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maze_solver.py
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"""
File that includes the maze_solver
It starts in the middle cube of the highest floor in a crater that consists of nothing [pass-through-walls]
We measure if the mouse has gone out of the cube if it has reached the lowest-level -1 and
gained the status has_finished that ends the while-loop
the mouse has the strong urge to go to the lowest level of the maze, since 1. there is infamous
romulan space cheese down there and 2. in its algorithm of searching for the way, it first checks the
southern wall of the cube, then it checks the surrounding walls on the horizontal floor, at the end it checks
above. If it cant go up, it is stuck, and ends with output: "Agent Mouse to U.S.S. Muridae, I'm stuck.
Requesting beam up!"
"""
import time
import random
from rich.console import Console
import maze_visualiser as mv
import maze_generator as mg
import text_assets
console = Console()
def maze_solver(length: int):
"""
Function that solves the maze
:param length: side_length of the maze
:return: None
"""
global wall_2, succesful, wall_2_non_bool, current_check
# first, we need to find the starting point
current_position = f"{1}.{length // 2 + 1}.{length // 2 + 1}"
# we need to know if the mouse has finished
has_finished = False
# we need to know if the mouse is stuck
is_stuck = False
# we need to know if the mouse has been in a cube before
has_been_in_cube = []
# succesful value
succesful = False
maze, all_cubes = mg.maze_creator(length)
# while loop that runs until the mouse has finished
while not has_finished or not is_stuck:
# start of the solving algorithm
# checks if the walls of the cube from current_position are pass-through and
# if the wall of the cube behind the wall of direction in current_position is pass-through
# first checks the floor, then the walls[west, behind, east, forward], then the ceiling
# does not check the wall if there is no cube behind it
# does not check the ceiling if there is no cube above it
# does check the floor if there is no cube below it
# has_finished if the mouse has reached the lowest level -1
# splits the current position into its five parts
# like
# ["1", 0
# ".", 1
# "2", 2
# ".", 3
# "3"] 4
# wall positions:
# 6: floor
# 1: ceiling
# 2: forward
# 5: behind
# 3: west
# 4: east
cur_ch_split = list(current_position)
# Abbruchbedingung
try:
if current_position == has_been_in_cube[0]:
break
elif current_position == has_been_in_cube[2] and has_been_in_cube[4]:
break
else:
pass
except IndexError:
pass
if current_position not in has_been_in_cube:
has_been_in_cube.insert(0, current_position)
# wall below
current_check = f"{str(int(cur_ch_split[0]) + 1)}.{cur_ch_split[2]}.{cur_ch_split[4]}"
if current_check not in has_been_in_cube:
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][6]
wall_2_non_bool = f"{str(int(cur_ch_split[0]) + 1)}.{cur_ch_split[2]}.{cur_ch_split[4]}"
wall_2 = maze[f"{str(int(cur_ch_split[0]) + 1)}.{cur_ch_split[2]}.{cur_ch_split[4]}"][1]
time.sleep(0.2)
if wall_1 and wall_2:
if wall_2_non_bool == f"{length}.{cur_ch_split[2]}.{cur_ch_split[4]}":
succesful = True
break
current_position = wall_2_non_bool
continue
time.sleep(0.2)
# wall to the right
current_check = cur_ch_split[0] + "." + f"{str(int(cur_ch_split[2]) + 1)}" + "." + cur_ch_split[4]
if current_check not in has_been_in_cube:
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][3]
if int(cur_ch_split[4]) == length:
wall_2 = False
else:
try:
wall_2_non_bool = f"{cur_ch_split[0]}.{str(int(cur_ch_split[2]) + 1)}.{cur_ch_split[4]}"
wall_2 = maze[f"{cur_ch_split[0]}.{str(int(cur_ch_split[2]) + 1)}.{cur_ch_split[4]}"][4]
except KeyError:
# if wall not existent, set False to indicate that there is no cube behind the wall
wall_2 = False
if wall_1 and wall_2:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
# wall in front
current_check = cur_ch_split[0] + "." + cur_ch_split[2] + "." + f"{str(int(cur_ch_split[4]) - 1)}"
if current_check not in has_been_in_cube:
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][2]
if int(cur_ch_split[4]) == 1:
wall_2 = False
else:
try:
wall_2_non_bool = f"{cur_ch_split[0]}.{cur_ch_split[2]}.{str(int(cur_ch_split[4]) - 1)}"
wall_2 = maze[f"{cur_ch_split[0]}.{cur_ch_split[2]}.{str(int(cur_ch_split[4]) - 1)}"][5]
except KeyError:
# if wall not existent, set False to indicate that there is no cube behind the wall
wall_2 = False
if wall_1 and wall_2:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
# wall to the left
current_check = cur_ch_split[0] + "." + f"{str(int(cur_ch_split[2]) - 1)}" + "." + cur_ch_split[4]
if current_check not in has_been_in_cube:
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][4]
if int(cur_ch_split[2]) == 1:
wall_2 = False
else:
try:
wall_2_non_bool = f"{cur_ch_split[0]}.{str(int(cur_ch_split[2]) - 1)}.{cur_ch_split[4]}"
wall_2 = maze[f"{cur_ch_split[0]}.{str(int(cur_ch_split[2]) - 1)}.{cur_ch_split[4]}"][3]
except KeyError:
# if wall not existent, set False to indicate that there is no cube behind the wall
wall_2 = False
if wall_1 and wall_2:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
# wall in the back
current_check = cur_ch_split[0] + "." + cur_ch_split[2] + "." + f"{str(int(cur_ch_split[4]) + 1)}"
if current_check not in has_been_in_cube:
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][5]
if int(cur_ch_split[4]) == length:
wall_2 = False
else:
try:
wall_2_non_bool = f"{cur_ch_split[0]}.{cur_ch_split[2]}.{str(int(cur_ch_split[4]) + 1)}"
wall_2 = maze[f"{cur_ch_split[0]}.{cur_ch_split[2]}.{str(int(cur_ch_split[4]) + 1)}"][2]
except KeyError:
# if wall not existent, set False to indicate that there is no cube behind the wall
wall_2 = False
if wall_1 and wall_2:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
# start of the second cycle -------------------------------------------------------------
# wall above
current_check = f"{str(int(cur_ch_split[0]) - 1)}.{cur_ch_split[2]}.{cur_ch_split[4]}"
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][1]
if int(cur_ch_split[0]) == 1:
wall_2 = False
else:
try:
wall_2_non_bool = f"{str(int(cur_ch_split[0]) - 1)}.{cur_ch_split[2]}.{cur_ch_split[4]}"
wall_2 = maze[f"{str(int(cur_ch_split[0]) - 1)}.{cur_ch_split[2]}.{cur_ch_split[4]}"][6]
except KeyError:
# if wall not existent, set False to indicate that there is no cube behind the wall
wall_2 = False
if wall_1 and wall_2:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
# wall to the left
current_check = cur_ch_split[0] + "." + f"{str(int(cur_ch_split[2]) - 1)}" + "." + cur_ch_split[4]
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][4]
if int(cur_ch_split[2]) == 1:
wall_2 = False
else:
try:
wall_2_non_bool = f"{cur_ch_split[0]}.{str(int(cur_ch_split[2]) - 1)}.{cur_ch_split[4]}"
wall_2 = maze[f"{cur_ch_split[0]}.{str(int(cur_ch_split[2]) - 1)}.{cur_ch_split[4]}"][3]
except KeyError:
# if wall not existent, set False to indicate that there is no cube behind the wall
wall_2 = False
if wall_1 and wall_2:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
# wall in the back
current_check = cur_ch_split[0] + "." + cur_ch_split[2] + "." + f"{str(int(cur_ch_split[4]) + 1)}"
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][5]
if int(cur_ch_split[4]) == length:
wall_2 = False
else:
try:
wall_2_non_bool = f"{cur_ch_split[0]}.{cur_ch_split[2]}.{str(int(cur_ch_split[4]) + 1)}"
wall_2 = maze[f"{cur_ch_split[0]}.{cur_ch_split[2]}.{str(int(cur_ch_split[4]) + 1)}"][2]
except KeyError:
# if wall not existent, set False to indicate that there is no cube behind the wall
wall_2 = False
if wall_1 and wall_2:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
# wall to the right
current_check = cur_ch_split[0] + "." + f"{str(int(cur_ch_split[2]) + 1)}" + "." + cur_ch_split[4]
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][3]
if int(cur_ch_split[4]) == length:
wall_2 = False
else:
try:
wall_2_non_bool = f"{cur_ch_split[0]}.{str(int(cur_ch_split[2]) + 1)}.{cur_ch_split[4]}"
wall_2 = maze[f"{cur_ch_split[0]}.{str(int(cur_ch_split[2]) + 1)}.{cur_ch_split[4]}"][4]
except KeyError:
# if wall not existent, set False to indicate that there is no cube behind the wall
wall_2 = False
if wall_1 and wall_2:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
# wall in front
current_check = cur_ch_split[0] + "." + cur_ch_split[2] + "." + f"{str(int(cur_ch_split[4]) - 1)}"
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][2]
if int(cur_ch_split[4]) == 1:
wall_2 = False
else:
try:
wall_2_non_bool = f"{cur_ch_split[0]}.{cur_ch_split[2]}.{str(int(cur_ch_split[4]) - 1)}"
wall_2 = maze[f"{cur_ch_split[0]}.{cur_ch_split[2]}.{str(int(cur_ch_split[4]) - 1)}"][5]
except KeyError:
# if wall not existent, set False to indicate that there is no cube behind the wall
wall_2 = False
if wall_1 and wall_2:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
# wall below
current_check = f"{str(int(cur_ch_split[0]) + 1)}.{cur_ch_split[2]}.{cur_ch_split[4]}"
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][6]
wall_2_non_bool = f"{str(int(cur_ch_split[0]) + 1)}.{cur_ch_split[2]}.{cur_ch_split[4]}"
wall_2 = maze[f"{str(int(cur_ch_split[0]) + 1)}.{cur_ch_split[2]}.{cur_ch_split[4]}"][1]
time.sleep(0.2)
if wall_1 and wall_2:
if wall_2_non_bool == f"{length}.{cur_ch_split[2]}.{cur_ch_split[4]}":
current_position = wall_2_non_bool
current_check = "0.0.0"
succesful = True
break
else:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
if succesful:
console.print(text_assets.mouse_art_win, highlight=False)
console.print("The mouse has reached the cheese!")
else:
console.print("\nAgent Mouse to U.S.S. Muridae, I'm stuck. Requesting beam up!")
console.print("The borgs... they knew we were coming here, they must have changed the maze!\n")
console.print("I cannot leave this cube and go further. I'm sorry, Captain.\n")
time.sleep(0.2)
console.print("The mouse has not reached the cheese!")
console.print(text_assets.mouse_art_lose, highlight=False)
time.sleep(0.2)
console.print("The mouse has been in the following cubes:")
time.sleep(0.2)
print(has_been_in_cube)
time.sleep(0.2)
def maze_solver_2(length):
"""
different version using only randomisation of check
:return:
"""
global wall_2, succesful, wall_2_non_bool, current_check
# first, we need to find the starting point
current_position = f"{1}.{length // 2 + 1}.{length // 2 + 1}"
# we need to know if the mouse has finished
has_finished = False
# we need to know if the mouse is stuck
is_stuck = False
# we need to know if the mouse has been in a cube before
has_been_in_cube = []
# succesful value
succesful = False
maze, all_cubes = mg.maze_creator(length)
# while loop that runs until the mouse has finished
while not has_finished or not is_stuck:
# start of the solving algorithm
# checks if the walls of the cube from current_position are pass-through and
# if the wall of the cube behind the wall of direction in current_position is pass-through
# first checks the floor, then the walls[west, behind, east, forward], then the ceiling
# does not check the wall if there is no cube behind it
# does not check the ceiling if there is no cube above it
# does check the floor if there is no cube below it
# has_finished if the mouse has reached the lowest level -1
# splits the current position into its five parts
# like
# ["1", 0
# ".", 1
# "2", 2
# ".", 3
# "3"] 4
# wall positions:
# 6: floor
# 1: ceiling
# 2: forward
# 5: behind
# 3: west
# 4: east
cur_ch_split = list(current_position)
# Abbruchbedingung
try:
if current_position == has_been_in_cube[0]:
current_check = "0.0.0"
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
break
except IndexError:
pass
if current_position not in has_been_in_cube:
has_been_in_cube.insert(0, current_position)
# uses for loop of 5 to generate a random number between 1 and 5 and then
# checks if the wall is there, if not, chooses another number
for number in range(5):
numbers = [1, 2, 3, 4, 5]
random_number = random.choice(numbers)
if random_number == 1:
# wall to the left
current_check = cur_ch_split[0] + "." + f"{str(int(cur_ch_split[2]) - 1)}" + "." + cur_ch_split[
4]
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][4]
if int(cur_ch_split[2]) == 1:
wall_2 = False
else:
try:
wall_2_non_bool = f"{cur_ch_split[0]}.{str(int(cur_ch_split[2]) - 1)}.{cur_ch_split[4]}"
wall_2 = maze[f"{cur_ch_split[0]}.{str(int(cur_ch_split[2]) - 1)}.{cur_ch_split[4]}"][3]
except KeyError:
# if wall not existent, set False to indicate that there is no cube behind the wall
wall_2 = False
if wall_1 and wall_2:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
elif random_number == 2:
# wall in the back
current_check = cur_ch_split[0] + "." + cur_ch_split[
2] + "." + f"{str(int(cur_ch_split[4]) + 1)}"
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][5]
if int(cur_ch_split[4]) == length:
wall_2 = False
else:
try:
wall_2_non_bool = f"{cur_ch_split[0]}.{cur_ch_split[2]}.{str(int(cur_ch_split[4]) + 1)}"
wall_2 = maze[f"{cur_ch_split[0]}.{cur_ch_split[2]}.{str(int(cur_ch_split[4]) + 1)}"][2]
except KeyError:
# if wall not existent, set False to indicate that there is no cube behind the wall
wall_2 = False
if wall_1 and wall_2:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
elif random_number == 3:
# wall to the right
current_check = cur_ch_split[0] + "." + f"{str(int(cur_ch_split[2]) + 1)}" + "." + cur_ch_split[
4]
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][3]
if int(cur_ch_split[4]) == length:
wall_2 = False
else:
try:
wall_2_non_bool = f"{cur_ch_split[0]}.{str(int(cur_ch_split[2]) + 1)}.{cur_ch_split[4]}"
wall_2 = maze[f"{cur_ch_split[0]}.{str(int(cur_ch_split[2]) + 1)}.{cur_ch_split[4]}"][4]
except KeyError:
# if wall not existent, set False to indicate that there is no cube behind the wall
wall_2 = False
if wall_1 and wall_2:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
elif random_number == 4:
# wall in front
current_check = cur_ch_split[0] + "." + cur_ch_split[
2] + "." + f"{str(int(cur_ch_split[4]) - 1)}"
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][2]
if int(cur_ch_split[4]) == 1:
wall_2 = False
else:
try:
wall_2_non_bool = f"{cur_ch_split[0]}.{cur_ch_split[2]}.{str(int(cur_ch_split[4]) - 1)}"
wall_2 = maze[f"{cur_ch_split[0]}.{cur_ch_split[2]}.{str(int(cur_ch_split[4]) - 1)}"][5]
except KeyError:
# if wall not existent, set False to indicate that there is no cube behind the wall
wall_2 = False
if wall_1 and wall_2:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
elif random_number == 5:
# wall below
current_check = f"{str(int(cur_ch_split[0]) + 1)}.{cur_ch_split[2]}.{cur_ch_split[4]}"
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][6]
wall_2_non_bool = f"{str(int(cur_ch_split[0]) + 1)}.{cur_ch_split[2]}.{cur_ch_split[4]}"
wall_2 = maze[f"{str(int(cur_ch_split[0]) + 1)}.{cur_ch_split[2]}.{cur_ch_split[4]}"][1]
time.sleep(0.2)
if wall_1 and wall_2:
if wall_2_non_bool == f"{length}.{cur_ch_split[2]}.{cur_ch_split[4]}":
succesful = True
break
current_position = wall_2_non_bool
continue
time.sleep(0.2)
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
if succesful:
console.print(text_assets.mouse_art_win, highlight=False)
console.print("The mouse has reached the cheese!")
else:
console.print("\nAgent Mouse to U.S.S. Muridae, I'm stuck. Requesting beam up!")
console.print("The borgs... they knew we were coming here, they must have changed the maze!\n")
console.print("I cannot leave this cube and go further. I'm sorry, Captain.\n")
time.sleep(0.2)
console.print("The mouse has not reached the cheese!")
console.print(text_assets.mouse_art_lose, highlight=False)
time.sleep(0.2)
console.print("The mouse has been in the following cubes:")
time.sleep(0.2)
print(has_been_in_cube)
time.sleep(0.2)
def maze_solver_3(length):
"""
Function that solves the maze using only one search cycle and no randomization
:param length: side_length of the maze
:return: None
"""
global wall_2, succesful, wall_2_non_bool, current_check
# first, we need to find the starting point
current_position = f"{1}.{length // 2 + 1}.{length // 2 + 1}"
# we need to know if the mouse has finished
has_finished = False
# we need to know if the mouse is stuck
is_stuck = False
# we need to know if the mouse has been in a cube before
has_been_in_cube = []
# succesful value
succesful = False
maze, all_cubes = mg.maze_creator(length)
# while loop that runs until the mouse has finished
while not has_finished or not is_stuck:
# start of the solving algorithm
# checks if the walls of the cube from current_position are pass-through and
# if the wall of the cube behind the wall of direction in current_position is pass-through
# first checks the floor, then the walls[west, behind, east, forward], then the ceiling
# does not check the wall if there is no cube behind it
# does not check the ceiling if there is no cube above it
# does check the floor if there is no cube below it
# has_finished if the mouse has reached the lowest level -1
# splits the current position into its five parts
# like
# ["1", 0
# ".", 1
# "2", 2
# ".", 3
# "3"] 4
# wall positions:
# 6: floor
# 1: ceiling
# 2: forward
# 5: behind
# 3: west
# 4: east
cur_ch_split = list(current_position)
# Abbruchbedingung
try:
if current_position == has_been_in_cube[0]:
current_check = "0.0.0"
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
break
except IndexError:
pass
if current_position not in has_been_in_cube:
has_been_in_cube.insert(0, current_position)
# wall above
current_check = f"{str(int(cur_ch_split[0]) - 1)}.{cur_ch_split[2]}.{cur_ch_split[4]}"
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][1]
if int(cur_ch_split[0]) == 1:
wall_2 = False
else:
try:
wall_2_non_bool = f"{str(int(cur_ch_split[0]) - 1)}.{cur_ch_split[2]}.{cur_ch_split[4]}"
wall_2 = maze[f"{str(int(cur_ch_split[0]) - 1)}.{cur_ch_split[2]}.{cur_ch_split[4]}"][6]
except KeyError:
# if wall not existent, set False to indicate that there is no cube behind the wall
wall_2 = False
if wall_1 and wall_2:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
# wall to the left
current_check = cur_ch_split[0] + "." + f"{str(int(cur_ch_split[2]) - 1)}" + "." + cur_ch_split[4]
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][4]
if int(cur_ch_split[2]) == 1:
wall_2 = False
else:
try:
wall_2_non_bool = f"{cur_ch_split[0]}.{str(int(cur_ch_split[2]) - 1)}.{cur_ch_split[4]}"
wall_2 = maze[f"{cur_ch_split[0]}.{str(int(cur_ch_split[2]) - 1)}.{cur_ch_split[4]}"][3]
except KeyError:
# if wall not existent, set False to indicate that there is no cube behind the wall
wall_2 = False
if wall_1 and wall_2:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
# wall in the back
current_check = cur_ch_split[0] + "." + cur_ch_split[2] + "." + f"{str(int(cur_ch_split[4]) + 1)}"
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][5]
if int(cur_ch_split[4]) == length:
wall_2 = False
else:
try:
wall_2_non_bool = f"{cur_ch_split[0]}.{cur_ch_split[2]}.{str(int(cur_ch_split[4]) + 1)}"
wall_2 = maze[f"{cur_ch_split[0]}.{cur_ch_split[2]}.{str(int(cur_ch_split[4]) + 1)}"][2]
except KeyError:
# if wall not existent, set False to indicate that there is no cube behind the wall
wall_2 = False
if wall_1 and wall_2:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
# wall to the right
current_check = cur_ch_split[0] + "." + f"{str(int(cur_ch_split[2]) + 1)}" + "." + cur_ch_split[4]
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][3]
if int(cur_ch_split[4]) == length:
wall_2 = False
else:
try:
wall_2_non_bool = f"{cur_ch_split[0]}.{str(int(cur_ch_split[2]) + 1)}.{cur_ch_split[4]}"
wall_2 = maze[f"{cur_ch_split[0]}.{str(int(cur_ch_split[2]) + 1)}.{cur_ch_split[4]}"][4]
except KeyError:
# if wall not existent, set False to indicate that there is no cube behind the wall
wall_2 = False
if wall_1 and wall_2:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
# wall in front
current_check = cur_ch_split[0] + "." + cur_ch_split[2] + "." + f"{str(int(cur_ch_split[4]) - 1)}"
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][2]
if int(cur_ch_split[4]) == 1:
wall_2 = False
else:
try:
wall_2_non_bool = f"{cur_ch_split[0]}.{cur_ch_split[2]}.{str(int(cur_ch_split[4]) - 1)}"
wall_2 = maze[f"{cur_ch_split[0]}.{cur_ch_split[2]}.{str(int(cur_ch_split[4]) - 1)}"][5]
except KeyError:
# if wall not existent, set False to indicate that there is no cube behind the wall
wall_2 = False
if wall_1 and wall_2:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
# wall below
current_check = f"{str(int(cur_ch_split[0]) + 1)}.{cur_ch_split[2]}.{cur_ch_split[4]}"
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
wall_1 = maze[current_position][6]
wall_2_non_bool = f"{str(int(cur_ch_split[0]) + 1)}.{cur_ch_split[2]}.{cur_ch_split[4]}"
wall_2 = maze[f"{str(int(cur_ch_split[0]) + 1)}.{cur_ch_split[2]}.{cur_ch_split[4]}"][1]
time.sleep(0.2)
if wall_1 and wall_2:
if wall_2_non_bool == f"{length}.{cur_ch_split[2]}.{cur_ch_split[4]}":
current_position = wall_2_non_bool
current_check = "0.0.0"
succesful = True
break
else:
current_position = wall_2_non_bool
continue
time.sleep(0.2)
mv.visualise_maze(length, all_cubes, current_check, current_position, has_been_in_cube)
if succesful:
console.print(text_assets.mouse_art_win, highlight=False)
console.print("The mouse has reached the cheese!")
else:
console.print("\nAgent Mouse to U.S.S. Muridae, I'm stuck. Requesting beam up!")
console.print("The borgs... they knew we were coming here, they must have changed the maze!\n")
console.print("I cannot leave this cube and go further. I'm sorry, Captain.\n")
time.sleep(0.2)
console.print("The mouse has not reached the cheese!")
console.print(text_assets.mouse_art_lose, highlight=False)
time.sleep(0.2)
console.print("The mouse has been in the following cubes:")
time.sleep(0.2)
print(has_been_in_cube)
time.sleep(0.2)