Пример #1
0
 def run(self) -> None:
     """Run the program."""
     if self.gui:
         self.run_gui()
     else:
         maze = Maze(self.width, self.height, generator=self.generator)
         if self.solve:
             solver = MazeSolver()
             maze.path = solver.solve(maze)
         print(maze)
Пример #2
0
    def __init__(
        self, generator: Optional[MazeGenerator] = DepthFirstSearchGenerator()
    ) -> None:
        super().__init__()
        self.walls = []

        self.vertices = {}
        self.edges = {}

        self.maze = Maze(width=self.NUM_COLUMNS,
                         height=self.NUM_ROWS,
                         generator=generator)
        self.create_graph()
Пример #3
0
    def generate_new_maze(self,
                          event: Optional[tk.Event] = None,
                          generate: bool = True) -> None:
        """Create a new blank maze, and optionally generate paths through it."""
        if self.generating_maze or self.solving_maze:
            return

        self.clear_path()
        self.frontier_cells.clear()
        self.generation_start_cell = None
        self.maze = Maze(self.width, self.height, generator=None)
        self.maze_generated = False
        self.start_time = None
        self.display_maze()

        if generate:
            self.generate_current_maze()
Пример #4
0
class Main:
    def __init__(self):
        self.lab = Maze()
        self.lab.create_lab_elements()

    def select_plateform(self):
        print(d.plat)
        x = input()
        if x == "g" or x == "G":
            self.gui()
        elif x == "c" or x == "C":
            self.console()
        else:
            print(x, d.inval_in)
            return self.select_plateform()

    def console(self):
        d.intro()
        d.print_lab(self.lab)
        inter = Interaction(self.lab)
        while inter.still_awake():
            direction = input('\n' + d.ask_move)
            self.lab.macgyver.move_char(direction, self.lab.list_paths)
            if inter.check_chars_pos():
                self.lab.chars_meet_up()
            if self.lab.list_items:
                inter.item_picking_process()
            d.print_lab(self.lab)

    def gui(self):
        G = Game(maze=self.lab)
        G.run()
        print(d.goodbye)

    def play(self):
        """
        Work hard, play hard !
        """
        print(d.intro_text)
        self.select_plateform()
Пример #5
0
class MazeApp(Frame, MazeRenderer):
    """Class containing state and graphics elements for rendering the UI."""

    BORDER_WIDTH = 4
    BORDER_OFFSET = BORDER_WIDTH * 2

    DEFAULT_SIZE = SizeCategory.SMALL
    DEFAULT_DISPLAY_MODE = DisplayMode.GRID
    DEFAULT_GENERATOR = DepthFirstSearchGenerator

    DELAY_EVENT_TYPES = {
        MazeUpdateType.START_CELL_CHOSEN, MazeUpdateType.CELL_MARKED,
        MazeUpdateType.WALL_REMOVED
    }

    SUPPORTED_GENERATORS = {
        DepthFirstSearchGenerator: "Depth First Search",
        KruskalsGenerator: "Kruskal's Algorithm",
        PrimsGenerator: "Prim's Algorithm",
        WilsonsGenerator: "Wilson's Algorithm",
    }

    TICK_DELAY_MILLIS = 500

    def __init__(self,
                 master: tk.Tk = None,
                 width: int = 10,
                 height: int = 10,
                 generator: Optional[MazeGenerator] = None,
                 size_category: Optional[SizeCategory] = None,
                 validate_moves: bool = True) -> None:
        """Initialize a MazeApp instance."""
        if master is None:
            master = tk.Tk()
            master.title('Maze Generator')

        super().__init__(master)

        self.width = width
        self.height = height
        self.validate_moves = validate_moves

        self.generating_maze = False
        self.drawing_path = False
        self.using_dialog_box = False
        self.solving_maze = False
        self.maze_generated = False
        self._generator = generator
        self.solver = MazeSolver()
        self.menu = None
        self.maze = None
        self.generation_start_cell = None
        self.frontier_cells = set()
        self.path = []

        window = self.winfo_toplevel()
        window.configure(bg=BACKGROUND_COLOR)
        window.minsize(width=700, height=100)

        self.pack()
        canvas_frame = Frame()
        canvas_frame.pack(side='left')
        self.create_horizontal_spacer()
        self.menu = MazeAppMenu(self, size_category=size_category)
        self.canvas = self.create_canvas(canvas_frame)
        self.stats = self.create_stats_display(canvas_frame)
        self.menu.pack(side='left')

        self.start_time = None
        self.end_time = None
        self.generate_new_maze(generate=False)

    @property
    def cell_width(self) -> int:
        """Return the current cell width."""
        size = self.DEFAULT_SIZE if self.menu is None else self.menu.size_category
        return size.value[0]

    @property
    def cell_height(self) -> int:
        """Return the current cell height."""
        return self.cell_width

    @property
    def canvas_width(self) -> int:
        """Return the current canvas width."""
        return self.cell_width * self.width + self.BORDER_OFFSET

    @property
    def canvas_height(self) -> int:
        """Return the current canvas height."""
        return self.cell_height * self.height + self.BORDER_OFFSET

    @property
    def vertex_radius(self) -> int:
        """Return the current vertex radius."""
        size = self.DEFAULT_SIZE if self.menu is None else self.menu.size_category
        return size.value[1]

    @property
    def vertex_diameter(self) -> int:
        """Return the current vertex diameter."""
        return self.vertex_radius * 2

    @property
    def generator_type(self) -> Type[MazeGenerator]:
        if self.menu is not None and self.menu.generator_type is not None:
            return self.menu.generator_type
        if self._generator is not None:
            return self._generator.__class__
        return self.DEFAULT_GENERATOR

    @property
    def generator(self) -> MazeGenerator:
        """Return an instance of a MazeGenerator subclass to use for generating mazes."""
        if self._generator is None or self._generator.__class__ != self.generator_type:
            self._generator = self.generator_type()
        return self._generator

    @property
    def display_mode(self) -> DisplayMode:
        return self.DEFAULT_DISPLAY_MODE if self.menu is None else self.menu.display_mode

    @property
    def is_solved(self) -> bool:
        """Return True if the current maze is solved, False otherwise."""
        return self.path and (self.path[-1].row,
                              self.path[-1].column) == (self.height - 1,
                                                        self.width - 1)

    @property
    def elapsed_time(self) -> float:
        """Return the amount of time elapsed since the current maze was fully generated."""
        if self.start_time is not None:
            end_time = self.end_time or time.time()
            return end_time - self.start_time
        return 0

    def create_canvas(self, parent: Frame) -> tk.Canvas:
        """Create and return a graphics canvas representing the grid of cells in the maze."""
        canvas = tk.Canvas(parent,
                           width=self.canvas_width,
                           height=self.canvas_height,
                           borderwidth=0)
        canvas.bind(LEFT_CLICK, self.click_handler)
        canvas.bind(MOTION, self.motion_handler)
        canvas.pack(side='top')
        return canvas

    def refresh_canvas(self) -> None:
        """Refresh the canvas in response to maze size changes."""
        if self.width != self.maze.width or self.height != self.maze.height:
            self.generate_new_maze(generate=False)
        if self.canvas_width != self.canvas[
                'width'] or self.canvas_height != self.canvas['height']:
            self.canvas.configure(width=self.canvas_width,
                                  height=self.canvas_height)
            self.display_maze()

    @staticmethod
    def create_stats_display(parent: Frame) -> Label:
        """Create and return a graphics element containing statistics about the current maze."""
        stats = Label(parent, padx=10, pady=10, width=62)
        stats.pack(side='top')
        return stats

    @staticmethod
    def create_horizontal_spacer() -> None:
        Label(width=2).pack(side='left')

    @staticmethod
    def get_wall_tag(row: int, column: int, direction: Direction) -> str:
        """Return a formatted tag suitable for use when drawing maze walls on the canvas."""
        return f'{row}_{column}_{direction.name}'

    @staticmethod
    def get_cell_tag(row: int, column: int) -> str:
        """Return a formatted tag suitable for use when drawing frontier cells on the canvas."""
        return f'{row}_{column}'

    def click_handler(self, event: tk.Event) -> None:
        """Event handler for click events on the canvas."""
        if self.generating_maze or self.solving_maze:
            return
        if self.drawing_path:
            self.drawing_path = False
            if self.end_time is None and self.is_solved:
                self.end_time = time.time()
        else:
            coordinates = self.get_selected_cell_coordinates(event)
            self.select_cell(*coordinates)
            self.drawing_path = True

    def motion_handler(self, event: tk.Event) -> None:
        """Event handler for mouse motion events on the canvas."""
        if self.generating_maze or self.solving_maze:
            return
        if self.drawing_path:
            coordinates = self.get_selected_cell_coordinates(event)
            if self.path and coordinates != self.path[-1].coordinates:
                if len(self.path
                       ) > 1 and coordinates == self.path[-2].coordinates:
                    # moved back one, deselect the most recent cell
                    self.select_cell(*self.path[-1].coordinates)
                else:
                    self.select_cell(*coordinates)

    def generate_new_maze(self,
                          event: Optional[tk.Event] = None,
                          generate: bool = True) -> None:
        """Create a new blank maze, and optionally generate paths through it."""
        if self.generating_maze or self.solving_maze:
            return

        self.clear_path()
        self.frontier_cells.clear()
        self.generation_start_cell = None
        self.maze = Maze(self.width, self.height, generator=None)
        self.maze_generated = False
        self.start_time = None
        self.display_maze()

        if generate:
            self.generate_current_maze()

    def generate_current_maze(self, event: Optional[tk.Event] = None) -> None:
        """Generate paths through the current maze."""
        if self.menu.animate:
            self.generator.event_listener = self.update_maze
        else:
            self.generator.event_listener = None

        self.generating_maze = True
        self.clear_path()
        self.generator.generate(self.maze)
        self.clear_path()
        self.generating_maze = False
        self.maze_generated = True

        if not self.menu.animate or self.display_mode == DisplayMode.GRAPH:
            self.display_maze()

        self.start_time = time.time()
        self.end_time = None

    def create_maze_grid(self) -> None:
        """Populate the canvas with all of the walls in the current maze."""
        for obj in self.canvas.find_all():
            self.canvas.delete(obj)

        for row in range(self.height):
            for column in range(self.width):
                cell = self.maze[row, column]
                x0 = self.cell_width * column + self.BORDER_OFFSET
                y0 = self.cell_height * row + self.BORDER_OFFSET
                x1 = x0 + self.cell_width
                y1 = y0 + self.cell_height
                directions = {
                    Direction.N: ((x0, y0, x1, y0), lambda r, c: r == 0),
                    Direction.S:
                    ((x0, y1, x1, y1), lambda r, c: r == self.height - 1),
                    Direction.E:
                    ((x1, y0, x1, y1), lambda r, c: c == self.width - 1),
                    Direction.W: ((x0, y0, x0, y1), lambda r, c: c == 0),
                }
                for direction in directions:
                    coordinates, width_predicate = directions[direction]
                    width = 1
                    if direction not in cell.open_walls:
                        if width_predicate(row, column):
                            width = self.BORDER_WIDTH
                        wall_tag = self.get_wall_tag(row, column, direction)
                        self.canvas.create_line(*coordinates,
                                                width=width,
                                                tags=wall_tag)
                    cell_tag = self.get_cell_tag(row, column)
                    if cell in self.frontier_cells:
                        self.fill_cell(cell, FRONTIER_COLOR, cell_tag)
                    elif cell in self.path:
                        color = GENERATE_PATH_COLOR if self.generating_maze else PATH_COLOR
                        self.fill_cell(cell, color)
                    elif not cell.open_walls and cell != self.generation_start_cell:
                        self.fill_cell(cell, INITIAL_CELL_COLOR, cell_tag)

    def create_maze_graph(self) -> None:
        """Populate the canvas with a visual representation of the graph underlying the current maze."""
        for obj in self.canvas.find_all():
            self.canvas.delete(obj)

        for row in range(self.height):
            for column in range(self.width):
                cell = self.maze[row, column]
                cell_x0 = self.cell_width * column + self.BORDER_OFFSET
                cell_y0 = self.cell_height * row + self.BORDER_OFFSET
                pad_x = (self.cell_width - self.vertex_diameter) // 2
                pad_y = (self.cell_height - self.vertex_diameter) // 2
                vertex_x0 = cell_x0 + pad_x
                vertex_y0 = cell_y0 + pad_y
                vertex_x1 = vertex_x0 + self.vertex_diameter
                vertex_y1 = vertex_y0 + self.vertex_diameter
                tag = self.get_cell_tag(*cell.coordinates)
                if self.generating_maze and cell == self.generation_start_cell:
                    color = VERTEX_COLOR
                elif cell in self.frontier_cells:
                    color = FRONTIER_COLOR
                elif cell.open_walls:
                    if cell in self.path:
                        color = GENERATE_PATH_COLOR if self.generating_maze else PATH_COLOR
                    else:
                        color = VERTEX_COLOR
                else:
                    color = INITIAL_CELL_COLOR
                self.canvas.create_oval(vertex_x0,
                                        vertex_y0,
                                        vertex_x1,
                                        vertex_y1,
                                        fill=color,
                                        tags=tag)
                for direction in {Direction.E, Direction.S}:
                    neighbor = self.maze.neighbor(cell, direction)
                    if (self.maze_generated and direction
                            in cell.open_walls) or (not self.maze_generated
                                                    and neighbor):
                        dash = (
                        ) if self.maze_generated or direction in cell.open_walls else (
                            2, )
                        if direction == Direction.E:
                            edge_x0 = vertex_x1
                            edge_y0 = vertex_y0 + self.vertex_radius
                            edge_x1 = 1 + edge_x0 + pad_x * 2
                            edge_y1 = edge_y0
                        elif direction == Direction.S:
                            edge_x0 = vertex_x0 + self.vertex_radius
                            edge_y0 = vertex_y1
                            edge_x1 = edge_x0
                            edge_y1 = 1 + edge_y0 + pad_y * 2
                        else:
                            raise ValueError(
                                f'Unexpected direction {direction.name}!')
                        tag = self.get_wall_tag(cell.row, cell.column,
                                                direction)
                        opposite_tag = self.get_wall_tag(
                            neighbor.row, neighbor.column, direction.opposite)
                        self.canvas.create_line(edge_x0,
                                                edge_y0,
                                                edge_x1,
                                                edge_y1,
                                                width=2,
                                                dash=dash,
                                                tags=(tag, opposite_tag))

    def display_maze(self) -> None:
        """Display the current maze on the canvas."""
        if self.display_mode == DisplayMode.GRID:
            self.create_maze_grid()
        else:
            self.create_maze_graph()

    def solve_maze(self, event: Optional[tk.Event] = None) -> None:
        """Solve the current maze."""
        if self.solving_maze or self.generating_maze or self.using_dialog_box or not self.maze.start_cell.open_walls:
            return

        self.solving_maze = True
        self.start_time = None
        self.clear_path()
        path = self.solver.solve(self.maze)
        for cell in path:
            self.path.append(cell)
            self.fill_cell(cell, PATH_COLOR)
            if self.menu.animate:
                self.canvas.update()
                time.sleep(self.menu.delay_millis / 1000)
        self.solving_maze = False

    def get_selected_cell_coordinates(self,
                                      event: tk.Event) -> Tuple[int, int]:
        """Return the coordinates of the selected cell based on the (x, y) position of the given event."""
        row = max(0, min(event.y // self.cell_height, self.height - 1))
        column = max(0, min(event.x // self.cell_width, self.width - 1))
        return row, column

    def select_cell(self, row: int, column: int) -> None:
        """Select (or deselect) the maze cell at the given row and column, toggling its color and updating the path."""
        clicked_cell = self.maze[row, column]
        add = True

        if not self.path:
            if self.validate_moves and clicked_cell != self.maze.start_cell:
                # print('Path must start at (0, 0)')
                return
        else:
            last_cell = self.path[-1]
            if clicked_cell in self.path:
                if self.validate_moves and clicked_cell != last_cell:
                    # print('Can only undo the last move')
                    return
                add = False
            elif self.validate_moves and clicked_cell not in self.maze.neighbors(
                    last_cell):
                # print('Path must be continuous')
                return
            elif self.validate_moves:
                direction = Direction.between(last_cell, clicked_cell)
                if direction not in last_cell.open_walls:
                    # print(f'Invalid move (through {direction.name} wall)')
                    return

        if add:
            self.fill_cell(clicked_cell, PATH_COLOR)
            self.path.append(clicked_cell)
        else:
            self.clear_cell(clicked_cell)
            self.path = self.path[:-1]

    def fill_cell(self, cell: Cell, color: str, tag: str = 'path'):
        """Fill the given cell in the maze with the given color."""
        if self.display_mode == DisplayMode.GRID:
            row_offset = 2 if cell.row in {0, self.height - 1} else 1
            column_offset = 2 if cell.column in {0, self.width - 1} else 1
            x0 = self.cell_width * cell.column + self.BORDER_OFFSET + column_offset
            y0 = self.cell_height * cell.row + self.BORDER_OFFSET + row_offset
            x1 = x0 + self.cell_width - (2 if cell.column == self.width -
                                         1 else 1) * column_offset
            y1 = y0 + self.cell_height - (2 if cell.row == self.height -
                                          1 else 1) * row_offset
            self.canvas.create_rectangle(x0,
                                         y0,
                                         x1,
                                         y1,
                                         fill=color,
                                         width=0,
                                         tags=tag)
        else:
            self.canvas.itemconfigure(self.get_cell_tag(*cell.coordinates),
                                      fill=color)

    def clear_cell(self, cell: Cell) -> None:
        """Reset the given cell back to its default state on the canvas."""
        tag = self.get_cell_tag(*cell.coordinates)
        if self.display_mode == DisplayMode.GRID:
            self.canvas.delete(tag)
            self.fill_cell(cell, 'white')
        else:
            self.canvas.itemconfigure(tag, fill=VERTEX_COLOR)

    @override
    def set_start_cell(self, cell: Cell) -> None:
        """Update the cell where the maze generator chose to start."""
        self.generation_start_cell = cell
        self.clear_cell(cell)

    @override
    def clear_path(self) -> None:
        """Clear the current path of highlighted cells in the maze."""
        if self.display_mode == DisplayMode.GRID:
            self.canvas.delete('path')
        else:
            for cell in self.path:
                self.canvas.itemconfigure(self.get_cell_tag(*cell.coordinates),
                                          fill=VERTEX_COLOR)
        self.path.clear()

    @override
    def add_cell_to_generated_path(self, cell: Cell) -> None:
        """Fill the given cell with the 'generate path' color."""
        if cell in self.frontier_cells:
            self.frontier_cells.remove(cell)
        self.path.append(cell)
        self.fill_cell(cell, GENERATE_PATH_COLOR)

    @override
    def get_end_of_current_path(self) -> Optional[Cell]:
        """Return the cell at the end of the path currently being generated, if any."""
        return self.path[-1] if self.path else None

    @override
    def add_cells_to_frontier(self, frontier_cells: Set[Cell]) -> None:
        """Fill the given frontier cells with the frontier color and add them to the set of frontier cells."""
        if frontier_cells:
            self.frontier_cells |= frontier_cells
            for cell in frontier_cells:
                self.fill_cell(cell,
                               FRONTIER_COLOR,
                               tag=self.get_cell_tag(*cell.coordinates))

    @override
    def remove_wall(self, start_cell: Cell, end_cell: Cell) -> None:
        """Remove the wall between the given start cell and end cell, also clearing any color from the cells."""
        direction = Direction.between(start_cell, end_cell)
        wall_tag = self.get_wall_tag(start_cell.row, start_cell.column,
                                     direction)
        opposite_wall_tag = self.get_wall_tag(end_cell.row, end_cell.column,
                                              direction.opposite)
        if self.display_mode == DisplayMode.GRID:
            self.canvas.delete(wall_tag)
            self.canvas.delete(opposite_wall_tag)
            start_cell_tag = self.get_cell_tag(start_cell.row,
                                               start_cell.column)
            self.canvas.delete(start_cell_tag)
            end_cell_tag = self.get_cell_tag(end_cell.row, end_cell.column)
            self.canvas.delete(end_cell_tag)
        else:
            for tag in {wall_tag, opposite_wall_tag}:
                self.canvas.itemconfigure(tag, dash=())

    @override
    def remove_edge(self, start_cell: Cell, end_cell: Cell) -> None:
        """Remove the edge between the given start cell and end cell (if rendering the maze as a graph)."""
        if self.display_mode == DisplayMode.GRAPH:
            direction = Direction.between(start_cell, end_cell)
            tag = self.get_wall_tag(start_cell.row, start_cell.column,
                                    direction)
            self.canvas.delete(tag)
            opposite_tag = self.get_wall_tag(end_cell.row, end_cell.column,
                                             direction.opposite)
            self.canvas.delete(opposite_tag)

    @override
    def delay(self) -> None:
        """Delay rendering to allow the user to see the latest updates."""
        time.sleep(self.menu.delay_millis / 1000)

    @override
    def refresh(self) -> None:
        """Refresh the canvas after applying updates."""
        self.canvas.update()

    def tick(self) -> None:
        """Update the UI on a regular interval."""
        self.stats['text'] = (
            f'Maze Size: {self.width} x {self.height}         '
            f'Current Path Length: {len(self.path)}        '
            f'Elapsed Time: {int(self.elapsed_time)} sec')
        self.after(self.TICK_DELAY_MILLIS, self.tick)

    def run(self) -> None:
        """Run the GUI."""
        self.tick()
        super().mainloop()
Пример #6
0
 def __init__(self):
     self.lab = Maze()
     self.lab.create_lab_elements()
Пример #7
0
class MazeScene(Scene):

    ANIMATION_RUN_TIME = 2

    DASHED_LINES = False

    GRID_OFFSET = 0.75

    INITIAL_VERTEX_COLOR = DARK_BLUE
    WALL_COLOR = GOLD

    NUM_COLUMNS = 5
    NUM_ROWS = NUM_COLUMNS

    SHOW_TREE = True

    START_COORDS = LEFT * 3 + UP * 3

    SCALE_FACTOR = 1

    VERTEX_OFFSET = 1.5
    VERTEX_RADIUS = 0.5

    def __init__(
        self, generator: Optional[MazeGenerator] = DepthFirstSearchGenerator()
    ) -> None:
        super().__init__()
        self.walls = []

        self.vertices = {}
        self.edges = {}

        self.maze = Maze(width=self.NUM_COLUMNS,
                         height=self.NUM_ROWS,
                         generator=generator)
        self.create_graph()

    @property
    def vertex_offset(self) -> float:
        return self.VERTEX_OFFSET * self.SCALE_FACTOR

    @property
    def vertex_radius(self) -> float:
        return self.VERTEX_RADIUS * self.SCALE_FACTOR

    def create_grid(self) -> None:
        top_left = self.START_COORDS + (UP * self.GRID_OFFSET) + (
            LEFT * self.GRID_OFFSET)
        top_right = top_left + (RIGHT * self.NUM_COLUMNS * self.vertex_offset)
        bottom_left = top_left + (DOWN * self.NUM_ROWS * self.vertex_offset)
        bottom_right = top_right + (DOWN * self.NUM_ROWS * self.vertex_offset)

        self.create_wall(top_left, top_right)
        self.create_wall(top_left, bottom_left)
        self.create_wall(bottom_left, bottom_right)
        self.create_wall(top_right, bottom_right)

        for row in range(self.NUM_ROWS):
            for column in range(self.NUM_COLUMNS):
                cell = self.maze[row, column]
                for neighbor in self.maze.neighbors(cell):
                    direction = Direction.between(cell, neighbor)
                    if direction not in cell.open_walls:
                        if direction == Direction.S:
                            start_coords = top_left + (RIGHT * column * self.vertex_offset) + \
                                           (DOWN * (row + 1) * self.vertex_offset)
                            end_coords = start_coords + RIGHT * self.vertex_offset
                            self.create_wall(start_coords, end_coords)
                        elif direction == Direction.E:
                            start_coords = top_left + (RIGHT * (column + 1) * self.vertex_offset) + \
                                           (DOWN * row * self.vertex_offset)
                            end_coords = start_coords + DOWN * self.vertex_offset
                            self.create_wall(start_coords, end_coords)

    def create_wall(self, start: Any, end: Any) -> Line:
        wall = Line(start, end).set_stroke(color=self.WALL_COLOR)
        self.walls.append(wall)
        return wall

    def create_graph(self) -> None:
        for row in range(self.NUM_ROWS):
            for column in range(self.NUM_COLUMNS):
                coords = (row, column)
                vertex = self.create_vertex(*coords)
                edges = []
                if row > 0:
                    prev_coords = (row - 1, column)
                    edges.append((self.create_edge(self.vertices[prev_coords],
                                                   vertex), prev_coords))
                if column > 0:
                    prev_coords = (row, column - 1)
                    edges.append((self.create_edge(self.vertices[prev_coords],
                                                   vertex), prev_coords))
                for edge, prev_coords in edges:
                    cell = self.maze[coords]
                    if self.SHOW_TREE:
                        prev_cell = self.maze[prev_coords]
                        if Direction.between(prev_cell,
                                             cell) in prev_cell.open_walls:
                            self.edges[(prev_coords, coords)] = edge
                    else:
                        self.edges[(prev_coords, coords)] = edge

    def get_coordinates(self, row: int, column: int) -> Any:
        return self.START_COORDS + (RIGHT * column * self.vertex_offset) + (
            DOWN * row * self.vertex_offset)

    def create_vertex(self, row: int, column: int) -> Circle:
        coords = self.get_coordinates(row, column)
        vertex = Circle(radius=self.vertex_radius) \
            .move_to(coords) \
            .set_stroke(WHITE) \
            .set_fill(self.INITIAL_VERTEX_COLOR, opacity=1)
        self.vertices[row, column] = vertex
        return vertex

    def create_edge(self,
                    start_vertex: Circle,
                    end_vertex: Circle,
                    dashed: Optional[bool] = None) -> Line:
        if dashed is None:
            dashed = self.DASHED_LINES
        line_type = DashedLine if dashed else Line
        return line_type(start_vertex.get_center(),
                         end_vertex.get_center(),
                         buff=self.vertex_radius)

    def get_edges_to_remove(self) -> List[Line]:
        edges = []
        for wall in self.maze.walls:
            start_cell, end_cell = wall
            direction = Direction.between(start_cell, end_cell)
            if direction not in start_cell.open_walls:
                edges.append(self.edges[((start_cell.row, start_cell.column),
                                         (end_cell.row, end_cell.column))])
        return edges

    def get_solution(self) -> List[Circle]:
        solver = MazeSolver()
        return [
            self.vertices[cell.row, cell.column]
            for cell in solver.solve(self.maze)
        ]

    def play_all(self, *animations, lag_ratio: float = 1) -> None:
        self.play(AnimationGroup(*animations, lag_ratio=lag_ratio))

    def pause(self, duration: float = ANIMATION_RUN_TIME):
        self.wait(duration)

    def animate_grid_creation(self,
                              style: str = 'distance_from_start',
                              lag_ratio: float = 1) -> None:
        if not self.walls:
            self.create_grid()

        num_outer_walls = 4
        self.play(*[
            Create(wall, run_time=self.ANIMATION_RUN_TIME / 2)
            for wall in self.walls[:num_outer_walls]
        ])

        inner_walls = self.walls[num_outer_walls:]
        if style == 'distance_from_center':
            inner_walls.sort(key=lambda l: line_distance(0, 0, l))
        elif style == 'distance_from_start':
            inner_walls.sort(key=lambda l: line_distance(
                self.START_COORDS[0], self.START_COORDS[1], l))
        elif style == 'random':
            random.shuffle(inner_walls)
        elif style != 'order':
            raise ValueError(f'Invalid style: {style}')

        self.play_all(*[
            Create(wall, run_time=self.ANIMATION_RUN_TIME / 10)
            for wall in inner_walls
        ],
                      lag_ratio=lag_ratio)

    def animate_graph_creation(self, lag_ratio: float = 0.1) -> None:
        self.play_all(*[
            FadeIn(vertex, run_time=self.ANIMATION_RUN_TIME / 4)
            for vertex in self.vertices.values()
        ],
                      lag_ratio=lag_ratio)
        self.play(*[
            Create(edge, run_time=self.ANIMATION_RUN_TIME)
            for edge in self.edges.values()
        ])

    def animate_graph_destruction(self, lag_ratio: float = 0.1) -> None:
        vertex_group = AnimationGroup(*[
            FadeOut(vertex, run_time=self.ANIMATION_RUN_TIME / 4)
            for vertex in self.vertices.values()
        ],
                                      lag_ratio=lag_ratio)
        edge_group = AnimationGroup(*[
            Uncreate(edge, run_time=self.ANIMATION_RUN_TIME / 2)
            for edge in self.edges.values()
        ])
        self.play(vertex_group, edge_group)

    def animate_edge_removal(self,
                             lag_ratio: float = 0,
                             highlight: bool = True) -> None:
        edges = self.get_edges_to_remove()
        if highlight:
            self.play(*[
                edge.animate(run_time=self.ANIMATION_RUN_TIME /
                             2).set_stroke(color=RED) for edge in edges
            ])
        self.play_all(*[
            Uncreate(edge, run_time=self.ANIMATION_RUN_TIME) for edge in edges
        ],
                      lag_ratio=lag_ratio)

    def animate_solution(self) -> None:
        run_time = self.ANIMATION_RUN_TIME / 5
        self.play_all(*[
            vertex.animate(run_time=run_time).set_fill(GREEN, opacity=1)
            for vertex in self.get_solution()
        ])

    def transform_grid_to_graph(self) -> None:
        grid_group = VGroup(*self.walls)
        graph_group = VGroup(*(list(self.vertices.values()) +
                               list(self.edges.values())))
        self.play(
            ReplacementTransform(grid_group,
                                 graph_group,
                                 run_time=self.ANIMATION_RUN_TIME))
Пример #8
0
        self.junction_graph = self.construct_junction_graph()
        self.junction_graph.depth_first_search(self.maze.start_cell,
                                               self.junction_visitor)

        end_cell = self.maze.end_cell
        path = [end_cell]
        prev_cell = end_cell
        cell = self.prev_cells.get(end_cell)

        while path[-1] != self.maze.start_cell:
            if Direction.between(prev_cell, cell) is None:
                # fill in corridors
                direction = self.junction_direction(prev_cell, cell)
                neighbor = self.maze.neighbor(prev_cell, direction)
                while neighbor != cell:
                    path.append(neighbor)
                    neighbor = self.maze.neighbor(neighbor, direction)
            path.append(cell)
            prev_cell = cell
            cell = self.prev_cells.get(cell)

        return list(reversed(path))


if __name__ == '__main__':
    maze = Maze()
    solver = MazeSolver()
    path = solver.solve(maze)
    print(maze)
    print(f'Solution: {[cell.coordinates for cell in path]}')