forked from UNN/2026-rff_mp
234 lines
6.5 KiB
Python
234 lines
6.5 KiB
Python
from abc import ABC, abstractclassmethod
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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 time
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import csv
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import random
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class Cell:
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def __init__(self, x, y):
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self.x = x
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self.y = y
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self.isWall = False
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self.isStart = False
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self.isExit = False
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def __eq__(self, other):
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if other is None:
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return False
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return self.x == other.x and self.y == other.y
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def __lt__(self, other):
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if other is None:
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return False
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return (self.x, self.y) < (other.x, other.y)
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def __hash__(self):
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return hash((self.x, self.y))
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def __repr__(self):
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return f"Cell({self.x}, {self.y})"
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def isPassable(self):
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return not self.isWall
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class Maze:
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def __init__(self, width, height):
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self.width = width
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self.height = height
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self.grid = [[Cell(x, y) for y in range(height)] for x in range(width)]
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self.start = None
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self.exit = None
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def getCell(self, x, y):
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if 0 <= x < self.width and 0 <= y < self.height:
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return self.grid[x][y]
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return None
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def getNeighbors(self, cell):
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neighbors = []
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directions = [(0, 1), (0, -1), (1, 0), (-1, 0)]
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for dx, dy in directions:
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neighbor = self.getCell(cell.x + dx, cell.y + dy)
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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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def setStart(self, x, y):
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cell = self.getCell(x, y)
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if cell:
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cell.isStart = True
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self.start = cell
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def setExit(self, x, y):
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cell = self.getCell(x, y)
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if cell:
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cell.isExit = True
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self.exit = cell
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class MazeBuilder(ABC):
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def buildFromFile(self, filename):
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pass
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class TextileMazeBuilder(MazeBuilder):
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def buildFromFile(self, filename):
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with open(filename, 'r', encoding='utf-8') as f:
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lines = f.readlines()
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lines = [line.rstrip('\n\r') for line in lines]
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height = len(lines)
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width = len(lines[0]) if height > 0 else 0
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for line in lines:
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if len(line) != width:
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raise ValueError("все строки одинаковой длины")
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maze = Maze(width, height)
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for y in range(height):
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for x in range(width):
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char = lines[y][x]
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cell = maze.getCell(x, y)
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if char == '#':
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cell.isWall = True
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elif char == ' ':
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cell.isWall = False
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elif char == 's':
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cell.isWall = False
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cell.isStart = True
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maze.start = cell
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elif char == 'e':
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cell.isWall = False
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cell.isExit = True
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maze.exit = cell
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else:
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raise ValueError(f"неизв сим")
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if maze.start is None:
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raise ValueError("в лабиринте не найден старт")
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if maze.exit is None:
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raise ValueError("в лабиринте не найден выход")
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return maze
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class PathFindingStrategy:
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def findPath(self, maze, start, exit):
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pass
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class BFSStrategy(PathFindingStrategy):
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def findPath(self, maze, start, exit):
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if exit is None:
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return []
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queue = deque([start])
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visited = {start}
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parent = {start: None}
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while queue:
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current = queue.popleft()
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if current == exit:
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return self._reconstruct_path(parent, start, exit)
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for neighbor in maze.getNeighbors(current):
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if neighbor not in visited:
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visited.add(neighbor)
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parent[neighbor] = current
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queue.append(neighbor)
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return []
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def _reconstruct_path(self, parent, start, exit):
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path = []
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current = exit
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while current is not None:
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path.append(current)
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current = parent[current]
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path.reverse()
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return path
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class DFSStrategy(PathFindingStrategy):
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def findPath(self, maze, start, exit):
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if exit is None:
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return []
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stack = [start]
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visited = {start}
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parent = {start: None}
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while stack:
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current = stack.pop()
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if current == exit:
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return self._reconstruct_path(parent, start, exit)
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for neighbor in maze.getNeighbors(current):
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if neighbor not in visited:
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visited.add(neighbor)
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parent[neighbor] = current
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stack.append(neighbor)
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return []
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def _reconstruct_path(self, parent, start, exit):
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path = []
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current = exit
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while current is not None:
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path.append(current)
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current = parent[current]
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path.reverse()
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return path
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class AStrategy(PathFindingStrategy):
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def _heuristic(self, cell, exit):
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if exit is None:
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return 0
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return abs(cell.x - exit.x) + abs(cell.y - exit.y)
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def findPath(self, maze, start, exit):
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if exit is None:
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return []
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open_set = []
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heapq.heappush(open_set, (0, start))
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came_from = {start: None}
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g_score = {start: 0}
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while open_set:
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current = heapq.heappop(open_set)[1]
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if current == exit:
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return self._reconstruct_path(came_from, start, exit)
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for neighbor in maze.getNeighbors(current):
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tentative_g = g_score[current] + 1
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if neighbor not in g_score or tentative_g < g_score[neighbor]:
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came_from[neighbor] = current
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g_score[neighbor] = tentative_g
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f_score = tentative_g + self._heuristic(neighbor, exit)
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heapq.heappush(open_set, (f_score, neighbor))
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return []
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def _reconstruct_path(self, came_from, start, exit):
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path = []
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current = exit
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while current is not None:
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path.append(current)
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current = came_from[current]
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path.reverse()
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return path
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