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# Maze Solver Project
ООП-проект для поиска выхода из лабиринта с паттернами:
- Builder
- Strategy
- Observer
- Command
## Запуск
```bash
python main.py
```
## Эксперименты
```bash
python experiment.py
```
Результаты сохраняются в папку `experiment_results/`.
## Требования
```bash
pip install -r requirements.txt
```

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from abc import ABC, abstractmethod
class MazeBuilder(ABC):
@abstractmethod
def buildFromFile(self, filename):
raise NotImplementedError

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from core.cell import Cell
from core.maze import Maze
from builders.maze_builder import MazeBuilder
class TextFileMazeBuilder(MazeBuilder):
def buildFromFile(self, filename):
with open(filename, "r", encoding="utf-8") as f:
lines = [line.rstrip("\n") for line in f]
if not lines:
raise ValueError("Maze file is empty")
width = max(len(line) for line in lines)
height = len(lines)
cells = []
startCell = None
exitCell = None
for y, line in enumerate(lines):
row = []
for x in range(width):
ch = line[x] if x < len(line) else "#"
if ch == "#":
cell = Cell(x, y, isWall=True)
elif ch == "S":
if startCell is not None:
raise ValueError("Multiple start cells found")
cell = Cell(x, y, isWall=False, isStart=True)
startCell = cell
elif ch == "E":
if exitCell is not None:
raise ValueError("Multiple exit cells found")
cell = Cell(x, y, isWall=False, isExit=True)
exitCell = cell
elif ch in (" ", "."):
cell = Cell(x, y, isWall=False)
elif ch.isdigit():
cell = Cell(x, y, isWall=False, weight=max(1, int(ch)))
else:
raise ValueError(f"Unsupported symbol '{ch}' at ({x}, {y})")
row.append(cell)
cells.append(row)
if startCell is None:
raise ValueError("Start cell 'S' not found")
if exitCell is None:
raise ValueError("Exit cell 'E' not found")
return Maze(cells, width, height, startCell, exitCell)

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from abc import ABC, abstractmethod
class Command(ABC):
@abstractmethod
def execute(self):
raise NotImplementedError
@abstractmethod
def undo(self):
raise NotImplementedError

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from commands.command import Command
class MoveCommand(Command):
DIRECTION_TO_DELTA = {
"W": (0, -1),
"A": (-1, 0),
"S": (0, 1),
"D": (1, 0),
}
def __init__(self, player, maze, direction):
self.player = player
self.maze = maze
self.direction = direction.upper()
self.previousCell = None
def execute(self):
if self.direction not in self.DIRECTION_TO_DELTA:
return False
dx, dy = self.DIRECTION_TO_DELTA[self.direction]
current = self.player.currentCell
new_cell = self.maze.getCell(current.x + dx, current.y + dy)
if new_cell is None or not new_cell.isPassable():
return False
self.previousCell = current
self.player.setCell(new_cell)
return True
def undo(self):
if self.previousCell is None:
return False
self.player.setCell(self.previousCell)
return True

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from commands.move_command import MoveCommand
class GameController:
def __init__(self, maze, player, view):
self.maze = maze
self.player = player
self.view = view
self.history = []
def move(self, direction):
command = MoveCommand(self.player, self.maze, direction)
if command.execute():
self.history.append(command)
self.view.update({"type": "move", "direction": direction})
self.view.render(self.maze, player_position=self.player.currentCell)
return True
print("Cannot move there")
return False
def undo(self):
if not self.history:
print("Nothing to undo")
return False
command = self.history.pop()
if command.undo():
self.view.update({"type": "undo"})
self.view.render(self.maze, player_position=self.player.currentCell)
return True
return False

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from dataclasses import dataclass
@dataclass
class Cell:
x: int
y: int
isWall: bool = False
isStart: bool = False
isExit: bool = False
weight: int = 1
def isPassable(self):
return not self.isWall
def __repr__(self):
parts = [f"Cell({self.x}, {self.y}"]
if self.isWall:
parts.append("WALL")
if self.isStart:
parts.append("START")
if self.isExit:
parts.append("EXIT")
if self.weight != 1:
parts.append(f"w={self.weight}")
return ", ".join(parts) + ")"

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class Maze:
def __init__(self, cells, width, height, startCell=None, exitCell=None):
self.cells = cells
self.width = width
self.height = height
self.startCell = startCell
self.exitCell = exitCell
def getCell(self, x, y):
if 0 <= x < self.width and 0 <= y < self.height:
return self.cells[y][x]
return None
def getNeighbors(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.getCell(nx, ny)
if neighbor is not None and neighbor.isPassable():
neighbors.append(neighbor)
return neighbors
def render_lines(self, player_position=None, path=None):
path_set = {(c.x, c.y) for c in path} if path else set()
player_pos = None if player_position is None else (player_position.x, player_position.y)
lines = []
for y in range(self.height):
row = []
for x in range(self.width):
cell = self.cells[y][x]
if player_pos == (x, y):
row.append("P")
elif cell.isStart:
row.append("S")
elif cell.isExit:
row.append("E")
elif cell.isWall:
row.append("#")
elif (x, y) in path_set:
row.append("*")
elif cell.weight > 1:
row.append(str(cell.weight))
else:
row.append(" ")
lines.append("".join(row))
return lines
def render(self, player_position=None, path=None):
return "\n".join(self.render_lines(player_position=player_position, path=path))

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class Player:
def __init__(self, currentCell):
self.currentCell = currentCell
def setCell(self, cell):
self.currentCell = cell

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from dataclasses import dataclass, field
@dataclass
class SearchStats:
timeMs: float
visitedCells: int
pathLength: int
path: list = field(default_factory=list)
found: bool = False
algorithm: str = ""

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Place report files and experiment outputs here.

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# Отчёт по работе «Поиск выхода из лабиринта»
## 1. Цель работы
Разработать гибкую программу для загрузки лабиринта из файла, поиска пути от старта до выхода с возможностью выбора алгоритма, визуализации процесса и экспериментального сравнения алгоритмов. В работе использованы паттерны проектирования, чтобы отделить логику представления лабиринта, его загрузки, поиска пути и вывода результатов.
## 2. Описание задачи
Лабиринт задаётся в текстовом файле символами:
- `#` — стена;
- пробел — проход;
- `S` — старт;
- `E` — выход.
Программа должна:
- загружать лабиринт;
- строить его внутреннюю модель;
- искать путь разными алгоритмами;
- собирать статистику поиска;
- визуализировать результат в консоли;
- сравнивать стратегии на разных типах лабиринтов.
## 3. Выбранные паттерны проектирования
### 3.1 Builder
Паттерн Builder используется для загрузки лабиринта из файла. Он скрывает детали парсинга и валидации, а клиент получает готовый объект `Maze`.
Преимущества:
- легко добавить новый формат загрузки;
- клиентский код не зависит от формата файла;
- создание лабиринта можно расширять без переписывания остальной программы.
### 3.2 Strategy
Паттерн Strategy используется для выбора алгоритма поиска пути. В программе реализованы `BFS`, `DFS`, `A*`, а при необходимости можно добавить Дейкстру или любую другую стратегию.
Преимущества:
- алгоритм можно менять во время выполнения;
- код оркестратора не зависит от конкретного метода поиска;
- новые алгоритмы добавляются без изменения существующего кода.
### 3.3 Observer
Паттерн Observer используется для обновления консольного интерфейса при изменении состояния программы: загрузка лабиринта, поиск пути, движение игрока.
Преимущества:
- вывод отделён от логики;
- можно заменить консольный интерфейс на графический без изменения поискового кода;
- упрощается расширение визуализации.
### 3.4 Command
Паттерн Command используется для пошагового перемещения игрока и отмены последнего хода.
Преимущества:
- каждое действие оформляется как отдельный объект;
- легко реализовать undo;
- история ходов хранится отдельно от логики перемещения.
## 4. Диаграмма классов
Ниже приведена упрощённая диаграмма классов в формате Mermaid:
```mermaid
classDiagram
class Cell {
+int x
+int y
+bool isWall
+bool isStart
+bool isExit
+isPassable()
}
class Maze {
+cells
+width
+height
+startCell
+exitCell
+getCell(x, y)
+getNeighbors(cell)
}
class MazeBuilder {
<<interface>>
+buildFromFile(filename)
}
class TextFileMazeBuilder {
+buildFromFile(filename)
}
class PathFindingStrategy {
<<interface>>
+findPath(maze, start, exitCell)
}
class BFSStrategy {
+findPath(maze, start, exitCell)
}
class DFSStrategy {
+findPath(maze, start, exitCell)
}
class AStarStrategy {
+findPath(maze, start, exitCell)
}
class SearchStats {
+timeMs
+visitedCells
+pathLength
+path
}
class MazeSolver {
+maze
+strategy
+setStrategy(strategy)
+solve()
}
class Observer {
<<interface>>
+update(event)
}
class ConsoleView {
+update(event)
+render(maze, player_position, path)
}
class Command {
<<interface>>
+execute()
+undo()
}
class MoveCommand {
+execute()
+undo()
}
class Player {
+currentCell
+setCell(cell)
}
Maze <|-- TextFileMazeBuilder : creates
MazeBuilder <|.. TextFileMazeBuilder
PathFindingStrategy <|.. BFSStrategy
PathFindingStrategy <|.. DFSStrategy
PathFindingStrategy <|.. AStarStrategy
MazeSolver --> Maze
MazeSolver --> PathFindingStrategy
MazeSolver --> SearchStats
Observer <|.. ConsoleView
Command <|.. MoveCommand
MoveCommand --> Player
MoveCommand --> Maze
ConsoleView --> Maze
Maze --> Cell
```
## 5. Ключевые классы и их роль
### Cell
Хранит координаты клетки и её тип. Позволяет быстро проверять, является ли клетка проходимой.
### Maze
Содержит двумерную карту клеток, размер лабиринта, а также ссылки на старт и выход. Даёт доступ к соседним клеткам по четырём направлениям.
### TextFileMazeBuilder
Читает текстовый файл, создаёт объекты `Cell`, определяет старт и выход, затем возвращает готовый `Maze`.
### BFSStrategy
Ищет кратчайший путь по числу шагов. Подходит для случая, когда все переходы одинаковой стоимости.
### DFSStrategy
Быстро исследует пространство, но не гарантирует кратчайший путь. Полезен как сравнительный алгоритм.
### AStarStrategy
Использует эвристику Манхэттенского расстояния. Обычно посещает меньше клеток, чем BFS, если эвристика удачно направляет поиск к цели.
### MazeSolver
Оркестратор, который хранит лабиринт и текущую стратегию. Вызывает поиск, измеряет время и собирает статистику.
### SearchStats
Содержит итог поиска: время выполнения, количество посещённых клеток и длину пути.
### ConsoleView
Реализует наблюдателя и умеет выводить лабиринт и найденный путь в консоль.
### MoveCommand
Оформляет ход игрока как объект-команду. Поддерживает отмену последнего перемещения.
## 6. Экспериментальная часть
### 6.1 Подготовка тестовых лабиринтов
Для сравнения стратегий использовались следующие типы лабиринтов:
- маленький 10×10 с простым путём;
- средний 50×50 с тупиками;
- большой 100×100 со сложной структурой;
- пустой лабиринт без стен;
- лабиринт без выхода.
### 6.2 Методика измерений
Для каждой стратегии и каждого лабиринта поиск запускался несколько раз, после чего вычислялись средние значения:
- время поиска в миллисекундах;
- количество посещённых клеток;
- длина найденного пути.
Результаты сохранялись в CSV-файл в двух вариантах:
- сырой набор измерений;
- усреднённая таблица.
## 7. Анализ эффективности
### BFS
BFS гарантирует кратчайший путь по числу шагов, если все переходы имеют одинаковую стоимость. На простых и пустых лабиринтах работает стабильно и предсказуемо. Минус — может посещать много клеток, особенно на больших лабиринтах.
### DFS
DFS может быстро найти какой-то путь, но он не обязательно будет кратчайшим. На сложных лабиринтах иногда работает быстро, но на других может уйти далеко от цели и пройти лишние области.
### A*
A* использует эвристику и обычно показывает хороший баланс между скоростью и качеством пути. На больших и запутанных лабиринтах часто посещает меньше клеток, чем BFS, потому что поиск направлен в сторону выхода.
### Лабиринт без пути
Если пути нет, все алгоритмы вынуждены исследовать доступную область. В этом случае длина пути равна 0, а различия между алгоритмами проявляются в количестве просмотренных клеток и времени выполнения.
### Вывод по выбору алгоритма
- BFS стоит выбирать, когда нужен гарантированно кратчайший путь и веса переходов одинаковы.
- DFS полезен как простой и быстрый по реализации вариант, но без гарантии оптимальности.
- A* подходит для практических задач, где нужно ускорить поиск и сократить число посещённых клеток.
- При взвешенных переходах лучше использовать Дейкстру или взвешенный A*.
## 8. Роль ООП и паттернов
ООП и паттерны сделали код более гибким и расширяемым. Благодаря этому:
- можно заменить алгоритм поиска без переписывания логики программы;
- можно добавить новый формат загрузки лабиринта;
- можно поменять способ визуализации;
- можно расширить управление игроком и добавить отмену действий.
Без паттернов пришлось бы связывать загрузку, поиск, отображение и управление в один большой блок кода. Это усложнило бы отладку и дальнейшие изменения.
## 9. Вывод
В ходе работы была создана расширяемая программа для поиска пути в лабиринте. Использование паттернов Builder, Strategy, Observer и Command позволило разделить обязанности между классами, упростить поддержку кода и сделать архитектуру удобной для дальнейшего развития. Эксперименты показали, что выбор алгоритма сильно зависит от типа лабиринта: BFS даёт кратчайший путь, DFS иногда быстрее в реализации, а A* чаще всего наиболее практичен на больших картах.
## 10. Приложения
- Листинги ключевых классов.
- CSV-файлы с результатами экспериментов.
- Графики сравнений.
- Файлы с тестовыми лабиринтами.

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from pathlib import Path
from statistics import mean
import csv
import random
import matplotlib.pyplot as plt
from core.cell import Cell
from core.maze import Maze
from solver.maze_solver import MazeSolver
from strategies.astar_strategy import AStarStrategy
from strategies.bfs_strategy import BFSStrategy
from strategies.dfs_strategy import DFSStrategy
from strategies.dijkstra_strategy import DijkstraStrategy
BASE_DIR = Path(__file__).resolve().parent
OUT_DIR = BASE_DIR / "experiment_results"
def build_maze_from_symbols(lines):
height = len(lines)
width = max(len(line) for line in lines)
cells = []
start = None
exit_cell = None
for y, line in enumerate(lines):
row = []
for x in range(width):
ch = line[x] if x < len(line) else "#"
if ch == "#":
cell = Cell(x, y, isWall=True)
elif ch == "S":
cell = Cell(x, y, isWall=False, isStart=True)
start = cell
elif ch == "E":
cell = Cell(x, y, isWall=False, isExit=True)
exit_cell = cell
elif ch == " " or ch == ".":
cell = Cell(x, y, isWall=False)
elif ch.isdigit():
cell = Cell(x, y, isWall=False, weight=int(ch))
else:
raise ValueError(f"Unknown symbol '{ch}' at {x},{y}")
row.append(cell)
cells.append(row)
return Maze(cells, width, height, start, exit_cell)
def generate_empty_maze(width, height):
lines = [" " * width for _ in range(height)]
lines = [list(row) for row in lines]
lines[1][1] = "S"
lines[height - 2][width - 2] = "E"
return build_maze_from_symbols(["".join(row) for row in lines])
def generate_simple_maze(width, height):
grid = [["#" for _ in range(width)] for _ in range(height)]
for x in range(1, width - 1):
grid[1][x] = " "
for y in range(1, height - 1):
grid[y][width - 2] = " "
grid[1][1] = "S"
grid[height - 2][width - 2] = "E"
return build_maze_from_symbols(["".join(row) for row in grid])
def generate_branching_maze(width, height, seed=42, wall_density=0.30):
rng = random.Random(seed)
grid = [["#" for _ in range(width)] for _ in range(height)]
x, y = 1, 1
grid[y][x] = "S"
while (x, y) != (width - 2, height - 2):
candidates = []
for dx, dy in [(1, 0), (0, 1)]:
nx, ny = x + dx, y + dy
if 1 <= nx < width - 1 and 1 <= ny < height - 1:
candidates.append((nx, ny))
if not candidates:
break
x, y = rng.choice(candidates)
grid[y][x] = " "
grid[height - 2][width - 2] = "E"
# carve extra corridors and dead ends
for yy in range(1, height - 1):
for xx in range(1, width - 1):
if grid[yy][xx] == "#" and rng.random() > wall_density:
grid[yy][xx] = " "
grid[1][1] = "S"
grid[height - 2][width - 2] = "E"
return build_maze_from_symbols(["".join(row) for row in grid])
def generate_no_path_maze(width, height):
grid = [[" " for _ in range(width)] for _ in range(height)]
for x in range(width):
grid[height // 2][x] = "#"
grid[1][1] = "S"
grid[height - 2][width - 2] = "E"
return build_maze_from_symbols(["".join(row) for row in grid])
def generate_weighted_maze(width, height, seed=123):
rng = random.Random(seed)
grid = [[" " for _ in range(width)] for _ in range(height)]
for y in range(height):
for x in range(width):
r = rng.random()
if r < 0.12:
grid[y][x] = "#"
elif r < 0.25:
grid[y][x] = "3"
elif r < 0.40:
grid[y][x] = "2"
else:
grid[y][x] = "1"
# ensure path-ish
for x in range(width):
grid[1][x] = "1"
for y in range(1, height):
grid[y][width - 2] = "1"
grid[1][1] = "S"
grid[height - 2][width - 2] = "E"
return build_maze_from_symbols(["".join(row) for row in grid])
def bench_one_maze(maze_name, maze, strategies, repeats=5):
summary_rows = []
raw_rows = []
for strategy_name, strategy_factory in strategies:
times, visiteds, lengths = [], [], []
for run in range(1, repeats + 1):
solver = MazeSolver(maze)
solver.setStrategy(strategy_factory())
stats = solver.solve()
raw_rows.append([maze_name, strategy_name, run, f"{stats.timeMs:.6f}", stats.visitedCells, stats.pathLength])
times.append(stats.timeMs)
visiteds.append(stats.visitedCells)
lengths.append(stats.pathLength)
summary_rows.append([maze_name, strategy_name, f"{mean(times):.6f}", f"{mean(visiteds):.2f}", f"{mean(lengths):.2f}", repeats])
return summary_rows, raw_rows
def save_csv(path, rows):
with open(path, "w", newline="", encoding="utf-8") as f:
csv.writer(f).writerows(rows)
def plot_summary(summary_rows):
by_maze = {}
for row in summary_rows[1:]:
maze_name, strategy, avg_time, avg_visited, avg_len, runs = row
by_maze.setdefault(maze_name, []).append((strategy, float(avg_time), float(avg_visited), float(avg_len)))
for maze_name, items in by_maze.items():
items.sort(key=lambda t: t[0])
strategies = [i[0] for i in items]
x = list(range(len(strategies)))
plt.figure(figsize=(8, 4))
plt.bar(x, [i[1] for i in items])
plt.xticks(x, strategies)
plt.ylabel("ms")
plt.title(f"{maze_name} — avg time")
plt.tight_layout()
plt.savefig(OUT_DIR / f"{maze_name}_time.png", dpi=150)
plt.close()
plt.figure(figsize=(8, 4))
plt.bar(x, [i[2] for i in items])
plt.xticks(x, strategies)
plt.ylabel("cells")
plt.title(f"{maze_name} — visited cells")
plt.tight_layout()
plt.savefig(OUT_DIR / f"{maze_name}_visited.png", dpi=150)
plt.close()
plt.figure(figsize=(8, 4))
plt.bar(x, [i[3] for i in items])
plt.xticks(x, strategies)
plt.ylabel("cells")
plt.title(f"{maze_name} — path length")
plt.tight_layout()
plt.savefig(OUT_DIR / f"{maze_name}_length.png", dpi=150)
plt.close()
def main():
OUT_DIR.mkdir(exist_ok=True)
strategies = [
("BFS", BFSStrategy),
("DFS", DFSStrategy),
("A*", AStarStrategy),
("Dijkstra", DijkstraStrategy),
]
mazes = [
("small_10x10", generate_simple_maze(10, 10)),
("medium_50x50", generate_branching_maze(50, 50)),
("large_100x100", generate_branching_maze(100, 100, seed=99, wall_density=0.35)),
("empty_30x30", generate_empty_maze(30, 30)),
("no_path_30x30", generate_no_path_maze(30, 30)),
("weighted_30x30", generate_weighted_maze(30, 30)),
]
summary = [["maze", "strategy", "avg_time_ms", "avg_visited_cells", "avg_path_length", "runs"]]
raw = [["maze", "strategy", "run", "time_ms", "visited_cells", "path_length"]]
for maze_name, maze in mazes:
s_rows, r_rows = bench_one_maze(maze_name, maze, strategies, repeats=5)
summary.extend(s_rows)
raw.extend(r_rows)
save_csv(OUT_DIR / "summary.csv", summary)
save_csv(OUT_DIR / "raw.csv", raw)
plot_summary(summary)
print("Saved to", OUT_DIR.resolve())
if __name__ == "__main__":
main()

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@ -1,121 +0,0 @@
maze,strategy,run,time_ms,visited_cells,path_length
small_10x10,BFS,1,0.044300,15,15
small_10x10,BFS,2,0.022800,15,15
small_10x10,BFS,3,0.020400,15,15
small_10x10,BFS,4,0.020300,15,15
small_10x10,BFS,5,0.018700,15,15
small_10x10,DFS,1,0.031200,15,15
small_10x10,DFS,2,0.022000,15,15
small_10x10,DFS,3,0.021200,15,15
small_10x10,DFS,4,0.020800,15,15
small_10x10,DFS,5,0.020500,15,15
small_10x10,A*,1,0.048900,15,15
small_10x10,A*,2,0.034700,15,15
small_10x10,A*,3,0.029400,15,15
small_10x10,A*,4,0.029100,15,15
small_10x10,A*,5,0.029300,15,15
small_10x10,Dijkstra,1,0.037900,15,15
small_10x10,Dijkstra,2,0.028500,15,15
small_10x10,Dijkstra,3,0.026800,15,15
small_10x10,Dijkstra,4,0.026400,15,15
small_10x10,Dijkstra,5,0.026700,15,15
medium_50x50,BFS,1,2.105800,1579,95
medium_50x50,BFS,2,1.928700,1579,95
medium_50x50,BFS,3,1.969500,1579,95
medium_50x50,BFS,4,1.938800,1579,95
medium_50x50,BFS,5,1.943600,1579,95
medium_50x50,DFS,1,1.927300,1277,647
medium_50x50,DFS,2,1.856300,1277,647
medium_50x50,DFS,3,1.890100,1277,647
medium_50x50,DFS,4,1.868000,1277,647
medium_50x50,DFS,5,1.865500,1277,647
medium_50x50,A*,1,2.359000,927,95
medium_50x50,A*,2,2.193700,927,95
medium_50x50,A*,3,2.178400,927,95
medium_50x50,A*,4,2.181800,927,95
medium_50x50,A*,5,2.174500,927,95
medium_50x50,Dijkstra,1,3.534700,1579,95
medium_50x50,Dijkstra,2,3.435500,1579,95
medium_50x50,Dijkstra,3,3.457600,1579,95
medium_50x50,Dijkstra,4,3.417300,1579,95
medium_50x50,Dijkstra,5,3.538000,1579,95
large_100x100,BFS,1,8.624100,5566,195
large_100x100,BFS,2,7.706900,5566,195
large_100x100,BFS,3,9.723300,5566,195
large_100x100,BFS,4,7.585700,5566,195
large_100x100,BFS,5,8.031300,5566,195
large_100x100,DFS,1,5.512400,3543,1531
large_100x100,DFS,2,5.329300,3543,1531
large_100x100,DFS,3,5.223300,3543,1531
large_100x100,DFS,4,5.729900,3543,1531
large_100x100,DFS,5,5.497400,3543,1531
large_100x100,A*,1,2.101500,853,195
large_100x100,A*,2,2.264500,853,195
large_100x100,A*,3,2.064100,853,195
large_100x100,A*,4,2.031700,853,195
large_100x100,A*,5,2.046500,853,195
large_100x100,Dijkstra,1,25.021300,5571,195
large_100x100,Dijkstra,2,13.541100,5571,195
large_100x100,Dijkstra,3,12.884100,5571,195
large_100x100,Dijkstra,4,13.481800,5571,195
large_100x100,Dijkstra,5,12.748000,5571,195
empty_30x30,BFS,1,1.234300,896,55
empty_30x30,BFS,2,1.163400,896,55
empty_30x30,BFS,3,1.145700,896,55
empty_30x30,BFS,4,1.177300,896,55
empty_30x30,BFS,5,1.175100,896,55
empty_30x30,DFS,1,1.338000,842,815
empty_30x30,DFS,2,1.296500,842,815
empty_30x30,DFS,3,1.296700,842,815
empty_30x30,DFS,4,1.280100,842,815
empty_30x30,DFS,5,1.290800,842,815
empty_30x30,A*,1,2.183400,784,55
empty_30x30,A*,2,2.522900,784,55
empty_30x30,A*,3,1.985000,784,55
empty_30x30,A*,4,1.972100,784,55
empty_30x30,A*,5,2.088600,784,55
empty_30x30,Dijkstra,1,2.080400,896,55
empty_30x30,Dijkstra,2,2.100100,896,55
empty_30x30,Dijkstra,3,2.130700,896,55
empty_30x30,Dijkstra,4,2.073600,896,55
empty_30x30,Dijkstra,5,2.095900,896,55
no_path_30x30,BFS,1,0.645900,450,0
no_path_30x30,BFS,2,0.566600,450,0
no_path_30x30,BFS,3,0.566000,450,0
no_path_30x30,BFS,4,0.583500,450,0
no_path_30x30,BFS,5,0.568900,450,0
no_path_30x30,DFS,1,0.692100,450,0
no_path_30x30,DFS,2,0.676900,450,0
no_path_30x30,DFS,3,0.703500,450,0
no_path_30x30,DFS,4,0.722300,450,0
no_path_30x30,DFS,5,0.672000,450,0
no_path_30x30,A*,1,1.112700,450,0
no_path_30x30,A*,2,1.130000,450,0
no_path_30x30,A*,3,1.096100,450,0
no_path_30x30,A*,4,1.111400,450,0
no_path_30x30,A*,5,1.183500,450,0
no_path_30x30,Dijkstra,1,1.023300,450,0
no_path_30x30,Dijkstra,2,1.011700,450,0
no_path_30x30,Dijkstra,3,1.127200,450,0
no_path_30x30,Dijkstra,4,1.110200,450,0
no_path_30x30,Dijkstra,5,1.043900,450,0
weighted_30x30,BFS,1,1.074700,788,55
weighted_30x30,BFS,2,0.997700,788,55
weighted_30x30,BFS,3,0.992700,788,55
weighted_30x30,BFS,4,1.010800,788,55
weighted_30x30,BFS,5,1.035000,788,55
weighted_30x30,DFS,1,1.130200,693,479
weighted_30x30,DFS,2,1.057400,693,479
weighted_30x30,DFS,3,1.049900,693,479
weighted_30x30,DFS,4,1.051600,693,479
weighted_30x30,DFS,5,1.059100,693,479
weighted_30x30,A*,1,0.402200,126,55
weighted_30x30,A*,2,0.384100,126,55
weighted_30x30,A*,3,0.360000,126,55
weighted_30x30,A*,4,0.360700,126,55
weighted_30x30,A*,5,0.353500,126,55
weighted_30x30,Dijkstra,1,1.834900,781,55
weighted_30x30,Dijkstra,2,1.759000,781,55
weighted_30x30,Dijkstra,3,1.786300,781,55
weighted_30x30,Dijkstra,4,1.740500,781,55
weighted_30x30,Dijkstra,5,1.807100,781,55
1 maze strategy run time_ms visited_cells path_length
2 small_10x10 BFS 1 0.044300 15 15
3 small_10x10 BFS 2 0.022800 15 15
4 small_10x10 BFS 3 0.020400 15 15
5 small_10x10 BFS 4 0.020300 15 15
6 small_10x10 BFS 5 0.018700 15 15
7 small_10x10 DFS 1 0.031200 15 15
8 small_10x10 DFS 2 0.022000 15 15
9 small_10x10 DFS 3 0.021200 15 15
10 small_10x10 DFS 4 0.020800 15 15
11 small_10x10 DFS 5 0.020500 15 15
12 small_10x10 A* 1 0.048900 15 15
13 small_10x10 A* 2 0.034700 15 15
14 small_10x10 A* 3 0.029400 15 15
15 small_10x10 A* 4 0.029100 15 15
16 small_10x10 A* 5 0.029300 15 15
17 small_10x10 Dijkstra 1 0.037900 15 15
18 small_10x10 Dijkstra 2 0.028500 15 15
19 small_10x10 Dijkstra 3 0.026800 15 15
20 small_10x10 Dijkstra 4 0.026400 15 15
21 small_10x10 Dijkstra 5 0.026700 15 15
22 medium_50x50 BFS 1 2.105800 1579 95
23 medium_50x50 BFS 2 1.928700 1579 95
24 medium_50x50 BFS 3 1.969500 1579 95
25 medium_50x50 BFS 4 1.938800 1579 95
26 medium_50x50 BFS 5 1.943600 1579 95
27 medium_50x50 DFS 1 1.927300 1277 647
28 medium_50x50 DFS 2 1.856300 1277 647
29 medium_50x50 DFS 3 1.890100 1277 647
30 medium_50x50 DFS 4 1.868000 1277 647
31 medium_50x50 DFS 5 1.865500 1277 647
32 medium_50x50 A* 1 2.359000 927 95
33 medium_50x50 A* 2 2.193700 927 95
34 medium_50x50 A* 3 2.178400 927 95
35 medium_50x50 A* 4 2.181800 927 95
36 medium_50x50 A* 5 2.174500 927 95
37 medium_50x50 Dijkstra 1 3.534700 1579 95
38 medium_50x50 Dijkstra 2 3.435500 1579 95
39 medium_50x50 Dijkstra 3 3.457600 1579 95
40 medium_50x50 Dijkstra 4 3.417300 1579 95
41 medium_50x50 Dijkstra 5 3.538000 1579 95
42 large_100x100 BFS 1 8.624100 5566 195
43 large_100x100 BFS 2 7.706900 5566 195
44 large_100x100 BFS 3 9.723300 5566 195
45 large_100x100 BFS 4 7.585700 5566 195
46 large_100x100 BFS 5 8.031300 5566 195
47 large_100x100 DFS 1 5.512400 3543 1531
48 large_100x100 DFS 2 5.329300 3543 1531
49 large_100x100 DFS 3 5.223300 3543 1531
50 large_100x100 DFS 4 5.729900 3543 1531
51 large_100x100 DFS 5 5.497400 3543 1531
52 large_100x100 A* 1 2.101500 853 195
53 large_100x100 A* 2 2.264500 853 195
54 large_100x100 A* 3 2.064100 853 195
55 large_100x100 A* 4 2.031700 853 195
56 large_100x100 A* 5 2.046500 853 195
57 large_100x100 Dijkstra 1 25.021300 5571 195
58 large_100x100 Dijkstra 2 13.541100 5571 195
59 large_100x100 Dijkstra 3 12.884100 5571 195
60 large_100x100 Dijkstra 4 13.481800 5571 195
61 large_100x100 Dijkstra 5 12.748000 5571 195
62 empty_30x30 BFS 1 1.234300 896 55
63 empty_30x30 BFS 2 1.163400 896 55
64 empty_30x30 BFS 3 1.145700 896 55
65 empty_30x30 BFS 4 1.177300 896 55
66 empty_30x30 BFS 5 1.175100 896 55
67 empty_30x30 DFS 1 1.338000 842 815
68 empty_30x30 DFS 2 1.296500 842 815
69 empty_30x30 DFS 3 1.296700 842 815
70 empty_30x30 DFS 4 1.280100 842 815
71 empty_30x30 DFS 5 1.290800 842 815
72 empty_30x30 A* 1 2.183400 784 55
73 empty_30x30 A* 2 2.522900 784 55
74 empty_30x30 A* 3 1.985000 784 55
75 empty_30x30 A* 4 1.972100 784 55
76 empty_30x30 A* 5 2.088600 784 55
77 empty_30x30 Dijkstra 1 2.080400 896 55
78 empty_30x30 Dijkstra 2 2.100100 896 55
79 empty_30x30 Dijkstra 3 2.130700 896 55
80 empty_30x30 Dijkstra 4 2.073600 896 55
81 empty_30x30 Dijkstra 5 2.095900 896 55
82 no_path_30x30 BFS 1 0.645900 450 0
83 no_path_30x30 BFS 2 0.566600 450 0
84 no_path_30x30 BFS 3 0.566000 450 0
85 no_path_30x30 BFS 4 0.583500 450 0
86 no_path_30x30 BFS 5 0.568900 450 0
87 no_path_30x30 DFS 1 0.692100 450 0
88 no_path_30x30 DFS 2 0.676900 450 0
89 no_path_30x30 DFS 3 0.703500 450 0
90 no_path_30x30 DFS 4 0.722300 450 0
91 no_path_30x30 DFS 5 0.672000 450 0
92 no_path_30x30 A* 1 1.112700 450 0
93 no_path_30x30 A* 2 1.130000 450 0
94 no_path_30x30 A* 3 1.096100 450 0
95 no_path_30x30 A* 4 1.111400 450 0
96 no_path_30x30 A* 5 1.183500 450 0
97 no_path_30x30 Dijkstra 1 1.023300 450 0
98 no_path_30x30 Dijkstra 2 1.011700 450 0
99 no_path_30x30 Dijkstra 3 1.127200 450 0
100 no_path_30x30 Dijkstra 4 1.110200 450 0
101 no_path_30x30 Dijkstra 5 1.043900 450 0
102 weighted_30x30 BFS 1 1.074700 788 55
103 weighted_30x30 BFS 2 0.997700 788 55
104 weighted_30x30 BFS 3 0.992700 788 55
105 weighted_30x30 BFS 4 1.010800 788 55
106 weighted_30x30 BFS 5 1.035000 788 55
107 weighted_30x30 DFS 1 1.130200 693 479
108 weighted_30x30 DFS 2 1.057400 693 479
109 weighted_30x30 DFS 3 1.049900 693 479
110 weighted_30x30 DFS 4 1.051600 693 479
111 weighted_30x30 DFS 5 1.059100 693 479
112 weighted_30x30 A* 1 0.402200 126 55
113 weighted_30x30 A* 2 0.384100 126 55
114 weighted_30x30 A* 3 0.360000 126 55
115 weighted_30x30 A* 4 0.360700 126 55
116 weighted_30x30 A* 5 0.353500 126 55
117 weighted_30x30 Dijkstra 1 1.834900 781 55
118 weighted_30x30 Dijkstra 2 1.759000 781 55
119 weighted_30x30 Dijkstra 3 1.786300 781 55
120 weighted_30x30 Dijkstra 4 1.740500 781 55
121 weighted_30x30 Dijkstra 5 1.807100 781 55

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maze,strategy,avg_time_ms,avg_visited_cells,avg_path_length,runs
small_10x10,BFS,0.025300,15.00,15.00,5
small_10x10,DFS,0.023140,15.00,15.00,5
small_10x10,A*,0.034280,15.00,15.00,5
small_10x10,Dijkstra,0.029260,15.00,15.00,5
medium_50x50,BFS,1.977280,1579.00,95.00,5
medium_50x50,DFS,1.881440,1277.00,647.00,5
medium_50x50,A*,2.217480,927.00,95.00,5
medium_50x50,Dijkstra,3.476620,1579.00,95.00,5
large_100x100,BFS,8.334260,5566.00,195.00,5
large_100x100,DFS,5.458460,3543.00,1531.00,5
large_100x100,A*,2.101660,853.00,195.00,5
large_100x100,Dijkstra,15.535260,5571.00,195.00,5
empty_30x30,BFS,1.179160,896.00,55.00,5
empty_30x30,DFS,1.300420,842.00,815.00,5
empty_30x30,A*,2.150400,784.00,55.00,5
empty_30x30,Dijkstra,2.096140,896.00,55.00,5
no_path_30x30,BFS,0.586180,450.00,0.00,5
no_path_30x30,DFS,0.693360,450.00,0.00,5
no_path_30x30,A*,1.126740,450.00,0.00,5
no_path_30x30,Dijkstra,1.063260,450.00,0.00,5
weighted_30x30,BFS,1.022180,788.00,55.00,5
weighted_30x30,DFS,1.069640,693.00,479.00,5
weighted_30x30,A*,0.372100,126.00,55.00,5
weighted_30x30,Dijkstra,1.785560,781.00,55.00,5
1 maze strategy avg_time_ms avg_visited_cells avg_path_length runs
2 small_10x10 BFS 0.025300 15.00 15.00 5
3 small_10x10 DFS 0.023140 15.00 15.00 5
4 small_10x10 A* 0.034280 15.00 15.00 5
5 small_10x10 Dijkstra 0.029260 15.00 15.00 5
6 medium_50x50 BFS 1.977280 1579.00 95.00 5
7 medium_50x50 DFS 1.881440 1277.00 647.00 5
8 medium_50x50 A* 2.217480 927.00 95.00 5
9 medium_50x50 Dijkstra 3.476620 1579.00 95.00 5
10 large_100x100 BFS 8.334260 5566.00 195.00 5
11 large_100x100 DFS 5.458460 3543.00 1531.00 5
12 large_100x100 A* 2.101660 853.00 195.00 5
13 large_100x100 Dijkstra 15.535260 5571.00 195.00 5
14 empty_30x30 BFS 1.179160 896.00 55.00 5
15 empty_30x30 DFS 1.300420 842.00 815.00 5
16 empty_30x30 A* 2.150400 784.00 55.00 5
17 empty_30x30 Dijkstra 2.096140 896.00 55.00 5
18 no_path_30x30 BFS 0.586180 450.00 0.00 5
19 no_path_30x30 DFS 0.693360 450.00 0.00 5
20 no_path_30x30 A* 1.126740 450.00 0.00 5
21 no_path_30x30 Dijkstra 1.063260 450.00 0.00 5
22 weighted_30x30 BFS 1.022180 788.00 55.00 5
23 weighted_30x30 DFS 1.069640 693.00 479.00 5
24 weighted_30x30 A* 0.372100 126.00 55.00 5
25 weighted_30x30 Dijkstra 1.785560 781.00 55.00 5

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from builders.text_file_maze_builder import TextFileMazeBuilder
from core.player import Player
from observer.console_view import ConsoleView
from solver.maze_solver import MazeSolver
from strategies.astar_strategy import AStarStrategy
from strategies.bfs_strategy import BFSStrategy
from strategies.dfs_strategy import DFSStrategy
from controller.game_controller import GameController
from pathlib import Path
BASE_DIR = Path(__file__).resolve().parent
def run_demo():
builder = TextFileMazeBuilder()
maze = builder.buildFromFile(str(BASE_DIR / "mazes" / "maze_small.txt"))
view = ConsoleView()
view.update({"type": "maze_loaded", "message": "Maze loaded"})
view.render(maze)
solver = MazeSolver(maze)
solver.addObserver(view)
for strategy in (BFSStrategy(), DFSStrategy(), AStarStrategy()):
solver.setStrategy(strategy)
stats = solver.solve()
print()
print(f"=== {strategy.name} ===")
print(f"Time: {stats.timeMs:.3f} ms")
print(f"Visited cells: {stats.visitedCells}")
print(f"Path length: {stats.pathLength}")
print(f"Path found: {'yes' if stats.found else 'no'}")
view.render(maze, path=stats.path)
player = Player(maze.startCell)
controller = GameController(maze, player, view)
print("Manual mode: W/A/S/D move, Z undo, Q quit")
view.render(maze, player_position=player.currentCell)
while True:
cmd = input("Command: ").strip().upper()
if cmd == "Q":
break
if cmd == "Z":
controller.undo()
elif cmd in {"W", "A", "S", "D"}:
controller.move(cmd)
else:
print("Unknown command")
if __name__ == "__main__":
run_demo()

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S
E

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####################################################################################################
#S # # # # # # # # # # # # # # # E#
# # ### ### # ###### # ### # ## # #### # ####### # #### # # ### ## # ## # # ## # ## # ##### ### ##
# # # # # # # # # # # # # # # # # # # # # # # # # # #
# ##### # ######## # ### # ## # #### # ####### ## ### # # #### ####### ## ####### ####### # ### ##
# # # # # # # # # # # # # # # # # # # # #
### # # ###### # ########### ########### ### ####### # ####### ### # # ###### # ### ### # ### ####
# # # # # # # # # # # # # # # # # # # # # #
# ### ###### # ##### # ### # ####### # ### ### ## # ###### # ### # ### ###### # ### # ### ### ## #
# # # # # # # # #
####################################################################################################

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##################################################
#S # # # # # # E#
# # ### ### # ###### # ### # ## # #### # ####### ##
# # # # # # # # # # # # # #
# ##### # ######## # ### # ## # #### # ####### ## #
# # # # # # # # # #
### # # ###### # ########### ########### ### ######
# # # # # # # # # # #
# ### ###### # ##### # ### # ####### # ### ### ## #
# # # # #
##################################################

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##########
#S #
# ###### #
# # #
##########
# #E#
# ###### #
# #
##########

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##########
#S #E#
# ## # # ##
# # #
# #### # #
# # #
##########

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1111111111111111111111111111
1S11111111111111111111111111
1111111111111111111111111111
1111111111111111111111111111
1111111111111222222222222111
1111111111111222222222222111
1111111111111333333333333111
1111111111111333333333333111
111111111111111111111111111E
1111111111111111111111111111

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import os
from observer.observer import Observer
class ConsoleView(Observer):
def update(self, event):
if isinstance(event, str):
print(f"[EVENT] {event}")
elif isinstance(event, dict):
event_type = event.get("type", "unknown")
if event_type == "search_finished":
stats = event.get("stats")
print(f"[EVENT] search finished: {stats}")
else:
print(f"[EVENT] {event_type}: {event}")
else:
print("[EVENT] unknown")
def clear(self):
os.system("cls" if os.name == "nt" else "clear")
def render(self, maze, player_position=None, path=None, clear_screen=False):
if clear_screen:
self.clear()
print(maze.render(player_position=player_position, path=path))
print()

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from abc import ABC, abstractmethod
class Observer(ABC):
@abstractmethod
def update(self, event):
raise NotImplementedError

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matplotlib

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import time
from core.search_stats import SearchStats
class MazeSolver:
def __init__(self, maze, strategy=None):
self.maze = maze
self.strategy = strategy
self.observers = []
def setStrategy(self, strategy):
self.strategy = strategy
def addObserver(self, observer):
if observer not in self.observers:
self.observers.append(observer)
def removeObserver(self, observer):
if observer in self.observers:
self.observers.remove(observer)
def notify(self, event):
for observer in self.observers:
observer.update(event)
def solve(self):
if self.strategy is None:
raise ValueError("Strategy is not set")
self.notify({"type": "search_started", "strategy": self.strategy.name})
start_time = time.perf_counter()
path = self.strategy.findPath(self.maze, self.maze.startCell, self.maze.exitCell)
end_time = time.perf_counter()
stats = SearchStats(
timeMs=(end_time - start_time) * 1000.0,
visitedCells=getattr(self.strategy, "visitedCount", 0),
pathLength=len(path),
path=path,
found=bool(path),
algorithm=getattr(self.strategy, "name", "")
)
if stats.found:
self.notify({"type": "path_found", "strategy": stats.algorithm, "length": stats.pathLength})
else:
self.notify({"type": "path_not_found", "strategy": stats.algorithm})
self.notify({"type": "search_finished", "stats": stats})
return stats

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import heapq
from strategies.pathfinding_strategy import PathFindingStrategy
class AStarStrategy(PathFindingStrategy):
name = "A*"
def heuristic(self, cell, exitCell):
return abs(cell.x - exitCell.x) + abs(cell.y - exitCell.y)
def findPath(self, maze, start, exitCell):
self.visitedCount = 0
if start is None or exitCell is None:
return []
open_set = []
heapq.heappush(open_set, (0, 0, start.x, start.y, start))
parent = {}
g_score = {(start.x, start.y): 0}
closed = set()
while open_set:
f_score, current_g, _, _, current = heapq.heappop(open_set)
pos = (current.x, current.y)
if pos in closed:
continue
closed.add(pos)
self.visitedCount += 1
if current.x == exitCell.x and current.y == exitCell.y:
return self._restore_path(parent, start, exitCell)
for neighbor in maze.getNeighbors(current):
npos = (neighbor.x, neighbor.y)
tentative_g = current_g + getattr(neighbor, "weight", 1)
if tentative_g < g_score.get(npos, float("inf")):
g_score[npos] = tentative_g
parent[npos] = current
new_f = tentative_g + self.heuristic(neighbor, exitCell)
heapq.heappush(open_set, (new_f, tentative_g, neighbor.x, neighbor.y, neighbor))
return []

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from collections import deque
from strategies.pathfinding_strategy import PathFindingStrategy
class BFSStrategy(PathFindingStrategy):
name = "BFS"
def findPath(self, maze, start, exitCell):
self.visitedCount = 0
if start is None or exitCell is None:
return []
queue = deque([start])
visited = {(start.x, start.y)}
parent = {}
while queue:
current = queue.popleft()
self.visitedCount += 1
if current.x == exitCell.x and current.y == exitCell.y:
return self._restore_path(parent, start, exitCell)
for neighbor in maze.getNeighbors(current):
pos = (neighbor.x, neighbor.y)
if pos not in visited:
visited.add(pos)
parent[pos] = current
queue.append(neighbor)
return []

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from strategies.pathfinding_strategy import PathFindingStrategy
class DFSStrategy(PathFindingStrategy):
name = "DFS"
def findPath(self, maze, start, exitCell):
self.visitedCount = 0
if start is None or exitCell is None:
return []
stack = [start]
visited = set()
parent = {}
while stack:
current = stack.pop()
pos = (current.x, current.y)
if pos in visited:
continue
visited.add(pos)
self.visitedCount += 1
if current.x == exitCell.x and current.y == exitCell.y:
return self._restore_path(parent, start, exitCell)
neighbors = maze.getNeighbors(current)
for neighbor in reversed(neighbors):
npos = (neighbor.x, neighbor.y)
if npos not in visited:
parent[npos] = current
stack.append(neighbor)
return []

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import heapq
from strategies.pathfinding_strategy import PathFindingStrategy
class DijkstraStrategy(PathFindingStrategy):
name = "Dijkstra"
def findPath(self, maze, start, exitCell):
self.visitedCount = 0
if start is None or exitCell is None:
return []
pq = [(0, start.x, start.y, start)]
dist = {(start.x, start.y): 0}
parent = {}
closed = set()
while pq:
current_cost, _, _, current = heapq.heappop(pq)
pos = (current.x, current.y)
if pos in closed:
continue
closed.add(pos)
self.visitedCount += 1
if current.x == exitCell.x and current.y == exitCell.y:
return self._restore_path(parent, start, exitCell)
for neighbor in maze.getNeighbors(current):
npos = (neighbor.x, neighbor.y)
step_cost = getattr(neighbor, "weight", 1)
new_cost = current_cost + step_cost
if new_cost < dist.get(npos, float("inf")):
dist[npos] = new_cost
parent[npos] = current
heapq.heappush(pq, (new_cost, neighbor.x, neighbor.y, neighbor))
return []

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from abc import ABC, abstractmethod
class PathFindingStrategy(ABC):
name = "Base"
def __init__(self):
self.visitedCount = 0
@abstractmethod
def findPath(self, maze, start, exitCell):
raise NotImplementedError
def _restore_path(self, parent, start, exitCell):
if exitCell is None or start is None:
return []
path = []
current = exitCell
while True:
path.append(current)
if current.x == start.x and current.y == start.y:
break
current = parent.get((current.x, current.y))
if current is None:
return []
path.reverse()
return path

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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")
def generate_empty_maze(width, height):
maze = Maze(width, height)
for x in range(width):
for y in range(height):
maze.getCell(x, y).isWall = False
maze.setStart(0, 0)
maze.setExit(width-1, height-1)
return maze
def generate_maze_with_walls(width, height, wall_probability=0.3):
maze = Maze(width, height)
for x in range(width):
for y in range(height):
if random.random() < wall_probability:
maze.getCell(x, y).isWall = True
else:
maze.getCell(x, y).isWall = False
maze.getCell(0, 0).isWall = False
maze.getCell(width-1, height-1).isWall = False
maze.setStart(0, 0)
maze.setExit(width-1, height-1)
return maze
def generate_maze_no_exit(width, height):
maze = generate_maze_with_walls(width, height, 0.3)
exit_cell = maze.getCell(width-1, height-1)
exit_cell.isWall = True
maze.exit = None
return maze
def save_maze_to_file(maze, filename):
with open(filename, 'w') as f:
for y in range(maze.height):
for x in range(maze.width):
cell = maze.getCell(x, y)
if cell == maze.start:
f.write('s')
elif cell == maze.exit:
f.write('e')
elif cell.isWall:
f.write('#')
else:
f.write(' ')
f.write('\n')
def create_test_mazes():
mazes = []
small = generate_maze_with_walls(10, 10, 0.2)
save_maze_to_file(small, "maze_small.txt")
mazes.append(('маленький (10x10)', small))
medium = generate_maze_with_walls(50, 50, 0.3)
save_maze_to_file(medium, "maze_medium.txt")
mazes.append(('средний (50x50)', medium))
large = generate_maze_with_walls(100, 100, 0.3)
save_maze_to_file(large, "maze_large.txt")
mazes.append(('большой (100x100)', large))
empty = generate_empty_maze(50, 50)
save_maze_to_file(empty, "maze_empty.txt")
mazes.append(('пустой (50x50)', empty))
no_exit = generate_maze_no_exit(20, 20)
save_maze_to_file(no_exit, "maze_no_exit.txt")
mazes.append(('без выхода (20x20)', no_exit))
return mazes
def run_experiment(maze, strategy, name, repeats=5):
times = []
visited_counts = []
path_lengths = []
for _ in range(repeats):
solver = MazeSolver(maze)
solver.setStrategy(strategy())
start_time = time.perf_counter()
path, stats = solver.solve()
end_time = time.perf_counter()
times.append((end_time - start_time) * 1000)
visited_counts.append(len(path) if path else 0)
path_lengths.append(len(path) if path else 0)
return {
'лабиринт': name,
'стратегия': strategy.__name__.replace('Strategy', ''),
'время_ср': sum(times) / repeats,
'время_мин': min(times),
'время_макс': max(times),
'посещено_ср': sum(visited_counts) / repeats,
'длина_пути_ср': sum(path_lengths) / repeats,
'путь_найден': path is not None and len(path) > 0
}
def run_all_experiments():
strategies = [BFSStrategy, DFSStrategy, AStrategy]
results = []
mazes = create_test_mazes()
for maze_name, maze in mazes:
for strategy in strategies:
print(f" тест {strategy.__name__}...", end=" ", flush=True)
result = run_experiment(maze, strategy, maze_name)
results.append(result)
print(f"время={result['время_ср']:.2f}мс, путь={result['длина_пути_ср']:.0f}")
save_results_to_csv(results)
return results
def save_results_to_csv(results):
filename = "resultslab.csv"
with open(filename, 'w', newline='', encoding='utf-8-sig') as f:
writer = csv.DictWriter(f, fieldnames=[
'лабиринт', 'стратегия', 'время_ср', 'время_мин', 'время_макс',
'посещено_ср', 'длина_пути_ср', 'путь_найден'
])
writer.writeheader()
writer.writerows(results)
def plot_results(results):
try:
import matplotlib.pyplot as plt
import numpy as np
labyrinths = list(set(r['лабиринт'] for r in results))
strategies = ['BFS', 'DFS', 'A']
n_rows = 3
n_cols = 2
fig, axes = plt.subplots(n_rows, n_cols, figsize=(14, 12))
axes = axes.flatten()
for idx, lab in enumerate(labyrinths):
ax = axes[idx]
times = []
for strat in strategies:
for r in results:
if r['лабиринт'] == lab and r['стратегия'] == strat:
times.append(r['время_ср'])
break
x = np.arange(len(strategies))
bars = ax.bar(x, times, color=['#1a5632', '#0e5fb4', '#051f45'])
ax.set_title(f'{lab}')
ax.set_xticks(x)
ax.set_xticklabels(strategies)
ax.set_ylabel('Время (мс)')
for bar, t in zip(bars, times):
ax.text(bar.get_x() + bar.get_width()/2, bar.get_height() + 0.5,
f'{t:.1f}', ha='center', va='bottom', fontsize=8)
if len(labyrinths) < len(axes):
axes[-1].set_visible(False)
plt.tight_layout()
plt.savefig('maze_time_comparison.png', dpi=150)
plt.show()
plt.figure(figsize=(10, 6))
colors = ['#d8d262', '#0e5fb4', '#ed254e']
for idx, strat in enumerate(strategies):
lengths = []
for lab in labyrinths:
for r in results:
if r['лабиринт'] == lab and r['стратегия'] == strat:
lengths.append(r['длина_пути_ср'])
break
plt.plot(labyrinths, lengths, marker='o', label=strat, color=colors[idx]) # добавьте color
plt.xlabel('Лабиринт')
plt.ylabel('Длина пути ')
plt.title('Сравнение длины найденного пути')
plt.legend()
plt.xticks(rotation=45)
plt.tight_layout()
plt.savefig('maze_path_length.png', dpi=150)
plt.show()
except ImportError:
print("")
def print_analysis(results):
strat_data = {}
for r in results:
strat = r['стратегия']
if strat not in strat_data:
strat_data[strat] = {'time': [], 'visited': [], 'labyrinth': []}
strat_data[strat]['time'].append(r['время_ср'])
strat_data[strat]['visited'].append(r['посещено_ср'])
strat_data[strat]['labyrinth'].append(r['лабиринт'])
for strat, data in strat_data.items():
avg_time = sum(data['time']) / len(data['time'])
print(f" {strat}: среднее время {avg_time:.2f} мс")
print(" BFS медленный на большом лабсамый короткий путить находит")
print(" DFS быстрый, но не всегда самый короткий")
print(" A быстрый и находит самый короткий путь")
print(" без выхода лаб. стратегии самые медленные ")
print(" в пустом стратегии самые быстрые")
if __name__ == "__main__":
results = run_all_experiments()
print_analysis(results)
try:
plot_results(results)
except:
print("")

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# Отчёт: Задание 2 — Поиск выхода из лабиринта
## Цель работы
Разработать гибкую, расширяемую программу для загрузки лабиринта из файла, поиска пути от старта до выхода с возможностью выбора алгоритма, визуализации процесса и экспериментального сравнения алгоритмов
## Выбранные паттерны и их обоснование
### Builder
Для загрузки лабиринта из файла был использован паттерн Builder.
Создан интерфейс:
class MazeBuilder():
и его реализация:
class TextFileMazeBuilder(MazeBuilder):
Преимущества использования Builder:
пользоватеь не знает деталей создания лабиринта;
можно добавить новые форматы (JSON, XML, бинарный);
код загрузки изолирован от остальной программы.
### Strategy
Для алгоритмов поиска пути использован паттерн Strategy
Создан общий интерфейс:
class PathFindingStrategy():
Реализованы стратегии:
BFSStrategy;
DFSStrategy;
AStrategy;
Каждая стратегия реализует собственный алгоритм поиска пути по правилам.
Преимущества паттерна:
алгоритмы можно менять во время выполнения;
код MazeSolver не зависит от конкретного алгоритма;
новые алгоритмы можно добавлять без изменения существующего кода.
### Observer
Для уведомления интерфейса о событиях использован паттерн Observer
Создан интерфейс:
class Observer():
и реализация:
class ConsoleView(Observer):
MazeSolver хранит список наблюдателей и уведомляет их о событиях:
начало поиска;
окончание поиска;
перемещение игрока.
Преимущества:
логика интерфейса отделена от логики поиска;
можно легко добавить графический интерфейс;
### Command
Для пошагового перемещения игрока использован паттерн Command.
Создан интерфейс:
class Command():
и реализация:
class MoveCommand(Command):
Каждая команда умеет:
execute() — выполнить действие;
undo() — отменить действие
Преимущества:
поддержка undo;
возможность расширения системы команд
## Листинги ключевых классов
### Паттерн Strategy
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 []
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 []
### Паттерн Command
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
## Результаты
| Лабиринт | Стратегия | Время (с) | Посещено | Длина пути | Путь найден |
|---|---|---|---|---|---|
| маленький (10x10) | BFS | 0.9148200158961117 | 19.0 | 19.0 | True |
| маленький (10x10) | DFS | 0.717819994315505 | 39.0 | 39.0 | True |
| маленький (10x10) | A | 1.577159995213151 | 19.0 | 19.0 | True |
| средний (50x50) | BFS | 14.496059995144606 | 99.0 | 99.0 | True |
| средний (50x50) | DFS | 8.470179990399629 | 393.0 | 393.0 |True |
| средний (50x50) | A | 9.11291999509558 | 99.0 | 99.0 | True |
| большой (100x100) | BFS | 0.013179995585232973 | 0.0 | 0.0 | False |
| большой (100x100) | A | 0.013079994823783636 | 0.0 | 0.0 | False |
| пустой (50x50) | BFS | 29.2012800113298 | 99.0 | 99.0 | True |
| пустой (50x50) | DFS | 13.176999986171722 | 1275.0 | 1275.0 | True |
| пустой (50x50) | A | 50.366899999789894 | 99.0 | 99.0 | True |
| без выхода (20x20) | BFS | 0.004239997360855341 | 0.0 | 0.0 | False |
| без выхода (20x20) | DFS | 0.006399990525096655 | 0.0 | 0.0 | False |
| без выхода (20x20) | A | 0.008680007886141539 | 0.0 | 0.0 | False |
### Графики
![Сравнение длины](maze_path_length.png)
![Сравнение времён](maze_time_comparison.png)
## Анализ эффективности алгоритмов
В ходе экспериментов были получены следующие результаты.
### BFS
Преимущества:
всегда находит кратчайший путь;
простая реализация.
Недостатки:
посещает большое количество клеток;
требует много памяти.
Выходит, что наиболее эффективен в небольших невзвешенных лабиринтах.
### DFS
Преимущества:
простая реализация;
самым быстрым находит произвольный путь.
Недостатки:
не гарантирует кратчайший путь;
может уходить в тупики.
Подходит для быстрого поиска любого решения.
### A
Преимущества:
высокая скорость;
посещает меньше клеток;
Недостатки:
требует выбора хорошей эвристики.
Показал хорошие результаты на больших лабиринтах.
## Анализ применимости паттернов
### Builder
Без Builder код загрузки лабиринта был бы жёстко связан с классом Maze, а добавление нового формата потребовало бы изменения существующего кода.
Strategy
Без Strategy пришлось бы:
хранить все алгоритмы внутри одного класса;
использовать большое количество условных операторов;
изменять код MazeSolver при добавлении новых алгоритмов
Strategy помог полностью отделить алгоритмы друг от друга.
### Observer
Без Observer логика интерфейса смешивалась бы с логикой поиска.
Это усложнило бы:
добавление GUI;
логирование;
визуализацию.
### Command
Без Command было бы сложно реализовать:
undo;
историю действий;
расширяемую систему управления.
## Выводы
### В проекте были успешно реализованы:
загрузка лабиринта из файла;
несколько алгоритмов поиска пути;
визуализация;
система наблюдателей;
система команд;
экспериментальное сравнение алгоритмов.
### Использование паттернов GoF позволило:
сделать архитектуру гибкой;
уменьшить связанность компонентов;
упростить расширение программы;
облегчить сопровождение кода.

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@ -1,16 +0,0 @@
лабиринт,стратегия,время_срремя_мин,время_макс,посещено_ср,длина_пути_ср,путь_найден
маленький (10x10),BFS,0.9148200158961117,0.8840999798849225,0.9673000313341618,19.0,19.0,True
маленький (10x10),DFS,0.717819994315505,0.5779999773949385,0.8650000090710819,39.0,39.0,True
маленький (10x10),A,1.577159995213151,1.531599962618202,1.7019000370055437,19.0,19.0,True
средний (50x50),BFS,14.496059995144606,12.946999981068075,18.392199999652803,99.0,99.0,True
средний (50x50),DFS,8.470179990399629,7.544599997345358,9.55930002965033,393.0,393.0,True
средний (50x50),A,9.11291999509558,8.53859999915585,9.788900031708181,99.0,99.0,True
большой (100x100),BFS,0.013179995585232973,0.009100011084228754,0.026200024876743555,0.0,0.0,False
большой (100x100),DFS,0.012619991321116686,0.008300004992634058,0.026499968953430653,0.0,0.0,False
большой (100x100),A,0.013079994823783636,0.008699949830770493,0.027500034775584936,0.0,0.0,False
пустой (50x50),BFS,29.2012800113298,19.71900003263727,47.252200020011514,99.0,99.0,True
пустой (50x50),DFS,13.176999986171722,12.441499973647296,13.887099979911,1275.0,1275.0,True
пустой (50x50),A,50.366899999789894,47.1535999677144,60.296199982985854,99.0,99.0,True
без выхода (20x20),BFS,0.004239997360855341,0.002700020559132099,0.00909995287656784,0.0,0.0,False
без выхода (20x20),DFS,0.006399990525096655,0.003200024366378784,0.012699980288743973,0.0,0.0,False
без выхода (20x20),A,0.008680007886141539,0.005399982910603285,0.01810002140700817,0.0,0.0,False
1 лабиринт стратегия время_ср время_мин время_макс посещено_ср длина_пути_ср путь_найден
2 маленький (10x10) BFS 0.9148200158961117 0.8840999798849225 0.9673000313341618 19.0 19.0 True
3 маленький (10x10) DFS 0.717819994315505 0.5779999773949385 0.8650000090710819 39.0 39.0 True
4 маленький (10x10) A 1.577159995213151 1.531599962618202 1.7019000370055437 19.0 19.0 True
5 средний (50x50) BFS 14.496059995144606 12.946999981068075 18.392199999652803 99.0 99.0 True
6 средний (50x50) DFS 8.470179990399629 7.544599997345358 9.55930002965033 393.0 393.0 True
7 средний (50x50) A 9.11291999509558 8.53859999915585 9.788900031708181 99.0 99.0 True
8 большой (100x100) BFS 0.013179995585232973 0.009100011084228754 0.026200024876743555 0.0 0.0 False
9 большой (100x100) DFS 0.012619991321116686 0.008300004992634058 0.026499968953430653 0.0 0.0 False
10 большой (100x100) A 0.013079994823783636 0.008699949830770493 0.027500034775584936 0.0 0.0 False
11 пустой (50x50) BFS 29.2012800113298 19.71900003263727 47.252200020011514 99.0 99.0 True
12 пустой (50x50) DFS 13.176999986171722 12.441499973647296 13.887099979911 1275.0 1275.0 True
13 пустой (50x50) A 50.366899999789894 47.1535999677144 60.296199982985854 99.0 99.0 True
14 без выхода (20x20) BFS 0.004239997360855341 0.002700020559132099 0.00909995287656784 0.0 0.0 False
15 без выхода (20x20) DFS 0.006399990525096655 0.003200024366378784 0.012699980288743973 0.0 0.0 False
16 без выхода (20x20) A 0.008680007886141539 0.005399982910603285 0.01810002140700817 0.0 0.0 False

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classDiagram
class Maze {
+width
+height
+cells
+start
+exit
+get_neighbors()
}
class Cell {
+x
+y
+is_wall
+is_start
+is_exit
}
class MazeBuilder {
<<interface>>
+build_from_file()
}
class TextFileMazeBuilder {
+build_from_file()
}
class PathFindingStrategy {
<<interface>>
+find_path()
}
class BFSStrategy
class DFSStrategy
class AStarStrategy
class MazeSolver {
+solve()
}
Maze --> Cell
TextFileMazeBuilder ..|> MazeBuilder
BFSStrategy ..|> PathFindingStrategy
DFSStrategy ..|> PathFindingStrategy
AStarStrategy ..|> PathFindingStrategy
MazeSolver --> PathFindingStrategy
MazeSolver --> Maze

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# Отчёт по заданию №2
### Реализация поиска пути в лабиринте с использованием паттернов проектирования
---
## 1. Цель работы
Разработать архитектуру и реализацию системы поиска пути в лабиринте, применив паттерны:
- Builder — построение лабиринта из файла
- Strategy — выбор алгоритма поиска
- Observer — отображение состояния
- Command — управление игроком
Также провести экспериментальное сравнение алгоритмов BFS, DFS и A\*.
---
## 2. Архитектура проекта
Структура каталогов:
```
BrychkinKA/
├── src/
│ ├── builder/
│ ├── model/
│ ├── solver/
│ ├── strategy/
│ └── ui/
├── mazes/
├── experiments/
└── docs/
```
---
## 3. Используемые паттерны
### 3.1 Builder
Абстрагирует процесс построения лабиринта из текстового файла.
### 3.2 Strategy
Позволяет переключать алгоритмы поиска пути без изменения остального кода.
### 3.3 Observer
Используется для отображения состояния лабиринта в консоли.
### 3.4 Command
Реализует управление игроком и пошаговое перемещение.
---
## 4. Диаграмма классов
Диаграмма находится в файле: `class_diagram.mmd`
---
## 5. Эксперименты
Эксперименты проводились на пяти лабиринтах:
- small.txt — простой, проходимый
- medium.txt — средний по сложности
- empty.txt — полностью свободное поле
- no_exit.txt — отсутствует выход
- big.txt — большой лабиринт, путь отсутствует
Алгоритмы:
- BFS
- DFS
- A\*
---
## 6. Результаты
### 6.1 Таблица результатов
| Файл | Алгоритм | Посещено | Длина пути |
| ----------- | -------- | -------- | ---------- |
| big.txt | BFS | 27 | 0 |
| big.txt | DFS | 27 | 0 |
| big.txt | A\* | 27 | 0 |
| empty.txt | BFS | 10 | 10 |
| empty.txt | DFS | 10 | 10 |
| empty.txt | A\* | 10 | 10 |
| medium.txt | BFS | 21 | 17 |
| medium.txt | DFS | 19 | 17 |
| medium.txt | A\* | 21 | 17 |
| no_exit.txt | BFS | 0 | 0 |
| no_exit.txt | DFS | 0 | 0 |
| no_exit.txt | A\* | 0 | 0 |
| small.txt | BFS | 7 | 7 |
| small.txt | DFS | 7 | 7 |
| small.txt | A\* | 7 | 7 |
---
## 7. Графики
Графики находятся в файле:
`experiments/plot_graphs.py`
- время работы алгоритмов
- количество посещённых клеток
---
## 8. Выводы
1. A\* показывает лучшие результаты на средних и больших лабиринтах, но имеет небольшой накладной расход.
2. DFS посещает меньше клеток, но не гарантирует кратчайший путь.
3. BFS всегда находит кратчайший путь, но исследует больше пространства.
4. На лабиринтах без выхода все алгоритмы корректно возвращают `path_len = 0`.
5. Архитектура с паттернами позволяет легко расширять проект и добавлять новые алгоритмы.
---
## 9. Приложения
- Исходный код
- Лабиринты
- CSV с результатами
- Диаграммы

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# Диаграммы проекта
## 1. Диаграмма классов
См. файл `class_diagram.mmd`.
## 2. Структура каталогов
```
vinichukan/
├── src/
├── mazes/
├── experiments/
└── docs/
```
## 3. Логика работы алгоритмов
- BFS — поиск в ширину
- DFS — поиск в глубину
- A\* — эвристический поиск с манхэттенской метрикой

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import os
import sys
import csv
from time import perf_counter
# Добавляем корневую папку BrychkinKA в sys.path
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from src.builder.text_file_maze_builder import TextFileMazeBuilder
from src.strategy.bfs_strategy import BFSStrategy
from src.strategy.dfs_strategy import DFSStrategy
from src.strategy.astar_strategy import AStarStrategy
from src.solver.maze_solver import MazeSolver
def run_experiments():
builder = TextFileMazeBuilder()
strategies = {
"BFS": BFSStrategy(),
"DFS": DFSStrategy(),
"A*": AStarStrategy()
}
# Папка с лабиринтами относительно корня
root_dir = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
maze_dir = os.path.join(root_dir, "mazes")
files = [f for f in os.listdir(maze_dir) if f.endswith(".txt")]
results = []
for maze_file in files:
maze_path = os.path.join(maze_dir, maze_file)
maze = builder.build_from_file(maze_path)
for name, strategy in strategies.items():
solver = MazeSolver(maze, strategy)
t0 = perf_counter()
stats = solver.solve()
t1 = perf_counter()
results.append([
maze_file,
name,
stats.time_ms,
stats.visited,
stats.path_len
])
print(f"{maze_file} | {name} | {stats}")
# Сохраняем results.csv в папку experiments
output_path = os.path.join(os.path.dirname(os.path.abspath(__file__)), "results.csv")
with open(output_path, "w", newline="", encoding="utf-8") as f:
writer = csv.writer(f)
writer.writerow(["maze", "algorithm", "time_ms", "visited", "path_len"])
writer.writerows(results)
print(f"\nРезультаты сохранены в {output_path}")
if __name__ == "__main__":
run_experiments()

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import csv
import matplotlib.pyplot as plt
import os
def plot_results():
# Определяем правильный путь к results.csv
script_dir = os.path.dirname(os.path.abspath(__file__))
csv_path = os.path.join(script_dir, "results.csv")
results = []
with open(csv_path, "r", encoding="utf-8") as f:
reader = csv.DictReader(f)
for row in reader:
row['time_ms'] = float(row['time_ms'])
row['visited'] = int(row['visited'])
row['path_len'] = int(row['path_len'])
results.append(row)
mazes = sorted(set(r['maze'] for r in results))
algorithms = sorted(set(r['algorithm'] for r in results))
x_labels = []
for m in mazes:
for a in algorithms:
x_labels.append(f"{m.replace('.txt','')}\n{a}")
# График 1: Время выполнения
plt.figure(figsize=(12, 6))
times = []
for m in mazes:
for a in algorithms:
val = [r['time_ms'] for r in results if r['maze'] == m and r['algorithm'] == a]
times.append(val[0] if val else 0)
plt.bar(x_labels, times)
plt.ylabel("Время (мс)")
plt.title("Сравнение времени выполнения алгоритмов")
plt.xticks(rotation=45, ha='right')
plt.tight_layout()
plt.savefig(os.path.join(script_dir, "plot_time.png"), dpi=150)
plt.close()
print("Сохранён: experiments/plot_time.png")
# График 2: Посещённые клетки
plt.figure(figsize=(12, 6))
visited_list = []
for m in mazes:
for a in algorithms:
val = [r['visited'] for r in results if r['maze'] == m and r['algorithm'] == a]
visited_list.append(val[0] if val else 0)
plt.bar(x_labels, visited_list)
plt.ylabel("Посещено клеток")
plt.title("Сравнение количества посещённых клеток")
plt.xticks(rotation=45, ha='right')
plt.tight_layout()
plt.savefig(os.path.join(script_dir, "plot_visited.png"), dpi=150)
plt.close()
print("Сохранён: experiments/plot_visited.png")
# График 3: Длина пути
plt.figure(figsize=(12, 6))
path_list = []
for m in mazes:
for a in algorithms:
val = [r['path_len'] for r in results if r['maze'] == m and r['algorithm'] == a]
path_list.append(val[0] if val else 0)
plt.bar(x_labels, path_list)
plt.ylabel("Длина пути")
plt.title("Сравнение длины найденного пути")
plt.xticks(rotation=45, ha='right')
plt.tight_layout()
plt.savefig(os.path.join(script_dir, "plot_path.png"), dpi=150)
plt.close()
print("Сохранён: experiments/plot_path.png")
if __name__ == "__main__":
plot_results()

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maze,algorithm,time_ms,visited,path_len
big.txt,BFS,0.14230050146579742,27,0
big.txt,DFS,0.1100003719329834,27,0
big.txt,A*,0.23249909281730652,27,0
empty.txt,BFS,0.07219985127449036,10,10
empty.txt,DFS,0.046100467443466187,10,10
empty.txt,A*,0.08819997310638428,10,10
medium.txt,BFS,0.09160116314888,21,17
medium.txt,DFS,0.07379986345767975,19,17
medium.txt,A*,0.15410035848617554,21,17
no_exit.txt,BFS,0.0007003545761108398,0,0
no_exit.txt,DFS,0.0027008354663848877,0,0
no_exit.txt,A*,0.0001993030309677124,0,0
small.txt,BFS,0.06789900362491608,7,7
small.txt,DFS,0.03989972174167633,7,7
small.txt,A*,0.09530037641525269,7,7
1 maze algorithm time_ms visited path_len
2 big.txt BFS 0.14230050146579742 27 0
3 big.txt DFS 0.1100003719329834 27 0
4 big.txt A* 0.23249909281730652 27 0
5 empty.txt BFS 0.07219985127449036 10 10
6 empty.txt DFS 0.046100467443466187 10 10
7 empty.txt A* 0.08819997310638428 10 10
8 medium.txt BFS 0.09160116314888 21 17
9 medium.txt DFS 0.07379986345767975 19 17
10 medium.txt A* 0.15410035848617554 21 17
11 no_exit.txt BFS 0.0007003545761108398 0 0
12 no_exit.txt DFS 0.0027008354663848877 0 0
13 no_exit.txt A* 0.0001993030309677124 0 0
14 small.txt BFS 0.06789900362491608 7 7
15 small.txt DFS 0.03989972174167633 7 7
16 small.txt A* 0.09530037641525269 7 7

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####################################################################################################
#S # ########### # # ######### # #
# ####### ######### ########### ###### ######## ######## ######## ######## ######## ########## #####
# # # # # # # # # # # #
######## ######### ######### ######## ######## ######## ######## ######## ######## ######## #######
# # # # # # # # # # # # #
# ######## ##### # # ##### ######## ######## ######## ######## ######## ######## ######## #########
# # # # # # # # # # # # # #
######## ####### # ####### ######## ######## ######## ######## ######## ######## ######## #########
# # # # # # # # # # # #
# #### ######## ######## ######## ######## ######## ######## ######## ######## ######## ###########
# # # # # # # # # # # E#
####################################################################################################

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S E

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###############
#S # E#
# ### ####### #
# #
###############

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#######
#S #
#######

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##########
#S E#
##########

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from abc import ABC, abstractmethod
from src.model.maze import Maze
class MazeBuilder(ABC):
@abstractmethod
def build_from_file(self, filename: str) -> Maze:
pass

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from src.model.cell import Cell
from src.model.maze import Maze
class TextFileMazeBuilder:
def build_from_file(self, filename):
with open(filename, "r", encoding="utf-8") as f:
lines = [line.rstrip("\n") for line in f]
height = len(lines)
width = max(len(line) for line in lines)
cells = []
start = None
exit_ = None
for y, line in enumerate(lines):
row = []
for x, ch in enumerate(line.ljust(width)):
is_wall = (ch == "#")
is_start = (ch == "S")
is_exit = (ch == "E")
cell = Cell(x, y, is_wall, is_start, is_exit)
row.append(cell)
if is_start:
start = cell
if is_exit:
exit_ = cell
cells.append(row)
if start is None:
raise ValueError("Файл должен содержать S (старт)")
return Maze(width, height, cells, start, exit_)

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from src.builder.text_file_maze_builder import TextFileMazeBuilder
from src.strategy.bfs_strategy import BFSStrategy
from src.strategy.dfs_strategy import DFSStrategy
from src.strategy.astar_strategy import AStarStrategy
from src.solver.maze_solver import MazeSolver
from src.ui.console_view import ConsoleView
from src.ui.player import Player
from src.ui.move_command import MoveCommand
def choose_maze():
mazes = {
"1": ("small.txt", "Small — маленький лабиринт"),
"2": ("medium.txt", "Medium — средний лабиринт"),
"3": ("big.txt", "Big — большой лабиринт(тупиковый)"),
"4": ("empty.txt", "Empty — пустой лабиринт"),
"5": ("no_exit.txt","NoExit — без выхода")
}
print("\n" + "=" * 40)
print(" ВЫБОР ЛАБИРИНТА")
print("=" * 40)
for key, (_, desc) in mazes.items():
print(f" {key}. {desc}")
print("=" * 40)
choice = input("Введите номер: ").strip()
if choice not in mazes:
print("Неверный выбор, загружаю small.txt")
return "small.txt"
filename = mazes[choice][0]
print(f"Загружен: {filename}")
return filename
def main():
builder = TextFileMazeBuilder()
filename = choose_maze()
maze = builder.build_from_file(f"mazes/{filename}")
view = ConsoleView()
view.update(f"Maze '{filename}' loaded")
strategies = {
"bfs": BFSStrategy(),
"dfs": DFSStrategy(),
"astar": AStarStrategy()
}
print("\nВыберите алгоритм:")
print(" bfs — поиск в ширину")
print(" dfs — поиск в глубину")
print(" astar — A*")
algo = input("Введите название: ").strip().lower()
strategy = strategies.get(algo, BFSStrategy())
solver = MazeSolver(maze, strategy)
stats = solver.solve()
print(stats)
path, visited = strategy.find_path(maze, maze.start, maze.exit)
view.render(maze, None, path)
player = Player(maze.start)
while True:
cmd = input("Ход (w/a/s/d) или q для выхода: ").strip().lower()
if cmd == "q":
break
dxdy = {
"w": (0, -1),
"s": (0, 1),
"a": (-1, 0),
"d": (1, 0)
}
if cmd not in dxdy:
continue
dx, dy = dxdy[cmd]
new_cell = maze.get_cell(player.current_cell.x + dx,
player.current_cell.y + dy)
if not new_cell or not new_cell.is_passable():
print("Там стена, туда нельзя.")
continue
move = MoveCommand(player, new_cell)
move.execute()
view.render(maze, player.current_cell, path)
if __name__ == "__main__":
main()

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@ -1,19 +0,0 @@
class Cell:
def __init__(self, x, y, is_wall=False, is_start=False, is_exit=False):
self.x = x
self.y = y
self.is_wall = is_wall
self.is_start = is_start
self.is_exit = is_exit
def __repr__(self):
return f"Cell({self.x},{self.y})"
def __hash__(self):
return hash((self.x, self.y))
def __eq__(self, other):
return isinstance(other, Cell) and self.x == other.x and self.y == other.y
def is_passable(self):
return not self.is_wall

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@ -1,23 +0,0 @@
class Maze:
def __init__(self, width, height, cells, start, exit_):
self.width = width
self.height = height
self.cells = cells
self.start = start
self.exit = exit_
def get_cell(self, x, y):
return self.cells[y][x]
def get_neighbors(self, cell):
dirs = [(1,0), (-1,0), (0,1), (0,-1)]
result = []
for dx, dy in dirs:
nx, ny = cell.x + dx, cell.y + dy
if 0 <= nx < self.width and 0 <= ny < self.height:
n = self.get_cell(nx, ny)
if not n.is_wall:
result.append(n)
return result

View File

@ -1,32 +0,0 @@
from src.solver.search_stats import SearchStats
class MazeSolver:
def __init__(self, maze, strategy):
self.maze = maze
self.strategy = strategy
def solve(self):
import time
t0 = time.perf_counter()
if self.maze.exit is None:
t1 = time.perf_counter()
return SearchStats(
time_ms=(t1 - t0) * 1000,
visited=0,
path_len=0
)
path, visited = self.strategy.find_path(
self.maze,
self.maze.start,
self.maze.exit
)
t1 = time.perf_counter()
return SearchStats(
time_ms=(t1 - t0) * 1000,
visited=len(visited),
path_len=len(path) if path else 0
)

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@ -1,8 +0,0 @@
class SearchStats:
def __init__(self, time_ms, visited, path_len):
self.time_ms = time_ms
self.visited = visited
self.path_len = path_len
def __repr__(self):
return f"SearchStats(time={self.time_ms:.2f}ms, visited={self.visited}, path={self.path_len})"

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@ -1,43 +0,0 @@
import heapq
def manhattan(a, b):
return abs(a.x - b.x) + abs(a.y - b.y)
class AStarStrategy:
def find_path(self, maze, start, exit_):
g = {start: 0}
parent = {start: None}
counter = 0
open_heap = [(0, counter, start)]
in_open = {start}
visited = set()
while open_heap:
_, _, cur = heapq.heappop(open_heap)
in_open.discard(cur)
visited.add(cur)
if cur == exit_:
return self._reconstruct(parent, start, exit_), visited
for n in maze.get_neighbors(cur):
tentative = g[cur] + 1
if tentative < g.get(n, float('inf')):
g[n] = tentative
parent[n] = cur
f = tentative + manhattan(n, exit_)
if n not in in_open:
counter += 1
heapq.heappush(open_heap, (f, counter, n))
in_open.add(n)
return None, visited
def _reconstruct(self, parent, start, exit_):
path = []
cur = exit_
while cur:
path.append(cur)
cur = parent[cur]
return list(reversed(path))

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@ -1,29 +0,0 @@
from collections import deque
class BFSStrategy:
def find_path(self, maze, start, exit_):
queue = deque([start])
parent = {start: None}
visited = {start}
while queue:
cur = queue.popleft()
if cur == exit_:
return self._reconstruct(parent, start, exit_), visited
for n in maze.get_neighbors(cur):
if n not in visited:
visited.add(n)
parent[n] = cur
queue.append(n)
return None, visited
def _reconstruct(self, parent, start, exit_):
path = []
cur = exit_
while cur:
path.append(cur)
cur = parent[cur]
return list(reversed(path))

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@ -1,27 +0,0 @@
class DFSStrategy:
def find_path(self, maze, start, exit_):
stack = [start]
parent = {start: None}
visited = {start}
while stack:
cur = stack.pop()
if cur == exit_:
return self._reconstruct(parent, start, exit_), visited
for n in maze.get_neighbors(cur):
if n not in visited:
visited.add(n)
parent[n] = cur
stack.append(n)
return None, visited
def _reconstruct(self, parent, start, exit_):
path = []
cur = exit_
while cur:
path.append(cur)
cur = parent[cur]
return list(reversed(path))

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@ -1,9 +0,0 @@
from abc import ABC, abstractmethod
from typing import List
from src.model.cell import Cell
from src.model.maze import Maze
class PathFindingStrategy(ABC):
@abstractmethod
def find_path(self, maze: Maze, start: Cell, exit_: Cell) -> List[Cell]:
pass

View File

@ -1,10 +0,0 @@
from abc import ABC, abstractmethod
class Command(ABC):
@abstractmethod
def execute(self):
pass
@abstractmethod
def undo(self):
pass

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@ -1,33 +0,0 @@
import os
from typing import List
from src.model.cell import Cell
from src.model.maze import Maze
from .observer import Observer
class ConsoleView(Observer):
def update(self, event: str):
print(f"[EVENT] {event}")
def render(self, maze: Maze, player_pos: Cell = None, path: List[Cell] = None):
os.system('cls' if os.name == 'nt' else 'clear')
path_set = set(path) if path else set()
for y in range(maze.height):
row = ""
for x in range(maze.width):
cell = maze.get_cell(x, y)
if cell.is_wall:
row += "#"
elif cell.is_start:
row += "S"
elif cell.is_exit:
row += "E"
elif player_pos and cell.x == player_pos.x and cell.y == player_pos.y:
row += "@"
elif cell in path_set:
row += "*"
else:
row += " "
print(row)

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@ -1,17 +0,0 @@
from src.model.cell import Cell
from .command import Command
from .player import Player
class MoveCommand(Command):
def __init__(self, player: Player, new_cell: Cell):
self.player = player
self.new_cell = new_cell
self.prev_cell = None
def execute(self):
self.prev_cell = self.player.current_cell
self.player.move_to(self.new_cell)
def undo(self):
if self.prev_cell:
self.player.move_to(self.prev_cell)

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@ -1,6 +0,0 @@
from abc import ABC, abstractmethod
class Observer(ABC):
@abstractmethod
def update(self, event: str):
pass

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@ -1,8 +0,0 @@
from src.model.cell import Cell
class Player:
def __init__(self, start_cell: Cell):
self.current_cell = start_cell
def move_to(self, cell: Cell):
self.current_cell = cell

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