forked from UNN/2026-rff_mp
234 lines
7.8 KiB
Python
234 lines
7.8 KiB
Python
from collections import deque
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import heapq
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import time
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from abc import ABC, abstractmethod
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# Модель
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class Cell:
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def __init__(self, x, y, is_wall=False, is_start=False, is_exit=False):
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self.x = x
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self.y = y
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self.is_wall = is_wall
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self.is_start = is_start
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self.is_exit = is_exit
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self.visited = False
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def is_passable(self):
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return not self.is_wall
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class Player:
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def __init__(self, start_cell):
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self.current_cell = start_cell
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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.cells = [[Cell(x, y) for x in range(width)] for y in range(height)]
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self.start_cell = self.cells[0][0]
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self.exit_cell = self.cells[height-1][width-1]
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def get_cell(self, x, y):
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if 0 <= x < self.width and 0 <= y < self.height:
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return self.cells[y][x]
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return None
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def get_neighbors(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.get_cell(cell.x + dx, cell.y + dy)
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if neighbor and neighbor.is_passable():
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neighbors.append(neighbor)
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return neighbors
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# Строитель
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class MazeBuilder:
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def buildFromFile(self, filename):
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with open(filename, 'r') as f:
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lines = f.readlines()
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height = len(lines)
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width = len(lines[0].strip())
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maze = Maze(width, height)
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for y, line in enumerate(lines):
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for x, char in enumerate(line.strip()):
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cell = maze.get_cell(x, y)
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if char == '#': cell.is_wall = True
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elif char == 'S':
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cell.is_start = True
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maze.start_cell = cell
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elif char == 'E':
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cell.is_exit = True
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maze.exit_cell = cell
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if not maze.start_cell or not maze.exit_cell:
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raise ValueError("Лабиринт сломан")
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return maze
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# Strategy
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class PathFindingStrategy:
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def findPath(self, maze, start, exit):
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raise NotImplementedError("Этот метод должен быть реализован в стратегии!")
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def _reconstruct_path(self, parents, current):
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path = []
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while current:
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path.append(current)
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current = parents.get(current)
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return path[::-1]
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class Command(ABC):
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@abstractmethod
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def execute(self): pass
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@abstractmethod
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def undo(self): pass
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class MoveCommand(Command):
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def __init__(self, player, dx, dy, maze):
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self.player = player
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self.dx = dx
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self.dy = dy
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self.maze = maze
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self.prev_cell = None
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def execute(self):
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self.prev_cell = self.player.current_cell
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target = self.maze.get_cell(self.prev_cell.x + self.dx, self.prev_cell.y + self.dy)
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if target and target.is_passable():
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self.player.current_cell = target
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return True
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return False
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def undo(self):
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self.player.current_cell = self.prev_cell
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class BFSStrategy(PathFindingStrategy):
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def findPath(self, maze, start, exit):
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queue = deque([start])
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parents = {start: None}
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start.visited = True
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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(parents, exit)
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for neighbor in maze.get_neighbors(current):
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if not neighbor.visited:
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neighbor.visited = True
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parents[neighbor] = current
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queue.append(neighbor)
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return []
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class AStarStrategy(PathFindingStrategy):
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def _heuristic(self, a, b):
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return abs(a.x - b.x) + abs(a.y - b.y)
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def findPath(self, maze, start, exit):
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heap = [(0, start)]
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parents = {start: None}
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g_score = {start: 0}
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while heap:
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_, current = heapq.heappop(heap)
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if current == exit:
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return self._reconstruct_path(parents, exit)
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for neighbor in maze.get_neighbors(current):
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new_g = g_score[current] + 1
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if new_g < g_score.get(neighbor, float('inf')):
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parents[neighbor] = current
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g_score[neighbor] = new_g
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f = new_g + self._heuristic(neighbor, exit)
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heapq.heappush(heap, (f, neighbor))
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return []
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# Статистика
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class SearchStats:
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def __init__(self, time_ms, visited, length):
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self.time_ms = time_ms
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self.visited = visited
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self.length = length
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# Паттерн Observer
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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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def update(self, event: str, data=None):
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if event == "path_found":
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print(f"Событие '{event}': время={data.time_ms:.2f}мс, посещено={data.visited}, путь={data.length}")
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elif event == "maze_loaded":
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print(f"Событие '{event}': Лабиринт загружен.")
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# --- 6. Оркестратор (MazeSolver) ---
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class MazeSolver:
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def __init__(self, maze, player):
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self.maze = maze
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self.player = player
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self.strat = None
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self._observers = []
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self._history = [] # Стек для undo
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def attach(self, observer):
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self._observers.append(observer)
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def notify(self, event, data=None):
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for obs in self._observers:
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obs.update(event, data)
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# Метод для ручного управления (Command)
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def move_player(self, dx, dy):
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cmd = MoveCommand(self.player, dx, dy, self.maze)
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if cmd.execute():
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self._history.append(cmd)
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self.notify("player_moved", self.player.current_cell)
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else:
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self.notify("error", "Стена!")
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def undo_move(self):
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if self._history:
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cmd = self._history.pop()
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cmd.undo()
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self.notify("player_moved", self.player.current_cell)
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def solve(self):
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if not self.strat: return None
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t0 = time.perf_counter()
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path = self.strat.findPath(self.maze, self.maze.start_cell, self.maze.exit_cell)
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t1 = time.perf_counter()
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visited_count = sum(c.visited for row in self.maze.cells for c in row)
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stats = SearchStats((t1 - t0) * 1000, visited_count, len(path))
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self.notify("path_found", stats)
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return stats
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# --- Запуск ---
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if __name__ == "__main__":
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maze = Maze(10, 10)
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player = Player(maze.start_cell)
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solver = MazeSolver(maze, player)
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solver.attach(ConsoleView())
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solver.move_player(1, 0)
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solver.undo_move()
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print("Используйте WASD для движения, Z для отмены хода, Q для выхода")
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while True:
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cmd = input("Введите команду: ").lower()
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if cmd == 'd':
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solver.move_player(1, 0)
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elif cmd == 'a':
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solver.move_player(-1, 0)
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elif cmd == 's':
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solver.move_player(0, 1)
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elif cmd == 'w':
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solver.move_player(0, -1)
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elif cmd == 'z':
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solver.undo_move()
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elif cmd == 'q':
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break
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