113 lines
3.7 KiB
Python
113 lines
3.7 KiB
Python
import heapq
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from domain.world import World
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class State:
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def __init__(self, x, y, direction=(1, 0), entity=None):
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self.x = x
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self.y = y
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self.direction = direction
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def __hash__(self):
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return hash((self.x, self.y))
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def __eq__(self, other):
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return (
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self.x == other.x
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and self.y == other.y
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and self.direction == other.direction
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)
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def heuristic(self, goal_state):
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return abs(self.x - goal_state.x) + abs(self.y - goal_state.y)
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class Node:
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def __init__(self, state: State, g_score: int, goal_state: State):
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self.state = state
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self.g_score = g_score
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self.f_score = g_score + state.heuristic(goal_state)
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self.parent = None
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self.action = None
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def __lt__(self, other):
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return self.f_score < other.f_score
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def action_sequence(node: Node):
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actions = []
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while node.parent:
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actions.append(node.action)
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node = node.parent
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actions.reverse()
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return actions
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class RotateAndGoAStar:
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def __init__(self, world: World, start_state: State, goal_state: State):
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self.world = world
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self.start_state = start_state
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self.goal_state = goal_state
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self.fringe = []
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self.enqueued_states = set()
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self.explored = set()
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self.actions = []
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def get_g_score(self, state):
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return self.world.get_cost(state.x, state.y)
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def search(self):
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heapq.heappush(
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self.fringe, Node(self.start_state, 0, self.goal_state)
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)
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while self.fringe:
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elem = heapq.heappop(self.fringe)
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if self.is_goal(elem.state):
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self.actions = action_sequence(elem)
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return True
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self.explored.add(elem.state)
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for action, state in self.successors(elem.state):
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if state in self.explored:
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continue
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new_g_score = new_g_score = elem.g_score + self.world.get_cost(state.x, state.y)
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if state not in self.enqueued_states:
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next_node = Node(state, new_g_score, self.goal_state)
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next_node.action = action
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next_node.parent = elem
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heapq.heappush(self.fringe, next_node)
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self.enqueued_states.add(state)
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elif new_g_score < self.get_g_score(state):
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for node in self.fringe:
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if node.state == state:
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node.g_score = new_g_score
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node.f_score = (
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new_g_score + node.state.heuristic(self.goal_state)
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)
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node.parent = elem
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node.action = action
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heapq.heapify(self.fringe)
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break
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return False
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def successors(self, state: State):
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new_successors = [
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("RR", State(state.x, state.y, (-state.direction[1], state.direction[0]))),
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("RL", State(state.x, state.y, (state.direction[1], -state.direction[0]))),
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]
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next_x = state.x + state.direction[0]
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next_y = state.y + state.direction[1]
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if self.world.accepted_move(next_x, next_y):
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new_successors.append(
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("GO", State(next_x, next_y, state.direction))
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)
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return new_successors
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def is_goal(self, state: State) -> bool:
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return (
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state.x == self.goal_state.x
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and state.y == self.goal_state.y ) |