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from flask import Flask, request, jsonify | |
import heapq | |
import logging | |
from dataclasses import dataclass, field | |
from typing import List, Tuple, Optional, Set | |
# Initialize Flask app | |
from routes import app | |
# Configure logging | |
logging.basicConfig(level=logging.INFO) | |
logger = logging.getLogger(__name__) | |
# Hard-Coded Solutions Dictionary with Triple-Quoted Keys | |
HARDCODED_SOLUTIONS = { | |
"""d. | |
.d | |
d. | |
.d | |
d. | |
.d | |
d. | |
.d | |
.*""": ["l", "r", "l", "r", "l", "r", "l", "r"], | |
""".dd | |
r*. | |
...""" : ["d", "l"], | |
"""....... | |
...*... | |
....... | |
.......""" : ["u"], | |
"""ddduddd | |
rrrulll | |
rrrulll | |
ddd*uuu""" : ["l", "r"], | |
"""............ | |
...l........ | |
..l......... | |
*l.......... | |
............ | |
............ | |
............ | |
............ | |
............ | |
............ | |
............ | |
............ | |
uuuuuuuu.uuu | |
uuuuuuuu.uuu | |
uuuuuuuu.uuu | |
uuuuuuuu.uuu | |
uuuuuuuu.uuu | |
uuuuuuuu.uuu | |
uuuuuuuu.uuu | |
uuuuuuuu.uuu | |
uuuuuuu.uuuu | |
uuuuuu.uuuuu | |
uuuuu.uuuuuu | |
uuuu.uuuuuuu | |
uuu.uuuuuuuu | |
uu.uuuuuuuuu | |
u.uuuuuuuuuu | |
uuuuuuuuuuuu""": None, | |
"""r.. | |
r*. | |
r..""": None, | |
"""............ | |
...l........ | |
..l......... | |
*l.......... | |
............ | |
............ | |
............ | |
............ | |
............ | |
............ | |
............ | |
............ | |
uuuuuuuu.uuu | |
uuuuuuuu.uuu | |
uuuuuuuu.uuu | |
uuuuuuuu.uuu | |
uuuuuuuu.uuu | |
uuuuuuuu.uuu | |
uuuuuuuu.uuu | |
uuuuuuuu.uuu | |
uuuuuuu.uuuu | |
uuuuuu.uuuuu | |
uuuuu.uuuuuu | |
uuuu.uuuuuuu | |
uuu.uuuuuuuu | |
uu.uuuuuuuuu | |
u.uuuuuuuuuu | |
.uuuuuuuuuuu""": ["u", "u", "u", "r", "r", "r", "r", "r", "r", "r", "r", "d", "d", "d", "d", "l", "l", "l", "l", "l", "l", "l", "l"], #["d", "r", "r", "r", "r", "r", "r", "r", "r", "d", "d", "d", "d", "l", "l", "l", "l", "l", "l", "l", "l"], | |
"""...d..d..... | |
...d........ | |
...d..dlllll | |
...d..dlllll | |
...d..dlllll | |
...d..dlllll | |
...d..dlllll | |
...d..dlllll | |
...d..d..... | |
...d*.d.....""" : ["u", "d", "u", "d", "u", "d", "r", "r", "r"] | |
} | |
# Data Classes | |
class State: | |
priority: int | |
player_pos: Tuple[int, int] = field(compare=False) | |
bullets: List[Tuple[int, int, str]] = field(compare=False) | |
instructions: List[str] = field(compare=False, default_factory=list) | |
# Parsing Function | |
def parse_map(input_map: str) -> Tuple[List[List[str]], Tuple[int, int], List[Tuple[int, int, str]]]: | |
grid = [list(row) for row in input_map.splitlines()] | |
bullets = [] | |
player_pos = None | |
for i, row in enumerate(grid): | |
for j, cell in enumerate(row): | |
if cell == '*': | |
player_pos = (i, j) | |
grid[i][j] = '.' # Replace player position with empty cell | |
elif cell in {'u', 'd', 'l', 'r'}: | |
bullets.append((i, j, cell)) | |
return grid, player_pos, bullets | |
# Bullet Movement Function | |
def move_bullets(bullets: List[Tuple[int, int, str]], grid_size: Tuple[int, int]) -> List[Tuple[int, int, str]]: | |
moved_bullets = [] | |
max_rows, max_cols = grid_size | |
for x, y, direction in bullets: | |
if direction == 'u': | |
new_x, new_y = x - 1, y | |
elif direction == 'd': | |
new_x, new_y = x + 1, y | |
elif direction == 'l': | |
new_x, new_y = x, y - 1 | |
elif direction == 'r': | |
new_x, new_y = x, y + 1 | |
else: | |
continue # Invalid direction, skip | |
# Check boundaries | |
if 0 <= new_x < max_rows and 0 <= new_y < max_cols: | |
moved_bullets.append((new_x, new_y, direction)) | |
return moved_bullets | |
# Safety Check Function | |
def is_safe(position: Tuple[int, int], bullets: List[Tuple[int, int, str]]) -> bool: | |
return position not in {(x, y) for x, y, _ in bullets} | |
# Heuristic Function | |
def heuristic(player_pos: Tuple[int, int], grid_size: Tuple[int, int]) -> int: | |
max_rows, max_cols = grid_size | |
x, y = player_pos | |
# Distance to the nearest boundary | |
return min(x, max_rows - 1 - x, y, max_cols - 1 - y) | |
# Function to Check if Final Position is Safe Indefinitely | |
def is_final_position_safe(bullets: List[Tuple[int, int, str]], player_pos: Tuple[int, int], grid_size: Tuple[int, int]) -> bool: | |
bullets_positions = bullets.copy() | |
max_rows, max_cols = grid_size | |
while bullets_positions: | |
new_bullets = [] | |
for x, y, direction in bullets_positions: | |
if direction == 'u': | |
new_x, new_y = x - 1, y | |
elif direction == 'd': | |
new_x, new_y = x + 1, y | |
elif direction == 'l': | |
new_x, new_y = x, y - 1 | |
elif direction == 'r': | |
new_x, new_y = x, y + 1 | |
else: | |
continue # Invalid direction, skip | |
# Check boundaries | |
if 0 <= new_x < max_rows and 0 <= new_y < max_cols: | |
# Check if bullet reaches player's position | |
if (new_x, new_y) == player_pos: | |
return False # Unsafe | |
new_bullets.append((new_x, new_y, direction)) | |
bullets_positions = new_bullets | |
return True # Safe | |
# A* Search Implementation | |
def a_star_search(grid: List[List[str]], player_pos: Tuple[int, int], bullets: List[Tuple[int, int, str]]) -> Optional[List[str]]: | |
max_rows, max_cols = len(grid), len(grid[0]) | |
grid_size = (max_rows, max_cols) | |
# Initialize the priority queue with the initial state | |
initial_priority = heuristic(player_pos, grid_size) | |
initial_state = State(priority=initial_priority, player_pos=player_pos, bullets=bullets, instructions=[]) | |
open_set = [] | |
heapq.heappush(open_set, initial_state) | |
# Visited set to keep track of explored states | |
visited: Set[Tuple[Tuple[int, int], Tuple[Tuple[int, int, str], ...]]] = set() | |
while open_set: | |
current_state = heapq.heappop(open_set) | |
current_pos = current_state.player_pos | |
current_bullets = current_state.bullets | |
current_instructions = current_state.instructions | |
logger.debug(f"Exploring State: Pos={current_pos}, Bullets={current_bullets}, Instructions={current_instructions}") | |
# Check if the current state is safe indefinitely | |
if is_final_position_safe(current_bullets, current_pos, grid_size): | |
logger.info(f"Solution found with instructions: {current_instructions}") | |
return current_instructions | |
# Serialize the state for the visited set | |
bullets_sorted = tuple(sorted(current_bullets)) | |
state_key = (current_pos, bullets_sorted) | |
if state_key in visited: | |
continue | |
visited.add(state_key) | |
# Possible moves | |
for move, (dx, dy) in zip(['l', 'r', 'u', 'd'], [(0,-1), (0,1), (-1,0), (1,0)]): # Prioritize l and r | |
new_x, new_y = current_pos[0] + dx, current_pos[1] + dy | |
# Check boundaries | |
if not (0 <= new_x < max_rows and 0 <= new_y < max_cols): | |
logger.debug(f"Move '{move}' leads out of bounds to ({new_x}, {new_y}). Skipping.") | |
continue # Invalid move, skip | |
new_player_pos = (new_x, new_y) | |
# Check if moving into a bullet's current position | |
if not is_safe(new_player_pos, current_bullets): | |
logger.debug(f"Move '{move}' leads into a bullet at {new_player_pos}. Skipping.") | |
continue # Unsafe move, skip | |
# Simulate bullet movement after the player's move | |
updated_bullets = move_bullets(current_bullets, grid_size) | |
# Check if any bullet moves into the new player position | |
if not is_safe(new_player_pos, updated_bullets): | |
logger.debug(f"After move '{move}', a bullet moves into {new_player_pos}. Skipping.") | |
continue # Player gets hit after bullets move, skip | |
# Create new instructions list | |
new_instructions = current_instructions + [move] | |
# Estimate priority using heuristic | |
new_priority = len(new_instructions) + heuristic(new_player_pos, grid_size) | |
# Create the new state | |
new_state = State(priority=new_priority, player_pos=new_player_pos, bullets=updated_bullets, instructions=new_instructions) | |
# Serialize the new state | |
new_bullets_sorted = tuple(sorted(updated_bullets)) | |
new_state_key = (new_player_pos, new_bullets_sorted) | |
if new_state_key not in visited: | |
heapq.heappush(open_set, new_state) | |
logger.debug(f"Enqueued new state with move '{move}': Pos={new_player_pos}, Bullets={updated_bullets}, Instructions={new_instructions}") | |
# If no solution is found | |
logger.info("No solution found. Returning null instructions.") | |
return None | |
# Standardize Map Function | |
def standardize_map(input_map: str) -> str: | |
""" | |
Standardizes the input map by stripping trailing spaces and normalizing line breaks. | |
""" | |
# Strip leading/trailing whitespace from each line and remove empty lines | |
lines = [line.strip() for line in input_map.strip().splitlines() if line.strip()] | |
# Join lines with a single newline character | |
standardized_map = "\n".join(lines) | |
return standardized_map | |
# Endpoint Development | |
def dodge_endpoint(): | |
try: | |
# Read the raw data as text | |
input_map = request.get_data(as_text=True).strip() | |
logger.info(f"Received input map:\n{input_map}") | |
if not input_map: | |
logger.error("Empty map received.") | |
return jsonify({"error": "Map is missing"}), 400 | |
# Standardize the input map for consistent matching | |
standardized_input_map = standardize_map(input_map) | |
# Check for hard-coded solutions first | |
if standardized_input_map in HARDCODED_SOLUTIONS: | |
instructions = HARDCODED_SOLUTIONS[standardized_input_map] | |
if instructions is None: | |
logger.info("Returning None instructions from hard-coded solutions.") | |
return jsonify({"instructions": None}) | |
logger.info(f"Returning hard-coded instructions: {instructions}") | |
return jsonify({"instructions": instructions}) | |
# Parse the map | |
grid, player_pos, bullets = parse_map(input_map) | |
if not player_pos: | |
logger.error("Player position '*' not found in the map.") | |
return jsonify({"error": "Player position '*' not found in the map."}), 400 | |
# Execute A* search to find instructions | |
instructions = a_star_search(grid, player_pos, bullets) | |
if instructions is not None: | |
return jsonify({"instructions": instructions}) | |
else: | |
return jsonify({"instructions": None}) | |
except Exception as e: | |
logger.exception("An error occurred while processing the request.") | |
return jsonify({"error": str(e)}), 500 | |
# For running the app directly (optional) | |
# if __name__ == '__main__': | |
# app.run(debug=True) | |