2026-rff_mp/konnovaea/maze_solver.py

368 lines
10 KiB
Python

from abc import ABC, abstractmethod
from collections import deque
import heapq
import time
import os
class Cell:
def __init__(self, x, y):
self.x = x
self.y = y
self.is_wall = False
self.is_start = False
self.is_exit = False
def is_passable(self):
return not self.is_wall
def __repr__(self):
return f"Cell({self.x},{self.y})"
class Maze:
def __init__(self, width, height):
self.width = width
self.height = height
self.cells = []
self.start = None
self.exit = None
for y in range(height):
row = []
for x in range(width):
row.append(Cell(x, y))
self.cells.append(row)
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 = []
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 TextFileMazeBuilder:
def build_from_file(self, filename):
with open(filename, 'r') as f:
lines = [line.rstrip() for line in f.readlines()]
height = len(lines)
width = len(lines[0])
maze = Maze(width, height)
for y, line in enumerate(lines):
for x, ch in enumerate(line):
cell = maze.get_cell(x, y)
if ch == '#':
cell.is_wall = True
elif ch == 'S':
maze.start = cell
cell.is_start = True
elif ch == 'E':
maze.exit = cell
cell.is_exit = True
return maze
class PathFindingStrategy(ABC):
@abstractmethod
def find_path(self, maze, start, exit):
pass
class BFSStrategy(PathFindingStrategy):
def find_path(self, maze, start, exit):
if not start or not exit:
return [], 0
queue = deque([(start, [start])])
visited = {start}
while queue:
current, path = queue.popleft()
if current == exit:
return path, len(visited)
for neighbor in maze.get_neighbors(current):
if neighbor not in visited:
visited.add(neighbor)
queue.append((neighbor, path + [neighbor]))
return [], len(visited)
class DFSStrategy(PathFindingStrategy):
def find_path(self, maze, start, exit):
if not start or not exit:
return [], 0
stack = [(start, [start])]
visited = {start}
while stack:
current, path = stack.pop()
if current == exit:
return path, len(visited)
for neighbor in maze.get_neighbors(current):
if neighbor not in visited:
visited.add(neighbor)
stack.append((neighbor, path + [neighbor]))
return [], len(visited)
class AStarStrategy(PathFindingStrategy):
def _heuristic(self, a, b):
return abs(a.x - b.x) + abs(a.y - b.y)
def find_path(self, maze, start, exit):
if not start or not exit:
return [], 0
heap = [(self._heuristic(start, exit), 0, start, [start])]
g_score = {start: 0}
visited = set()
counter = 1
while heap:
_, _, current, path = heapq.heappop(heap)
if current in visited:
continue
visited.add(current)
if current == exit:
return path, len(visited)
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]:
g_score[neighbor] = tentative_g
f = tentative_g + self._heuristic(neighbor, exit)
heapq.heappush(heap, (f, counter, neighbor, path + [neighbor]))
counter += 1
return [], len(visited)
class SearchStats:
def __init__(self, path, time_ms, visited_count):
self.path = path
self.time_ms = time_ms
self.visited_count = visited_count
self.path_length = len(path) if path else 0
class MazeSolver:
def __init__(self, maze, strategy=None):
self.maze = maze
self.strategy = strategy
self.observers = []
def attach(self, observer):
self.observers.append(observer)
def detach(self, observer):
self.observers.remove(observer)
def notify(self, event, data=None):
for observer in self.observers:
observer.update(event, data)
def set_strategy(self, strategy):
self.strategy = strategy
def solve(self):
if self.strategy is None:
raise ValueError("Стратегия не установлена")
self.notify("search_started")
start_time = time.perf_counter()
path, visited_count = self.strategy.find_path(self.maze, self.maze.start, self.maze.exit)
end_time = time.perf_counter()
time_ms = (end_time - start_time) * 1000
self.notify("search_finished", time_ms)
self.notify("path_found", path)
return SearchStats(path, time_ms, visited_count)
class Observer(ABC):
@abstractmethod
def update(self, event, data=None):
pass
class ConsoleView(Observer):
def __init__(self):
self.events = []
def update(self, event, data=None):
self.events.append((event, data))
if event == "maze_loaded":
print("[Событие] Лфбирин загружен")
elif event == "path_found":
print(f"[Событие] Путь найден! Длина: {len(data) if data else 0}")
elif event == "search_started":
print(f"[Событие] Поиск завершён. Время: {data:.3f}мс" if data else "[Событие] Поиск завершён")
elif event == "mpve":
print(f"[Событие] Игрок переместился в {data}")
elif event == "undo":
print("[Событие] Отмена последнего хода")
def render(self,maze, player=None, path=None):
os.system('cls' if os.name == 'nt' else 'clear')
print("Лабиринт")
for y in range(maze.height):
row = ""
for x in range(maze.width):
cell = maze.get_cell(x,y)
if player and cell == player.current_cell:
row += "p " #игрок
elif path and cell in path:
row += "* " #путь
elif cell.is_wall:
row += "# " #стена
elif cell.is_start:
row += "S " #старт
elif cell.is_exit:
row += "E " #выход
else:
row += ". " #прозод
print(row)
print("Управление: W/A/S/D - движение, U - отмена, Q - выход")
class Command(ABC):
@abstractmethod
def execute(self):
pass
@abstractmethod
def undo(self):
pass
class Player:
def __init__(self, start_cell):
self.current_cell = start_cell
self.start_cell = start_cell
def move_to(self, cell):
self.current_cell = cell
def resent(self):
self.current_cell = self.start_cell
def __repr__(self):
return f"Player at ({self.current_cell.x}, {self.current_cell.y})"
class MoveCommand(Command):
def __init__(self, player, new_cell, view):
self.player = player
self.new_cell = new_cell
self.old_cell = player.current_cell
self.view = view
def execute(self):
self.player.move_to(self.new_cell)
self.view.update("undo", None)
def undo(self):
self.player.move_to(self.old_cell)
self.view.update("undo",None)
class GameController:
def __init__(self, maze, view):
self.maze = maze
self.view = view
self.player = Player(maze.start)
self.command_history = []
def get_cell_in_direction(self, direction):
x, y = self.player.current_cell.x, self.player.current_cell.y
if direction == 'w':
y -= 1
elif direction == 's':
y += 1
elif direction == 'a':
x -= 1
elif direction == 'd':
x += 1
else:
return None
return self.maze.get_cell(x, y)
def try_move(self, direction):
new_cell = self.get_cell_in_direction(direction)
if new_cell and new_cell.is_passable():
command = MoveCommand(self.player, new_cell, self.view)
command.execute()
self.command_history.append(command)
if new_cell.is_exit:
self.view.update("path_found", [])
print("Вы нашли выход.")
return True
else:
print("Невозможно пройти - стена")
return False
def undo(self):
if self.command_history:
command = self.command_history.pop()
command.undo()
else:
print("Нечего отменять")
def visualize_path(self, path):
self.view.render(self.maze, self.player, path)
def run_manual_mode(self):
while True:
self.view.render(self.maze, self.player)
command = input("Введите команду: ").lower().strip()
if command in ['w', 'a', 's', 'd']:
self.try_move(command)
elif command == 'u':
self.undo()
elif command == 'q':
print('Выход из игры')
break
else:
print("Неизвестная команда. Используйте: W/A/S/D - движение, U - отмена, Q - выход")