refactor: add the Solver class
Create a separate class to represent the solver of the maze. Additional search algorithms will be implemented here.
This commit is contained in:
parent
c809292c04
commit
856391542b
4 changed files with 292 additions and 154 deletions
14
main.py
14
main.py
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@ -1,5 +1,6 @@
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from graphics import Window
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from maze import Maze
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from solver import Solver
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def main():
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@ -8,15 +9,16 @@ def main():
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game = Maze(
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x_position=10,
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y_position=10,
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num_cell_rows=16,
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num_cells_per_row=16,
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cell_size_x=40,
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cell_size_y=40,
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height=16,
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width=16,
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cell_height=40,
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cell_width=40,
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window=window
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)
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solved = game.solve()
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if solved:
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solver = Solver(game)
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if solver.solve():
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print("Maze solved successfully :)")
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else:
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print("I'm unable to solve the maze :(")
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291
maze.py
291
maze.py
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@ -1,4 +1,4 @@
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from typing import List, Dict
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from typing import List
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from time import sleep
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import random
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from enum import Enum
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@ -22,14 +22,14 @@ class MazePosition:
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MazePosition represents a position on the maze grid.
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"""
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def __init__(self, i: int, j: int, max_i: int, max_j: int):
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def __init__(self, i: int, j: int, last_i: int, last_j: int):
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self.i = i
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self.j = j
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self.max_i = max_i
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self.max_j = max_j
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self.last_i = last_i
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self.last_j = last_j
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def __eq__(self, other) -> bool:
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if (self.i == other.i) and (self.j == other.j) and (self.max_i == other.max_i) and (self.max_j == other.max_j):
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if (self.i == other.i) and (self.j == other.j) and (self.last_i == other.last_i) and (self.last_j == other.last_j):
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return True
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return False
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@ -37,6 +37,12 @@ class MazePosition:
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self,
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direction: MazeDirection
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) -> 'MazePosition':
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"""
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calculate and return the position on the maze that is directly adjacent
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to this maze position in the specified direction. If the adjacent
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position is outside the boundaries of the maze then a value of None
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is returned.
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"""
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if direction not in MazeDirection:
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raise TypeError(
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"The argument does not appear to be a valid maze direction."
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@ -46,29 +52,29 @@ class MazePosition:
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return MazePosition(
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i=self.i-1,
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j=self.j,
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max_i=self.max_i,
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max_j=self.max_j,
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last_i=self.last_i,
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last_j=self.last_j,
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)
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if direction is MazeDirection.BELOW and (self.i+1 <= self.max_i):
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if direction is MazeDirection.BELOW and (self.i+1 <= self.last_i):
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return MazePosition(
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i=self.i+1,
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j=self.j,
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max_i=self.max_i,
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max_j=self.max_j,
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last_i=self.last_i,
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last_j=self.last_j,
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)
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if direction is MazeDirection.LEFT and (self.j-1 >= 0):
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return MazePosition(
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i=self.i,
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j=self.j-1,
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max_i=self.max_i,
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max_j=self.max_j,
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last_i=self.last_i,
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last_j=self.last_j,
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)
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if direction is MazeDirection.RIGHT and (self.j+1 <= self.max_j):
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if direction is MazeDirection.RIGHT and (self.j+1 <= self.last_j):
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return MazePosition(
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i=self.i,
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j=self.j+1,
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max_i=self.max_i,
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max_j=self.max_j,
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last_i=self.last_i,
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last_j=self.last_j,
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)
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return None
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@ -83,27 +89,27 @@ class Maze:
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self,
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x_position: int,
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y_position: int,
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num_cell_rows: int,
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num_cells_per_row: int,
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cell_size_x: int,
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cell_size_y: int,
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height: int,
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width: int,
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cell_height: int,
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cell_width: int,
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window: Window = None,
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seed=None,
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) -> None:
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self._x_position = x_position
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self._y_position = y_position
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self._num_cell_rows = num_cell_rows
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self._num_cells_per_row = num_cells_per_row
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self._cell_size_x = cell_size_x
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self._cell_size_y = cell_size_y
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self._height = height
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self._width = width
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self._cell_height = cell_height
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self._cell_width = cell_width
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self._window = window
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self._generator = "generator"
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# initialise the random number generator
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random.seed(seed)
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# Create the Maze's cells
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self._cells: List[List[Cell]] = [
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None for i in range(self._num_cell_rows)]
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self._cell_grid: List[List[Cell]] = []
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self._create_cell_grid()
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# Open up the maze's entrance and exit.
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@ -112,37 +118,49 @@ class Maze:
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start_position = MazePosition(
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i=0,
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j=0,
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max_i=self._num_cell_rows-1,
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max_j=self._num_cells_per_row-1,
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last_i=self._height-1,
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last_j=self._width-1,
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)
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# Generate the maze.
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self._break_walls_r(start_position)
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def get_last_i(self) -> int:
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"returns the last position of the Maze's outer list."
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return self._height-1
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def get_last_j(self) -> int:
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"returns the last position of the Maze's inner list."
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return self._width-1
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def _create_cell_grid(self) -> None:
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"""
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creates all the cells and draws them.
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"""
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self._cell_grid: List[List[Cell]] = [None for i in range(self._height)]
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cursor_x = self._x_position
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cursor_y = self._y_position
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for i in range(self._num_cell_rows):
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cells: List[Cell] = [None for j in range(self._num_cells_per_row)]
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for j in range(self._num_cells_per_row):
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for i in range(self._height):
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cells: List[Cell] = [None for j in range(self._width)]
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for j in range(self._width):
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cell = Cell(
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cursor_x,
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cursor_y,
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(cursor_x + self._cell_size_x),
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(cursor_y + self._cell_size_y),
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(cursor_x + self._cell_width),
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(cursor_y + self._cell_height),
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self._window
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)
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cells[j] = cell
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if j == self._num_cells_per_row - 1:
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if j == self._width - 1:
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cursor_x = self._x_position
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else:
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cursor_x += self._cell_size_x
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self._cells[i] = cells
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cursor_y += self._cell_size_y
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cursor_x += self._cell_width
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self._cell_grid[i] = cells
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cursor_y += self._cell_height
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if self._window:
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self._draw_cell_grid()
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@ -152,8 +170,9 @@ class Maze:
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draws all the cells on the maze with a short pause between each cell
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for animation purposes.
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"""
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for i in range(self._num_cell_rows):
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for j in range(self._num_cells_per_row):
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for i in range(self._height):
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for j in range(self._width):
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self._draw_cell(i=i, j=j)
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def _open_entrance_and_exit(self) -> None:
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@ -162,15 +181,16 @@ class Maze:
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walls. The entrance is located at the top left and the exit is located
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at the bottom right of the maze.
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"""
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self._cells[0][0].configure_walls(top=False)
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self._cells[self._num_cell_rows -
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1][self._num_cells_per_row-1].configure_walls(bottom=False)
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self._cell_grid[0][0].configure_walls(top=False)
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self._cell_grid[self._height-1][self._width -
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1].configure_walls(bottom=False)
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if self._window:
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self._draw_cell(0, 0)
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self._draw_cell(
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i=self._num_cell_rows-1,
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j=self._num_cells_per_row-1
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i=self._height-1,
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j=self._width-1
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)
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def _break_walls_r(self, current_position: MazePosition) -> None:
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@ -179,10 +199,11 @@ class Maze:
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cells and randomly knocking down the walls to create the maze's paths.
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"""
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generator = "generator"
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current_cell = self._cells[current_position.i][current_position.j]
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current_cell.mark_as_visited_by(generator)
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self.mark_cell_as_visited(
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i=current_position.i,
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j=current_position.j,
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visitor=self._generator,
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)
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while True:
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possible_directions: List[MazeDirection] = []
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@ -192,8 +213,11 @@ class Maze:
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direction)
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if adjacent_position is None:
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continue
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adjacent_cell = self._cells[adjacent_position.i][adjacent_position.j]
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if adjacent_cell.was_visited_by(generator):
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if self.cell_was_visited_by(
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i=adjacent_position.i,
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j=adjacent_position.j,
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visitor=self._generator,
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):
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continue
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possible_directions.append(direction)
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break
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chosen_direction = random.choice(possible_directions)
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next_position = current_position.get_adjacent_position(
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chosen_direction)
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next_cell = self._cells[next_position.i][next_position.j]
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next_position = current_position.get_adjacent_position(chosen_direction)
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if chosen_direction is MazeDirection.ABOVE:
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current_cell.configure_walls(top=False)
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next_cell.configure_walls(bottom=False)
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self._configure_cell_walls(
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i=current_position.i,
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j=current_position.j,
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top=False,
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)
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self._configure_cell_walls(
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i=next_position.i,
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j=next_position.j,
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bottom=False,
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)
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elif chosen_direction is MazeDirection.BELOW:
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current_cell.configure_walls(bottom=False)
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next_cell.configure_walls(top=False)
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self._configure_cell_walls(
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i=current_position.i,
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j=current_position.j,
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bottom=False,
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)
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self._configure_cell_walls(
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i=next_position.i,
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j=next_position.j,
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top=False,
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)
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elif chosen_direction is MazeDirection.LEFT:
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current_cell.configure_walls(left=False)
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next_cell.configure_walls(right=False)
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self._configure_cell_walls(
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i=current_position.i,
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j=current_position.j,
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left=False,
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)
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self._configure_cell_walls(
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i=next_position.i,
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j=next_position.j,
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right=False,
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)
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elif chosen_direction is MazeDirection.RIGHT:
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current_cell.configure_walls(right=False)
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next_cell.configure_walls(left=False)
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self._configure_cell_walls(
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i=current_position.i,
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j=current_position.j,
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right=False,
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)
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self._configure_cell_walls(
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i=next_position.i,
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j=next_position.j,
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left=False,
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)
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if self._window:
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self._draw_cell(i=current_position.i, j=current_position.j)
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self._break_walls_r(next_position)
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def solve(self) -> bool:
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"""
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solve attempts to solve the generated maze.
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"""
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start_position = MazePosition(
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i=0,
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j=0,
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max_i=self._num_cell_rows-1,
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max_j=self._num_cells_per_row-1,
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)
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end_position = MazePosition(
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i=self._num_cell_rows-1,
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j=self._num_cells_per_row-1,
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max_i=self._num_cell_rows-1,
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max_j=self._num_cells_per_row-1,
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)
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return self._solve_r(start_position, end_position)
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def _solve_r(
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self,
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current_position: MazePosition,
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end_position: MazePosition,
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) -> bool:
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solver = "solver"
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if current_position == end_position:
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return True
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current_cell = self._cells[current_position.i][current_position.j]
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current_cell.mark_as_visited_by(solver)
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wall_map: Dict[MazeDirection, CellWallLabels] = {
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MazeDirection.ABOVE: CellWallLabels.BOTTOM,
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MazeDirection.BELOW: CellWallLabels.TOP,
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MazeDirection.LEFT: CellWallLabels.RIGHT,
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MazeDirection.RIGHT: CellWallLabels.LEFT,
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}
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for direction in MazeDirection:
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adjacent_position = current_position.get_adjacent_position(
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direction
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)
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if adjacent_position is None:
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continue
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adjacent_cell = self._cells[adjacent_position.i][adjacent_position.j]
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if adjacent_cell.was_visited_by(solver) or adjacent_cell.wall_exists(wall_map[direction]):
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continue
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self._draw_path(current_cell, adjacent_cell)
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result = self._solve_r(adjacent_position, end_position)
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if result is True:
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return True
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self._draw_path(current_cell, adjacent_cell, undo=True)
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return False
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def _draw_cell(self, i: int, j: int) -> None:
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"""
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_draw_cell draws the cells in an animated way.
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draws the cells in an animated way.
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"""
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self._cells[i][j].draw()
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self._cell_grid[i][j].draw()
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self._window.redraw()
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sleep(0.05)
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def _draw_path(self, current_cell: Cell, next_cell: Cell, undo: bool = False) -> None:
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"""
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draws a path between two cells in an animated way.
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"""
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current_cell.draw_move(next_cell, undo)
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self._window.redraw()
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sleep(0.05)
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def mark_cell_as_visited(self, i: int, j: int, visitor: str) -> None:
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"""
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marks the cell at the specified position by the specified visitor.
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"""
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self._cell_grid[i][j].mark_as_visited_by(visitor)
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def cell_was_visited_by(self, i: int, j: int, visitor: str) -> bool:
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"""
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returns True if the cell at the specified position was visited by
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the specified visitor.
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"""
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return self._cell_grid[i][j].was_visited_by(visitor)
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def cell_wall_exists(self, i: int, j: int, wall: CellWallLabels) -> bool:
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"""
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returns true if a specified cell's wall exists.
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"""
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return self._cell_grid[i][j].wall_exists(wall)
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def draw_path_between(self, a: MazePosition, b: MazePosition, undo: bool = False) -> None:
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"""
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draws a path between position A and position B
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"""
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cell_a = self._cell_grid[a.i][a.j]
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cell_b = self._cell_grid[b.i][b.j]
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self._draw_path(cell_a, cell_b, undo)
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def _configure_cell_walls(
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self,
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i: int,
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j: int,
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top: bool = None,
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bottom: bool = None,
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left: bool = None,
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right: bool = None,
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) -> None:
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"""
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(re)configures the walls of the specified cell.
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"""
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self._cell_grid[i][j].configure_walls(
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top=top,
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bottom=bottom,
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left=left,
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right=right,
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)
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81
solver.py
Normal file
81
solver.py
Normal file
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@ -0,0 +1,81 @@
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from typing import Dict
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from maze import Maze, MazeDirection, MazePosition
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from cell import CellWallLabels
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class Solver:
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def __init__(self, game: Maze):
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self._game = game
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self._solver = "solver"
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# This is a dictionary mapping the direction to the maze to the
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# wall of the adjacent cell. It is used to identify the wall that could
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# potentially block the solver's path.
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# For example if the solver wants to move to the right, it's path
|
||||
# could be blocked by the adjacent cell's left wall.
|
||||
self._wall_map: Dict[MazeDirection, CellWallLabels] = {
|
||||
MazeDirection.ABOVE: CellWallLabels.BOTTOM,
|
||||
MazeDirection.BELOW: CellWallLabels.TOP,
|
||||
MazeDirection.LEFT: CellWallLabels.RIGHT,
|
||||
MazeDirection.RIGHT: CellWallLabels.LEFT,
|
||||
}
|
||||
|
||||
def solve(self) -> bool:
|
||||
"""
|
||||
solve attempts to solve the generated maze.
|
||||
"""
|
||||
start_position = MazePosition(
|
||||
i=0,
|
||||
j=0,
|
||||
last_i=self._game.get_last_i(),
|
||||
last_j=self._game.get_last_j(),
|
||||
)
|
||||
|
||||
end_position = MazePosition(
|
||||
i=self._game.get_last_i(),
|
||||
j=self._game.get_last_j(),
|
||||
last_i=self._game.get_last_i(),
|
||||
last_j=self._game.get_last_j(),
|
||||
)
|
||||
|
||||
return self._solve_r(start_position, end_position)
|
||||
|
||||
def _solve_r(
|
||||
self,
|
||||
current_position: MazePosition,
|
||||
end_position: MazePosition,
|
||||
) -> bool:
|
||||
if current_position == end_position:
|
||||
return True
|
||||
|
||||
self._game.mark_cell_as_visited(
|
||||
i=current_position.i,
|
||||
j=current_position.j,
|
||||
visitor=self._solver,
|
||||
)
|
||||
|
||||
for direction in MazeDirection:
|
||||
adjacent_position = current_position.get_adjacent_position(
|
||||
direction
|
||||
)
|
||||
|
||||
if adjacent_position is None:
|
||||
continue
|
||||
if self._game.cell_was_visited_by(
|
||||
i=adjacent_position.i,
|
||||
j=adjacent_position.j,
|
||||
visitor=self._solver,
|
||||
) or self._game.cell_wall_exists(
|
||||
i=adjacent_position.i,
|
||||
j=adjacent_position.j,
|
||||
wall=self._wall_map[direction],
|
||||
):
|
||||
continue
|
||||
|
||||
self._game.draw_path_between(current_position, adjacent_position)
|
||||
result = self._solve_r(adjacent_position, end_position)
|
||||
if result is True:
|
||||
return True
|
||||
self._game.draw_path_between(current_position, adjacent_position, undo=True)
|
||||
|
||||
return False
|
60
tests.py
60
tests.py
|
@ -15,16 +15,16 @@ class Tests(unittest.TestCase):
|
|||
"""
|
||||
cases = [
|
||||
{
|
||||
"number_of_cell_rows": 6,
|
||||
"number_of_cells_per_row": 9,
|
||||
"height": 6,
|
||||
"width": 9,
|
||||
},
|
||||
{
|
||||
"number_of_cell_rows": 3,
|
||||
"number_of_cells_per_row": 12,
|
||||
"height": 3,
|
||||
"width": 12,
|
||||
},
|
||||
{
|
||||
"number_of_cell_rows": 4,
|
||||
"number_of_cells_per_row": 4,
|
||||
"height": 4,
|
||||
"width": 4,
|
||||
},
|
||||
]
|
||||
|
||||
|
@ -32,20 +32,20 @@ class Tests(unittest.TestCase):
|
|||
m = maze.Maze(
|
||||
0,
|
||||
0,
|
||||
case["number_of_cell_rows"],
|
||||
case["number_of_cells_per_row"],
|
||||
case["height"],
|
||||
case["width"],
|
||||
2,
|
||||
2,
|
||||
None,
|
||||
None,
|
||||
)
|
||||
self.assertEqual(
|
||||
len(m._cells),
|
||||
case["number_of_cell_rows"],
|
||||
len(m._cell_grid),
|
||||
case["height"],
|
||||
)
|
||||
self.assertEqual(
|
||||
len(m._cells[0]),
|
||||
case["number_of_cells_per_row"],
|
||||
len(m._cell_grid[0]),
|
||||
case["width"],
|
||||
)
|
||||
|
||||
def test_break_entrance_and_exit(self):
|
||||
|
@ -65,9 +65,9 @@ class Tests(unittest.TestCase):
|
|||
None,
|
||||
None,
|
||||
)
|
||||
self.assertFalse(m._cells[0][0].wall_exists(CellWallLabels.TOP))
|
||||
self.assertFalse(m._cell_grid[0][0].wall_exists(CellWallLabels.TOP))
|
||||
self.assertFalse(
|
||||
m._cells[number_of_cell_rows - 1]
|
||||
m._cell_grid[number_of_cell_rows - 1]
|
||||
[number_of_cells_per_row - 1].wall_exists(CellWallLabels.BOTTOM)
|
||||
)
|
||||
|
||||
|
@ -112,13 +112,13 @@ class Tests(unittest.TestCase):
|
|||
def test_maze_position_equality(self):
|
||||
cases = [
|
||||
{
|
||||
"m1": maze.MazePosition(i=1, j=3, max_i=10, max_j=100),
|
||||
"m2": maze.MazePosition(i=1, j=3, max_i=10, max_j=100),
|
||||
"m1": maze.MazePosition(i=1, j=3, last_i=10, last_j=100),
|
||||
"m2": maze.MazePosition(i=1, j=3, last_i=10, last_j=100),
|
||||
"expected": True,
|
||||
},
|
||||
{
|
||||
"m1": maze.MazePosition(i=1, j=3, max_i=10, max_j=100),
|
||||
"m2": maze.MazePosition(i=100, j=30, max_i=200, max_j=100),
|
||||
"m1": maze.MazePosition(i=1, j=3, last_i=10, last_j=100),
|
||||
"m2": maze.MazePosition(i=100, j=30, last_i=200, last_j=100),
|
||||
"expected": False,
|
||||
}
|
||||
]
|
||||
|
@ -130,42 +130,42 @@ class Tests(unittest.TestCase):
|
|||
def test_maze_position_adjacent_positition(self):
|
||||
cases = [
|
||||
{
|
||||
"position": maze.MazePosition(i=3, j=4, max_i=10, max_j=10),
|
||||
"position": maze.MazePosition(i=3, j=4, last_i=10, last_j=10),
|
||||
"direction": maze.MazeDirection.ABOVE,
|
||||
"expected": maze.MazePosition(i=2, j=4, max_i=10, max_j=10),
|
||||
"expected": maze.MazePosition(i=2, j=4, last_i=10, last_j=10),
|
||||
},
|
||||
{
|
||||
"position": maze.MazePosition(i=9, j=4, max_i=10, max_j=10),
|
||||
"position": maze.MazePosition(i=9, j=4, last_i=10, last_j=10),
|
||||
"direction": maze.MazeDirection.BELOW,
|
||||
"expected": maze.MazePosition(i=10, j=4, max_i=10, max_j=10),
|
||||
"expected": maze.MazePosition(i=10, j=4, last_i=10, last_j=10),
|
||||
},
|
||||
{
|
||||
"position": maze.MazePosition(i=1, j=1, max_i=10, max_j=10),
|
||||
"position": maze.MazePosition(i=1, j=1, last_i=10, last_j=10),
|
||||
"direction": maze.MazeDirection.LEFT,
|
||||
"expected": maze.MazePosition(i=1, j=0, max_i=10, max_j=10),
|
||||
"expected": maze.MazePosition(i=1, j=0, last_i=10, last_j=10),
|
||||
},
|
||||
{
|
||||
"position": maze.MazePosition(i=3, j=9, max_i=10, max_j=10),
|
||||
"position": maze.MazePosition(i=3, j=9, last_i=10, last_j=10),
|
||||
"direction": maze.MazeDirection.RIGHT,
|
||||
"expected": maze.MazePosition(i=3, j=10, max_i=10, max_j=10),
|
||||
"expected": maze.MazePosition(i=3, j=10, last_i=10, last_j=10),
|
||||
},
|
||||
{
|
||||
"position": maze.MazePosition(i=0, j=4, max_i=10, max_j=10),
|
||||
"position": maze.MazePosition(i=0, j=4, last_i=10, last_j=10),
|
||||
"direction": maze.MazeDirection.ABOVE,
|
||||
"expected": None,
|
||||
},
|
||||
{
|
||||
"position": maze.MazePosition(i=10, j=4, max_i=10, max_j=10),
|
||||
"position": maze.MazePosition(i=10, j=4, last_i=10, last_j=10),
|
||||
"direction": maze.MazeDirection.BELOW,
|
||||
"expected": None,
|
||||
},
|
||||
{
|
||||
"position": maze.MazePosition(i=1, j=0, max_i=10, max_j=10),
|
||||
"position": maze.MazePosition(i=1, j=0, last_i=10, last_j=10),
|
||||
"direction": maze.MazeDirection.LEFT,
|
||||
"expected": None,
|
||||
},
|
||||
{
|
||||
"position": maze.MazePosition(i=3, j=10, max_i=10, max_j=10),
|
||||
"position": maze.MazePosition(i=3, j=10, last_i=10, last_j=10),
|
||||
"direction": maze.MazeDirection.RIGHT,
|
||||
"expected": None,
|
||||
},
|
||||
|
|
Loading…
Reference in a new issue