Metadata-Version: 2.1
Name: py-vagabond
Version: 2.0.2
Summary: Vagabond is a comprehensive library for pathfinding, navigation, and environmental understanding in robotics and automation. It provides a range of algorithms and tools to help developers create efficient and sophisticated pathfinding solutions for robots and autonomous systems.
Home-page: https://github.com/Kawai-Senpai/Vagabond
Download-URL: https://github.com/Kawai-Senpai/Vagabond
Author: Ranit Bhowmick
Author-email: bhowmickranitking@duck.com
License: MIT License with attribution requirement
Keywords: Pathfinding,Robotics,Navigation,A* Algorithm,Graph Theory,Automation,Robotic Systems
Description-Content-Type: text/markdown
License-File: LICENSE.rst

# Vagabond

[Vagabond](https://pypi.org/project/py-vagabond/) is a powerful and flexible Python library designed to simplify the implementation of various pathfinding algorithms and related operations developed by [*Ranit Bhowmick*](https://www.linkedin.com/in/ranitbhowmick/) & [*Sayanti Chatterjee*](https://www.linkedin.com/in/sayantichatterjee/). Whether you're working on robotics, AI, or game development, Vagabond offers an easy-to-use interface for complex algorithms like A*, Dijkstra's, and more.

## Table of Contents

1. [Installation](#installation)
2. [Quick Start](#quick-start)
3. [Core Modules](#core-modules)
   - [Node Class](#node-class)
   - [A* Algorithm](#a-algorithm)
   - [Dijkstra's Algorithm](#dijkstra-algorithm)
   - [Breadth-First Search](#breadth-first-search)
   - [Depth-First Search](#depth-first-search)
4. [Graph Visualization](#graph-visualization)
5. [Examples](#examples)
   - [A* Pathfinding](#a-pathfinding-example)
   - [Dijkstra's Pathfinding](#dijkstras-pathfinding-example)
   - [Breadth-First Search](#breadth-first-search-example)
   - [Depth-First Search](#depth-first-search-example)

## Installation

To install the Vagabond library, simply use pip:

```bash
pip install py-vagabond
```

## Quick Start

Here's a quick overview of how to use the library to perform A* pathfinding:

```python
import numpy as np
import matplotlib.pyplot as plt
from vagabond.systems import node
from vagabond.environmental import astar
import numpy as np

#example free space grids (1 is free, 0 is occupied)
free_space_grid = np.array([
    [1, 0.8, 0.5, 0.5, 0.8],
    [0.9, 0, 0, 0.8, 0.6],
    [0, 0.8, 0.9, 0.9, 0.9],
    [0.8, 0.9, 0, 0, 0.9],
    [0.6, 0.5, 0.2, 0.2, 1]
])

# Assuming robot_cell is defined
robot_cell = (0, 0)
end_cell = (4, 4)

start_node = node(value=robot_cell, name="({}, {})".format(robot_cell[0], robot_cell[1]))
end_node = node(value=end_cell, name="({}, {})".format(end_cell[0], end_cell[1]))

# Generate a random end cell
map_height, map_width = free_space_grid.shape

#! A* functions ----------------------------------------------------

# if a cell is given, return the 4-connected neighbors
# probability  high -----> cost low -----> high priority
def get_neighbors(parent_node):

    neighbors = []
    x, y = parent_node.value

    # Check if the neighbor is within the map and is free
    if x > 0 and free_space_grid[x - 1,y] != 0:
        neighbors.append(node(value=(x - 1, y), parent=parent_node, cost=(cost(parent_node, (x - 1, y)))+heuristic((x - 1, y), end_cell), name="({}, {})".format(x - 1, y)))
    if x < map_width - 1 and free_space_grid[x + 1,y] != 0:    
        neighbors.append(node(value=(x + 1, y), parent=parent_node, cost=(cost(parent_node, (x + 1, y)))+heuristic((x + 1, y), end_cell), name="({}, {})".format(x + 1, y)))
    if y > 0 and free_space_grid[x, y - 1] != 0:
        neighbors.append(node(value=(x, y - 1), parent=parent_node, cost=(cost(parent_node, (x, y - 1)))+heuristic((x, y - 1), end_cell), name="({}, {})".format(x, y - 1)))
    if y < map_height - 1 and free_space_grid[x, y + 1] != 0:
        neighbors.append(node(value=(x, y + 1), parent=parent_node, cost=(cost(parent_node, (x, y + 1)))+heuristic((x, y + 1), end_cell), name="({}, {})".format(x, y + 1)))

    return neighbors

def cost(current_cell, neighbor):

    if(current_cell.parent):
        parent = current_cell.parent.value
    else:
        parent = current_cell.value

    current = current_cell.value

    #check if direction has not changed
    direction1 = (parent[0] - current[0], parent[1] - current[1])
    direction2 = (current[0] - neighbor[0], current[1] - neighbor[1])

    if direction1 == direction2:
        penalty = 0.1
    else:
        penalty = 0.5

    return penalty + round(1 - free_space_grid[neighbor],2)

def heuristic(current_cell, end_cell):
    return abs(current_cell[0] - end_cell[0]) + abs(current_cell[1] - end_cell[1])

#! A* algorithm ----------------------------------------------------

# Create an instance of the astar class
astar_obj = astar(get_neighbors)

# Find the path
path = astar_obj.path(start_node, end_node)
astar_obj.display_path(filename="astar_path")
print("Path: ", path)

#! Plot the path ----------------------------------------------------

plt.figure()
plt.imshow(free_space_grid, cmap='gray', origin='upper')

# Plot the path as a line
path = np.array(astar_obj.get_raw())

#plot simplified dots
plt.plot(path[:, 1], path[:, 0], 'r')
plt.scatter(robot_cell[1], robot_cell[0], color='r', marker='x')
plt.scatter(end_cell[1], end_cell[0], color='g', marker='x')
plt.show()
```

This example initializes a simple 5x5 grid with varying cost values and calculates the optimal path from the top-left corner to the bottom-right corner using the A* algorithm.

## Core Modules

### Node Class

The `node` class is the fundamental building block of the Vagabond library. It represents each cell in your grid and contains attributes like `value`, `parent`, `childs`, `cost`, and `name`.

**Initialization:**

```python
from vagabond.systems import node

n = node(value=(x, y), parent=None, cost=0.0, name="Node (x, y)")
```

**Attributes:**

- **value**: Tuple representing the coordinates of the node.
- **parent**: Reference to the parent node (used to track the path).
- **childs**: List of child nodes.
- **cost**: The cost to move to this node.
- **name**: A string representing the name of the node.

### A* Algorithm

The `astar` class implements the A* pathfinding algorithm, which is one of the most popular algorithms used in robotics and game development due to its efficiency and accuracy.

**Initialization:**

```python
from vagabond.environmental import astar

astar_obj = astar(get_neighbors)
```

**Key Functions:**

- `path(start_node, end_node)`: Calculates the optimal path between the start and end nodes.
- `display_path(filename)`: Displays the grid, obstacles, and the computed path using Graphviz.
- `get_raw()`: Returns the raw path as a list of nodes.
- `get()`: Returns the path as a list of nodes.
- `add(node)`: Adds a node to the path.
- `remove(node)`: Removes a node from the path.
- `clear()`: Clears the path.

**Usage:**

```python
path = astar_obj.path(start_node, end_node)
raw_path = astar_obj.get_raw()
```

### Dijkstra's Algorithm

The `dijkstra` class implements Dijkstra's pathfinding algorithm, which is ideal for finding the shortest path in graphs with non-negative weights.

**Initialization:**

```python
from vagabond.environmental import dijkstra

dijkstra_obj = dijkstra(get_neighbors)
```

**Key Functions:**

- `path(start_node, end_node)`: Identifies the shortest path between two nodes using Dijkstra's algorithm.
- `display_path(filename)`: Displays the grid, obstacles, and the computed path using Graphviz.
- `get_raw()`: Returns the raw path as a list of nodes.
- `get()`: Returns the path as a list of nodes.
- `add(node)`: Adds a node to the path.
- `remove(node)`: Removes a node from the path.
- `clear()`: Clears the path.

**Usage:**

```python
path = dijkstra_obj.path(start_node, end_node)
raw_path = dijkstra_obj.get_raw()
```

### Breadth-First Search

The `bfs` class implements the Breadth-First Search algorithm, which is useful for exploring all possible paths in a graph.

**Initialization:**

```python
from vagabond.environmental import bfs

bfs_obj = bfs(get_neighbors)
```

**Key Functions:**

- `path(start_node, end_node)`: Finds the shortest path between two nodes using BFS.
- `display_path(filename)`: Displays the grid, obstacles, and the computed path using Graphviz.
- `get_raw()`: Returns the raw path as a list of nodes.
- `get()`: Returns the path as a list of nodes.
- `add(node)`: Adds a node to the path.
- `remove(node)`: Removes a node from the path.
- `clear()`: Clears the path.

**Usage:**

```python
path = bfs_obj.path(start_node, end_node)
raw_path = bfs_obj.get_raw()
```

### Depth-First Search

The `dfs` class implements the Depth-First Search algorithm, which is useful for exploring all possible paths in a graph.

**Initialization:**

```python
from vagabond.environmental import dfs

dfs_obj = dfs(get_neighbors)
```

**Key Functions:**

- `path(start_node, end_node)`: Finds the shortest path between two nodes using DFS.
- `display_path(filename)`: Displays the grid, obstacles, and the computed path using Graphviz.
- `get_raw()`: Returns the raw path as a list of nodes.
- `get()`: Returns the path as a list of nodes.
- `add(node)`: Adds a node to the path.
- `remove(node)`: Removes a node from the path.
- `clear()`: Clears the path.

**Usage:**

```python

path = dfs_obj.path(start_node, end_node)
raw_path = dfs_obj.get_raw()
```

## Graph Visualization

Vagabond provides a convenient way to visualize your grid, obstacles, and computed paths using the Graphviz library.

**Display Path:**

```python
astar_obj.display_path(filename="astar_path")
```

This function generates a visualization of the grid, obstacles, and the computed path using Graphviz. The resulting image is saved as a PNG file with the specified filename.

![A* Path Output](https://github.com/Kawai-Senpai/Vagabond/blob/2c48df11016c35125353c6ee5235aa1d3ccbb440/Examples/astar_path.png)

It is also possible to display the grid and path using matplotlib:

```python
plt.figure()
plt.imshow(free_space_grid, cmap='gray', origin='upper')

# Plot the path as a line
path = np.array(astar_obj.get_raw())

#plot the path
plt.plot(path[:, 1], path[:, 0], 'r')
plt.scatter(robot_cell[1], robot_cell[0], color='r', marker='x')
plt.scatter(end_cell[1], end_cell[0], color='g', marker='x')
plt.show()
```

## Examples

### A* Pathfinding Example

This example demonstrates how to use the A* algorithm to find the optimal path in a grid with varying cost values.

```python
import numpy as np
import matplotlib.pyplot as plt
from vagabond.systems import node
from vagabond.environmental import astar
import numpy as np

#example free space grids (1 is free, 0 is occupied)
free_space_grid = np.array([
    [1, 0.8, 0.5, 0.5, 0.8],
    [0.9, 0, 0, 0.8, 0.6],
    [0, 0.8, 0.9, 0.9, 0.9],
    [0.8, 0.9, 0, 0, 0.9],
    [0.6, 0.5, 0.2, 0.2, 1]
])

# Assuming robot_cell is defined
robot_cell = (0, 0)
end_cell = (4, 4)

start_node = node(value=robot_cell, name="({}, {})".format(robot_cell[0], robot_cell[1]))
end_node = node(value=end_cell, name="({}, {})".format(end_cell[0], end_cell[1]))

# Generate a random end cell
map_height, map_width = free_space_grid.shape

#! A* functions ----------------------------------------------------

# if a cell is given, return the 4-connected neighbors
# probability  high -----> cost low -----> high priority
def get_neighbors(parent_node):

    neighbors = []
    x, y = parent_node.value

    # Check if the neighbor is within the map and is free
    if x > 0 and free_space_grid[x - 1,y] != 0:
        neighbors.append(node(value=(x - 1, y), parent=parent_node, cost=(cost(parent_node, (x - 1, y)))+heuristic((x - 1, y), end_cell), name="({}, {})".format(x - 1, y)))
    if x < map_width - 1 and free_space_grid[x + 1,y] != 0:    
        neighbors.append(node(value=(x + 1, y), parent=parent_node, cost=(cost(parent_node, (x + 1, y)))+heuristic((x + 1, y), end_cell), name="({}, {})".format(x + 1, y)))
    if y > 0 and free_space_grid[x, y - 1] != 0:
        neighbors.append(node(value=(x, y - 1), parent=parent_node, cost=(cost(parent_node, (x, y - 1)))+heuristic((x, y - 1), end_cell), name="({}, {})".format(x, y - 1)))
    if y < map_height - 1 and free_space_grid[x, y + 1] != 0:
        neighbors.append(node(value=(x, y + 1), parent=parent_node, cost=(cost(parent_node, (x, y + 1)))+heuristic((x, y + 1), end_cell), name="({}, {})".format(x, y + 1)))

    return neighbors

def cost(current_cell, neighbor):

    if(current_cell.parent):
        parent = current_cell.parent.value
    else:
        parent = current_cell.value

    current = current_cell.value

    #check if direction has not changed
    direction1 = (parent[0] - current[0], parent[1] - current[1])
    direction2 = (current[0] - neighbor[0], current[1] - neighbor[1])

    if direction1 == direction2:
        penalty = 0.1
    else:
        penalty = 0.5

    return penalty + round(1 - free_space_grid[neighbor],2)

def heuristic(current_cell, end_cell):
    return abs(current_cell[0] - end_cell[0]) + abs(current_cell[1] - end_cell[1])

#! A* algorithm ----------------------------------------------------

# Create an instance of the astar class
astar_obj = astar(get_neighbors)

# Find the path
path = astar_obj.path(start_node, end_node)
astar_obj.display_path(filename="astar_path")
print("Path: ", path)

#! Plot the path ----------------------------------------------------

plt.figure()
plt.imshow(free_space_grid, cmap='gray', origin='upper')

# Plot the path as a line
path = np.array(astar_obj.get_raw())

plt.plot(path[:, 1], path[:, 0], 'r')
plt.scatter(robot_cell[1], robot_cell[0], color='r', marker='x')
plt.scatter(end_cell[1], end_cell[0], color='g', marker='x')
plt.show()

```

### Dijkstra's Pathfinding Example

This example demonstrates how to use Dijkstra's algorithm to find the shortest path in a grid with varying cost values.

```python
import numpy as np
import matplotlib.pyplot as plt
from vagabond.systems import node
from vagabond.environmental import dijkstra
import numpy as np

#example free space grids (1 is free, 0 is occupied)
free_space_grid = np.array([
    [1, 0.8, 0.5, 0.5, 0.8],
    [0.9, 0, 0, 0.8, 0.6],
    [0, 0.8, 0.9, 0.9, 0.9],
    [0.8, 0.9, 0, 0, 0.9],
    [0.6, 0.5, 0.2, 0.2, 1]
])

# Assuming robot_cell is defined
robot_cell = (0, 0)
end_cell = (4, 4)

start_node = node(value=robot_cell, name="({}, {})".format(robot_cell[0], robot_cell[1]))
end_node = node(value=end_cell, name="({}, {})".format(end_cell[0], end_cell[1]))

# Generate a random end cell
map_height, map_width = free_space_grid.shape

#! A* functions ----------------------------------------------------

# if a cell is given, return the 4-connected neighbors
# probability  high -----> cost low -----> high priority
def get_neighbors(parent_node):

    neighbors = []
    x, y = parent_node.value

    # Check if the neighbor is within the map and is free
    if x > 0 and free_space_grid[x - 1,y] != 0:
        neighbors.append(node(value=(x - 1, y), parent=parent_node, cost=(cost(parent_node, (x - 1, y)))+heuristic((x - 1, y), end_cell), name="({}, {})".format(x - 1, y)))
    if x < map_width - 1 and free_space_grid[x + 1,y] != 0:    
        neighbors.append(node(value=(x + 1, y), parent=parent_node, cost=(cost(parent_node, (x + 1, y)))+heuristic((x + 1, y), end_cell), name="({}, {})".format(x + 1, y)))
    if y > 0 and free_space_grid[x, y - 1] != 0:
        neighbors.append(node(value=(x, y - 1), parent=parent_node, cost=(cost(parent_node, (x, y - 1)))+heuristic((x, y - 1), end_cell), name="({}, {})".format(x, y - 1)))
    if y < map_height - 1 and free_space_grid[x, y + 1] != 0:
        neighbors.append(node(value=(x, y + 1), parent=parent_node, cost=(cost(parent_node, (x, y + 1)))+heuristic((x, y + 1), end_cell), name="({}, {})".format(x, y + 1)))

    return neighbors

def cost(current_cell, neighbor):

    if(current_cell.parent):
        parent = current_cell.parent.value
    else:
        parent = current_cell.value

    current = current_cell.value

    #check if direction has not changed
    direction1 = (parent[0] - current[0], parent[1] - current[1])
    direction2 = (current[0] - neighbor[0], current[1] - neighbor[1])

    if direction1 == direction2:
        penalty = 0.1
    else:
        penalty = 0.5

    return penalty + round(1 - free_space_grid[neighbor],2)

def heuristic(current_cell, end_cell):
    return abs(current_cell[0] - end_cell[0]) + abs(current_cell[1] - end_cell[1])

#! A* algorithm ----------------------------------------------------

# Create an instance of the astar class
dijkstra_obj = dijkstra(get_neighbors)

# Find the path
path = dijkstra_obj.path(start_node, end_node)
dijkstra_obj.display_path(filename="dijkstra_path")
print("Path: ", path)

#! Plot the path ----------------------------------------------------

plt.figure()
plt.imshow(free_space_grid, cmap='gray', origin='upper')

# Plot the path as a line
path = np.array(dijkstra_obj.get_raw())

#plot simplified dots
plt.plot(path[:, 1], path[:, 0], 'r')
plt.scatter(robot_cell[1], robot_cell[0], color='r', marker='x')
plt.scatter(end_cell[1], end_cell[0], color='g', marker='x')
plt.show()

```

### Breadth-First Search Example

This example demonstrates how to use the Breadth-First Search algorithm to explore all possible paths in a grid.

```python
import numpy as np
import matplotlib.pyplot as plt
from vagabond.systems import node
from vagabond.environmental import bfs
import numpy as np

#example free space grids (1 is free, 0 is occupied)
free_space_grid = np.array([
    [1, 0.8, 0.5, 0.5, 0.8],
    [0.9, 0, 0, 0.8, 0.6],
    [0, 0.8, 0.9, 0.9, 0.9],
    [0.8, 0.9, 0, 0, 0.9],
    [0.6, 0.5, 0.2, 0.2, 1]
])

# Assuming robot_cell is defined
robot_cell = (0, 0)
end_cell = (4, 4)

start_node = node(value=robot_cell, name="({}, {})".format(robot_cell[0], robot_cell[1]))
end_node = node(value=end_cell, name="({}, {})".format(end_cell[0], end_cell[1]))

# Generate a random end cell
map_height, map_width = free_space_grid.shape

#! A* functions ----------------------------------------------------

# if a cell is given, return the 4-connected neighbors
# probability  high -----> cost low -----> high priority
def get_neighbors(parent_node):

    neighbors = []
    x, y = parent_node.value

    # Check if the neighbor is within the map and is free
    if x > 0 and free_space_grid[x - 1,y] != 0:
        neighbors.append(node(value=(x - 1, y), parent=parent_node, cost=(cost(parent_node, (x - 1, y)))+heuristic((x - 1, y), end_cell), name="({}, {})".format(x - 1, y)))
    if x < map_width - 1 and free_space_grid[x + 1,y] != 0:    
        neighbors.append(node(value=(x + 1, y), parent=parent_node, cost=(cost(parent_node, (x + 1, y)))+heuristic((x + 1, y), end_cell), name="({}, {})".format(x + 1, y)))
    if y > 0 and free_space_grid[x, y - 1] != 0:
        neighbors.append(node(value=(x, y - 1), parent=parent_node, cost=(cost(parent_node, (x, y - 1)))+heuristic((x, y - 1), end_cell), name="({}, {})".format(x, y - 1)))
    if y < map_height - 1 and free_space_grid[x, y + 1] != 0:
        neighbors.append(node(value=(x, y + 1), parent=parent_node, cost=(cost(parent_node, (x, y + 1)))+heuristic((x, y + 1), end_cell), name="({}, {})".format(x, y + 1)))

    return neighbors

def cost(current_cell, neighbor):

    if(current_cell.parent):
        parent = current_cell.parent.value
    else:
        parent = current_cell.value

    current = current_cell.value

    #check if direction has not changed
    direction1 = (parent[0] - current[0], parent[1] - current[1])
    direction2 = (current[0] - neighbor[0], current[1] - neighbor[1])

    if direction1 == direction2:
        penalty = 0.1
    else:
        penalty = 0.5

    return penalty + round(1 - free_space_grid[neighbor],2)

def heuristic(current_cell, end_cell):
    return abs(current_cell[0] - end_cell[0]) + abs(current_cell[1] - end_cell[1])

#! A* algorithm ----------------------------------------------------

# Create an instance of the astar class
bfs_obj = bfs(get_neighbors)

# Find the path
path = bfs_obj.path(start_node, end_node)
bfs_obj.display_path(filename="bfs_path")
print("Path: ", path)

#! Plot the path ----------------------------------------------------

plt.figure()
plt.imshow(free_space_grid, cmap='gray', origin='upper')

# Plot the path as a line
path = np.array(bfs_obj.get_raw())

#plot simplified dots
plt.plot(path[:, 1], path[:, 0], 'r')
plt.scatter(robot_cell[1], robot_cell[0], color='r', marker='x')
plt.scatter(end_cell[1], end_cell[0], color='g', marker='x')
plt.show()

```

### Depth-First Search Example

This example demonstrates how to use the Depth-First Search algorithm to explore all possible paths in a grid.

```python
import numpy as np
import matplotlib.pyplot as plt
from vagabond.systems import node
from vagabond.environmental import dfs
import numpy as np

#example free space grids (1 is free, 0 is occupied)
free_space_grid = np.array([
    [1, 0.8, 0.5, 0.5, 0.8],
    [0.9, 0, 0, 0.8, 0.6],
    [0, 0.8, 0.9, 0.9, 0.9],
    [0.8, 0.9, 0, 0, 0.9],
    [0.6, 0.5, 0.2, 0.2, 1]
])

# Assuming robot_cell is defined
robot_cell = (0, 0)
end_cell = (4, 4)

start_node = node(value=robot_cell, name="({}, {})".format(robot_cell[0], robot_cell[1]))
end_node = node(value=end_cell, name="({}, {})".format(end_cell[0], end_cell[1]))

# Generate a random end cell
map_height, map_width = free_space_grid.shape

#! A* functions ----------------------------------------------------

# if a cell is given, return the 4-connected neighbors
# probability  high -----> cost low -----> high priority
def get_neighbors(parent_node):

    neighbors = []
    x, y = parent_node.value

    # Check if the neighbor is within the map and is free
    if x > 0 and free_space_grid[x - 1,y] != 0:
        neighbors.append(node(value=(x - 1, y), parent=parent_node, cost=(cost(parent_node, (x - 1, y)))+heuristic((x - 1, y), end_cell), name="({}, {})".format(x - 1, y)))
    if x < map_width - 1 and free_space_grid[x + 1,y] != 0:    
        neighbors.append(node(value=(x + 1, y), parent=parent_node, cost=(cost(parent_node, (x + 1, y)))+heuristic((x + 1, y), end_cell), name="({}, {})".format(x + 1, y)))
    if y > 0 and free_space_grid[x, y - 1] != 0:
        neighbors.append(node(value=(x, y - 1), parent=parent_node, cost=(cost(parent_node, (x, y - 1)))+heuristic((x, y - 1), end_cell), name="({}, {})".format(x, y - 1)))
    if y < map_height - 1 and free_space_grid[x, y + 1] != 0:
        neighbors.append(node(value=(x, y + 1), parent=parent_node, cost=(cost(parent_node, (x, y + 1)))+heuristic((x, y + 1), end_cell), name="({}, {})".format(x, y + 1)))

    return neighbors

def cost(current_cell, neighbor):

    if(current_cell.parent):
        parent = current_cell.parent.value
    else:
        parent = current_cell.value

    current = current_cell.value

    #check if direction has not changed
    direction1 = (parent[0] - current[0], parent[1] - current[1])
    direction2 = (current[0] - neighbor[0], current[1] - neighbor[1])

    if direction1 == direction2:
        penalty = 0.1
    else:
        penalty = 0.5

    return penalty + round(1 - free_space_grid[neighbor],2)

def heuristic(current_cell, end_cell):
    return abs(current_cell[0] - end_cell[0]) + abs(current_cell[1] - end_cell[1])

#! A* algorithm ----------------------------------------------------

# Create an instance of the astar class
dfs_obj = dfs(get_neighbors)


# Find the path
path = dfs_obj.path(start_node, end_node)
dfs_obj.display_path(filename="dfs_path")
print("Path: ", path)

#! Plot the path ----------------------------------------------------

plt.figure()
plt.imshow(free_space_grid, cmap='gray', origin='upper')

# Plot the path as a line
path = np.array(dfs_obj.get_raw())

#plot simplified dots
plt.plot(path[:, 1], path[:, 0], 'r')
plt.scatter(robot_cell[1], robot_cell[0], color='r', marker='x')
plt.scatter(end_cell[1], end_cell[0], color='g', marker='x')
plt.show()

```
