初始化

This commit is contained in:
Gary Gan 2025-06-26 20:15:59 +08:00
commit f877c2a678
14 changed files with 777 additions and 0 deletions

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__pycache__/

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draw.py Normal file
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import pygame
import os
class Button:
def __init__(self, rect: pygame.Rect, texture):
self.rect = rect
self.texture = texture
self.hovered = False
self.pressed = False
def handle_event(self, event):
if event.type == pygame.MOUSEMOTION:
self.hovered = self.rect.collidepoint(event.pos)
elif event.type == pygame.MOUSEBUTTONDOWN:
if self.hovered and event.button == 1:
self.pressed = True
elif event.type == pygame.MOUSEBUTTONUP:
if self.pressed and self.hovered and event.button == 1:
self.pressed = False
return True # Button was clicked
self.pressed = False
return False
def draw(self, screen):
screen.blit(self.texture, self.rect)
class Toast:
def __init__(self, text, screen_width=None, screen_height=None, duration=2, font=None, color=(255, 255, 255), bg_color=(0, 0, 0), pos=None, font_size=28):
self.text = text
self.duration = duration # seconds
self.start_time = None
# Use a font that supports Chinese characters, or use the default system font
if font is None:
# Try to use a system font that supports UTF-8
try:
self.font = pygame.font.SysFont("microsoftyahei,simsun,simhei", font_size)
except:
# Fall back to default font if specific fonts are not available
self.font = pygame.font.Font(None, font_size)
else:
self.font = font
self.color = color
self.bg_color = bg_color
self.pos = pos # (x, y) or None for center
self.visible = False
self.surface = None
self.rect = None
self.screen_width = screen_width
self.screen_height = screen_height
def show(self):
self.start_time = pygame.time.get_ticks()
self.visible = True
txt_surface = self.font.render(self.text, True, self.color)
padding = 16
self.surface = pygame.Surface((txt_surface.get_width() + padding, txt_surface.get_height() + padding), pygame.SRCALPHA)
self.surface.fill(self.bg_color)
self.surface.blit(txt_surface, (padding // 2, padding // 2))
self.rect = self.surface.get_rect()
if self.pos:
self.rect.topleft = self.pos
elif self.screen_width and self.screen_height:
# Center on screen using provided dimensions
self.rect.center = (self.screen_width // 2, self.screen_height // 2)
def draw(self, screen):
if not self.visible:
return
elapsed = (pygame.time.get_ticks() - self.start_time) / 1000.0
if elapsed > self.duration:
self.visible = False
return
if self.pos is None and (self.screen_width is None or self.screen_height is None):
# Center on screen if dimensions weren't provided at initialization
screen_rect = screen.get_rect()
self.rect.center = screen_rect.center
screen.blit(self.surface, self.rect)
class InputBox:
def __init__(self, rect: pygame.Rect = pygame.Rect(100, 100, 140, 32)) -> None:
"""
rect传入矩形实体传达输入框的位置和大小
"""
self.boxBody: pygame.Rect = rect
self.color_inactive = pygame.Color('lightskyblue3') # 未被选中的颜色
self.color_active = pygame.Color('dodgerblue2') # 被选中的颜色
self.color = self.color_inactive # 当前颜色,初始为未激活颜色
self.active = False
self.text = '' # 输入的内容
self.done = False
self.font = pygame.font.Font(None, 32)
def dealEvent(self, event: pygame.event.Event):
if(event.type == pygame.MOUSEBUTTONDOWN):
if(self.boxBody.collidepoint(event.pos)): # 若按下鼠标且位置在文本框
self.active = not self.active
else:
self.active = False
self.color = self.color_active if(
self.active) else self.color_inactive
if(event.type == pygame.KEYDOWN): # 键盘输入响应
if(self.active):
if(event.key == pygame.K_RETURN):
print(self.text)
# self.text=''
elif(event.key == pygame.K_BACKSPACE):
self.text = self.text[:-1]
else:
self.text += event.unicode
def draw(self, screen: pygame.surface.Surface):
txtSurface = self.font.render(
self.text, True, self.color) # 文字转换为图片
width = max(200, txtSurface.get_width()+10) # 当文字过长时,延长文本框
self.boxBody.w = width
screen.blit(txtSurface, (self.boxBody.x+5, self.boxBody.y+5))
pygame.draw.rect(screen, self.color, self.boxBody, 2)

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main.py Normal file
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import pygame
from pygame import Surface
from pygame.constants import QUIT
from maze import Maze
from draw import Button, Toast
import sys
import os
UI_HEIGHT = 800
UI_WIDTH = 1100
MAZE_SIZE = 800
WALL_SIZE = 50
FPS = 120
screen: Surface = None # 窗口实例
clock = None # 时钟实例
textFont = None # 字体
def pygameInit(title: str = "pygame"):
"""初始化 pygame"""
pygame.init()
pygame.mixer.init() # 声音初始化
pygame.display.set_caption(title)
global screen, clock, textFont # 修改全局变量
screen = pygame.display.set_mode((UI_WIDTH, UI_HEIGHT))
clock = pygame.time.Clock()
# Initialize font with UTF-8 support
pygame.font.init()
textFont = pygame.font.Font("syht.otf", 18)
if __name__ == "__main__":
pygameInit("maze")
maze = Maze(wall_size=WALL_SIZE, maze_size=MAZE_SIZE, file_name="maze.csv")
image_wall = pygame.image.load("assets/wall.png").convert_alpha()
image_wall = pygame.transform.scale(image_wall, (WALL_SIZE, WALL_SIZE)) # 例如缩放到50x50像素
image_coin = pygame.image.load("assets/coin.png").convert_alpha()
image_coin = pygame.transform.scale(image_coin, (WALL_SIZE, WALL_SIZE)) # 例如缩放到50x50像素
image_trap = pygame.image.load("assets/trap.png").convert_alpha()
image_trap = pygame.transform.scale(image_trap, (WALL_SIZE, WALL_SIZE)) # 例如缩放到50x50像素
button_start_texture = pygame.image.load("assets/start_button.png").convert_alpha()
button_start_texture = pygame.transform.scale(button_start_texture, (200, 100))
button_start = Button(pygame.rect.Rect(MAZE_SIZE + ((UI_WIDTH - MAZE_SIZE) / 2 - 100), 0, 200, 100), button_start_texture)
button_save_texture = pygame.image.load("assets/save.png").convert_alpha()
button_save_texture = pygame.transform.scale(button_save_texture, (80, 80))
button_save = Button(pygame.rect.Rect(MAZE_SIZE + ((UI_WIDTH - MAZE_SIZE) / 2 - 100), 110, 80, 80), button_save_texture)
# 没有生成迷宫就保存的提示框
mes1 = Toast("没有生成迷宫,无法保存", UI_WIDTH, UI_HEIGHT, font=textFont)
mes2 = Toast("迷宫已保存", UI_WIDTH, UI_HEIGHT, font=textFont)
running = True
while running:
clock.tick(FPS) # 限制帧数
screen.fill((255, 255, 255)) # 铺底
for event in pygame.event.get():
button_start.handle_event(event=event)
button_save.handle_event(event=event)
if button_start.pressed == True:
maze.generate()
if button_save.pressed == True:
if len(maze.grid) == 0:
mes1.show()
else:
maze.export_to_csv("maze.csv")
mes2.text = "迷宫已保存至maze.csv"
mes2.show()
if event.type == QUIT:
running = False
maze.draw(screen=screen, wall_texture=image_wall, coin_texture=image_coin, trap_texture=image_trap)
button_start.draw(screen=screen)
button_save.draw(screen=screen)
mes1.draw(screen=screen)
mes2.draw(screen=screen)
pygame.display.flip()
pygame.quit()

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maze.csv Normal file
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1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
1,0,l28,1,0,0,0,0,0,l14,l22,1,0,0,0,1
1,0,0,1,1,1,1,1,1,0,1,1,0,1,0,1
1,0,0,1,0,0,g28,t10,0,0,0,1,0,1,t14,1
1,0,g28,1,0,1,1,1,1,1,1,1,0,1,1,1
1,g27,0,1,0,1,0,t14,0,0,0,1,0,0,0,1
1,0,0,1,0,1,1,1,l11,1,1,1,0,1,1,1
1,0,0,b95,0,0,0,0,0,0,0,0,0,0,l17,1
1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1
1,0,0,1,0,1,g20,0,0,0,1,0,l17,0,0,1
1,0,e,1,0,1,0,1,1,0,1,1,g26,1,1,1
1,0,0,1,0,0,0,1,0,0,0,0,g13,0,0,1
1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1
1,s,0,1,g27,0,0,1,0,0,0,0,t16,0,0,1
1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
2 1 0 l28 1 0 0 0 0 0 l14 l22 1 0 0 0 1
3 1 0 0 1 1 1 1 1 1 0 1 1 0 1 0 1
4 1 0 0 1 0 0 g28 t10 0 0 0 1 0 1 t14 1
5 1 0 g28 1 0 1 1 1 1 1 1 1 0 1 1 1
6 1 g27 0 1 0 1 0 t14 0 0 0 1 0 0 0 1
7 1 0 0 1 0 1 1 1 l11 1 1 1 0 1 1 1
8 1 0 0 b95 0 0 0 0 0 0 0 0 0 0 l17 1
9 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1
10 1 0 0 1 0 1 g20 0 0 0 1 0 l17 0 0 1
11 1 0 e 1 0 1 0 1 1 0 1 1 g26 1 1 1
12 1 0 0 1 0 0 0 1 0 0 0 0 g13 0 0 1
13 1 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1
14 1 s 0 1 g27 0 0 1 0 0 0 0 t16 0 0 1
15 1 0 0 1 0 0 0 0 0 0 0 0 0 0 0 1
16 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

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maze.py Normal file
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import pygame
from maze_generator import MazeGenerator
from tanxin import *
import time
class Maze:
def __init__(self, wall_size, maze_size, file_name):
self.wall_size = wall_size
self.maze_size = maze_size
self.size = int(maze_size / wall_size)
self.file_name = file_name
self.grid = []
self.generater = MazeGenerator(self.size, self.file_name)
def generate(self):
seed = int(time.time() * 1000) % (2**32)
self.generater.generate(seed=seed)
# player = GreedyPlayer(generater.maze)
# player.find_path()
self.grid = self.generater.maze
def export_to_csv(self, filename):
self.generater.export_to_csv(filename=filename)
def draw(self, screen, wall_texture, coin_texture, trap_texture):
tile_size = wall_texture.get_width()
if len(self.grid) == 0:
return
for y in range(self.size):
for x in range(self.size):
if self.grid[y][x] == '1':
screen.blit(wall_texture, (x * tile_size, y * tile_size))
if self.grid[y][x].startswith('g'):
screen.blit(coin_texture, (x * tile_size, y * tile_size))
if self.grid[y][x].startswith('t'):
screen.blit(trap_texture, (x * tile_size, y * tile_size))
if self.grid[y][x].startswith('|') or self.grid[y][x].startswith('-'):
font = pygame.font.SysFont(None, tile_size // 2)
num = 12
center = (x * tile_size + tile_size // 2, y * tile_size + tile_size // 2)
radius = tile_size // 3
pygame.draw.circle(screen, (255, 215, 0), center, radius)
if num:
text = font.render(str(num), True, (0, 0, 0))
text_rect = text.get_rect(center=center)
screen.blit(text, text_rect)
if self.grid[y][x].startswith('s'):
font = pygame.font.SysFont(None, tile_size // 2)
text = "s"
center = (x * tile_size + tile_size // 2, y * tile_size + tile_size // 2)
radius = tile_size // 3
pygame.draw.circle(screen, (255, 215, 0), center, radius)
if text:
text = font.render(text, True, (0, 0, 0))
text_rect = text.get_rect(center=center)
screen.blit(text, text_rect)
if self.grid[y][x].startswith('e'):
font = pygame.font.SysFont(None, tile_size // 2)
text = "e"
center = (x * tile_size + tile_size // 2, y * tile_size + tile_size // 2)
radius = tile_size // 3
pygame.draw.circle(screen, (255, 215, 0), center, radius)
if text:
text = font.render(text, True, (0, 0, 0))
text_rect = text.get_rect(center=center)
screen.blit(text, text_rect)
pygame.draw.line(screen, (0, 0, 0), (self.maze_size, 0), (self.maze_size, self.maze_size), 5)

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import random
import csv
import os
class MazeGenerator:
def __init__(self, size, filename, name="Default Maze"):
# 迷宫基础元素
self.ROUTE = '0'
self.WALL = '1'
# 特殊元素
self.BOSS = 'b'
self.START = 's'
self.END = 'e'
self.TRAP = 't'
self.MECHANISM = 'l'
self.GOLD = 'g'
self.size = size
self.maze = []
self.filename = filename
self.name = name # 迷宫名称
self.special_elements = [] # 存储特殊元素的位置和值
def initialize_maze(self):
"""初始化迷宫,四周设置为墙"""
self.maze = [[self.ROUTE for _ in range(self.size)] for _ in range(self.size)]
for i in range(self.size):
self.maze[0][i] = self.WALL
self.maze[i][0] = self.WALL
self.maze[self.size - 1][i] = self.WALL
self.maze[i][self.size - 1] = self.WALL
def create_maze(self, x1, y1, x2, y2):
"""递归分割法生成迷宫"""
if x2 - x1 < 2 or y2 - y1 < 2:
return
x = x1 + 1 + random.randint(0, (x2 - x1 - 2))
y = y1 + 1 + random.randint(0, (y2 - y1 - 2))
# 画墙
for i in range(x1, x2 + 1):
self.maze[i][y] = self.WALL
for i in range(y1, y2 + 1):
self.maze[x][i] = self.WALL
# 递归分割四个区域
self.create_maze(x1, y1, x - 1, y - 1)
self.create_maze(x + 1, y + 1, x2, y2)
self.create_maze(x + 1, y1, x2, y - 1)
self.create_maze(x1, y + 1, x - 1, y2)
# 随机打通三面墙
r = [0, 0, 0, 0]
r[random.randint(0, 3)] = 1
for i in range(4):
if r[i] == 0:
rx, ry = x, y
if i == 0: # 上方
while True:
rx = x1 + random.randint(0, (x - x1 - 1))
wall_count = sum([
(int)(self.maze[rx - 1][ry]), (int)(self.maze[rx + 1][ry]),
(int)(self.maze[rx][ry - 1]), (int)(self.maze[rx][ry + 1])
])
if wall_count <= 2 * (int)(self.WALL):
break
elif i == 1: # 右侧
while True:
ry = y + 1 + random.randint(0, (y2 - y - 1))
wall_count = sum([
(int)(self.maze[rx - 1][ry]), (int)(self.maze[rx + 1][ry]),
(int)(self.maze[rx][ry - 1]), (int)(self.maze[rx][ry + 1])
])
if wall_count <= 2 * (int)(self.WALL):
break
elif i == 2: # 下方
while True:
rx = x + 1 + random.randint(0, (x2 - x - 1))
wall_count = sum([
(int)(self.maze[rx - 1][ry]), (int)(self.maze[rx + 1][ry]),
(int)(self.maze[rx][ry - 1]), (int)(self.maze[rx][ry + 1])
])
if wall_count <= 2 * (int)(self.WALL):
break
elif i == 3: # 左侧
while True:
ry = y1 + random.randint(0, (y - y1 - 1))
wall_count = sum([
(int)(self.maze[rx - 1][ry]), (int)(self.maze[rx + 1][ry]),
(int)(self.maze[rx][ry - 1]), (int)(self.maze[rx][ry + 1])
])
if wall_count <= 2 * (int)(self.WALL):
break
self.maze[rx][ry] = self.ROUTE
def set_random_exits(self):
"""随机设置迷宫入口和出口"""
available = self.get_available_cells()
if len(available) < 2:
raise ValueError("迷宫空间不足,无法设置随机出入口")
start, end = random.sample(available, 2)
self.maze[start[0]][start[1]] = self.START
self.maze[end[0]][end[1]] = self.END
self.special_elements.extend([(start[0], start[1], self.START), (end[0], end[1], self.END)])
def get_available_cells(self):
"""获取所有可通行单元格"""
cells = []
for i in range(1, self.size - 1):
for j in range(1, self.size - 1):
if self.maze[i][j] == self.ROUTE:
cells.append((i, j))
return cells
def place_special_elements(self, boss_count=1, traps_range=(3, 8),
mechanisms_range=(2, 6), skill_traps=5,gold_range=(3,8)):
"""放置特殊元素(支持技能触发陷阱)"""
available = self.get_available_cells()
random.shuffle(available)
# 计算所需单元格数量
required = 2 + boss_count + random.randint(*traps_range) + random.randint(*mechanisms_range) + skill_traps + random.randint(*gold_range)
if len(available) < required:
raise ValueError(f"空间不足,需要{required}个单元格,实际可用{len(available)}")
# 放置出入口
start, end = available.pop(), available.pop()
self.special_elements.extend([(start[0], start[1], self.START), (end[0], end[1], self.END)])
self.maze[start[0]][start[1]] = self.START
self.maze[end[0]][end[1]] = self.END
# 放置BOSS
for _ in range(boss_count):
pos = available.pop()
val = random.randint(50, 100)
self.special_elements.append((pos[0], pos[1], f"{self.BOSS}{val}"))
self.maze[pos[0]][pos[1]] = f"{self.BOSS}{val}"
# 放置普通陷阱
traps = random.randint(*traps_range)
for _ in range(traps):
pos = available.pop()
val = random.randint(5, 20)
self.special_elements.append((pos[0], pos[1], f"{self.TRAP}{val}"))
self.maze[pos[0]][pos[1]] = f"{self.TRAP}{val}"
# 放置机关
mechanisms = random.randint(*mechanisms_range)
for _ in range(mechanisms):
pos = available.pop()
val = random.randint(10, 30)
self.special_elements.append((pos[0], pos[1], f"{self.MECHANISM}{val}"))
self.maze[pos[0]][pos[1]] = f"{self.MECHANISM}{val}"
# 放置金币
mechanisms = random.randint(*gold_range)
for _ in range(mechanisms):
pos = available.pop()
val = random.randint(10, 30)
self.special_elements.append((pos[0], pos[1], f"{self.GOLD}{val}"))
self.maze[pos[0]][pos[1]] = f"{self.GOLD}{val}"
def generate(self, seed=None, boss_count=1, traps_range=(3, 8),
mechanisms_range=(2, 6), skill_traps=5):
"""生成迷宫主方法"""
random.seed(seed or random.randint(0, 1000))
self.initialize_maze()
self.create_maze(1, 1, self.size - 2, self.size - 2)
self.place_special_elements(boss_count, traps_range, mechanisms_range, skill_traps)
print(f"成功生成迷宫: {self.name}")
def export_to_csv(self, filename):
"""导出迷宫到CSV文件"""
try:
with open(filename, 'w', newline='') as f:
writer = csv.writer(f)
for row in self.maze:
writer.writerow(row)
print(f"迷宫已导出至: {os.path.abspath(filename)}")
except Exception as e:
print(f"导出失败: {str(e)}")
def read_from_csv(self):
"""从CSV读取迷宫数据"""
try:
with open(self.filename, 'r', newline='') as f:
reader = csv.reader(f)
self.maze = [list(map(self._parse_element, row)) for row in reader]
self.size = len(self.maze)
print(f"成功从{os.path.abspath(self.filename)}读取迷宫")
return True
except Exception as e:
print(f"读取失败: {str(e)}")
return False
def _parse_element(self, elem):
"""解析CSV中的元素类型"""
if elem == 's': return self.START
if elem == 'e': return self.END
if elem.startswith('b'): return self.BOSS
if elem.startswith('t'): return self.TRAP
if elem.startswith('l'): return self.MECHANISM
if elem.startswith('g'): return self.GOLD
return int(elem)
def print_maze(self):
"""打印迷宫到控制台(带元素标识)"""
symbols = {
self.WALL: '', self.ROUTE: '·', self.START: 'S',
self.END: 'E', self.BOSS: 'B', self.TRAP: 'T',
self.GOLD: 'G','|':'|','-':'',
}
for row in self.maze:
display = []
for cell in row:
symbol = symbols.get(((str)(cell))[0], ((str)(cell))[0])
display.append(str(symbol))
print(' '.join(display))
def read_csv(self):
l = []
with open(f'{self.filename}', 'r', newline='') as f:
reader = csv.reader(f)
for row in reader:
l.append(row)
return l
def main():
# 示例1: 生成带技能陷阱的迷宫
generator = MazeGenerator(
size=20,
filename="dungeon_maze.csv",
name="龙脊峡谷迷宫"
)
generator.generate(
seed=666,
boss_count=2,
traps_range=(5, 10),
mechanisms_range=(3, 7),
skill_traps=8
)
generator.print_maze()
generator.export_to_csv()
reader = MazeGenerator(size=1, filename="dungeon_maze.csv")
if reader.read_from_csv():
print("\n读取的迷宫:")
reader.print_maze()
if __name__ == "__main__":
main()

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import math
from maze import *
import math
import math
class GreedyPlayer:
def __init__(self, map_data, start=None, end=None):
"""初始化GreedyPlayer对象"""
self.map_data = map_data
self.rows = len(map_data)
self.cols = len(map_data[0]) if self.rows > 0 else 0
self.start = start
self.end = end
self.path = []
self.total_reward = 0
self.visited = set()
self.marked_map = []
# 如果未指定起点和终点,自动查找
if not self.start or not self.end:
self._find_start_end()
def _find_start_end(self):
"""自动查找地图中的起点(s)和终点(e)"""
for y in range(self.rows):
for x in range(self.cols):
if self.map_data[y][x] == 's' or self.map_data[y][x] == 'S':
self.start = (x, y)
elif self.map_data[y][x] == 'e' or self.map_data[y][x] == 'E':
self.end = (x, y)
print(f"起点: {self.start}, 终点: {self.end}")
def get_visible_cells(self, x, y, visibility=1):
"""获取以(x,y)为中心的上下左右四个方向的单元格信息"""
visible = {}
# 只考虑上下左右四个方向dx或dy为±1另一个为0
directions = [(-1, 0), (1, 0), (0, -1), (0, 1)]
for dx, dy in directions:
nx, ny = x + dx, y + dy
if 0 <= nx < self.cols and 0 <= ny < self.rows:
cell = self.map_data[ny][nx]
distance = 1 # 上下左右移动距离为1
visible[(nx, ny)] = (cell, distance)
return visible
def evaluate_cell(self, cell, distance):
"""评估单元格的价值,返回奖励/路径的比值"""
if cell == 's' or cell == 'e':
return 0 # 起点和终点不参与资源评估
if cell.startswith('t'):
try:
value = -int(cell[1:]) # t表示损失转为负值
return value / distance
except ValueError:
return 0
elif cell.startswith('g'):
try:
value = int(cell[1:]) # g表示收益转为正值
return value / distance
except ValueError:
return 0
return 0 # 0、l、b等不产生资源价值
def find_path(self):
"""基于贪心策略的路径规划(只能上下左右移动)"""
if not self.start or not self.end:
raise ValueError("地图中未找到起点或终点")
current = self.start
self.path = [current]
self.visited = {current}
self.total_reward = 0
while current != self.end:
x, y = current
visible = self.get_visible_cells(x, y)
best_cell = None
best_value = -float('inf')
for (nx, ny), (cell, distance) in visible.items():
# 跳过已访问的位置
if (nx, ny) in self.visited:
continue
# 只允许在0、t、g、l、b上行走
if cell not in ['0'] and not cell.startswith(('t', 'g', 'l', 'b')):
continue
# 评估单元格价值
value = self.evaluate_cell(cell, distance)
# 终点具有最高优先级
if cell == 'e':
value = float('inf')
# 选择贪心值最大的单元格
if value > best_value:
best_value = value
best_cell = (nx, ny)
# 无法找到可行路径
if best_cell is None:
print("无法找到通往终点的路径!")
break
# 更新当前位置和路径
current = best_cell
self.path.append(current)
self.visited.add(current)
# 更新总收益(跳过起点和终点)
if len(self.path) > 1 and len(self.path) < len(self.path) + 1:
cell = self.map_data[current[1]][current[0]]
if cell.startswith('t'):
self.total_reward -= int(cell[1:])
elif cell.startswith('g'):
self.total_reward += int(cell[1:])
self.add_path_to_map()
return self.path
def add_path_to_map(self):
"""在地图上标记路径,上下移动用|,左右移动用-"""
if not self.path:
print("没有路径可标记")
return
# 创建地图副本,避免修改原始地图
marked_map = [row.copy() for row in self.map_data]
# 标记路径点
for i, (x, y) in enumerate(self.path):
if marked_map[y][x] == 's':
marked_map[y][x] = 'S' # 标记起点
elif marked_map[y][x] == 'e':
marked_map[y][x] = 'E' # 标记终点
else:
marked_map[y][x] = '*' # 标记路径点
# 标记路径线(上下左右)
for i in range(len(self.path) - 1):
x1, y1 = self.path[i]
x2, y2 = self.path[i + 1]
# 左右移动
if x1 != x2 and y1 == y2:
start, end = (x1, x2) if x1 < x2 else (x2, x1)
for x in range(start, end + 1):
if marked_map[y1][x] not in ['S', 'E']:
marked_map[y1][x] = '-'
# 上下移动
elif y1 != y2 and x1 == x2:
start, end = (y1, y2) if y1 < y2 else (y2, y1)
for y in range(start, end + 1):
if marked_map[y][x1] not in ['S', 'E']:
marked_map[y][x1] = '|'
# 保存标记后的地图
self.marked_map = marked_map
return marked_map
def get_path(self):
"""返回找到的路径"""
return self.path
def get_total_reward(self):
"""返回总收益"""
return self.total_reward
# 使用示例
def main():
obj = MazeGenerator(20,'demo.csv',name="龙脊峡谷迷宫")
obj.generate(
seed=123,
boss_count=2,
traps_range=(5, 10),
mechanisms_range=(3, 7),
skill_traps=8
)
obj.export_to_csv()
map_data = obj.read_csv()
see = MazeGenerator(1,filename ='demo.csv')
see.read_from_csv()
see.print_maze()
player = GreedyPlayer(map_data)
player.find_path()
see.maze = player.marked_map
see.print_maze()
if __name__ == "__main__":
main()