from __future__ import annotations from heapq import heappush, heappop, heapify from typing import List import itertools import ctypes from project_constants import Direction, Action from minefield import Minefield # temporary goal for testing GOAL = (2, 6) class State: def __init__(self, row, column, direction: Direction): self.row = row self.column = column self.direction = direction class Node: def __init__(self, state: State, parent: Node = None, action: Action = None, cost=0): self.state = state self.parent = parent self.action = action self.cost = cost def get_node_cost(node: Node, minefield: Minefield): row = node.state.row column = node.state.column if node.action != Action.GO: return node.parent.cost + 1 # if Tile considered its mine in cost calculation, this code would be priettier if minefield.matrix[row][column].mine is not None: return node.parent.cost + 500 else: return node.parent.cost + minefield.matrix[row][column].cost.value def get_estimated_cost(node: Node): return abs(node.state.row - GOAL[0]) + abs(node.state.column - GOAL[1]) def tile_goal_test(state: State): if (state.row, state.column) == GOAL: return True return False def mine_goal_test(state: State): if state.row == GOAL[0] and state.column == GOAL[1] - 1: if state.direction == Direction.RIGHT: return True elif state.row == GOAL[0] and state.column == GOAL[1] + 1: if state.direction == Direction.LEFT: return True elif state.row == GOAL[0] - 1 and state.column == GOAL[1]: if state.direction == Direction.DOWN: return True elif state.row == GOAL[0] + 1 and state.column == GOAL[1]: if state.direction == Direction.UP: return True return False def get_successors(state: State, minefield: Minefield): successors = list() state_left = State(state.row, state.column, state.direction.previous()) successors.append((Action.ROTATE_LEFT, state_left)) state_right = State(state.row, state.column, state.direction.next()) successors.append((Action.ROTATE_RIGHT, state_right)) target = go(state.row, state.column, state.direction) if minefield.is_valid_move(target[0], target[1]): state_go = State(target[0], target[1], state.direction) successors.append((Action.GO, state_go)) return successors def graphsearch(initial_state: State, minefield: Minefield, fringe: List[Node] = None, explored: List[Node] = None, target_type: str = "tile", tox: int = None, toy: int = None): # reset global priority queue helpers global entry_finder global counter entry_finder = {} counter = itertools.count() global GOAL if tox is not None and toy is not None: GOAL = (tox, toy) if target_type == "mine": goal_test = mine_goal_test else: goal_test = tile_goal_test if minefield.matrix[GOAL[0]][GOAL[1]].mine is not None and minefield.matrix[GOAL[0]][GOAL[1]].mine.active: # TODO: cross-platform popup, move to separate function ctypes.windll.user32.MessageBoxW(0, "Brak rozwiązania", "GAME OVER", 1) return [] # fringe and explored initialization if fringe is None: fringe = list() heapify(fringe) if explored is None: explored = list() explored_states = set() fringe_states = set() # root Node add_node(fringe, Node(initial_state), 0) fringe_states.add((initial_state.row, initial_state.column, initial_state.direction)) while True: # fringe empty -> solution not found if not any(fringe): # TODO: cross-platform popup, move to separate function ctypes.windll.user32.MessageBoxW(0, "Brak rozwiązania", "GAME OVER", 1) return [] # get first element from fringe element = pop_node(fringe) if element is None: # TODO: cross-platform popup, move to separate function ctypes.windll.user32.MessageBoxW(0, "Brak rozwiązania", "GAME OVER", 1) return [] fringe_states.remove((element.state.row, element.state.column, element.state.direction)) # if solution was found, prepare and return actions sequence if goal_test(element.state): actions_sequence = [element.action] parent = element.parent while parent is not None: # root's action will be None, don't add it if parent.action is not None: actions_sequence.append(parent.action) parent = parent.parent actions_sequence.reverse() return actions_sequence # add current node to explored (prevents infinite cycles) explored.append(element) explored_states.add((element.state.row, element.state.column, element.state.direction)) # loop through every possible next action for successor in get_successors(element.state, minefield): new_node = Node(state=successor[1], parent=element, action=successor[0]) new_node.cost = get_node_cost(new_node, minefield) priority = new_node.cost + get_estimated_cost(new_node) successor_state = (successor[1].row, successor[1].column, successor[1].direction) if successor_state not in fringe_states and \ successor_state not in explored_states: add_node(fringe, new_node, priority) fringe_states.add((new_node.state.row, new_node.state.column, new_node.state.direction)) # update weight if it's lower elif successor_state in fringe_states and entry_finder[successor_state][0] > priority: update_priority(fringe, new_node, priority) else: del new_node # TEMPORARY METHOD def go(row, column, direction): target = tuple() if direction == Direction.RIGHT: target = row, column + 1 elif direction == Direction.LEFT: target = row, column - 1 elif direction == Direction.UP: target = row - 1, column elif direction == Direction.DOWN: target = row + 1, column return target # PRIORITY QUEUE HANDLER entry_finder = {} # mapping of states to entries in a heap REMOVED = '' # placeholder for a removed nodes counter = itertools.count() # unique sequence count def add_node(heap, node: Node, priority): count = next(counter) entry = [priority, count, node] entry_finder[(node.state.row, node.state.column, node.state.direction)] = entry heappush(heap, entry) def pop_node(heap): while heap: priority, count, node = heappop(heap) if node is not REMOVED: del entry_finder[(node.state.row, node.state.column, node.state.direction)] return node return None def update_priority(heap, new_node, new_priority): old_entry = entry_finder.pop((new_node.state.row, new_node.state.column, new_node.state.direction)) old_entry[-1] = REMOVED add_node(heap, new_node, new_priority)