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pathfinder.py
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pathfinder.py
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import pygame
import my_speech
from pygame import *
import pygame.display
import pygame.draw
import pygame.event
import math
from queue import PriorityQueue
from queue import Queue
from collections import deque
##For speech recognition
import speech_recognition as sr
import webbrowser
from time import ctime
import time
import os
import random
from gtts import gTTS
import playsound
WIDTH = 800
WIN = pygame.display.set_mode((WIDTH,WIDTH))
pygame.display.set_caption("Pathfinding algorithm")
RED =(255,0,0)
GREEN = (0,255,0)
BLUE = (0,255,0)
YELLOW = (255,255,0)
WHITE = (255,255,255)
BLACK = (0,0,0)
PURPLE = (128,0,128)
ORANGE = (255,165,0)
GREY = (128,128,128)
TURQUOISE = (64,224,208)
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.color=WHITE
self.neighbors=[]
self.width=width
self.total_rows=total_rows
#LOCATION BY ROW AND COLUMN
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 reset(self):
self.color=WHITE
def make_close(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 draw(self,win):
pygame.draw.rect(win,self.color,(self.x,self.y,self.width,self.width))
def update_neighbors(self,grid):
self.neighbors=[]
#down
if self.row<self.total_rows-1 and not grid[self.row+1][self.col].is_barrier():
self.neighbors.append(grid[self.row+1][self.col])
#up
if self.row > 0 and not grid[self.row-1][self.col].is_barrier():
self.neighbors.append(grid[self.row-1][self.col])
#left
if self.col > 0 and not grid[self.row][self.col-1].is_barrier():
self.neighbors.append(grid[self.row][self.col-1])
#right
if self.col < self.total_rows-1 and not grid[self.row][self.col+1].is_barrier():
self.neighbors.append(grid[self.row][self.col+1])
def __lt__(self,other):
return False
#Expect p1,p2, be like (x,y)
#This is a heuristic function
def h(p1,p2):
x1,y1=p1
x2,y2=p2
return abs(x1 - x2)+ abs(y1 - y2)
def reconstruct_path(came_from,current,draw):
while current in came_from:
current=came_from[current]
current.make_path()
draw()
def a_star(draw,grid,start,end):
count=0
open_set = PriorityQueue()
open_set.put((0,count,start))
came_from = {}
g_score={spot:float("inf") for row in grid for spot in row}
g_score[start]=0
f_score = {spot: float("inf") for row in grid for spot in row}
f_score[start] = h(start.get_pos(),end.get_pos())
open_set_hash = {start}
while not open_set.empty():
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
current = open_set.get()[2]
open_set_hash.remove(current)
if current==end:
reconstruct_path(came_from,end,draw)
start.make_start()
end.make_end()
return True #make_path
for neighbor in current.neighbors:
temp_g_score=g_score[current]+1
if temp_g_score<g_score[neighbor]:
came_from[neighbor]=current
g_score[neighbor]=temp_g_score
f_score[neighbor]=temp_g_score+h(neighbor.get_pos(),end.get_pos())
if neighbor not in open_set_hash:
open_set.put((f_score[neighbor],count,neighbor))
open_set_hash.add(neighbor)
neighbor.make_open()
draw()
if current!=start:
current.make_close()
def bfs(draw,grid,start,end):
q = Queue()
q.put((0,start,"#"))
check={}
came_from={}
while not q.empty():
vals=q.get()
cur = vals[1]
prev = vals[2]
dist = vals[0]
if check.get(cur,False):
continue
check[cur]=True
if cur!=start:
came_from[cur]=prev
if cur==end:
reconstruct_path(came_from,end,draw)
start.make_start()
end.make_end()
return True
for neighbor in cur.neighbors:
if check.get(neighbor,False):
continue
q.put((dist+1,neighbor,cur))
neighbor.make_close()
draw()
def dfs(draw,grid,start,end):
stack=deque([])
stack.append((0,start,"#"))
check={}
came_from={}
while len(stack)>0:
vals=stack[-1]
cur = vals[1]
prev = vals[2]
dist = vals[0]
check[cur]=True
if cur!=start:
came_from[cur]=prev
if cur==end:
reconstruct_path(came_from,end,draw)
start.make_start()
end.make_end()
return True
pushed=False
for neighbor in cur.neighbors:
if check.get(neighbor,False):
continue
stack.append((dist+1,neighbor,cur))
neighbor.make_close()
pushed=True
break
if pushed==False:
stack.pop()
draw()
return False
def make_grid(rows,width):
grid = []
gap =width//rows
for i in range(rows):
grid.append([])
for j in range(rows):
spot=Node(i,j,gap,rows)
grid[i].append(spot)
return grid
def draw_grid_lines(win,rows,width):
gap=width//rows
for i in range(rows):
pygame.draw.line(win,GREY,(0,i*gap),(width,i*gap))
pygame.draw.line(win,GREY,(i*gap,0),(i*gap,width))
def draw(win,grid,rows,width):
win.fill(WHITE)
for row in grid:
for spot in row:
spot.draw(win)
draw_grid_lines(win,rows,width)
pygame.display.update()
def get_clicked_pos(pos,rows,width):
gap = width//rows
x,y=pos
row = x//gap
col = y//gap
return row,col
#************************Some stuff I need to take care**********
def get_coor(grid,question,cat):
temp='$'
vals=[]
while temp=='$' :
temp=my_speech.record_audio(question)
vals=temp.split(' ')
print(vals)
if len(vals)>=3:
print(vals[0].isnumeric())
print(vals[2].isnumeric())
if len(vals)>=3 and vals[0].isnumeric() and vals[2].isnumeric():
vals[0]=int(vals[0])
vals[2]=int(vals[2])
if vals[0]>=len(grid) or vals[2]>=len(grid[0]):
my_speech.speak('Invalid coordinates, please try again')
temp='$'
else:
if temp!='$':
my_speech.speak("Sorry didn't get that")
temp='$'
my_speech.speak(f"Ok marking the {cat} coordinates as ({vals[0]},{vals[2]})")
return grid[vals[0]][vals[2]]
def dummy():
my_speech.record_audio()
print()
print()
time.sleep(1)
#****************************************************************
def main(win,width):
ROWS = 50
grid=make_grid(ROWS,width)
start=None
end=None
done=False
run=True
draw(win, grid, ROWS, width)
#**********************************************************
#Dummy is just useless
# dummy()
# opt='$'
# print("*****************************************")
# print("We have two options:")
# print("Option 1: Enable voice recognition mode")
# print("Option 2: Mark the coordinates manually")
# while opt=='$':
# opt=input("Select an option")
# print(f"option is {opt}")
# if '1' in opt or 'one' in opt:
# my_speech.speak("Ok enabling voice recognition mode")
# else:
# my_speech.speak("Ok enabling manual mode")
#***********************************************************
while run:
draw(win,grid,ROWS,width)
# if not start and ('1' in opt or 'one' in opt):
# opt='$'
# start=get_coor(grid,'Enter the start coordinates','start')
# start.make_start()
# continue
# if not end and '1' in opt:
# opt='$'
# end = get_coor(grid, 'Enter the end coordinates','end')
# end.make_end()
for event in pygame.event.get():
if event.type==pygame.QUIT:
run=False
if pygame.mouse.get_pressed()[0] and not done:#Left
pos=pygame.mouse.get_pos()
row,col=get_clicked_pos(pos,ROWS,width)
spot=grid[row][col]
#print(spot.get_pos())
if not start and spot!=end:
start=spot
start.make_start()
elif not end and spot!=start:
end=spot
end.make_end()
elif spot!=end and spot!=start:
spot.make_barrier()
elif pygame.mouse.get_pressed()[2]:#Right
pos=pygame.mouse.get_pos()
row,col=get_clicked_pos(pos,ROWS,width)
spot=grid[row][col]
spot.reset()
if spot==start:
start=None
if spot==end:
end=None
if event.type==pygame.KEYDOWN:
if event.key == pygame.K_SPACE and start and end:
for row in grid:
for spot in row:
spot.update_neighbors(grid)
print("Select a pathfinding algorithm: ")
print("Option1: dfs")
print("Option2: bfs")
print("Option3: A*")
opt=input()
if opt=='1':
dfs(lambda: draw(win,grid,ROWS,width),grid,start,end)
elif opt=='2':
bfs(lambda: draw(win,grid,ROWS,width),grid,start,end)
else:
a_star(lambda: draw(win, grid, ROWS, width), grid, start, end)
done=True
if event.key == pygame.K_c:
done= False
start = None
end= None
grid=make_grid(ROWS,width)
if event.key == pygame.K_b:
done = False
for row in grid:
for spot in row:
spot.neighbors=[]
if not spot.is_barrier() and spot!=start and spot!=end:
spot.reset()
pygame.quit()
main(WIN,WIDTH)