237 lines
6.9 KiB
Python
237 lines
6.9 KiB
Python
#!/usr/bin/env python3
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"""
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Dijkstra Demo - Cycles Through Different Path Combinations
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==========================================================
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Shows paths between different entity pairs, skipping impossible paths.
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"""
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import mcrfpy
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import sys
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# High contrast colors
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WALL_COLOR = mcrfpy.Color(40, 20, 20) # Very dark red/brown
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FLOOR_COLOR = mcrfpy.Color(60, 60, 80) # Dark blue-gray
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PATH_COLOR = mcrfpy.Color(0, 255, 0) # Bright green
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START_COLOR = mcrfpy.Color(255, 100, 100) # Light red
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END_COLOR = mcrfpy.Color(100, 100, 255) # Light blue
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# Global state
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grid = None
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entities = []
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current_path_index = 0
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path_combinations = []
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current_path = []
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def create_map():
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"""Create the map with entities"""
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global grid, entities
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mcrfpy.createScene("dijkstra_cycle")
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# Create grid
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grid = mcrfpy.Grid(grid_x=14, grid_y=10)
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grid.fill_color = mcrfpy.Color(0, 0, 0)
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# Map layout
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map_layout = [
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"..............", # Row 0
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"..W.....WWWW..", # Row 1
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"..W.W...W.EW..", # Row 2 - Entity 1 at (10,2) is TRAPPED!
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"..W.....W..W..", # Row 3
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"..W...E.WWWW..", # Row 4 - Entity 2 at (6,4)
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"E.W...........", # Row 5 - Entity 3 at (0,5)
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"..W...........", # Row 6
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"..W...........", # Row 7
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"..W.WWW.......", # Row 8
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"..............", # Row 9
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]
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# Create the map
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entity_positions = []
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for y, row in enumerate(map_layout):
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for x, char in enumerate(row):
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cell = grid.at(x, y)
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if char == 'W':
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cell.walkable = False
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cell.color = WALL_COLOR
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else:
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cell.walkable = True
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cell.color = FLOOR_COLOR
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if char == 'E':
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entity_positions.append((x, y))
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# Create entities
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entities = []
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for i, (x, y) in enumerate(entity_positions):
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entity = mcrfpy.Entity(x, y)
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entity.sprite_index = 49 + i # '1', '2', '3'
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grid.entities.append(entity)
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entities.append(entity)
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print("Entities created:")
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for i, (x, y) in enumerate(entity_positions):
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print(f" Entity {i+1} at ({x}, {y})")
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# Check which entity is trapped
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print("\nChecking accessibility:")
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for i, e in enumerate(entities):
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# Try to path to each other entity
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can_reach = []
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for j, other in enumerate(entities):
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if i != j:
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path = e.path_to(int(other.x), int(other.y))
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if path:
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can_reach.append(j+1)
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if not can_reach:
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print(f" Entity {i+1} at ({int(e.x)}, {int(e.y)}) is TRAPPED!")
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else:
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print(f" Entity {i+1} can reach entities: {can_reach}")
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# Generate valid path combinations (excluding trapped entity)
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global path_combinations
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path_combinations = []
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# Only paths between entities 2 and 3 (indices 1 and 2) will work
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# since entity 1 (index 0) is trapped
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if len(entities) >= 3:
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# Entity 2 to Entity 3
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path = entities[1].path_to(int(entities[2].x), int(entities[2].y))
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if path:
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path_combinations.append((1, 2, path))
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# Entity 3 to Entity 2
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path = entities[2].path_to(int(entities[1].x), int(entities[1].y))
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if path:
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path_combinations.append((2, 1, path))
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print(f"\nFound {len(path_combinations)} valid paths")
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def clear_path_colors():
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"""Reset all floor tiles to original color"""
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global current_path
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for y in range(grid.grid_y):
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for x in range(grid.grid_x):
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cell = grid.at(x, y)
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if cell.walkable:
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cell.color = FLOOR_COLOR
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current_path = []
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def show_path(index):
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"""Show a specific path combination"""
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global current_path_index, current_path
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if not path_combinations:
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status_text.text = "No valid paths available (Entity 1 is trapped!)"
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return
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current_path_index = index % len(path_combinations)
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from_idx, to_idx, path = path_combinations[current_path_index]
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# Clear previous path
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clear_path_colors()
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# Get entities
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e_from = entities[from_idx]
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e_to = entities[to_idx]
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# Color the path
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current_path = path
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if path:
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# Color start and end
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grid.at(int(e_from.x), int(e_from.y)).color = START_COLOR
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grid.at(int(e_to.x), int(e_to.y)).color = END_COLOR
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# Color intermediate steps
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for i, (x, y) in enumerate(path):
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if i > 0 and i < len(path) - 1:
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grid.at(x, y).color = PATH_COLOR
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# Update status
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status_text.text = f"Path {current_path_index + 1}/{len(path_combinations)}: Entity {from_idx+1} → Entity {to_idx+1} ({len(path)} steps)"
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# Update path display
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path_display = []
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for i, (x, y) in enumerate(path[:5]): # Show first 5 steps
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path_display.append(f"({x},{y})")
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if len(path) > 5:
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path_display.append("...")
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path_text.text = "Path: " + " → ".join(path_display) if path_display else "Path: None"
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def handle_keypress(key_str, state):
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"""Handle keyboard input"""
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global current_path_index
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if state == "end": return
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if key_str == "Esc":
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print("\nExiting...")
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sys.exit(0)
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elif key_str == "N" or key_str == "Space":
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show_path(current_path_index + 1)
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elif key_str == "P":
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show_path(current_path_index - 1)
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elif key_str == "R":
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show_path(current_path_index)
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# Create the demo
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print("Dijkstra Path Cycling Demo")
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print("==========================")
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print("Note: Entity 1 is trapped by walls!")
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print()
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create_map()
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# Set up UI
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ui = mcrfpy.sceneUI("dijkstra_cycle")
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ui.append(grid)
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# Scale and position
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grid.size = (560, 400)
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grid.position = (120, 100)
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# Add title
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title = mcrfpy.Caption("Dijkstra Pathfinding - Cycle Paths", 200, 20)
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title.fill_color = mcrfpy.Color(255, 255, 255)
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ui.append(title)
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# Add status
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status_text = mcrfpy.Caption("Press SPACE to cycle paths", 120, 60)
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status_text.fill_color = mcrfpy.Color(255, 255, 100)
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ui.append(status_text)
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# Add path display
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path_text = mcrfpy.Caption("Path: None", 120, 520)
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path_text.fill_color = mcrfpy.Color(200, 200, 200)
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ui.append(path_text)
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# Add controls
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controls = mcrfpy.Caption("SPACE/N=Next, P=Previous, R=Refresh, Q=Quit", 120, 540)
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controls.fill_color = mcrfpy.Color(150, 150, 150)
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ui.append(controls)
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# Add legend
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legend = mcrfpy.Caption("Red=Start, Blue=End, Green=Path, Dark=Wall", 120, 560)
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legend.fill_color = mcrfpy.Color(150, 150, 150)
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ui.append(legend)
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# Show first valid path
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mcrfpy.setScene("dijkstra_cycle")
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mcrfpy.keypressScene(handle_keypress)
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# Display initial path
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if path_combinations:
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show_path(0)
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else:
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status_text.text = "No valid paths! Entity 1 is trapped!"
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print("\nDemo ready!")
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print("Controls:")
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print(" SPACE or N - Next path")
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print(" P - Previous path")
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print(" R - Refresh current path")
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print(" Q - Quit")
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