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main.py
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470 lines (405 loc) · 16 KB
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import pygame
import math
from queue import PriorityQueue
import random
WIDTH = 960
ROWS = 40
WIN = pygame.display.set_mode((WIDTH, WIDTH))
pygame.display.set_caption("Path Finding Algorithm and Visualizer: M-Mazes, D-Djikstra's, G-Greedy, A-A*, B-BFS")
RED = (255, 0, 0)
OFF_RED = (254, 0, 0)
GREEN = (0, 255, 0)
OFF_GREEN = (0, 254, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
WHITE = (255, 255, 255)
BLACK_TRANSPARENT = (0, 0, 0, 50)
BLACK = (0, 0, 0)
PURPLE = (128, 0, 128)
ORANGE = (255, 165, 100)
GREY = (128, 128, 128)
TURQUOISE = (64, 224, 208)
RED_GREY = (192, 64, 64)
GREEN_GREY = (64, 192, 64)
class Node:
def __init__(self, row, col, width, total_rows):
self.row = row
self.col = col
self.x = row * width
self.y = col * width
self.width = width
self.total_rows = total_rows
self.color = WHITE
self.neighbors = []
self.maze_neighbors = []
self.visited = False
def get_pos(self):
return self.row, self.col
def is_closed(self):
return self.color == RED
def is_open(self):
return self.color == GREEN
def is_barrier(self):
return self.color == BLACK
def is_start(self):
return self.color == ORANGE
def is_end(self):
return self.color == TURQUOISE
def is_weight(self):
return self.color == GREY
def is_path(self):
return self.color == PURPLE
def is_half_closed(self):
return self.color == OFF_RED
def is_half_open(self):
return self.color == OFF_GREEN
def is_visited(self):
return self.visited
def reset(self):
self.color = WHITE
def make_closed(self):
self.color = RED
def make_open(self):
self.color = GREEN
def make_barrier(self):
self.color = BLACK
def make_start(self):
self.color = ORANGE
def make_end(self):
self.color = TURQUOISE
def make_path(self):
self.color = PURPLE
def make_weight(self):
self.color = GREY
def make_half_closed(self):
self.color = OFF_RED
def make_half_open(self):
self.color = OFF_GREEN
def make_visited(self):
self.visited = True
def draw(self, win):
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.width))
def update_neighbors(self, grid):
self.neighbors = []
if self.row < self.total_rows - 1 and not grid[self.row + 1][self.col].is_barrier(): # down
self.neighbors.append(grid[self.row + 1][self.col])
if self.row > 0 and not grid[self.row - 1][self.col].is_barrier(): # up
self.neighbors.append(grid[self.row - 1][self.col])
if self.col < self.total_rows - 1 and not grid[self.row][self.col + 1].is_barrier(): # right
self.neighbors.append(grid[self.row][self.col + 1])
if self.col > 0 and not grid[self.row][self.col - 1].is_barrier(): # left
self.neighbors.append(grid[self.row][self.col - 1])
def maze_update_neighbors(self, grid):
self.maze_neighbors = []
if self.row < self.total_rows - 2 and not grid[self.row + 2][self.col].is_visited(): # down
self.maze_neighbors.append(grid[self.row + 2][self.col])
if self.row > 0 and not grid[self.row - 2][self.col].is_visited(): # up
self.maze_neighbors.append(grid[self.row - 2][self.col])
if self.col < self.total_rows - 2 and not grid[self.row][self.col + 2].is_visited(): # right
self.maze_neighbors.append(grid[self.row][self.col + 2])
if self.col > 0 and not grid[self.row][self.col - 2].is_visited(): # left
self.maze_neighbors.append(grid[self.row][self.col - 2])
def is_redundant(self):
for neighbor in self.neighbors:
if not neighbor.color == WHITE:
return True
return False
def __lt__(self, other):
return False
def heuristic(p1, p2):
x1, y1 = p1
x2, y2 = p2
return abs(x1 - x2) + abs(y1 - y2)
def reconstruct_path(came_from, current, draw, start, end, grid):
for row in grid:
for node in row:
if node.is_open():
node.reset()
while current in came_from:
current = came_from[current]
current.make_path()
draw()
end.make_end()
start.make_start()
def algorithm(draw, grid, start, end, is_greedy, h_score_multiplier, g_score_multiplier, is_weighted): # Algorithm that can be A*, Djikstra's, BFS, Swarm, Convergent Swarm, or Greedy Best-First Search with different multipliers passed in.
if not is_weighted:
for row in grid:
for node in row:
if node.is_weight():
node.reset()
count = 0
open_set = PriorityQueue()
open_set.put((0, count, start))
came_from = {}
g_score = {node: float("inf") for row in grid for node in row}
g_score[start] = 0
f_score = {node: float("inf") for row in grid for node in row}
f_score[start] = h_score_multiplier * heuristic(start.get_pos(), end.get_pos()) # distance from start to end
open_set_hash = {start}
while not open_set.empty(): # While the open set has not run out of nodes to check
for event in pygame.event.get(): # Allow the user to close the visualizer during the algorithm
if event.type == pygame.QUIT:
pygame.quit()
current = open_set.get()[2] # Gets the node with lowest value f-score
open_set_hash.remove(current) # Synchronizes with the open_set
if current == end: # If we found the path
reconstruct_path(came_from, end, draw, start, end, grid) # Reconstructs the path
return True
for neighbor in current.neighbors: # checks all the neighbors of the node we are on right now
if neighbor.is_weight(): #If the neighbor is weighted
temp_g_score = g_score[current] + 15 # add 15 to the g_score, instead of 1
else: #If the neighbor is not weighted
temp_g_score = g_score[current] + int(not is_greedy) # add 1 to the g_score IF the algorithm is not greedy, which is the normal thing to add. If the algorithm is greedy, then do not add anything, since Greedy algorithms do not care about the g-score
if temp_g_score < g_score[neighbor]: #If we found a better way to reach this node
came_from[neighbor] = current #Adds to the came_from table, making sure that now the neighbor is set to coming from this current node, and not any node that gives this a higher g-score
g_score[neighbor] = g_score_multiplier * temp_g_score #set the g_score of the neghbor to the calculated g_score we got for it
f_score[neighbor] = g_score_multiplier * temp_g_score + h_score_multiplier * heuristic(neighbor.get_pos(), end.get_pos()) #set the f_score with g_score plus the new calculated f_score
if neighbor not in open_set_hash: # If the neighor is not in the open_set
count += 1 #Adding the count of the things in the set
open_set.put((f_score[neighbor], count, neighbor)) #Add the neighbor into the open_set
open_set_hash.add(neighbor) #Add it into the open_set_hash as well
if not (neighbor.is_weight() or neighbor.is_half_closed() or neighbor.is_half_open() or neighbor.is_closed()):
neighbor.make_open() #Makes it look open
elif neighbor.is_weight():
neighbor.make_half_open()
draw()
if current != start: #If the current node is not at the start
if not (current.is_weight() or neighbor.is_half_closed() or neighbor.is_half_open()):
current.make_closed()
elif current.is_weight() or neighbor.is_half_open():
current.make_half_closed()
return False
def depth_first_search_algorithm(draw, grid, start, end):
for row in grid:
for node in row:
if node.is_weight():
node.reset()
open_set = []
open_set.append(start)
came_from = {}
closed_set = []
while open_set:
for event in pygame.event.get(): #Allow the user to close the visualizer during the algorithm
if event.type == pygame.QUIT:
pygame.quit()
current = open_set.pop()
for neighbor in current.neighbors: # checks all the neighbors of the node we are on right now
if neighbor == end: #If we found a way to reach this node
came_from[neighbor] = current
print("Reconstructing path")
reconstruct_path(came_from, end, draw, start, end)
return True
elif neighbor not in open_set and neighbor not in closed_set: # If the neighor is not in the open_set
came_from[neighbor] = current
open_set.append(neighbor)
if neighbor != start:
if neighbor.is_closed:
neighbor.make_open() #Makes it look open
else :
neighbor.make_closed()
draw()
if current != start: #If the current node is not at the start
closed_set.append(current)
current.make_closed()
return False
def make_grid(rows, width):
grid = []
gap = width // rows
for i in range(rows):
grid.append([])
for j in range(rows):
node = Node(i, j, gap, rows)
grid[i].append(node)
return grid
def draw_grid(win, rows, width):
gap = width // rows
for i in range(rows):
pygame.draw.line(win, BLACK_TRANSPARENT, (0, i * gap), (width, i * gap))
for j in range(rows):
pygame.draw.line(win, BLACK_TRANSPARENT, (j * gap, 0), (j * gap, width))
def draw(win, grid, rows, width):
win.fill(WHITE)
for row in grid:
for node in row:
node.draw(win)
draw_grid(win, rows, width)
pygame.display.update()
def get_clicked_pos(pos, rows, width):
gap = width // rows
y, x = pos
row = y // gap
col = x // gap
return row, col
def is_board_path_clear(grid):
for row in grid:
for node in row:
if node.is_open() or node.is_closed() or node.is_path():
return True
return False
def make_recursive_division_maze(draw, grid, start, end, rows):
pass
def make_randomized_maze(draw, grid, start, end, has_weights, has_walls):
for row in grid:
for node in row:
random_number = random.randint(1, 2)
random_number_two = random.randint(1, 2)
random_number_three = random.randint(1, 2)
if node != start and node != end:
if random_number == 2 and has_weights and not node.is_barrier() and not has_walls:
node.make_weight()
elif random_number == 2 and has_walls and not has_weights and not node.is_weight():
if random_number_two == 1 or random_number_three == 1:
node.make_barrier()
elif random_number == 2 and has_weights and has_walls:
if random_number_two == 1 and not node.is_weight():
node.make_barrier()
elif not node.is_barrier():
node.make_weight()
draw()
def stair_maze(draw, grid, start, end):
y_of_just_placed = ROWS - 2
for row in grid:
for node in row:
if node.row >= 1 and node.row <= ROWS - 1:
if node.col == y_of_just_placed:
node.make_barrier()
y_of_just_placed = y_of_just_placed - 1
def remove_wall(a,b,grid): # removes the barrier between the current cell and chosen_one
x = (a.row + b.row) // 2
y = (a.col + b.col) // 2
grid[x][y].reset()
return grid
def iterative_backtracking_maze(draw, grid, start, end):
for row in grid:
for node in row:
if node != start and node != end:
node.make_barrier()
print("Got to checkpoint 1")
stack = []
current = grid[1][1]
current.make_visited()
stack.append(current)
print("Got to checkpoint 2")
while stack:
for event in pygame.event.get(): #Allow the user to close the visualizer during the algorithm
if event.type == pygame.QUIT:
pygame.quit()
current = stack.pop()
if current.maze_neighbors:
stack.append(current)
chosen_neighbor = random.choice(current.maze_neighbors)
chosen_neighbor.make_visited()
grid = remove_wall(current, chosen_neighbor, grid)
current.make_visited()
current = chosen_neighbor
if chosen_neighbor not in stack:
print("Got to checkpoint 5")
stack.append(chosen_neighbor)
else:
print("Got to checkpoint 3-2")
current.make_visited()
current = stack.pop(-1)
print("Got to checkpoint 4-2")
return True
def node_update_neighbors(grid):
for row in grid:
for node in row:
node.update_neighbors(grid)
def caption():
pygame.display.set_caption("Path Finding Algorithm and Visualizer")
def main(win, width):
grid = make_grid(ROWS, width)
start = None
end = None
run = True
while run:
draw(win, grid, ROWS, width)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if pygame.mouse.get_pressed()[0]:
pos = pygame.mouse.get_pos()
row, col = get_clicked_pos(pos, ROWS, width)
node = grid[row][col]
if not start and node != end:
start = node
start.make_start()
elif not end and node != start:
end = node
end.make_end()
elif node != end and node != start:
node.make_barrier()
elif pygame.mouse.get_pressed()[2]:
pos = pygame.mouse.get_pos()
row, col = get_clicked_pos(pos, ROWS, width)
node = grid[row][col]
node.reset()
if node == start:
start = None
elif node == end:
end = None
elif pygame.mouse.get_pressed()[1]:
pos = pygame.mouse.get_pos()
row, col = get_clicked_pos(pos, ROWS, width)
node = grid[row][col]
if not start and node != end:
start = node
start.make_start()
elif not end and node != start:
end = node
end.make_end()
elif node != end and node != start and not node.is_barrier():
node.make_weight()
if event.type == pygame.KEYDOWN:
no_algorithm_previously_run = is_board_path_clear(grid)
if start and end and not no_algorithm_previously_run:
if event.key == pygame.K_1:
make_randomized_maze(lambda: draw(win, grid, ROWS, width), grid, start, end, True, False)
elif event.key == pygame.K_2:
make_randomized_maze(lambda: draw(win, grid, ROWS, width), grid, start, end, True, True)
elif event.key == pygame.K_3:
make_randomized_maze(lambda: draw(win, grid, ROWS, width), grid, start, end, False, True)
elif event.key == pygame.K_4:
stair_maze(lambda: draw(win, grid, ROWS, width), grid, start, end)
elif event.key == pygame.K_5:
for row in grid:
for node in row:
node.maze_update_neighbors(grid)
iterative_backtracking_maze(lambda: draw(win, grid, ROWS, width), grid, start, end)
node_update_neighbors(grid)
if event.key == pygame.K_a:
pygame.display.set_caption("A* Path Finding Algorithm and Visualizer")
algorithm(lambda: draw(win, grid, ROWS, width), grid, start, end, False, 1.000_000_1, 1, True)
elif event.key == pygame.K_j:
pygame.display.set_caption("Dijkstra's Path Finding Algorithm and Visualizer")
algorithm(lambda: draw(win, grid, ROWS, width), grid, start, end, False, 0, 1, True)
elif event.key == pygame.K_g:
pygame.display.set_caption("Greedy Best-first Search Path Finding Algorithm and Visualizer")
algorithm(lambda: draw(win, grid, ROWS, width), grid, start, end, True, 1, 1, True)
elif event.key == pygame.K_b:
pygame.display.set_caption("Breadth-First Search Path Finding Algorithm and Visualizer")
algorithm(lambda: draw(win, grid, ROWS, width), grid, start, end, False, 0, 1, False)
elif event.key == pygame.K_d:
pygame.display.set_caption("Depth-first Search Path Finding Algorithm and Visualizer")
depth_first_search_algorithm(lambda: draw(win, grid, ROWS, width), grid, start, end)
if event.key == pygame.K_r:
caption()
start = None
end = None
grid = make_grid(ROWS, width)
elif event.key == pygame.K_c:
caption()
for row in grid:
for node in row:
if not node.color == WHITE:
node.reset()
elif event.key == pygame.K_LCTRL:
caption()
for row in grid:
for node in row:
if node.is_open() or node.is_closed() or node.is_path():
node.reset()
elif node.is_half_closed() or node.is_half_open():
node.make_weight()
pygame.quit()
main(WIN, WIDTH)