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@@ -1,69 +1,72 @@
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import fifo
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import random as rnd
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import lifo
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class Labyrinth:
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def __init__(self, rows, cols) -> None:
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self.rows = rows
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self.cols = cols
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self.grid = [[1 for _ in range(cols)]for _ in range(rows)]
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self.visited = [[False for _ in range(cols)]for _ in range(rows)]
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self.stack = fifo.Pile()
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self.queue = lifo.Queue()
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# Grille initiale : 1 = mur, 0 = chemin
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self.grid = [[1 for _ in range(cols)] for _ in range(rows)]
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self.start = None
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self.end = None
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def voisins(self, x, y):
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directions = [(0, 2), (0, -2), (2, 0), (-2, 0)] # Les déplacements par-dessus un mur
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"""
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Retourne les voisins valides (encore des murs) de la cellule (x, y).
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"""
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directions = [(0, 2), (0, -2), (2, 0), (-2, 0)]
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voisins = []
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for dx, dy in directions:
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nx, ny = x + dx, y + dy
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if 0 <= nx < self.rows and 0 <= ny < self.cols and self.grid[nx][ny] == 1:
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voisins.append((nx, ny))
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return voisins
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def casser_mur(self, x1, y1, x2, y2):
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mx, my = (x1 + x2) // 2, (y1 + y2) // 2 # Position du mur entre deux cellules
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self.grid[mx][my] = 0 # Le mur devient un chemin
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self.grid[x2][y2] = 0 # La cellule voisine devient aussi un chemin
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def est_mur(self, x, y):
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return self.grid[y][x] == 1
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def cell_type(self, x, y):
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return self.grid[y][x]
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def __str__(self) -> str:
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return "\n".join("".join(" " if cell == 0 else "#" for cell in row) for row in self.grid)
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def set_start_end(self, start, end):
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self.start = start
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self.end = end
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"""
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Casse le mur entre les cellules (x1, y1) et (x2, y2).
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"""
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mx, my = (x1 + x2) // 2, (y1 + y2) // 2 # Coordonnées du mur à casser
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self.grid[mx][my] = 0 # Transformer le mur en chemin
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self.grid[x2][y2] = 0 # Transformer la cellule voisine en chemin
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def generate_maze(self):
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x, y = rnd.randrange(0, self.rows, 2), rnd.randrange(0, self.cols, 2)
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self.grid[x][y] = 0
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"""
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Génère un labyrinthe parfait à l'aide de l'algorithme de Prim.
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"""
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# Choisir une cellule de départ aléatoire
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x, y = rnd.randrange(0, self.rows, 2), rnd.randrange(0, self.cols, 2)
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self.grid[x][y] = 0 # Transformer la cellule en chemin
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murs = self.voisins(x, y)
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# Liste des murs candidats (voisins de la cellule initiale)
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murs = self.voisins(x, y)
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while murs:
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nx, ny = rnd.choice(murs)
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murs.remove((nx, ny))
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while murs:
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# Choisir un mur aléatoire
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nx, ny = rnd.choice(murs)
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murs.remove((nx, ny))
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for dx, dy in [(-2, 0), (2, 0), (0, -2), (0, 2)]:
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cx, cy = nx + dx, ny + dy
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if 0 <= cx < self.rows and 0 <= cy < self.cols and self.grid[cx][cy] == 0:
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self.casser_mur(cx, cy, nx, ny)
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murs.extend(self.voisins(nx, ny))
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break
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# Trouver une cellule voisine qui est déjà un chemin
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for dx, dy in [(-2, 0), (2, 0), (0, -2), (0, 2)]:
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cx, cy = nx + dx, ny + dy
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if 0 <= cx < self.rows and 0 <= cy < self.cols and self.grid[cx][cy] == 0:
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# Casser le mur entre les deux cellules
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self.casser_mur(cx, cy, nx, ny)
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# Ajouter les nouveaux murs adjacents
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murs.extend(self.voisins(nx, ny))
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break
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def set_start_end(self, start, end):
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"""
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Définit les points de départ et d'arrivée du labyrinthe.
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"""
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self.start = start
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self.end = end
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def solve(self):
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pass
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def __str__(self) -> str:
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"""
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Représente le labyrinthe sous forme de chaîne de caractères.
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"""
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return "\n".join("".join(" " if cell == 0 else "#" for cell in row) for row in self.grid)
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