import heapq import networkx as nx from typing import List, Set FLY_OUT_OF_BATTLE = 'Fly out of battle' class State: def __init__(self, location, conditions, cost, path, visited_required_nodes): self.location = location self.conditions = conditions # A frozenset of conditions self.cost = cost self.path = path # List of locations visited in order self.visited_required_nodes = visited_required_nodes # A frozenset of required nodes visited def __lt__(self, other): return self.cost < other.cost # For priority queue def heuristic(state, goal_conditions, required_nodes): # Since we don't have actual distances, we can use the number of badges remaining as the heuristic remaining_conditions = goal_conditions - state.conditions remaining_nodes = required_nodes - state.visited_required_nodes return len(remaining_conditions) + len(remaining_nodes) def is_goal_state(state, goal_location, goals, required_nodes): return ( state.location == goal_location and goals.issubset(state.conditions) and required_nodes.issubset(state.visited_required_nodes) ) class PokemonGameDesc: def __init__(self): self.game_name: str = "" self.towns_and_cities: Set[str] = set() self.badges: Set[str] = set() self.items: Set[str] = set() self.hms: Set[str] = set() self.starting_town: str self.end_goal: str self.flying_badge: str self.additional_goals: List[str] = [] self.one_way_routes: List[str] = [] self.must_visit: Set[str] = set() self.graph: nx.Graph = nx.Graph() def astar_search(self): from collections import deque self.goals = set(self.badges + self.additional_goals) # Priority queue for open states open_list = [] heapq.heappush(open_list, (0, State( location=self.starting_town, conditions=frozenset(), # Start with no conditions cost=0, path=[self.starting_town], visited_required_nodes=frozenset([self.starting_town]) if self.starting_town in self.must_visit else frozenset() ))) # Closed set to keep track of visited states closed_set = {} while open_list: _, current_state = heapq.heappop(open_list) # Check if we've reached the goal location with all required conditions if is_goal_state(current_state, self.end_goal, self.goals, self.must_visit): return current_state.path, current_state.cost, current_state.conditions # Check if we've already visited this state with equal or better conditions state_key = (current_state.location, current_state.conditions, current_state.visited_required_nodes) if state_key in closed_set and closed_set[state_key] <= current_state.cost: continue # Skip this state closed_set[state_key] = current_state.cost # Expand neighbors via normal moves for neighbor in self.graph.neighbors(current_state.location): edge_data = self.graph.get_edge_data(current_state.location, neighbor) edge_condition = edge_data.get('condition', []) if edge_condition is None: edge_requires = set() else: edge_requires = set(edge_condition) # Check if we have the required conditions to traverse this edge if not edge_requires.issubset(current_state.conditions): continue # Can't traverse this edge # Update conditions based on grants at the neighbor node neighbor_data = self.graph.nodes[neighbor] new_conditions = set(current_state.conditions) # Check if the neighbor grants any conditions grants = neighbor_data.get('grants_conditions', []) for grant in grants: required_for_grant = set(grant.get('required_conditions', [])) if required_for_grant.issubset(new_conditions): # We can acquire the condition new_conditions.add(grant['condition']) # Update visited required nodes new_visited_required_nodes = set(current_state.visited_required_nodes) if neighbor in self.must_visit: new_visited_required_nodes.add(neighbor) new_state = State( location=neighbor, conditions=frozenset(new_conditions), cost=current_state.cost + 1, # Assuming uniform cost; adjust if needed path=current_state.path + [neighbor], visited_required_nodes=frozenset(new_visited_required_nodes) ) estimated_total_cost = new_state.cost + heuristic(new_state, self.goals, self.must_visit) heapq.heappush(open_list, (estimated_total_cost, new_state)) # Expand neighbors via FLY if applicable if FLY_OUT_OF_BATTLE in current_state.conditions and current_state.location in self.towns_and_cities: for fly_target in self.towns_and_cities: if fly_target != current_state.location and fly_target in current_state.path: # You can fly to this location new_conditions = set(current_state.conditions) neighbor_data = self.graph.nodes[fly_target] grants = neighbor_data.get('grants_conditions', []) for grant in grants: required_for_grant = set(grant.get('required_conditions', [])) if required_for_grant.issubset(new_conditions): new_conditions.add(grant['condition']) # Update visited required nodes new_visited_required_nodes = set(current_state.visited_required_nodes) if fly_target in self.must_visit: new_visited_required_nodes.add(fly_target) fly_state = State( location=fly_target, conditions=frozenset(new_conditions), cost=current_state.cost + 1, # Adjust cost if flying is different path=current_state.path + [fly_target], visited_required_nodes=frozenset(new_visited_required_nodes) ) estimated_total_cost = fly_state.cost + heuristic(fly_state, self.goals, self.must_visit) heapq.heappush(open_list, (estimated_total_cost, fly_state)) return None # No path found __all__ = ["PokemonGameDesc"]