forked from UNN/2026-rff_mp
[2] add player mode
This commit is contained in:
parent
133d076666
commit
bb1a35103e
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@ -2,11 +2,11 @@ import sys
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from collections import deque
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import heapq
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import time
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from typing import List, Optional
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import os
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class Cell:
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def __init__(self, x: int, y: int):
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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._is_wall = False
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@ -14,46 +14,43 @@ class Cell:
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self._is_exit = False
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@property
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def x(self) -> int:
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def x(self):
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return self._x
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@property
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def y(self) -> int:
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def y(self):
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return self._y
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@property
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def is_wall(self) -> bool:
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def is_wall(self):
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return self._is_wall
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@is_wall.setter
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def is_wall(self, value: bool) -> None:
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def is_wall(self, value):
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self._is_wall = value
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@property
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def is_start(self) -> bool:
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def is_start(self):
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return self._is_start
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@is_start.setter
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def is_start(self, value: bool) -> None:
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def is_start(self, value):
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self._is_start = value
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@property
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def is_exit(self) -> bool:
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def is_exit(self):
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return self._is_exit
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@is_exit.setter
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def is_exit(self, value: bool) -> None:
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def is_exit(self, value):
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self._is_exit = value
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def is_passable(self) -> bool:
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def is_passable(self):
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return not self._is_wall
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def __repr__(self) -> str:
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return f"Cell({self._x}, {self._y})"
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class Maze:
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def __init__(self, width: int, height: int):
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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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@ -61,27 +58,27 @@ class Maze:
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self._exit = None
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@property
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def width(self) -> int:
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def width(self):
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return self._width
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@property
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def height(self) -> int:
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def height(self):
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return self._height
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@property
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def start(self) -> Optional[Cell]:
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def start(self):
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return self._start
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@property
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def exit(self) -> Optional[Cell]:
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def exit(self):
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return self._exit
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def get_cell(self, x: int, y: int) -> Optional[Cell]:
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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 set_cell(self, x: int, y: int, cell_type: str) -> None:
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def set_cell(self, x, y, cell_type):
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cell = self.get_cell(x, y)
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if cell is None:
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return
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@ -103,7 +100,7 @@ class Maze:
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elif cell_type == 'path':
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cell.is_wall = False
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def get_neighbors(self, cell: Cell) -> List[Cell]:
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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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@ -115,54 +112,42 @@ class Maze:
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class MazeBuilder:
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def build_from_file(self, filename: str) -> Maze:
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raise NotImplementedError("Need to implement in subclass")
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def build_from_file(self, filename):
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raise NotImplementedError("Need to realise in calss")
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class TextFileMazeBuilder(MazeBuilder):
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def build_from_file(self, filename: str) -> Maze:
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with open(filename, 'r', encoding='utf-8') as f:
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lines = [line.rstrip('\n') for line in f.readlines()]
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if not lines:
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raise ValueError("Файл пуст")
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def build_from_file(self, filename):
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with open(filename, 'r') as f:
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lines = [line.rstrip('\n')for line in f.readlines()]
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height = len(lines)
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width = max(len(line) for line in lines)
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start_count = 0
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exit_count = 0
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width = max(len(line) for line in lines) if height > 0 else 0
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start_en = 0
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exit_en = 0
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maze = Maze(width, height)
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for y, line in enumerate(lines):
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for y,line in enumerate(lines):
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for x, ch in enumerate(line):
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if x >= width:
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continue
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if ch == '#':
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maze.set_cell(x, y, "wall")
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elif ch == 'S':
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maze.set_cell(x, y, "start")
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start_count += 1
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elif ch == 'E':
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maze.set_cell(x, y, "exit")
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exit_count += 1
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if ch == "#":
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maze.set_cell(x,y,"wall")
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elif ch == "S":
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maze.set_cell(x,y,"start")
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start_en+=1
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elif ch == "E":
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maze.set_cell(x,y,"exit")
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exit_en+=1
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else:
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maze.set_cell(x, y, 'path')
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if start_count != 1 or exit_count != 1:
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raise ValueError(
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f"Лабиринт должен иметь ровно один S и один E. "
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f"Найдено: S={start_count}, E={exit_count}"
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)
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if start_en > 1 or exit_en > 1 or start_en==0 or exit_en ==0:
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sys.exit("Error while reading file(you have too many or no match start and exits)")
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return maze
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class PathFindingStrategy:
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def find_path(self, maze: Maze, start: Cell, exit_cell: Cell) -> List[Cell]:
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raise NotImplementedError("Subclasses must implement find_path")
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def find_path(self, maze, start, exit_cell):
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raise NotImplementedError
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def _reconstruct_path(self, came_from: dict, start: Cell, exit_cell: Cell) -> List[Cell]:
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def _reconstruct_path(self, came_from, start, exit_cell):
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path = []
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current = exit_cell
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while current is not None:
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@ -173,58 +158,49 @@ class PathFindingStrategy:
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class BFSStrategy(PathFindingStrategy):
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def find_path(self, maze: Maze, start: Cell, exit_cell: Cell) -> List[Cell]:
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def find_path(self, maze, start, exit_cell):
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queue = deque()
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queue.append(start)
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came_from = {start: None}
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visited = {start}
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while queue:
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current = queue.popleft()
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if current == exit_cell:
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return self._reconstruct_path(came_from, start, exit_cell)
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for neighbor in maze.get_neighbors(current):
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if neighbor not in visited:
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visited.add(neighbor)
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came_from[neighbor] = current
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queue.append(neighbor)
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return []
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class DFSStrategy(PathFindingStrategy):
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def find_path(self, maze: Maze, start: Cell, exit_cell: Cell) -> List[Cell]:
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def find_path(self, maze, start, exit_cell):
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stack = [start]
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came_from = {start: None}
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visited = {start}
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while stack:
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current = stack.pop()
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if current == exit_cell:
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return self._reconstruct_path(came_from, start, exit_cell)
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for neighbor in maze.get_neighbors(current):
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if neighbor not in visited:
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visited.add(neighbor)
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came_from[neighbor] = current
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stack.append(neighbor)
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return []
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class AStarStrategy(PathFindingStrategy):
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def _heuristic(self, cell: Cell, exit_cell: Cell) -> int:
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def _heuristic(self, cell, exit_cell):
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return abs(cell.x - exit_cell.x) + abs(cell.y - exit_cell.y)
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def find_path(self, maze: Maze, start: Cell, exit_cell: Cell) -> List[Cell]:
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def find_path(self, maze, start, exit_cell):
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heap = []
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counter = 0
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start_f = self._heuristic(start, exit_cell)
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heapq.heappush(heap, (start_f, counter, start))
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counter += 1
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@ -235,16 +211,12 @@ class AStarStrategy(PathFindingStrategy):
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while heap:
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current_f, _, current = heapq.heappop(heap)
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if current == exit_cell:
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return self._reconstruct_path(came_from, start, exit_cell)
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if current_f > f_score.get(current, float('inf')):
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continue
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for neighbor in maze.get_neighbors(current):
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tentative_g = g_score[current] + 1
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if tentative_g < g_score.get(neighbor, float('inf')):
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came_from[neighbor] = current
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g_score[neighbor] = tentative_g
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@ -252,65 +224,247 @@ class AStarStrategy(PathFindingStrategy):
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f_score[neighbor] = new_f
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heapq.heappush(heap, (new_f, counter, neighbor))
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counter += 1
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return []
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class SearchStats:
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def __init__(self, time_ms: float, visited_cells: int, path_length: int):
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def __init__(self, time_ms, visited_cells, path_length):
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self.time_ms = time_ms
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self.visited_cells = visited_cells
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self.path_length = path_length
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def __repr__(self) -> str:
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return f"SearchStats(time={self.time_ms:.3f}ms, visited={self.visited_cells}, path_length={self.path_length})"
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class Observer:
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def update(self, event_type, data):
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raise NotImplementedError
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class ConsoleView(Observer):
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def __init__(self, player=None):
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self._last_path = None
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self._player = player
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def update(self, event_type, data):
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if event_type == "maze_loaded":
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self.render_maze(data)
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elif event_type == "path_found":
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self._last_path = data
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self.render_path(data)
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elif event_type == "player_moved":
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self.render_maze_with_player(data)
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def render_maze(self, maze):
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os.system('cls' if os.name == 'nt' else 'clear')
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print("=" * (maze.width * 2 + 4))
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print(" ЛАБИРИНТ")
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print("=" * (maze.width * 2 + 4))
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for y in range(maze.height):
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print(" ", end='')
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for x in range(maze.width):
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cell = maze.get_cell(x, y)
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if cell == maze.start:
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print('S', end=' ')
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elif cell == maze.exit:
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print('E', end=' ')
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elif cell.is_wall:
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print('#', end=' ')
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else:
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print('.', end=' ')
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print()
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print("=" * (maze.width * 2 + 4))
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print(" S - старт E - выход # - стена . - проход")
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def render_maze_with_player(self, maze):
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os.system('cls' if os.name == 'nt' else 'clear')
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print("=" * (maze.width * 2 + 4))
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print(" ЛАБИРИНТ (P - вы)")
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print("=" * (maze.width * 2 + 4))
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for y in range(maze.height):
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print(" ", end='')
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for x in range(maze.width):
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cell = maze.get_cell(x, y)
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if self._player and cell == self._player.current:
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print('P', end=' ')
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elif cell == maze.start:
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print('S', end=' ')
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elif cell == maze.exit:
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print('E', end=' ')
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elif cell.is_wall:
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print('#', end=' ')
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else:
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print('.', end=' ')
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print()
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print("=" * (maze.width * 2 + 4))
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print(f" Позиция игрока: ({self._player.current.x}, {self._player.current.y})")
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print(" S - старт E - выход # - стена . - проход P - игрок")
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def render_path(self, path):
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if not path:
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print("\n Путь не найден!")
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return
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print(f"\n Путь найден! Длина: {len(path)}")
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def render_player(self, player_cell):
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if self._player:
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self.render_maze_with_player(self._player._maze)
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class Player:
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def __init__(self, start_cell, maze):
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self._current = start_cell
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self._previous = None
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self._maze = maze
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@property
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def current(self):
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return self._current
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def move_to(self, cell):
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if cell and cell.is_passable():
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self._previous = self._current
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self._current = cell
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return True
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return False
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def undo_move(self):
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if self._previous:
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self._current, self._previous = self._previous, None
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return True
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return False
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class Command:
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def execute(self):
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raise NotImplementedError
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def undo(self):
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raise NotImplementedError
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class MoveCommand(Command):
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def __init__(self, player, direction, maze):
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self._player = player
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self._direction = direction
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self._maze = maze
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self._executed = False
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def execute(self):
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dx, dy = self._direction
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new_x = self._player.current.x + dx
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new_y = self._player.current.y + dy
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target_cell = self._maze.get_cell(new_x, new_y)
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if target_cell and target_cell.is_passable():
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self._player.move_to(target_cell)
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self._executed = True
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return True
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return False
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def undo(self):
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if self._executed:
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self._player.undo_move()
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self._executed = False
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return True
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return False
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class MazeSolver:
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def __init__(self, maze: Maze):
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def __init__(self, maze):
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self._maze = maze
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self._strategy = None
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self._observers = []
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def set_strategy(self, strategy: PathFindingStrategy) -> None:
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def attach(self, observer):
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self._observers.append(observer)
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def notify(self, event_type, data):
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for observer in self._observers:
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observer.update(event_type, data)
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def set_strategy(self, strategy):
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self._strategy = strategy
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def solve(self) -> Optional[SearchStats]:
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def solve(self):
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if self._strategy is None:
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print("Ошибка: стратегия не установлена")
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return None
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start_time = time.perf_counter()
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path = self._strategy.find_path(self._maze, self._maze.start, self._maze.exit)
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end_time = time.perf_counter()
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time_ms = (end_time - start_time) * 1000
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visited_cells = 0
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self.notify("path_found", path)
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return SearchStats(time_ms, visited_cells, len(path))
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return SearchStats(time_ms, 0, len(path))
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if __name__ == "__main__":
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builder = TextFileMazeBuilder()
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maze = builder.build_from_file("maze1.txt")
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print(f"Лабиринт {maze.width}x{maze.height}")
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print(f"Старт: ({maze.start.x}, {maze.start.y})")
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print(f"Выход: ({maze.exit.x}, {maze.exit.y})")
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print("-" * 40)
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player = Player(maze.start, maze)
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view = ConsoleView(player)
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view.render_maze(maze)
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solver = MazeSolver(maze)
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solver.attach(view)
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solver.set_strategy(BFSStrategy())
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stats = solver.solve()
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print(f"BFS: {stats}")
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print("\n УПРАВЛЕНИЕ:")
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print(" ┌─────────────────────────────────────┐")
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print(" │ H (влево) J (вниз) K (вверх) L (вправо) │")
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print(" │ U - отмена хода Q - выход │")
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print(" └─────────────────────────────────────┘")
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print("\n АВТОМАТИЧЕСКИЙ ПОИСК:")
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print(" ┌─────────────────────────────────────┐")
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print(" │ B - BFS (поиск в ширину) │")
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print(" │ D - DFS (поиск в глубину) │")
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print(" │ A - A* (A звездочка) │")
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print(" └─────────────────────────────────────┘")
|
||||
print("\n" + "=" * 50)
|
||||
|
||||
solver.set_strategy(DFSStrategy())
|
||||
stats = solver.solve()
|
||||
print(f"DFS: {stats}")
|
||||
command_stack = []
|
||||
|
||||
solver.set_strategy(AStarStrategy())
|
||||
stats = solver.solve()
|
||||
print(f"A*: {stats}")
|
||||
while True:
|
||||
key = input("\n Введите команду > ").lower()
|
||||
|
||||
if key == 'q':
|
||||
print("\n До свидания!")
|
||||
break
|
||||
elif key == 'b':
|
||||
solver.set_strategy(BFSStrategy())
|
||||
stats = solver.solve()
|
||||
print(f"\n BFS: время={stats.time_ms:.3f}мс, длина пути={stats.path_length}")
|
||||
elif key == 'd':
|
||||
solver.set_strategy(DFSStrategy())
|
||||
stats = solver.solve()
|
||||
print(f"\n DFS: время={stats.time_ms:.3f}мс, длина пути={stats.path_length}")
|
||||
elif key == 'a':
|
||||
solver.set_strategy(AStarStrategy())
|
||||
stats = solver.solve()
|
||||
print(f"\n A*: время={stats.time_ms:.3f}мс, длина пути={stats.path_length}")
|
||||
elif key in ['h', 'j', 'k', 'l']:
|
||||
dirs = {'h': (-1, 0), 'l': (1, 0), 'k': (0, -1), 'j': (0, 1)}
|
||||
cmd = MoveCommand(player, dirs[key], maze)
|
||||
if cmd.execute():
|
||||
command_stack.append(cmd)
|
||||
view.render_maze_with_player(maze)
|
||||
if player.current == maze.exit:
|
||||
print("\n ПОЗДРАВЛЯЮ! ВЫ НАШЛИ ВЫХОД! ")
|
||||
print(f" Всего сделано ходов: {len(command_stack)}")
|
||||
break
|
||||
else:
|
||||
print("\n Нельзя туда идти! Там стена.")
|
||||
elif key == 'u':
|
||||
if command_stack:
|
||||
cmd = command_stack.pop()
|
||||
cmd.undo()
|
||||
view.render_maze_with_player(maze)
|
||||
print("\n Отмена последнего хода")
|
||||
else:
|
||||
print("\n Нечего отменять")
|
||||
else:
|
||||
print("\n Неизвестная команда. Используйте h,j,k,l для движения, u для отмены, q для выхода")
|
||||
|
||||
print("\n Игра завершена. Спасибо за игру!")
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user