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if resCell == None or resCell.isWall:
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return
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MC.execute(player, direction)
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CV.update(MazeEvent('move', maze, player.currentCell))
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print(instruct)
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def undo(player):
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MC.undo(player)
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CV.update(MazeEvent('move', maze, player.currentCell))
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print(instruct)
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keyboard.add_hotkey('w', move, args=[player1, Direction(0,1)])
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keyboard.add_hotkey('s', move, args=[player1, Direction(0,-1)])
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keyboard.add_hotkey('a', move, args=[player1, Direction(-1,0)])
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keyboard.add_hotkey('d', move, args=[player1, Direction(1,0)])
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keyboard.add_hotkey('ctrl+z', undo, args=[player1])
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keyboard.wait('x')
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keyboard.unhook_all()
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