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"""Grid generator service for random grid creation."""
import random
from typing import Tuple, List, Set, Optional
from ..models.grid import Grid
from ..models.entities import Store, Destination, Tunnel
from ..models.state import SearchState
from .parser import format_initial_state, format_traffic
def gen_grid(
width: Optional[int] = None,
height: Optional[int] = None,
num_stores: Optional[int] = None,
num_destinations: Optional[int] = None,
num_tunnels: Optional[int] = None,
obstacle_density: float = 0.1,
seed: Optional[int] = None,
) -> Tuple[str, str, SearchState]:
"""
Randomly generate a valid grid configuration.
Args:
width: Grid width (random 5-15 if None)
height: Grid height (random 5-15 if None)
num_stores: Number of stores (random 1-3 if None)
num_destinations: Number of destinations (random 1-10 if None)
num_tunnels: Number of tunnels (random 0-5 if None)
obstacle_density: Fraction of segments to block (0.0-0.5)
seed: Random seed for reproducibility
Returns:
Tuple of (initial_state_string, traffic_string, SearchState)
"""
if seed is not None:
random.seed(seed)
# Set defaults
width = width or random.randint(5, 15)
height = height or random.randint(5, 15)
num_stores = num_stores or random.randint(1, 3)
num_destinations = num_destinations or random.randint(
1, min(10, width * height // 4)
)
num_tunnels = num_tunnels or random.randint(0, min(5, width * height // 10))
# Validate constraints
num_stores = min(num_stores, 3)
num_destinations = min(num_destinations, 10)
# Track occupied positions
occupied: Set[Tuple[int, int]] = set()
# Generate stores
stores = _generate_stores(width, height, num_stores, occupied)
# Generate destinations
destinations = _generate_destinations(width, height, num_destinations, occupied)
# Generate tunnels
tunnels = _generate_tunnels(width, height, num_tunnels, occupied)
# Generate grid with traffic
grid = _generate_traffic(width, height, obstacle_density, stores, destinations)
# Create search state
state = SearchState(
grid=grid, stores=stores, destinations=destinations, tunnels=tunnels
)
# Format strings
initial_state = format_initial_state(width, height, stores, destinations, tunnels)
traffic = format_traffic(grid)
return initial_state, traffic, state
def _generate_stores(
width: int, height: int, num_stores: int, occupied: Set[Tuple[int, int]]
) -> List[Store]:
"""Generate store positions at corners/edges."""
stores = []
# Prefer corners
corners = [
(0, 0),
(width - 1, 0),
(0, height - 1),
(width - 1, height - 1),
]
random.shuffle(corners)
for i, pos in enumerate(corners[:num_stores]):
stores.append(Store(id=i + 1, position=pos))
occupied.add(pos)
# If need more, use edges
if len(stores) < num_stores:
edges = []
for x in range(1, width - 1):
edges.append((x, 0))
edges.append((x, height - 1))
for y in range(1, height - 1):
edges.append((0, y))
edges.append((width - 1, y))
random.shuffle(edges)
for pos in edges:
if pos not in occupied and len(stores) < num_stores:
stores.append(Store(id=len(stores) + 1, position=pos))
occupied.add(pos)
return stores
def _generate_destinations(
width: int, height: int, num_destinations: int, occupied: Set[Tuple[int, int]]
) -> List[Destination]:
"""Generate random destination positions."""
destinations = []
# Try to spread destinations across the grid
available = []
for x in range(width):
for y in range(height):
if (x, y) not in occupied:
available.append((x, y))
random.shuffle(available)
for i, pos in enumerate(available[:num_destinations]):
destinations.append(Destination(id=i + 1, position=pos))
occupied.add(pos)
return destinations
def _generate_tunnels(
width: int, height: int, num_tunnels: int, occupied: Set[Tuple[int, int]]
) -> List[Tunnel]:
"""Generate random tunnel pairs."""
tunnels = []
# Find available positions for tunnel entrances
available = []
for x in range(width):
for y in range(height):
if (x, y) not in occupied:
available.append((x, y))
random.shuffle(available)
i = 0
attempts = 0
max_attempts = len(available) * 2
while i < num_tunnels and len(available) >= 2 and attempts < max_attempts:
attempts += 1
idx1 = random.randint(0, len(available) - 1)
entrance1 = available[idx1]
remaining = [pos for j, pos in enumerate(available) if j != idx1]
if not remaining:
break
idx2 = random.randint(0, len(remaining) - 1)
entrance2 = remaining[idx2]
# Ensure tunnels are useful
dist = abs(entrance1[0] - entrance2[0]) + abs(entrance1[1] - entrance2[1])
if dist >= 3: # Only create if Manhattan distance >= 3
tunnels.append(Tunnel(entrance1=entrance1, entrance2=entrance2))
occupied.add(entrance1)
occupied.add(entrance2)
# Remove used positions from available
available.remove(entrance1)
available.remove(entrance2)
i += 1
return tunnels
def _generate_traffic(
width: int,
height: int,
obstacle_density: float,
stores: List[Store],
destinations: List[Destination],
) -> Grid:
"""
Generate traffic levels for all segments.
Ensures connectivity between stores and destinations.
"""
grid = Grid(width=width, height=height)
# First, add all segments with random traffic
all_segments = []
# Horizontal segments
for x in range(width - 1):
for y in range(height):
all_segments.append(((x, y), (x + 1, y)))
# Vertical segments
for x in range(width):
for y in range(height - 1):
all_segments.append(((x, y), (x, y + 1)))
# Add segments with traffic
for src, dst in all_segments:
# Random traffic level 1-4 or blocked (0)
if random.random() < obstacle_density:
traffic = 0 # Blocked
else:
traffic = random.randint(1, 4)
grid.add_segment(src, dst, traffic)
# Ensure connectivity - make sure there's a path from each store to each destination
_ensure_connectivity(grid, stores, destinations)
return grid
def _ensure_connectivity(
grid: Grid, stores: List[Store], destinations: List[Destination]
) -> None:
"""
Ensure the grid is connected between stores and destinations.
Uses BFS to check connectivity and unblocks segments if needed.
"""
# Get all important positions
important_positions = [s.position for s in stores] + [
d.position for d in destinations
]
if len(important_positions) < 2:
return
# Check connectivity from first store to all destinations
start = stores[0].position if stores else important_positions[0]
# BFS to find reachable positions
visited = {start}
queue = [start]
while queue:
current = queue.pop(0)
for neighbor in grid.get_neighbors(current):
if neighbor not in visited:
visited.add(neighbor)
queue.append(neighbor)
# Check if all important positions are reachable
unreachable = [pos for pos in important_positions if pos not in visited]
# If some positions are unreachable, create paths to them
for pos in unreachable:
_create_path_to(grid, start, pos, visited)
def _create_path_to(
grid: Grid,
start: Tuple[int, int],
goal: Tuple[int, int],
visited: Set[Tuple[int, int]],
) -> None:
"""Create a path from visited area to goal by unblocking segments."""
# Simple approach: find closest visited cell to goal and unblock path
closest = min(visited, key=lambda p: abs(p[0] - goal[0]) + abs(p[1] - goal[1]))
# Create path from closest to goal
current = closest
while current != goal:
dx = 0 if goal[0] == current[0] else (1 if goal[0] > current[0] else -1)
dy = 0 if goal[1] == current[1] else (1 if goal[1] > current[1] else -1)
# Prefer moving in direction with larger difference
if abs(goal[0] - current[0]) >= abs(goal[1] - current[1]) and dx != 0:
next_pos = (current[0] + dx, current[1])
elif dy != 0:
next_pos = (current[0], current[1] + dy)
else:
next_pos = (current[0] + dx, current[1])
# Unblock segment if blocked
if grid.is_blocked(current, next_pos):
grid.add_segment(current, next_pos, random.randint(1, 4))
visited.add(next_pos)
current = next_pos
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