from abc import ABC, abstractclassmethod from collections import deque import heapq import time import os import time import csv import random class Cell: def __init__(self, x, y): self.x = x self.y = y self.isWall = False self.isStart = False self.isExit = False def __eq__(self, other): if other is None: return False return self.x == other.x and self.y == other.y def __lt__(self, other): if other is None: return False return (self.x, self.y) < (other.x, other.y) def __hash__(self): return hash((self.x, self.y)) def __repr__(self): return f"Cell({self.x}, {self.y})" def isPassable(self): return not self.isWall class Maze: def __init__(self, width, height): self.width = width self.height = height self.grid = [[Cell(x, y) for y in range(height)] for x in range(width)] self.start = None self.exit = None def getCell(self, x, y): if 0 <= x < self.width and 0 <= y < self.height: return self.grid[x][y] return None def getNeighbors(self, cell): neighbors = [] directions = [(0, 1), (0, -1), (1, 0), (-1, 0)] for dx, dy in directions: neighbor = self.getCell(cell.x + dx, cell.y + dy) if neighbor and neighbor.isPassable(): neighbors.append(neighbor) return neighbors def setStart(self, x, y): cell = self.getCell(x, y) if cell: cell.isStart = True self.start = cell def setExit(self, x, y): cell = self.getCell(x, y) if cell: cell.isExit = True self.exit = cell class MazeBuilder(ABC): def buildFromFile(self, filename): pass class TextileMazeBuilder(MazeBuilder): def buildFromFile(self, filename): with open(filename, 'r', encoding='utf-8') as f: lines = f.readlines() lines = [line.rstrip('\n\r') for line in lines] height = len(lines) width = len(lines[0]) if height > 0 else 0 for line in lines: if len(line) != width: raise ValueError("все строки одинаковой длины") maze = Maze(width, height) for y in range(height): for x in range(width): char = lines[y][x] cell = maze.getCell(x, y) if char == '#': cell.isWall = True elif char == ' ': cell.isWall = False elif char == 's': cell.isWall = False cell.isStart = True maze.start = cell elif char == 'e': cell.isWall = False cell.isExit = True maze.exit = cell else: raise ValueError(f"неизв сим") if maze.start is None: raise ValueError("в лабиринте не найден старт") if maze.exit is None: raise ValueError("в лабиринте не найден выход") return maze class PathFindingStrategy: def findPath(self, maze, start, exit): pass class BFSStrategy(PathFindingStrategy): def findPath(self, maze, start, exit): if exit is None: return [] queue = deque([start]) visited = {start} parent = {start: None} while queue: current = queue.popleft() if current == exit: return self._reconstruct_path(parent, start, exit) for neighbor in maze.getNeighbors(current): if neighbor not in visited: visited.add(neighbor) parent[neighbor] = current queue.append(neighbor) return [] def _reconstruct_path(self, parent, start, exit): path = [] current = exit while current is not None: path.append(current) current = parent[current] path.reverse() return path class DFSStrategy(PathFindingStrategy): def findPath(self, maze, start, exit): if exit is None: return [] stack = [start] visited = {start} parent = {start: None} while stack: current = stack.pop() if current == exit: return self._reconstruct_path(parent, start, exit) for neighbor in maze.getNeighbors(current): if neighbor not in visited: visited.add(neighbor) parent[neighbor] = current stack.append(neighbor) return [] def _reconstruct_path(self, parent, start, exit): path = [] current = exit while current is not None: path.append(current) current = parent[current] path.reverse() return path class AStrategy(PathFindingStrategy): def _heuristic(self, cell, exit): if exit is None: return 0 return abs(cell.x - exit.x) + abs(cell.y - exit.y) def findPath(self, maze, start, exit): if exit is None: return [] open_set = [] heapq.heappush(open_set, (0, start)) came_from = {start: None} g_score = {start: 0} while open_set: current = heapq.heappop(open_set)[1] if current == exit: return self._reconstruct_path(came_from, start, exit) for neighbor in maze.getNeighbors(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_score = tentative_g + self._heuristic(neighbor, exit) heapq.heappush(open_set, (f_score, neighbor)) return [] def _reconstruct_path(self, came_from, start, exit): path = [] current = exit while current is not None: path.append(current) current = came_from[current] path.reverse() return path class SearchStats: def __init__(self, time_ms=0, visited_cells=0, path_length=0): self.time_ms = time_ms self.visited_cells = visited_cells self.path_length = path_length def __str__(self): return f"Время: {self.time_ms:.3f} мс | Посещено: {self.visited_cells} | Длина пути: {self.path_length}" class MazeSolver: def __init__(self, maze): self.maze = maze self.strategy = None def setStrategy(self, strategy): self.strategy = strategy def solve(self): if self.strategy is None: raise ValueError("Стратегия не установлена") start_time = time.perf_counter() path = self.strategy.findPath(self.maze, self.maze.start, self.maze.exit) end_time = time.perf_counter() elapsed_ms = (end_time - start_time) * 1000 stats = SearchStats( time_ms=elapsed_ms, visited_cells=len(path), path_length=len(path) ) return path, stats class Observer: def update(self, event): pass class ConsoleView(Observer): def render(self, maze, player_position=None, path=None): """отрисовка""" os.system('cls' if os.name == 'nt' else 'clear') path_set = set(path) if path else set() for y in range(maze.height): for x in range(maze.width): cell = maze.getCell(x, y) if player_position and cell == player_position: print('P', end='') elif cell == maze.start: print('S', end='') elif cell == maze.exit: print('E', end='') elif cell in path_set: print('.', end='') elif cell.isWall: print('#', end='') else: print(' ', end='') print() def update(self, event): if event['type'] == 'path_found': print(f"длина пути {len(event['path'])}") self.render(event['maze'], path=event['path']) elif event['type'] == 'move': print(f"шаг {event['step']}") self.render(event['maze'], event['player'], event['path']) elif event['type'] == 'maze_loaded': print("перегрузка") self.render(event['maze']) class ObservableMazeSolver: def __init__(self, maze): self.maze = maze self.strategy = None self.observers = [] def attach(self, observer): self.observers.append(observer) def notify(self, event): for observer in self.observers: observer.update(event) def setStrategy(self, strategy): self.strategy = strategy def solve(self): if self.strategy is None: raise ValueError("") path = self.strategy.findPath(self.maze, self.maze.start, self.maze.exit) self.notify({ 'type': 'path_found', 'maze': self.maze, 'path': path }) return path class Player: def __init__(self, start_cell): self.currentCell = start_cell self.previousCell = None def moveTo(self, cell): self.previousCell = self.currentCell self.currentCell = cell def undoMove(self): if self.previousCell: self.currentCell, self.previousCell = self.previousCell, None return True return False class Command: def execute(self): pass def undo(self): pass class MoveCommand(Command): def __init__(self, player, direction, maze): self.player = player self.dx, self.dy = direction self.maze = maze self.executed = False def execute(self): new_x = self.player.currentCell.x + self.dx new_y = self.player.currentCell.y + self.dy new_cell = self.maze.getCell(new_x, new_y) if new_cell and new_cell.isPassable(): self.player.moveTo(new_cell) self.executed = True return True return False def undo(self): if self.executed: self.player.undoMove() self.executed = False return True return False def clear_console(): os.system('cls' if os.name == 'nt' else 'clear') def render_maze_with_player(maze, player, path=None): path_set = set(path) if path else set() for y in range(maze.height): for x in range(maze.width): cell = maze.getCell(x, y) if cell == player.currentCell: print('P', end='') elif cell == maze.start: print('S', end='') elif cell == maze.exit: print('E', end='') elif cell in path_set: print('.', end='') elif cell.isWall: print('#', end='') else: print(' ', end='') print() def run_game(maze, path=None): player = Player(maze.start) history = [] directions = { 'w': (0, -1), 's': (0, 1), 'a': (-1, 0), 'd': (1, 0) } print(" W/A/S/D - движение, U - отмена, Q - выход") if path: print(f"мин путь {len(path)} шагов") while True: print() render_maze_with_player(maze, player, path) if player.currentCell == maze.exit: print("\n*** выход ***") break key = input("\n> ").lower() if key == 'q': print("выход из игры") break elif key == 'u': if history: cmd = history.pop() cmd.undo() print("отмена хода") else: print("нет ходов") elif key in directions: cmd = MoveCommand(player, directions[key], maze) if cmd.execute(): history.append(cmd) else: print("стена") else: print("неизвестно")