24 Commits

Author SHA1 Message Date
da7e 68c40be144 add(docstring): doc string on every class and functions 2026-04-01 12:34:19 +02:00
maoake 40e25757c7 starting mypy with maze 2026-03-31 22:31:48 +02:00
maoake b1eda06fa5 fixing flake8 2026-03-31 22:01:45 +02:00
maoake 769198c06b adding the blink on the 42 2026-03-31 21:03:10 +02:00
maoake 2c7b565137 give a checkpoint to the project blink the 42 2026-03-31 20:29:01 +02:00
maoake d23959ce74 fix conflict 2026-03-31 20:17:08 +02:00
maoake 4cb678b5be something is up 2026-03-31 19:59:09 +02:00
da7e b520210d58 fix(MazeMLX): margin calculation, big maze are now display fully 2026-03-30 16:36:52 +02:00
da7e bdb1056d69 fix(AmazMLX): draw_ft margin 2026-03-30 15:57:16 +02:00
da7e b2aa93e04d add color to put block 2026-03-30 15:47:39 +02:00
da7e 56ebb2823a code refactor(AmazMLX) 2026-03-30 15:45:15 +02:00
da7e 150eaedc94 Merge branch 'main' of github.com:maoakeEnterprise/amazing 2026-03-30 15:41:35 +02:00
da7e 6f4699c29f wip(entry exit) 2026-03-30 15:37:45 +02:00
Maoake Teriierooiterai 5913f5267d trying to get the blink on the 42 2026-03-30 15:36:52 +02:00
Maoake Teriierooiterai d4251dc8b7 fixing the conflict 2026-03-30 14:47:16 +02:00
Maoake Teriierooiterai 282fbd6867 poop the conflict 2026-03-30 14:39:05 +02:00
da7e 0f77e0c6e4 fix buffer overflow in put pixel + margin calculation 2026-03-30 14:37:33 +02:00
Maoake Teriierooiterai cfac4bed25 need to add the color 2026-03-30 13:53:14 +02:00
Maoake Teriierooiterai cd3c75fb1e set up the path print with the button 2026-03-30 12:01:23 +02:00
Maoake Teriierooiterai 628bb8a94b put the functions color and need to refactor the code 2026-03-30 08:26:53 +02:00
mteriier dc19b526fa testing colors on the project cause we need to test it out 2026-03-29 23:35:42 +02:00
da7e 92c6237f06 fix(astar): the actual astar wasn't the real astar algoritm 2026-03-29 15:38:40 +02:00
da7e fa38f7a311 Merge branch 'mlx' 2026-03-27 21:53:06 +01:00
da7e 16d97e9912 fix(astar): function f() miscalculate the best path 2026-03-27 21:51:49 +01:00
10 changed files with 1135 additions and 291 deletions
+347 -113
View File
@@ -3,15 +3,24 @@ from src.AMazeIng import AMazeIng
from src.parsing import Parsing
from mlx import Mlx
import numpy as np
import math
import time
class MazeMLX:
"""Render, animate, and interact with a maze using an MLX window."""
def __init__(self, height: int, width: int) -> None:
"""Initialize the MLX renderer and create the window and image buffer.
Args:
height: Height of the rendering area in pixels.
width: Width of the rendering area in pixels.
"""
self.mlx = Mlx()
self.height = height
self.width = width
self.print_path = False
self.color = [0x00, 0x00, 0xFF, 0xFF]
self.mlx_ptr = self.mlx.mlx_init()
self.win_ptr = self.mlx.mlx_new_window(
self.mlx_ptr, width, height + 200, "A-Maze-Ing"
@@ -24,9 +33,23 @@ class MazeMLX:
self.generator = None
def close(self) -> None:
"""Destroy the image used by the renderer."""
self.mlx.mlx_destroy_image(self.mlx_ptr, self.img_ptr)
def close_loop(self, _: Any):
"""Stop the MLX event loop.
Args:
_: Unused callback argument.
"""
self.mlx.mlx_loop_exit(self.mlx_ptr)
def clear_image(self) -> None:
"""Clear the image buffer."""
self.buf[:] = b"\x00" * len(self.buf)
def redraw_image(self) -> None:
"""Redraw the window contents and display the control help text."""
self.mlx.mlx_clear_window(self.mlx_ptr, self.win_ptr)
self.mlx.mlx_put_image_to_window(
self.mlx_ptr, self.win_ptr, self.img_ptr, 0, 0
@@ -40,47 +63,146 @@ class MazeMLX:
"1: regen; 2: path; 3: color; 4: quit;",
)
def put_pixel(self, x, y) -> None:
def put_pixel(self, x, y, color: list | None = None) -> None:
"""Draw a single pixel into the image buffer.
Args:
x: Horizontal pixel position.
y: Vertical pixel position.
color: Optional RGBA color list. If omitted, the current renderer
color is used.
"""
if x < 0 or y < 0 or x >= self.width or y >= self.height:
return
offset = y * self.size_line + x * (self.bpp // 8)
self.buf[offset + 0] = 0xFF
self.buf[offset + 1] = 0xFF
self.buf[offset + 2] = 0xFF
if self.bpp >= 32:
self.buf[offset + 3] = 0xFF
if color:
self.buf[offset + 0] = color[0]
self.buf[offset + 1] = color[1]
self.buf[offset + 2] = color[2]
if self.bpp >= 32:
self.buf[offset + 3] = color[3]
else:
self.buf[offset + 0] = self.color[0]
self.buf[offset + 1] = self.color[1]
self.buf[offset + 2] = self.color[2]
if self.bpp >= 32:
self.buf[offset + 3] = self.color[3]
def clear_image(self) -> None:
self.buf[:] = b"\x00" * len(self.buf)
def put_line(
self,
start: tuple[int, int],
end: tuple[int, int],
color: list | None = None,
) -> None:
"""Draw a horizontal or vertical line.
def put_line(self, start: tuple[int, int], end: tuple[int, int]) -> None:
Args:
start: Starting pixel coordinates.
end: Ending pixel coordinates.
color: Optional RGBA color list.
"""
sx, sy = start
ex, ey = end
if sy == ey:
for x in range(min(sx, ex), max(sx, ex) + 1):
self.put_pixel(x, sy)
self.put_pixel(x, sy, color)
if sx == ex:
for y in range(min(sy, ey), max(sy, ey) + 1):
self.put_pixel(sx, y)
self.put_pixel(sx, y, color)
def put_block(
self,
ul: tuple[int, int],
dr: tuple[int, int],
color: list | None = None,
) -> None:
"""Draw a filled rectangular block.
Args:
ul: Upper-left corner coordinates.
dr: Lower-right corner coordinates.
color: Optional RGBA color list.
"""
for y in range(min(ul[1], dr[1]), max(dr[1], ul[1])):
self.put_line(
(min(ul[0], dr[0]), y), (max(ul[0], dr[0]), y), color
)
@staticmethod
def random_color_ft() -> Any:
"""Yield colors in a repeating sequence for the reserved pattern.
Yields:
RGBA color lists.
"""
colors = [
[0xFF, 0xBF, 0x00, 0xFF], # blue
[0x00, 0xFF, 0x40, 0xFF], # green
[0xFF, 0x00, 0xFF, 0xFF], # pink
[0x00, 0xFF, 0xFF, 0xFF], # yellow
]
while True:
for color in colors:
yield color
@staticmethod
def random_color() -> Any:
"""Yield colors in a repeating sequence for maze rendering.
Yields:
RGBA color lists.
"""
colors = [
[0xFF, 0x00, 0xFF, 0xFF], # pink
[0x00, 0xFF, 0xFF, 0xFF], # yellow
[0x00, 0xFF, 0x40, 0xFF], # green
[0xFF, 0xBF, 0x00, 0xFF], # blue
[0xFF, 0x00, 0x80, 0xFF], # purple
[0x00, 0x00, 0xFF, 0xFF], # red
]
while True:
for color in colors:
yield color
def get_margin_line_len(self, maze: np.ndarray) -> tuple[int, int, int]:
"""Compute the cell size and margins for centering the maze.
Args:
maze: Maze grid to render.
Returns:
A tuple containing the cell side length, horizontal margin, and
vertical margin.
"""
rows = len(maze)
cols = len(maze[0])
line_len = min(self.width // cols, self.height // rows) - 1
maze_width = cols * line_len
maze_height = rows * line_len
margin_x = ((self.width - maze_width) // 2) + 1
margin_y = ((self.height - maze_height) // 2) + 1
return (line_len, margin_x, margin_y)
def update_maze(self, maze: np.ndarray) -> None:
"""Render the maze walls into the image buffer.
Args:
maze: Maze grid to render.
"""
self.clear_image()
margin = math.trunc(
math.sqrt(self.width if self.width > self.height else self.height)
// 2
)
line_len = math.trunc(
(
(self.height - margin) // len(maze)
if self.height > self.width
else (self.width - margin) // len(maze[0])
)
)
line_len, margin_x, margin_y = self.get_margin_line_len(maze)
for y in range(len(maze)):
for x in range(len(maze[0])):
x0 = x * line_len + margin
y0 = y * line_len + margin
x1 = x * line_len + line_len + margin
y1 = y * line_len + line_len + margin
x0 = x * line_len + margin_x
y0 = y * line_len + margin_y
x1 = x * line_len + line_len + margin_x
y1 = y * line_len + line_len + margin_y
if maze[y][x].get_north():
self.put_line((x0, y0), (x1, y0))
@@ -90,13 +212,17 @@ class MazeMLX:
self.put_line((x0, y1), (x1, y1))
if maze[y][x].get_west():
self.put_line((x0, y0), (x0, y1))
self.redraw_image()
def put_block(self, ul: tuple[int, int], dr: tuple[int, int]) -> None:
for y in range(min(ul[1], dr[1]), max(dr[1], ul[1])):
self.put_line((min(ul[0], dr[0]), y), (max(ul[0], dr[0]), y))
def put_path(self, amazing: AMazeIng) -> Any:
"""Animate the solution path inside the maze.
def put_path(self, amazing: AMazeIng):
Args:
amazing: Maze container with generation and solving logic.
Yields:
Control after each path segment so the animation can be rendered
progressively.
"""
path = amazing.solve_path()
print(path)
actual = amazing.entry
@@ -104,34 +230,23 @@ class MazeMLX:
maze = amazing.maze.get_maze()
if maze is None:
return
margin = math.trunc(
math.sqrt(self.width if self.width > self.height else self.height)
// 2
)
cell_size = math.trunc(
(
(self.height - margin) // len(maze)
if self.height > self.width
else (self.width - margin) // len(maze[0])
)
)
self.update_maze(maze)
self.color_ft(maze)
line_len, margin_x, margin_y = self.get_margin_line_len(maze)
for i in range(len(path)):
ul = (
(actual[0]) * cell_size + margin + 12,
(actual[1]) * cell_size + 12 + margin,
(actual[0]) * line_len + margin_x + 12,
(actual[1]) * line_len + 12 + margin_y,
)
dr = (
(actual[0]) * cell_size + cell_size + margin - 12,
(actual[1]) * cell_size + cell_size - 12 + margin,
(actual[0]) * line_len + line_len + margin_x - 12,
(actual[1]) * line_len + line_len - 12 + margin_y,
)
self.put_block(ul, dr)
self.redraw_image()
x0 = actual[0] * cell_size + margin + 12
y0 = actual[1] * cell_size + margin + 12
x1 = actual[0] * cell_size + cell_size + margin - 12
y1 = actual[1] * cell_size + cell_size + margin - 12
x0 = actual[0] * line_len + margin_x + 12
y0 = actual[1] * line_len + margin_y + 12
x1 = actual[0] * line_len + line_len + margin_x - 12
y1 = actual[1] * line_len + line_len + margin_y - 12
yield
match path[i]:
case "N":
@@ -147,98 +262,217 @@ class MazeMLX:
self.put_block((x0, y0), (x0 - 24, y1))
actual = (actual[0] - 1, actual[1])
ul = (
(actual[0]) * cell_size + margin + 12,
(actual[1]) * cell_size + 12 + margin,
(actual[0]) * line_len + margin_x + 12,
(actual[1]) * line_len + 12 + margin_y,
)
dr = (
(actual[0]) * cell_size + cell_size + margin - 12,
(actual[1]) * cell_size + cell_size - 12 + margin,
(actual[0]) * line_len + line_len + margin_x - 12,
(actual[1]) * line_len + line_len - 12 + margin_y,
)
self.put_block(ul, dr)
self.redraw_image()
return
def color_ft(self, maze: np.ndarray):
self.clear_image()
margin = math.trunc(
math.sqrt(self.width if self.width > self.height else self.height)
// 2
def put_start_end(self, amazing: AMazeIng):
"""Draw highlighted blocks for the maze entry and exit.
Args:
amazing: Maze container with current maze data.
"""
entry = amazing.entry
exit = amazing.exit
maze = amazing.maze.get_maze()
if maze is None:
return
line_len, margin_x, margin_y = self.get_margin_line_len(maze)
ul = (
(entry[0] - 1) * line_len + margin_x + 3,
(entry[1] - 1) * line_len + 3 + margin_y,
)
line_len = math.trunc(
(
(self.height - margin) // len(maze)
if self.height > self.width
else (self.width - margin) // len(maze[0])
)
dr = (
(entry[0] - 1) * line_len + line_len + margin_x - 3,
(entry[1] - 1) * line_len + line_len - 3 + margin_y,
)
self.put_block(ul, dr, [0xFF, 0xBF, 0x00, 0x9F])
ul = (
(exit[0] - 1) * line_len + margin_x + 3,
(exit[1] - 1) * line_len + 3 + margin_y,
)
dr = (
(exit[0] - 1) * line_len + line_len + margin_x - 3,
(exit[1] - 1) * line_len + line_len - 3 + margin_y,
)
self.put_block(ul, dr, [0x00, 0xFF, 0x40, 0x9F])
def draw_ft(self, maze: np.ndarray, color: list | None = None):
"""Draw filled cells corresponding to the reserved fully walled pattern.
Args:
maze: Maze grid to inspect.
color: Optional RGBA color list.
"""
line_len, margin_x, margin_y = self.get_margin_line_len(maze)
for y in range(len(maze)):
for x in range(len(maze[0])):
x0 = x * line_len + margin
y0 = y * line_len + margin
x1 = x * line_len + line_len + margin
y1 = y * line_len + line_len + margin
if maze[y][x].get_north():
self.put_line((x0, y0), (x1, y0))
if maze[y][x].get_est():
self.put_line((x1, y0), (x1, y1))
if maze[y][x].get_south():
self.put_line((x0, y1), (x1, y1))
if maze[y][x].get_west():
self.put_line((x0, y0), (x0, y1))
if maze[y][x].value == 15:
self.put_block((x0, y0), (x1, y1))
x0 = x * line_len + margin_x
y0 = y * line_len + margin_y
x1 = x * line_len + line_len + margin_x
y1 = y * line_len + line_len + margin_y
self.put_block((x0, y0), (x1, y1), color)
def draw_image(self, amazing: AMazeIng) -> None:
"""Main rendering callback used by the MLX loop.
Args:
amazing: Maze container to render.
"""
if self.render_maze(amazing):
if self.path_printer and self.print_path:
if self.render_path():
color = next(self.color_gen_ft)
self.draw_ft(amazing.maze.get_maze(), color)
next(self.timer_gen)
else:
self.time_gen()
self.update_maze(amazing.maze.get_maze())
self.draw_ft(amazing.maze.get_maze())
self.put_start_end(amazing)
self.redraw_image()
def close_loop(self, _: Any):
self.mlx.mlx_loop_exit(self.mlx_ptr)
def shift_color(self):
"""Reset the maze color generator."""
self.color_gen = self.random_color()
def shift_color_ft(self):
"""Reset the reserved-pattern color generator."""
self.color_gen_ft = self.random_color_ft()
def time_gen(self):
"""Reset the timing generator used for animation pacing."""
self.timer_gen = self.time_generator()
def restart_maze(self, amazing: AMazeIng) -> None:
"""Restart maze generation.
Args:
amazing: Maze container providing the generation generator.
"""
self.generator = amazing.generate()
def time_generator(self) -> Any:
"""Yield regularly with a fixed delay for animation timing.
Yields:
``None`` at each step after sleeping.
"""
yield
while True:
time.sleep(0.3)
yield
def restart_path(self, amazing: AMazeIng) -> None:
"""Restart solution path animation.
Args:
amazing: Maze container providing the solution path.
"""
self.path_printer = self.put_path(amazing)
def render_path(self) -> bool:
"""Advance the path animation by one step.
Returns:
``True`` if the path animation is complete, otherwise ``False``.
"""
try:
next(self.path_printer)
time.sleep(0.03)
return False
except StopIteration:
pass
return True
def render_maze(self, amazing: AMazeIng) -> bool:
"""Advance maze generation by one step and redraw it.
Args:
amazing: Maze container being generated.
Returns:
``True`` if maze generation is complete, otherwise ``False``.
"""
try:
next(self.generator)
self.update_maze(amazing.maze.get_maze())
return False
except StopIteration:
pass
return True
def handle_key_press(self, keycode: int, amazing: AMazeIng) -> None:
"""Handle keyboard input for one keycode mapping.
Args:
keycode: Key code received from MLX.
amazing: Maze container to update or render.
"""
if keycode == 49:
self.restart_maze(amazing)
self.print_path = False
if keycode == 50:
self.restart_path(amazing)
self.print_path = True if self.print_path is False else False
if keycode == 51:
pass
self.print_path = False
self.color = next(self.color_gen)
if keycode == 52:
self.close_loop(None)
def handle_key_press_mteriier(
self, keycode: int, amazing: AMazeIng
) -> None:
"""Handle keyboard input for an alternative keycode mapping.
Args:
keycode: Key code received from MLX.
amazing: Maze container to update or render.
"""
if keycode == 38:
self.restart_maze(amazing)
self.print_path = False
if keycode == 233:
self.restart_path(amazing)
self.print_path = True if self.print_path is False else False
if keycode == 34:
self.print_path = False
self.color = next(self.color_gen)
if keycode == 39:
self.close_loop(None)
def start(self, amazing: AMazeIng) -> None:
"""Start the MLX rendering loop.
Args:
amazing: Maze container to generate, solve, and display.
"""
self.restart_maze(amazing)
self.mlx.mlx_loop_hook(self.mlx_ptr, self.render_maze, amazing)
self.shift_color()
self.shift_color_ft()
self.time_gen()
self.mlx.mlx_loop_hook(self.mlx_ptr, self.draw_image, amazing)
self.mlx.mlx_hook(self.win_ptr, 33, 0, self.close_loop, None)
self.mlx.mlx_hook(
self.win_ptr, 2, 1 << 0, self.handle_key_press, amazing
)
self.mlx.mlx_loop(self.mlx_ptr)
def restart_maze(self, amazing: AMazeIng) -> None:
self.generator = amazing.generate()
def restart_path(self, amazing: AMazeIng) -> None:
self.path_printer = self.put_path(amazing)
def render_path(self):
try:
next(self.path_printer)
time.sleep(0.03)
except StopIteration:
pass
def render_maze(self, amazing: AMazeIng):
try:
next(self.generator)
self.update_maze(amazing.maze.get_maze())
# time.sleep(0.01)
except StopIteration:
# self.color_ft(amazing)
if self.path_printer is not None:
self.render_path()
else:
self.color_ft(amazing.maze.get_maze())
def main() -> None:
"""Run the maze application."""
mlx = None
try:
mlx = MazeMLX(1000, 1000)
+6 -6
View File
@@ -1,8 +1,8 @@
WIDTH=50
HEIGHT=50
WIDTH=10
HEIGHT=10
ENTRY=1,1
EXIT=11,11
EXIT=10,10
OUTPUT_FILE=maze.txt
PERFECT=False
GENERATOR=DFS
SOLVER=DFS
PERFECT=True
GENERATOR=Kruskal
SOLVER=AStar
+30
View File
@@ -6,6 +6,8 @@ from src.amaz_lib import Maze, MazeGenerator, MazeSolver
class AMazeIng(BaseModel):
"""Represent a complete maze configuration, generation, and solving setup."""
model_config = ConfigDict(arbitrary_types_allowed=True)
width: int = Field(ge=4)
@@ -20,6 +22,14 @@ class AMazeIng(BaseModel):
@model_validator(mode="after")
def check_entry_exit(self) -> Self:
"""Validate that entry and exit coordinates fit within maze bounds.
Returns:
The validated model instance.
Raises:
ValueError: If entry or exit coordinates exceed maze dimensions.
"""
if self.entry[0] > self.width or self.entry[1] > self.height:
raise ValueError("Entry coordinates exceed the maze size")
if self.exit[0] > self.width or self.exit[1] > self.height:
@@ -27,15 +37,35 @@ class AMazeIng(BaseModel):
return self
def generate(self) -> Generator[Maze, None, None]:
"""Generate the maze step by step.
The internal maze state is updated at each generation step.
Yields:
The current maze state after each generation step.
"""
for array in self.generator.generator(self.height, self.width):
self.maze.set_maze(array)
yield self.maze
return
def solve_path(self) -> str:
"""Solve the current maze and return the path string.
Returns:
A string of direction letters representing the solution path.
"""
return self.solver.solve(self.maze, self.height, self.width)
def __str__(self) -> str:
"""Return a string representation of the maze and its solution.
The output includes the maze, entry coordinates, exit coordinates, and
the computed solution path.
Returns:
A formatted string representation of the maze data.
"""
res = self.maze.__str__()
res += "\n"
res += f"{self.entry[0]},{self.entry[1]}\n"
+72
View File
@@ -3,50 +3,122 @@ from dataclasses import dataclass
@dataclass
class Cell:
"""Represent a maze cell encoded as a bitmask of surrounding walls.
The cell value is stored as an integer where each bit represents the
presence of a wall in one cardinal direction:
- bit 0 (1): north wall
- bit 1 (2): east wall
- bit 2 (4): south wall
- bit 3 (8): west wall
"""
def __init__(self, value: int) -> None:
"""Initialize a cell with its encoded wall value.
Args:
value: Integer bitmask representing the cell walls.
"""
self.value = value
def __str__(self) -> str:
"""Return the hexadecimal representation of the cell value.
Returns:
The uppercase hexadecimal form of the cell value without the
``0x`` prefix.
"""
return hex(self.value).removeprefix("0x").upper()
def set_value(self, value: int) -> None:
"""Set the encoded value of the cell.
Args:
value: Integer bitmask representing the cell walls.
"""
self.value = value
def get_value(self) -> int:
"""Return the encoded value of the cell.
Returns:
The integer bitmask representing the cell walls.
"""
return self.value
def set_north(self, is_wall: bool) -> None:
"""Set or clear the north wall.
Args:
is_wall: ``True`` to add the north wall, ``False`` to remove it.
"""
if (not is_wall and self.value | 14 == 15) or (
is_wall and self.value | 14 != 15
):
self.value = self.value ^ (1)
def get_north(self) -> bool:
"""Return whether the north wall is present.
Returns:
``True`` if the north wall is set, otherwise ``False``.
"""
return self.value & 1 == 1
def set_est(self, is_wall: bool) -> None:
"""Set or clear the east wall.
Args:
is_wall: ``True`` to add the east wall, ``False`` to remove it.
"""
if (not is_wall and self.value | 13 == 15) or (
is_wall and self.value | 13 != 15
):
self.value = self.value ^ (2)
def get_est(self) -> bool:
"""Return whether the east wall is present.
Returns:
``True`` if the east wall is set, otherwise ``False``.
"""
return self.value & 2 == 2
def set_south(self, is_wall: bool) -> None:
"""Set or clear the south wall.
Args:
is_wall: ``True`` to add the south wall, ``False`` to remove it.
"""
if (not is_wall and self.value | 11 == 15) or (
is_wall and self.value | 11 != 15
):
self.value = self.value ^ (4)
def get_south(self) -> bool:
"""Return whether the south wall is present.
Returns:
``True`` if the south wall is set, otherwise ``False``.
"""
return self.value & 4 == 4
def set_west(self, is_wall: bool) -> None:
"""Set or clear the west wall.
Args:
is_wall: ``True`` to add the west wall, ``False`` to remove it.
"""
if (not is_wall and self.value | 7 == 15) or (
is_wall and self.value | 7 != 15
):
self.value = self.value ^ (8)
def get_west(self) -> bool:
"""Return whether the west wall is present.
Returns:
``True`` if the west wall is set, otherwise ``False``.
"""
return self.value & 8 == 8
+35 -5
View File
@@ -1,19 +1,41 @@
from dataclasses import dataclass
import numpy
from numpy.typing import NDArray
from typing import Optional, Any
@dataclass
class Maze:
maze: numpy.ndarray
"""Represent a maze as a two-dimensional array of cells."""
def get_maze(self) -> numpy.ndarray | None:
maze: Optional[NDArray[Any]] = None
def get_maze(self) -> Optional[NDArray[Any]]:
"""Return the underlying maze array.
Returns:
The two-dimensional array representing the maze, or ``None`` if no
maze has been set.
"""
return self.maze
def set_maze(self, new_maze: numpy.ndarray) -> None:
def set_maze(self, new_maze: NDArray[Any]) -> None:
"""Set the maze array.
Args:
new_maze: A two-dimensional array containing the maze cells.
"""
self.maze = new_maze
def __str__(self) -> str:
"""Return a string representation of the maze.
Each cell is converted to its string representation and concatenated
line by line.
Returns:
A multiline string representation of the maze, or ``"None"`` if the
maze is not set.
"""
if self.maze is None:
return "None"
res = ""
@@ -24,6 +46,14 @@ class Maze:
return res
def ascii_print(self) -> None:
"""Print an ASCII representation of the maze.
The maze is rendered using underscores and vertical bars to show the
walls of each cell. If no maze is set, ``"None"`` is printed.
"""
if self.maze is None:
print("None")
return
for cell in self.maze[0]:
print("_", end="")
if cell.get_north():
+246 -26
View File
@@ -6,7 +6,16 @@ import math
class MazeGenerator(ABC):
"""Define the common interface and helpers for maze generators."""
def __init__(self, start: tuple, end: tuple, perfect: bool) -> None:
"""Initialize the maze generator.
Args:
start: Starting cell coordinates, using 1-based indexing.
end: Ending cell coordinates, using 1-based indexing.
perfect: Whether to generate a perfect maze with no loops.
"""
self.start = (start[0] - 1, start[1] - 1)
self.end = (end[0] - 1, end[1] - 1)
self.perfect = perfect
@@ -14,10 +23,33 @@ class MazeGenerator(ABC):
@abstractmethod
def generator(
self, height: int, width: int, seed: int | None = None
) -> Generator[np.ndarray, None, np.ndarray]: ...
) -> Generator[np.ndarray, None, np.ndarray]:
"""Generate a maze step by step.
Args:
height: Number of rows in the maze.
width: Number of columns in the maze.
seed: Optional random seed for reproducibility.
Yields:
Intermediate maze states during generation.
Returns:
The final generated maze.
"""
...
@staticmethod
def get_cell_ft(width: int, height: int) -> set:
"""Return the coordinates used to reserve the '42' pattern.
Args:
width: Number of columns in the maze.
height: Number of rows in the maze.
Returns:
A set of cell coordinates belonging to the reserved pattern.
"""
forty_two = set()
y, x = (int(height / 2), int(width / 2))
forty_two.add((y, x - 1))
@@ -41,23 +73,35 @@ class MazeGenerator(ABC):
return forty_two
@staticmethod
def unperfect_maze(width: int, height: int,
maze: np.ndarray, forty_two: set | None,
prob: float = 0.1
) -> Generator[np.ndarray, None, np.ndarray]:
directions = {
"N": (0, -1),
"S": (0, 1),
"W": (-1, 0),
"E": (1, 0)
}
def unperfect_maze(
width: int,
height: int,
maze: np.ndarray,
forty_two: set | None,
prob: float = 0.1,
) -> Generator[np.ndarray, None, np.ndarray]:
"""Add extra openings to transform a perfect maze into an imperfect one.
reverse = {
"N": "S",
"S": "N",
"W": "E",
"E": "W"
}
Random walls are removed while optionally preserving the reserved
``forty_two`` area.
Args:
width: Number of columns in the maze.
height: Number of rows in the maze.
maze: The maze to modify.
forty_two: Optional set of reserved coordinates that must not be
altered.
prob: Probability of breaking an eligible wall.
Yields:
Intermediate maze states after each wall removal.
Returns:
The modified maze.
"""
directions = {"N": (0, -1), "S": (0, 1), "W": (-1, 0), "E": (1, 0)}
reverse = {"N": "S", "S": "N", "W": "E", "E": "W"}
min_break = 2
while True:
count = 0
@@ -68,8 +112,7 @@ class MazeGenerator(ABC):
for direc, (dx, dy) in directions.items():
nx, ny = x + dx, y + dy
if forty_two and (
(y, x) in forty_two
or (ny, nx) in forty_two
(y, x) in forty_two or (ny, nx) in forty_two
):
continue
if not (0 <= nx < width and 0 < ny < height):
@@ -81,9 +124,10 @@ class MazeGenerator(ABC):
cell = maze[y][x]
cell_n = maze[ny][nx]
cell = DepthFirstSearch.broken_wall(cell, direc)
cell_n = DepthFirstSearch.broken_wall(cell_n,
reverse[
direc])
cell_n = DepthFirstSearch.broken_wall(
cell_n,
reverse[direc],
)
maze[y][x] = cell
maze[ny][nx] = cell_n
yield maze
@@ -93,19 +137,45 @@ class MazeGenerator(ABC):
class Kruskal(MazeGenerator):
"""Generate a maze using a Kruskal-based algorithm."""
class Set:
"""Represent a connected component of maze cells."""
def __init__(self, cells: list[int]) -> None:
"""Initialize a set of connected cells.
Args:
cells: List of cell indices belonging to the set.
"""
self.cells: list[int] = cells
class Sets:
"""Store all connected components used during generation."""
def __init__(self, sets: list[Set]) -> None:
"""Initialize the collection of connected components.
Args:
sets: List of disjoint cell sets.
"""
self.sets = sets
@staticmethod
def walls_to_maze(
walls: np.ndarray, height: int, width: int
) -> np.ndarray:
"""Convert a list of remaining walls into a maze grid.
Args:
walls: Collection of wall pairs between adjacent cells.
height: Number of rows in the maze.
width: Number of columns in the maze.
Returns:
A two-dimensional array of :class:`Cell` instances representing the
maze.
"""
maze: np.ndarray = np.array(
[[Cell(value=0) for _ in range(width)] for _ in range(height)]
)
@@ -132,6 +202,15 @@ class Kruskal(MazeGenerator):
@staticmethod
def is_in_same_set(sets: Sets, wall: tuple[int, int]) -> bool:
"""Check whether both cells connected by a wall are in the same set.
Args:
sets: Current collection of connected components.
wall: Pair of adjacent cell indices.
Returns:
``True`` if both cells belong to the same set, otherwise ``False``.
"""
a, b = wall
for set in sets.sets:
if a in set.cells and b in set.cells:
@@ -142,6 +221,15 @@ class Kruskal(MazeGenerator):
@staticmethod
def merge_sets(sets: Sets, wall: tuple[int, int]) -> None:
"""Merge the two sets connected by the given wall.
Args:
sets: Current collection of connected components.
wall: Pair of adjacent cell indices.
Raises:
Exception: If the two corresponding sets cannot be found.
"""
a, b = wall
base_set = None
for i in range(len(sets.sets)):
@@ -163,6 +251,17 @@ class Kruskal(MazeGenerator):
wall: tuple[int, int],
cells_ft: None | set[tuple[int, int]],
) -> bool:
"""Check whether a wall touches the reserved '42' pattern.
Args:
width: Number of columns in the maze.
wall: Pair of adjacent cell indices.
cells_ft: Reserved coordinates, or ``None``.
Returns:
``True`` if either endpoint of the wall belongs to the reserved
pattern, otherwise ``False``.
"""
if cells_ft is None:
return False
s1 = (math.trunc(wall[0] / width), wall[0] % width)
@@ -172,6 +271,19 @@ class Kruskal(MazeGenerator):
def generator(
self, height: int, width: int, seed: int | None = None
) -> Generator[np.ndarray, None, np.ndarray]:
"""Generate a maze using a Kruskal-based approach.
Args:
height: Number of rows in the maze.
width: Number of columns in the maze.
seed: Optional random seed for reproducibility.
Yields:
Intermediate maze states during generation.
Returns:
The final generated maze.
"""
cells_ft = None
if height > 10 and width > 10:
cells_ft = self.get_cell_ft(width, height)
@@ -208,8 +320,7 @@ class Kruskal(MazeGenerator):
print(f"nb sets: {len(sets.sets)}")
maze = self.walls_to_maze(walls, height, width)
if self.perfect is False:
gen = Kruskal.unperfect_maze(width, height, maze,
cells_ft)
gen = Kruskal.unperfect_maze(width, height, maze, cells_ft)
for res in gen:
maze = res
yield maze
@@ -217,7 +328,16 @@ class Kruskal(MazeGenerator):
class DepthFirstSearch(MazeGenerator):
"""Generate a maze using a depth-first search backtracking algorithm."""
def __init__(self, start: bool, end: bool, perfect: bool) -> None:
"""Initialize the depth-first search generator.
Args:
start: Starting cell coordinates, using 1-based indexing.
end: Ending cell coordinates, using 1-based indexing.
perfect: Whether to generate a perfect maze with no loops.
"""
self.start = (start[0] - 1, start[1] - 1)
self.end = (end[0] - 1, end[1] - 1)
self.perfect = perfect
@@ -226,6 +346,19 @@ class DepthFirstSearch(MazeGenerator):
def generator(
self, height: int, width: int, seed: int = None
) -> Generator[np.ndarray, None, np.ndarray]:
"""Generate a maze using depth-first search.
Args:
height: Number of rows in the maze.
width: Number of columns in the maze.
seed: Optional random seed for reproducibility.
Yields:
Intermediate maze states during generation.
Returns:
The final generated maze.
"""
if seed is not None:
np.random.seed(seed)
maze = self.init_maze(width, height)
@@ -269,8 +402,12 @@ class DepthFirstSearch(MazeGenerator):
maze[y][x] = self.broken_wall(maze[y][x], wall_r)
yield maze
if self.perfect is False:
gen = DepthFirstSearch.unperfect_maze(width, height, maze,
self.forty_two)
gen = DepthFirstSearch.unperfect_maze(
width,
height,
maze,
self.forty_two,
)
for res in gen:
maze = res
yield maze
@@ -278,6 +415,15 @@ class DepthFirstSearch(MazeGenerator):
@staticmethod
def init_maze(width: int, height: int) -> np.ndarray:
"""Create a fully walled maze grid.
Args:
width: Number of columns in the maze.
height: Number of rows in the maze.
Returns:
A two-dimensional array of cells initialized with all walls present.
"""
maze = np.array(
[[Cell(value=15) for _ in range(width)] for _ in range(height)]
)
@@ -285,11 +431,31 @@ class DepthFirstSearch(MazeGenerator):
@staticmethod
def add_cell_visited(coord: tuple, path: set) -> list:
"""Append a visited coordinate to the current traversal path.
Args:
coord: Coordinate of the visited cell.
path: Current traversal path.
Returns:
The updated path.
"""
path.append(coord)
return path
@staticmethod
def random_cells(visited: np.array, coord: tuple, w_h: tuple) -> list:
"""Return the list of unvisited neighboring directions.
Args:
visited: Boolean array marking visited cells.
coord: Current cell coordinate.
w_h: Tuple containing maze width and height.
Returns:
A list of direction strings among ``"N"``, ``"S"``, ``"W"``, and
``"E"``.
"""
rand_cell = []
x, y = coord
width, height = w_h
@@ -309,10 +475,27 @@ class DepthFirstSearch(MazeGenerator):
@staticmethod
def next_step(rand_cell: list) -> str:
"""Select the next direction at random.
Args:
rand_cell: List of candidate directions.
Returns:
A randomly selected direction.
"""
return np.random.choice(rand_cell)
@staticmethod
def broken_wall(cell: Cell, wall: str) -> Cell:
"""Remove the specified wall from a cell.
Args:
cell: The cell to modify.
wall: Direction of the wall to remove.
Returns:
The modified cell.
"""
if wall == "N":
cell.set_north(False)
elif wall == "S":
@@ -325,16 +508,44 @@ class DepthFirstSearch(MazeGenerator):
@staticmethod
def next_cell(x: int, y: int, next: str) -> tuple:
"""Return the coordinates of the adjacent cell in the given direction.
Args:
x: Current column index.
y: Current row index.
next: Direction to move.
Returns:
The coordinates of the next cell.
"""
next_step = {"N": (0, -1), "S": (0, 1), "W": (-1, 0), "E": (1, 0)}
add_x, add_y = next_step[next]
return (x + add_x, y + add_y)
@staticmethod
def reverse_path(direction: str) -> str:
"""Return the opposite cardinal direction.
Args:
direction: Input direction.
Returns:
The opposite direction.
"""
return {"N": "S", "S": "N", "W": "E", "E": "W"}[direction]
@staticmethod
def back_on_step(path: list, w_h: tuple, visited: np.ndarray) -> list:
"""Backtrack through the path until a cell with unvisited neighbors is found.
Args:
path: Current traversal path.
w_h: Tuple containing maze width and height.
visited: Boolean array marking visited cells.
Returns:
The truncated path after backtracking.
"""
while path:
last = path[-1]
if DepthFirstSearch.random_cells(visited, last, w_h):
@@ -346,6 +557,15 @@ class DepthFirstSearch(MazeGenerator):
def lock_cell_ft(
visited: np.ndarray, forty_two: set[tuple[int]]
) -> np.ndarray:
"""Mark the reserved '42' pattern cells as already visited.
Args:
visited: Boolean array marking visited cells.
forty_two: Set of reserved cell coordinates.
Returns:
The updated visited array.
"""
tab = [cell for cell in forty_two]
for cell in tab:
visited[cell] = True
+298 -129
View File
@@ -1,178 +1,300 @@
from abc import ABC, abstractmethod
from .Maze import Maze
from typing import Any
import numpy as np
class MazeSolver(ABC):
"""Define the common interface for maze-solving algorithms."""
def __init__(self, start: tuple[int, int], end: tuple[int, int]) -> None:
"""Initialize the maze solver.
Args:
start: Start coordinates using 1-based indexing.
end: End coordinates using 1-based indexing.
"""
self.start = (start[1] - 1, start[0] - 1)
self.end = (end[1] - 1, end[0] - 1)
@abstractmethod
def solve(self, maze: Maze, height: int = None,
width: int = None) -> str: ...
def solve(
self, maze: Maze, height: int | None = None, width: int | None = None
) -> str:
"""Solve the maze and return the path as direction letters.
Args:
maze: The maze to solve.
height: Optional maze height.
width: Optional maze width.
Returns:
A string representing the path using cardinal directions.
"""
...
class AStar(MazeSolver):
"""Solve a maze using the A* pathfinding algorithm."""
class Node:
"""Represent a node used during A* exploration."""
def __init__(
self,
coordinate: tuple[int, int],
g: int,
h: int,
f: int,
parent: Any,
) -> None:
"""Initialize a search node.
Args:
coordinate: Coordinates of the node.
g: Cost from the start node.
h: Heuristic cost to the goal.
f: Total estimated cost.
parent: Parent node in the reconstructed path.
"""
self.coordinate = coordinate
self.g = g
self.h = h
self.f = f
self.parent = parent
def __eq__(self, value: object, /) -> bool:
"""Compare a node to a coordinate.
Args:
value: Object to compare with.
Returns:
``True`` if the value equals the node coordinate, otherwise
``False``.
"""
return value == self.coordinate
def __init__(self, start: tuple[int, int], end: tuple[int, int]) -> None:
"""Initialize the A* solver.
Args:
start: Start coordinates using 1-based indexing.
end: End coordinates using 1-based indexing.
"""
super().__init__(start, end)
self.path = []
def f(self, n):
def g(n: tuple[int, int]) -> int:
res = 0
if n[0] < self.start[0]:
res += self.start[0] - n[0]
else:
res += n[0] - self.start[0]
if n[1] < self.start[1]:
res += self.start[1] - n[1]
else:
res += n[1] - self.start[1]
return res
def h(self, n: tuple[int, int]) -> int:
"""Compute the Manhattan distance heuristic to the goal.
def h(n: tuple[int, int]) -> int:
res = 0
if n[0] < self.end[0]:
res += self.end[0] - n[0]
else:
res += n[0] - self.end[0]
if n[1] < self.end[1]:
res += self.end[1] - n[1]
else:
res += n[1] - self.end[1]
return res
Args:
n: Coordinates of the current node.
try:
return g(n) + h(n)
except Exception:
return 1000
Returns:
The heuristic distance to the end coordinate.
"""
return (
max(n[0], self.end[0])
- min(n[0], self.end[0])
+ max(n[1], self.end[1])
- min(n[1], self.end[1])
)
def best_path(
def get_paths(
self,
maze: np.ndarray,
actual: tuple[int, int],
last: str | None,
) -> dict[str, int]:
path = {
"N": (
self.f((actual[0], actual[1] - 1))
if not maze[actual[1]][actual[0]].get_north() and actual[1] > 0
close: list,
) -> list[tuple[int, int]]:
"""Return all reachable neighboring coordinates.
Args:
maze: Maze grid to inspect.
actual: Current coordinate.
close: List of already explored nodes.
Returns:
A list of reachable adjacent coordinates not yet closed.
"""
path = [
(
(actual[0], actual[1] - 1)
if not maze[actual[1]][actual[0]].get_north()
and actual[1] > 0
and (actual[0], actual[1] - 1)
not in [n.coordinate for n in close]
else None
),
"E": (
self.f((actual[0] + 1, actual[1]))
(
(actual[0] + 1, actual[1])
if not maze[actual[1]][actual[0]].get_est()
and actual[0] < len(maze[0]) - 1
and (actual[0] + 1, actual[1])
not in [n.coordinate for n in close]
else None
),
"S": (
self.f((actual[0], actual[1] + 1))
(
(actual[0], actual[1] + 1)
if not maze[actual[1]][actual[0]].get_south()
and actual[1] < len(maze) - 1
and (actual[0], actual[1] + 1)
not in [n.coordinate for n in close]
else None
),
"W": (
self.f((actual[0] - 1, actual[1]))
if not maze[actual[1]][actual[0]].get_west() and actual[0] > 0
(
(actual[0] - 1, actual[1])
if not maze[actual[1]][actual[0]].get_west()
and actual[0] > 0
and (actual[0] - 1, actual[1])
not in [n.coordinate for n in close]
else None
),
}
return {
k: v
for k, v in sorted(path.items(), key=lambda item: item[0])
if v is not None and k != last
}
]
return [p for p in path if p is not None]
def get_opposit(self, dir: str) -> str:
match dir:
case "N":
return "S"
case "E":
return "W"
case "S":
return "N"
case "W":
return "E"
case _:
return ""
def get_path(self, maze: np.ndarray) -> list:
"""Perform A* exploration until the destination is reached.
def get_next_pos(
self, dir: str, actual: tuple[int, int]
) -> tuple[int, int]:
match dir:
case "N":
return (actual[0], actual[1] - 1)
case "E":
return (actual[0] + 1, actual[1])
case "S":
return (actual[0], actual[1] + 1)
case "W":
return (actual[0] - 1, actual[1])
case _:
return actual
Args:
maze: Maze grid to solve.
def get_path(self, maze: np.ndarray) -> str | None:
path = [(self.start, self.best_path(maze, self.start, None))]
visited = [self.start]
while len(path) > 0 and path[-1][0] != self.end:
if len(path[-1][1]) == 0:
path.pop(-1)
if len(path) == 0:
break
k = next(iter(path[-1][1]))
path[-1][1].pop(k)
continue
Returns:
The closed list ending with the goal node.
while len(path[-1][1]) > 0:
next_pos = self.get_next_pos(
list(path[-1][1].keys())[0], path[-1][0]
)
if next_pos in visited:
k = next(iter(path[-1][1]))
path[-1][1].pop(k)
else:
break
if len(path[-1][1]) == 0:
path.pop(-1)
continue
Raises:
Exception: If no path can be found.
"""
open: list[AStar.Node] = []
close: list[AStar.Node] = []
pre = self.get_opposit(list(path[-1][1].keys())[0])
path.append(
(
next_pos,
self.best_path(maze, next_pos, pre),
)
open.append(
AStar.Node(
self.start,
0,
self.h(self.start),
self.h(self.start),
None,
)
visited += [next_pos]
if len(path) == 0:
return None
path[-1] = (self.end, {})
return "".join(
str(list(c[1].keys())[0]) for c in path if len(c[1]) > 0
)
def solve(self, maze: Maze, height: int = None,
width: int = None) -> str:
res = self.get_path(maze.get_maze())
if res is None:
raise Exception("Path not found")
while len(open) > 0:
to_check = sorted(open, key=lambda x: x.f)[0]
open.remove(to_check)
close.append(to_check)
if to_check.coordinate == self.end:
return close
paths = self.get_paths(maze, to_check.coordinate, close)
for path in paths:
open.append(
self.Node(
path,
to_check.g + 1,
self.h(path),
self.h(path) + to_check.g + 1,
to_check,
)
)
raise Exception("Path not found")
def get_rev_dir(self, current: Node) -> str:
"""Determine the direction taken from the parent to the current node.
Args:
current: Current node in the reconstructed path.
Returns:
A cardinal direction letter.
Raises:
Exception: If the parent-child relationship cannot be translated.
"""
if current.parent.coordinate == (
current.coordinate[0],
current.coordinate[1] - 1,
):
return "S"
elif current.parent.coordinate == (
current.coordinate[0] + 1,
current.coordinate[1],
):
return "W"
elif current.parent.coordinate == (
current.coordinate[0],
current.coordinate[1] + 1,
):
return "N"
elif current.parent.coordinate == (
current.coordinate[0] - 1,
current.coordinate[1],
):
return "E"
else:
raise Exception("Translate error: AStar path not found")
def translate(self, close: list) -> str:
"""Translate a node chain into a path string.
Args:
close: Closed list ending with the goal node.
Returns:
A string of direction letters from start to end.
"""
current = close[-1]
res = ""
while True:
res = self.get_rev_dir(current) + res
current = current.parent
if current.coordinate == self.start:
break
return res
def solve(
self, maze: Maze, height: int | None = None, width: int | None = None
) -> str:
"""Solve the maze using A*.
Args:
maze: The maze to solve.
height: Unused optional maze height.
width: Unused optional maze width.
Returns:
A string representing the path using cardinal directions.
"""
path = self.get_path(maze.get_maze())
return self.translate(path)
class DepthFirstSearchSolver(MazeSolver):
"""Solve a maze using depth-first search with backtracking."""
def __init__(self, start, end):
"""Initialize the depth-first search solver.
Args:
start: Start coordinates using 1-based indexing.
end: End coordinates using 1-based indexing.
"""
super().__init__(start, end)
def solve(self, maze: Maze, height: int = None,
width: int = None) -> str:
res = list()
for _ in range(50):
res.append(self.get_path(maze, height, width))
return min(res, key=lambda x: len(x))
def solve(
self, maze: Maze, height: int | None = None, width: int | None = None
) -> str:
"""Solve the maze using depth-first search.
def get_path(self, maze: Maze, height: int = None,
width: int = None) -> str:
Args:
maze: The maze to solve.
height: Maze height.
width: Maze width.
Returns:
A string representing the path using cardinal directions.
Raises:
Exception: If no path can be found.
"""
path_str = ""
visited = np.zeros((height, width), dtype=bool)
path = list()
@@ -186,8 +308,9 @@ class DepthFirstSearchSolver(MazeSolver):
rand_p = self.random_path(visited, coord, maze_s, h_w)
if not rand_p:
path, move = self.back_on_step(path, visited, maze_s, h_w,
move)
path, move = self.back_on_step(
path, visited, maze_s, h_w, move
)
if not path:
break
coord = path[-1]
@@ -202,8 +325,20 @@ class DepthFirstSearchSolver(MazeSolver):
return path_str
@staticmethod
def random_path(visited: np.ndarray, coord: tuple,
maze: np.ndarray, h_w: tuple) -> list:
def random_path(
visited: np.ndarray, coord: tuple, maze: np.ndarray, h_w: tuple
) -> list:
"""Return all valid unvisited directions from the current cell.
Args:
visited: Boolean array marking visited cells.
coord: Current coordinate.
maze: Maze grid to inspect.
h_w: Tuple containing maze height and width.
Returns:
A list of valid direction letters.
"""
random_p = []
h, w = h_w
y, x = coord
@@ -223,11 +358,36 @@ class DepthFirstSearchSolver(MazeSolver):
@staticmethod
def next_path(rand_path: list) -> str:
"""Select the next move at random.
Args:
rand_path: List of available directions.
Returns:
A randomly selected direction.
"""
return np.random.choice(rand_path)
@staticmethod
def back_on_step(path: list, visited: np.ndarray,
maze: np.ndarray, h_w: tuple, move: list) -> list:
def back_on_step(
path: list,
visited: np.ndarray,
maze: np.ndarray,
h_w: tuple,
move: list,
) -> list:
"""Backtrack until a cell with an unexplored path is found.
Args:
path: Current path of visited coordinates.
visited: Boolean array marking visited cells.
maze: Maze grid to inspect.
h_w: Tuple containing maze height and width.
move: List of moves made so far.
Returns:
A tuple containing the updated path and move list.
"""
while path:
last = path[-1]
if DepthFirstSearchSolver.random_path(visited, last, maze, h_w):
@@ -238,6 +398,15 @@ class DepthFirstSearchSolver(MazeSolver):
@staticmethod
def next_cell(coord: tuple, next: str) -> tuple:
"""Return the coordinates of the next cell in the given direction.
Args:
coord: Current coordinate.
next: Direction to move.
Returns:
The coordinates of the next cell.
"""
y, x = coord
next_step = {"N": (-1, 0), "S": (1, 0), "W": (0, -1), "E": (0, 1)}
add_y, add_x = next_step[next]
+100 -10
View File
@@ -3,9 +3,21 @@ from src.amaz_lib.MazeSolver import AStar, DepthFirstSearchSolver
class DataMaze:
"""Provide helper methods to load and validate maze configuration data."""
@staticmethod
def get_file_data(name_file: str) -> str:
"""Read and return the contents of a configuration file.
Args:
name_file: Path to the configuration file.
Returns:
The file contents as a string.
Raises:
ValueError: If the file is empty.
"""
with open(name_file, "r") as file:
data = file.read()
if data == "":
@@ -14,6 +26,16 @@ class DataMaze:
@staticmethod
def transform_data(data: str) -> dict:
"""Transform raw configuration text into a dictionary.
Each non-empty line containing ``=`` is split into a key-value pair.
Args:
data: Raw configuration text.
Returns:
A dictionary mapping configuration keys to their string values.
"""
tmp = data.split("\n")
tmp2 = [value.split("=", 1) for value in tmp if "=" in value]
data_t = {value[0]: value[1] for value in tmp2}
@@ -21,6 +43,14 @@ class DataMaze:
@staticmethod
def verif_key_data(data: dict) -> None:
"""Validate that the configuration contains the expected keys.
Args:
data: Configuration dictionary to validate.
Raises:
KeyError: If keys are missing or unexpected keys are present.
"""
key_test = {
"WIDTH",
"HEIGHT",
@@ -42,6 +72,15 @@ class DataMaze:
@staticmethod
def convert_values(data: dict):
"""Convert configuration values to their appropriate Python types.
Args:
data: Raw configuration dictionary with string values.
Returns:
A dictionary containing converted values and instantiated solver and
generator objects.
"""
key_int = {"WIDTH", "HEIGHT"}
key_tuple = {"ENTRY", "EXIT"}
key_bool = {"PERFECT"}
@@ -54,30 +93,62 @@ class DataMaze:
res.update({key: DataMaze.convert_bool(data[key])})
res.update({"OUTPUT_FILE": data["OUTPUT_FILE"]})
res.update(
DataMaze.get_solver_generator(data, res["ENTRY"], res["EXIT"],
res["PERFECT"])
DataMaze.get_solver_generator(
data,
res["ENTRY"],
res["EXIT"],
res["PERFECT"],
)
)
return res
@staticmethod
def get_solver_generator(data: dict, entry: tuple, exit: tuple,
perfect: bool) -> dict:
def get_solver_generator(
data: dict,
entry: tuple,
exit: tuple,
perfect: bool,
) -> dict:
"""Instantiate the configured maze generator and solver.
Args:
data: Raw configuration dictionary.
entry: Entry coordinates.
exit: Exit coordinates.
perfect: Whether the maze must be perfect.
Returns:
A dictionary containing initialized ``GENERATOR`` and ``SOLVER``
objects.
"""
available_generator = {
"Kruskal": Kruskal,
"DFS": DepthFirstSearch,
}
available_solver = {
"AStar": AStar,
"DFS": DepthFirstSearchSolver
}
available_solver = {"AStar": AStar, "DFS": DepthFirstSearchSolver}
res = {}
res["GENERATOR"] = available_generator[data["GENERATOR"]](entry, exit,
perfect)
res["GENERATOR"] = available_generator[data["GENERATOR"]](
entry,
exit,
perfect,
)
res["SOLVER"] = available_solver[data["SOLVER"]](entry, exit)
return res
@staticmethod
def convert_tuple(data: str) -> tuple:
"""Convert a comma-separated coordinate string into a tuple.
Args:
data: Coordinate string in the form ``"x,y"``.
Returns:
A tuple of two integers.
Raises:
ValueError: If the coordinate string does not contain exactly two
values.
"""
data_t = data.split(",")
if len(data_t) != 2:
raise ValueError(
@@ -89,6 +160,17 @@ class DataMaze:
@staticmethod
def convert_bool(data: str) -> bool:
"""Convert a string to a boolean value.
Args:
data: String representation of a boolean.
Returns:
``True`` if the string is ``"True"``, otherwise ``False``.
Raises:
ValueError: If the string is neither ``"True"`` nor ``"False"``.
"""
if data != "True" and data != "False":
raise ValueError("This is not True or False")
if data == "True":
@@ -97,6 +179,14 @@ class DataMaze:
@staticmethod
def get_data_maze(name_file: str) -> dict:
"""Load, validate, and convert maze configuration data from a file.
Args:
name_file: Path to the configuration file.
Returns:
A dictionary of validated configuration values with lowercase keys.
"""
try:
data_str = DataMaze.get_file_data(name_file)
data_dict = DataMaze.transform_data(data_str)
-1
View File
@@ -1,4 +1,3 @@
import pytest
from amaz_lib.Cell import Cell
+1 -1
View File
@@ -1,6 +1,6 @@
from amaz_lib.Cell import Cell
import numpy as np
from amaz_lib import AStar, Maze, MazeSolver
from amaz_lib import AStar, Maze
def test_solver() -> None: