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 __lt__(self, other):
        return (self.x, self.y) < (other.x, other.y)
    def is_passable(self):
        return not self.is_wall


class Maze:
    def __init__(self, width, height):
        self.width = width
        self.height = height
        self.cells = [[Cell(x, y) for y in range(height)] for x in range(width)]
        self.start = None
        self.exit = None

    def get_cell(self, x, y):
        if 0 <= x < self.width and 0 <= y < self.height:
            return self.cells[x][y]
        return None

    def get_neighbors(self, cell):
        neighbors = []
        for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
            nx, ny = cell.x + dx, cell.y + dy
            nb = self.get_cell(nx, ny)
            if nb and nb.is_passable():
                neighbors.append(nb)
        return neighbors

    def __repr__(self):
        rows = []
        for y in range(self.height):
            row = []
            for x in range(self.width):
                c = self.get_cell(x, y)
                if c.is_wall:
                    row.append('#')
                elif c.is_start:
                    row.append('S')
                elif c.is_exit:
                    row.append('E')
                else:
                    row.append(' ')
            rows.append(''.join(row))
        return '\n'.join(rows)

    def set_start(self, x, y):
        cell = self.get_cell(x, y)
        if cell and cell.is_passable():
            cell.is_start = True
            self.start = cell

    def set_exit(self, x, y):
        cell = self.get_cell(x, y)
        if cell and cell.is_passable():
            cell.is_exit = True
            self.exit = cell

from abc import ABC, abstractmethod

class MazeBuilder(ABC):
    @abstractmethod
    def build_from_file(self, filename):
        pass


class TextFileMazeBuilder(MazeBuilder):
    def build_from_file(self, filename):
        with open(filename, 'r', encoding='utf-8') as f:
            lines = [line.rstrip('\n') for line in f]

        h = len(lines)
        w = len(lines[0]) if h > 0 else 0
        maze = Maze(w, h)

        for y, line in enumerate(lines):
            for x, ch in enumerate(line):
                cell = maze.get_cell(x, y)
                if ch == '#':
                    cell.is_wall = True
                elif ch == 'S':
                    cell.is_start = True
                    maze.start = cell
                elif ch == 'E':
                    cell.is_exit = True
                    maze.exit = cell
                else:
                    cell.is_wall = False

        if not maze.start:
            raise ValueError("Нет старта (S)")
        if not maze.exit:
            raise ValueError("Нет выхода (E)")
        return maze
from collections import deque
import heapq
import time

# ========== Strategy ==========
class PathFindingStrategy(ABC):
    @abstractmethod
    def find_path(self, maze):
        """Возвращает список клеток от старта до выхода (включительно) или []"""
        pass


class BFSStrategy(PathFindingStrategy):
    def find_path(self, maze):
        start = maze.start
        exit_cell = maze.exit
        if not start or not exit_cell:
            return []

        queue = deque([start])
        visited = {start}
        parent = {start: None}

        while queue:
            current = queue.popleft()
            if current == exit_cell:
                break
            for neighbor in maze.get_neighbors(current):
                if neighbor not in visited:
                    visited.add(neighbor)
                    parent[neighbor] = current
                    queue.append(neighbor)

        if exit_cell not in parent:
            return []

        # Восстановление пути
        path = []
        step = exit_cell
        while step:
            path.append(step)
            step = parent[step]
        path.reverse()
        return path


class DFSStrategy(PathFindingStrategy):
    def find_path(self, maze):
        start = maze.start
        exit_cell = maze.exit
        if not start or not exit_cell:
            return []

        stack = [(start, [start])]
        visited = {start}

        while stack:
            current, path = stack.pop()
            if current == exit_cell:
                return path
            for neighbor in maze.get_neighbors(current):
                if neighbor not in visited:
                    visited.add(neighbor)
                    stack.append((neighbor, path + [neighbor]))
        return []


class AStarStrategy(PathFindingStrategy):
    def heuristic(self, a, b):
        # Манхэттенское расстояние
        return abs(a.x - b.x) + abs(a.y - b.y)

    def find_path(self, maze):
        start = maze.start
        exit_cell = maze.exit
        if not start or not exit_cell:
            return []

        open_set = [(self.heuristic(start, exit_cell), 0, start)]
        g_score = {start: 0}
        parent = {start: None}
        visited = {start}

        while open_set:
            _, cost, current = heapq.heappop(open_set)
            if current == exit_cell:
                break

            for neighbor in maze.get_neighbors(current):
                tentative_g = g_score[current] + 1
                if neighbor not in g_score or tentative_g < g_score[neighbor]:
                    parent[neighbor] = current
                    g_score[neighbor] = tentative_g
                    f = tentative_g + self.heuristic(neighbor, exit_cell)
                    heapq.heappush(open_set, (f, tentative_g, neighbor))
                    visited.add(neighbor)

        if exit_cell not in parent:
            return []

        path = []
        step = exit_cell
        while step:
            path.append(step)
            step = parent[step]
        path.reverse()
        return path
# ========== SearchStats ==========
class SearchStats:
    def __init__(self, time_ms=0.0, visited_cells=0, path_length=0):
        self.time_ms = time_ms
        self.visited_cells = visited_cells
        self.path_length = path_length

    def __repr__(self):
        return f"time={self.time_ms:.3f} ms, visited={self.visited_cells}, path_len={self.path_length}"


# ========== MazeSolver ==========
class MazeSolver:
    def __init__(self, maze, strategy=None):
        self.maze = maze
        self.strategy = strategy
        self.observers = []

    def attach(self, observer):
        self.observers.append(observer)

    def notify(self, event_type, data=None):
        for obs in self.observers:
            obs.update(event_type, data)

    def set_strategy(self, strategy):
        self.strategy = strategy

    def solve(self):
        if not self.strategy:
            raise ValueError("Стратегия не установлена")
        start_time = time.perf_counter()
        path = self.strategy.find_path(self.maze)
        end_time = time.perf_counter()
        stats = SearchStats()
        stats.time_ms = (end_time - start_time) * 1000
        stats.path_length = len(path) if path else 0
        if path:
            self.notify("path_found", path)
        return path, stats
# ========== Observer ==========
class Observer(ABC):
    @abstractmethod
    def update(self, event_type, data):
        pass


class ConsoleView(Observer):
    def __init__(self, maze):
        self.maze = maze

    def update(self, event_type, data):
        if event_type == "path_found":
            path = data
            self.render(path)
        elif event_type == "move":
            player_pos = data
            self.render(player_pos=player_pos)
        else:
            self.render()

    def render(self, path=None, player_pos=None):
        """Отрисовка лабиринта с путём и/или позицией игрока"""
        # Копия лабиринта для отображения
        display = []
        for y in range(self.maze.height):
            row = []
            for x in range(self.maze.width):
                cell = self.maze.get_cell(x, y)
                if cell.is_wall:
                    row.append('█')
                elif cell.is_start:
                    row.append('S')
                elif cell.is_exit:
                    row.append('E')
                else:
                    row.append(' ')
            display.append(row)

        # Отметить путь (кроме старта и выхода)
        if path:
            for cell in path:
                if cell != self.maze.start and cell != self.maze.exit:
                    display[cell.y][cell.x] = '•'

        # Отметить игрока (если есть)
        if player_pos:
            x, y = player_pos.x, player_pos.y
            if display[y][x] not in ('S', 'E'):
                display[y][x] = 'P'

        # Очистка консоли (для красоты, можно закомментировать)
        import os
        os.system('cls' if os.name == 'nt' else 'clear')
        for row in display:
            print(''.join(row))
        print()


# ========== Command ==========
class Command(ABC):
    @abstractmethod
    def execute(self):
        pass

    @abstractmethod
    def undo(self):
        pass


class MoveCommand(Command):
    def __init__(self, player, direction, maze):
        self.player = player
        self.direction = direction  # (dx, dy)
        self.maze = maze
        self.previous_cell = player.current_cell

    def execute(self):
        dx, dy = self.direction
        new_x = self.player.current_cell.x + dx
        new_y = self.player.current_cell.y + dy
        new_cell = self.maze.get_cell(new_x, new_y)
        if new_cell and new_cell.is_passable():
            self.player.move_to(new_cell)
            return True
        return False

    def undo(self):
        self.player.move_to(self.previous_cell)


class Player:
    def __init__(self, start_cell):
        self.current_cell = start_cell

    def move_to(self, cell):
        self.current_cell = cell
# ========== Observer ==========
class Observer(ABC):
    @abstractmethod
    def update(self, event_type, data):
        pass


class ConsoleView(Observer):
    def __init__(self, maze):
        self.maze = maze

    def update(self, event_type, data):
        if event_type == "path_found":
            path = data
            self.render(path=path)
        elif event_type == "move":
            player_pos = data
            self.render(player_pos=player_pos)
        else:
            self.render()

    def render(self, path=None, player_pos=None):
        """Отрисовка лабиринта с путём и/или позицией игрока"""
        display = []
        for y in range(self.maze.height):
            row = []
            for x in range(self.maze.width):
                cell = self.maze.get_cell(x, y)
                if cell.is_wall:
                    row.append('#')
                elif cell.is_start:
                    row.append('S')
                elif cell.is_exit:
                    row.append('E')
                else:
                    row.append(' ')
            display.append(row)

        if path:
            for cell in path:
                if cell != self.maze.start and cell != self.maze.exit:
                    display[cell.y][cell.x] = '•'

        if player_pos:
            x, y = player_pos.x, player_pos.y
            if display[y][x] not in ('S', 'E'):
                display[y][x] = 'P'

        # Очистка консоли для красоты (можно закомментировать)
        import os
        os.system('cls' if os.name == 'nt' else 'clear')
        for row in display:
            print(''.join(row))
        print()


# ========== Command ==========
class Command(ABC):
    @abstractmethod
    def execute(self):
        pass

    @abstractmethod
    def undo(self):
        pass


class MoveCommand(Command):
    def __init__(self, player, direction, maze):
        self.player = player
        self.direction = direction
        self.maze = maze
        self.previous_cell = player.current_cell

    def execute(self):
        dx, dy = self.direction
        new_x = self.player.current_cell.x + dx
        new_y = self.player.current_cell.y + dy
        new_cell = self.maze.get_cell(new_x, new_y)
        if new_cell and new_cell.is_passable():
            self.player.move_to(new_cell)
            return True
        return False

    def undo(self):
        self.player.move_to(self.previous_cell)


class Player:
    def __init__(self, start_cell):
        self.current_cell = start_cell

    def move_to(self, cell):
        self.current_cell = cell


# ========== ЭКСПЕРИМЕНТЫ ==========
import csv
import random


def generate_test_mazes():
    """Создаёт несколько лабиринтов для тестирования"""
    mazes = {}

    # 1. Маленький лабиринт 5x5
    small = Maze(5, 5)
    for x in range(5):
        small.get_cell(x, 0).is_wall = True
        small.get_cell(x, 4).is_wall = True
    for y in range(5):
        small.get_cell(0, y).is_wall = True
        small.get_cell(4, y).is_wall = True
    small.get_cell(1, 1).is_wall = False
    small.get_cell(2, 1).is_wall = False
    small.get_cell(3, 1).is_wall = False
    small.get_cell(3, 2).is_wall = False
    small.get_cell(3, 3).is_wall = False
    small.set_start(1, 1)
    small.set_exit(3, 3)
    mazes["small"] = small

    # 2. Средний лабиринт 15x15 (стены по краям и простой коридор)
    medium = Maze(15, 15)
    for x in range(15):
        medium.get_cell(x, 0).is_wall = True
        medium.get_cell(x, 14).is_wall = True
    for y in range(15):
        medium.get_cell(0, y).is_wall = True
        medium.get_cell(14, y).is_wall = True
    # Простой зигзаг
    for i in range(1, 14):
        medium.get_cell(i, i).is_wall = False
    medium.set_start(1, 1)
    medium.set_exit(13, 13)
    mazes["medium"] = medium

    # 3. Пустой лабиринт (нет стен)
    empty = Maze(20, 20)
    for x in range(20):
        for y in range(20):
            empty.get_cell(x, y).is_wall = False
    empty.set_start(0, 0)
    empty.set_exit(19, 19)
    mazes["empty"] = empty

    # 4. Лабиринт без выхода (путь заблокирован)
    no_exit = Maze(10, 10)
    for x in range(10):
        for y in range(10):
            no_exit.get_cell(x, y).is_wall = False
    for x in range(5, 10):
        no_exit.get_cell(x, 5).is_wall = True  # стена блокирует
    no_exit.set_start(0, 0)
    no_exit.set_exit(9, 9)
    mazes["no_exit"] = no_exit

    return mazes


def run_experiments(mazes, strategies, repeats=5):
    """Прогоняет все стратегии на всех лабиринтах repeats раз, возвращает список результатов"""
    results = []
    for maze_name, maze in mazes.items():
        for strategy_name, strategy in strategies.items():
            solver = MazeSolver(maze)
            solver.set_strategy(strategy)
            for _ in range(repeats):
                path, stats = solver.solve()
                results.append({
                    "maze": maze_name,
                    "strategy": strategy_name,
                    "time_ms": stats.time_ms,
                    "path_length": stats.path_length
                })
    return results


def save_results_to_csv(results, filename="maze_results.csv"):
    with open(filename, "w", newline="", encoding="utf-8") as f:
        writer = csv.DictWriter(f, fieldnames=["maze", "strategy", "time_ms", "path_length"])
        writer.writeheader()
        writer.writerows(results)
    print(f"Результаты сохранены в {filename}")


def plot_maze_results(csv_file="maze_results.csv", output_png="maze_graphs.png"):
    try:
        import matplotlib.pyplot as plt
        import pandas as pd
    except ImportError:
        print("matplotlib или pandas не установлены. Установи: pip install matplotlib pandas")
        return

    df = pd.read_csv(csv_file)
    fig, axes = plt.subplots(1, 2, figsize=(14, 5))

    # График времени
    for strategy in df["strategy"].unique():
        subset = df[df["strategy"] == strategy]
        axes[0].plot(subset["maze"], subset["time_ms"], marker='o', label=strategy)
    axes[0].set_title("Время поиска пути")
    axes[0].set_ylabel("Время (мс)")
    axes[0].legend()

    # График длины пути
    for strategy in df["strategy"].unique():
        subset = df[df["strategy"] == strategy]
        axes[1].plot(subset["maze"], subset["path_length"], marker='s', label=strategy)
    axes[1].set_title("Длина найденного пути")
    axes[1].set_ylabel("Клеток")
    axes[1].legend()

    plt.tight_layout()
    plt.savefig(output_png)
    print(f"График сохранён как {output_png}")
    # plt.show()  # раскомментируй, если хочешь увидеть окно с графиком


if __name__ == "__main__":
    # Генерируем тестовые лабиринты
    mazes = generate_test_mazes()
    strategies = {
        "BFS": BFSStrategy(),
        "DFS": DFSStrategy(),
        "A*": AStarStrategy(),
    }

    print("Запуск экспериментов (может занять 10–20 секунд)...")
    results = run_experiments(mazes, strategies, repeats=5)
    save_results_to_csv(results)
    plot_maze_results()
    print("Готово! Файлы maze_results.csv и maze_graphs.png созданы.")