feat(ai): add Map class for pathfinding and speed up world updates
- Remove unused `random` import and introduce `collections` for BFS queue. - Decrease `GameMap` update interval from 1000 ms to 1 ms and lower `update_threshold` from 100 to 1 for near‑real‑time world state. - Add thread‑safe lock, timestamp tracking, and rename `player_to_flag_assignments` to `player_to_flag_assign`. - Introduce `my_side_is_left` flag to differentiate safe‑zone logic. - Implement new `Map` class: * Stores grid, edges, and safe‑zone status. * Updates grid with walls, allies, enemies, and safe‑zone handling. * Computes adjacency edges respecting obstacles. * Provides `guideance` (BFS) to obtain the first movement direction towards a target. - Overall refactor improves AI flag‑picking speed and decision accuracy.
This commit is contained in:
@@ -1,265 +0,0 @@
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import asyncio
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from lib.game_engine import GameMap, run_game_server
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import threading
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import collections
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world = GameMap(show_gap_in_msec=1.0)
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lock = threading.Lock()
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last_updated_time = -1
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update_threshold = 1
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player_to_flag_assign = {}
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my_side_is_left = None
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class Map:
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def __init__(self):
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self.width = world.width
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self.height = world.height
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self.grid = [0] * (self.width * self.height)
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self.edge = [[] for _ in range(self.width * self.height)]
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self.in_safe_zone = None
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def convert_pos_to_index(self, x, y):
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return y * self.width + x
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def update(self,posx,posy):
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global my_side_is_left
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self.width = world.width
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self.height = world.height
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self.edge = [[] for _ in range(self.width * self.height)]
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self.grid = [0] * (self.width * self.height)
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walls = world.walls
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for wall in walls:
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x, y = wall
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idx = self.convert_pos_to_index(x, y)
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self.grid[idx] = 1
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if my_side_is_left:
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self.in_safe_zone = world.is_on_left((posx+1,posy)) == my_side_is_left
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else:
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self.in_safe_zone = world.is_on_left((posx-1,posy)) == my_side_is_left
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enemy_players = world.list_players(mine=False, inPrison=False, hasFlag=None)
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ally_players = world.list_players(mine=True, inPrison=False, hasFlag=None)
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my_pos = self.convert_pos_to_index(posx, posy)
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for ally in ally_players:
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x, y = ally["posX"], ally["posY"]
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idx = self.convert_pos_to_index(x, y)
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self.grid[idx] = 3
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for enemy in enemy_players:
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x, y = enemy["posX"], enemy["posY"]
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idx = self.convert_pos_to_index(x, y)
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if my_side_is_left:
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if not world.is_on_left((x+1,y)):
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self.grid[idx] = 2
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for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
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nx, ny = x + dx, y + dy
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self.grid[self.convert_pos_to_index(nx,ny)] = 2
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else:
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if world.is_on_left((x-1,y)):
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self.grid[idx] = 2
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for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
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nx, ny = x + dx, y + dy
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self.grid[self.convert_pos_to_index(nx,ny)] = 2
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for y in range(self.height):
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for x in range(self.width):
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idx = self.convert_pos_to_index(x, y)
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if self.in_safe_zone:
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if (self.grid[idx] in (1,)) and idx != my_pos:
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continue
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else:
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if (self.grid[idx] in (1, 2)) and idx != my_pos:
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continue
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for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
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nx, ny = x + dx, y + dy
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if 0 <= nx < self.width and 0 <= ny < self.height:
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n_idx = self.convert_pos_to_index(nx, ny)
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if self.in_safe_zone:
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if self.grid[n_idx] not in (1, ):
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self.edge[idx].append(n_idx)
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else:
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if self.grid[n_idx] not in (1, 2):
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self.edge[idx].append(n_idx)
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def guideance(self, posx_start, posy_start, posx_end, posy_end):
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self.update(posx_start,posy_start)
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src_idx = self.convert_pos_to_index(posx_start, posy_start)
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dst_idx = self.convert_pos_to_index(posx_end, posy_end)
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n = self.width * self.height
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dist = [float('inf')] * n
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prev = [None] * n
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dist[src_idx] = 0
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queue = collections.deque([src_idx])
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while queue:
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u = queue.popleft()
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if u == dst_idx:
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break
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for v in self.edge[u]:
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if dist[v] == float('inf'):
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dist[v] = dist[u] + 1
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prev[v] = u
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queue.append(v)
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if dist[dst_idx] == float('inf'):
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return ""
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path = []
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cur = dst_idx
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while cur is not None:
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path.append(cur)
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cur = prev[cur]
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path.reverse() # 现在是 [src, ..., dst]
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if len(path) < 2:
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return ""
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# ---- 计算第一步坐标并返回方向 ----
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next_idx = path[1]
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next_x = next_idx % (self.width)
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next_y = next_idx // (self.height)
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return world.get_direction((posx_start, posy_start), (next_x, next_y))
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def length(self, posx_start, posy_start, posx_end, posy_end):
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self.update(posx_start,posy_start)
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src_idx = self.convert_pos_to_index(posx_start, posy_start)
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dst_idx = self.convert_pos_to_index(posx_end, posy_end)
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n = self.width * self.height
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dist = [float('inf')] * n # 最短距离,初始为无穷大
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prev = [None] * n # 前驱节点,用于路径回溯
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dist[src_idx] = 0
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queue = collections.deque([src_idx])
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while queue:
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u = queue.popleft()
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if u == dst_idx:
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break
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for v in self.edge[u]:
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if dist[v] == float('inf'):
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dist[v] = dist[u] + 1
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prev[v] = u
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queue.append(v)
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# ---- 若不可达,返回空字符串 ----
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if dist[dst_idx] == float('inf'):
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return -1
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return dist[dst_idx]
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def closest(self, posx_start, posy_start, positions):
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closest_pos = None
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min_length = float('inf')
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for pos in positions:
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temp = self.length(posx_start, posy_start, pos[0], pos[1])
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if temp != -1 and temp < min_length:
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min_length = temp
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closest_pos = pos
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return closest_pos
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def closest_in_range(self, posx_start, posy_start, positions):
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closest_pos = None
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min_length = float('inf')
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for pos in positions:
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if my_side_is_left:
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if pos[0] >= self.width // 2:
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continue
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else:
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if pos[0] < self.width // 2:
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continue
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temp = self.length(posx_start, posy_start, pos[0], pos[1])
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if temp != -1 and temp < min_length:
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min_length = temp
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closest_pos = pos
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return closest_pos,min_length
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myMap = Map()
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def start_game(req):
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global player_to_flag_assign,my_side_is_left
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world.init(req)
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print("Start Game!!")
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player_to_flag_assign = {}
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print(f"Game Started! Side: {'Left' if world.is_on_left(list(world.my_team_target)[0]) else 'Right'}")
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my_side_is_left = world.is_on_left(list(world.my_team_target)[0])
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def plan_next_actions(req):
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if not world.update(req):
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return
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global player_to_flag_assign,myMap,my_side_is_left
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my_players = world.list_players(mine=True, inPrison=False, hasFlag=None)
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enemy_players_flags = world.list_players(mine=False, inPrison=False, hasFlag=True)
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enemy_players = world.list_players(mine=False, inPrison=False, hasFlag=False)
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enemy_flags = world.list_flags(mine=False, canPickup=True)
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my_flags = world.list_flags(mine=True, canPickup=True)
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my_targets = list(world.list_targets(mine=True))
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active_player_names = {p["name"] for p in my_players if not p["hasFlag"]}
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flags_list = []
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regard_list = []
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pretend_list = []
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protect_list = []
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targets_list = []
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for flags in enemy_flags:
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flags_list.append((flags["posX"],flags["posY"]))
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for p in enemy_players_flags:
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regard_list.append((p["posX"],p["posY"]))
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for p in enemy_players:
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pretend_list.append((p["posX"],p["posY"]))
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for flags in my_flags:
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protect_list.append((flags["posX"],flags["posY"]))
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for t in my_targets:
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targets_list.append((t[0],t[1]))
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player_to_flag_assign = {
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name: pos for name, pos in player_to_flag_assign.items()
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if name in active_player_names
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}
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if enemy_flags:
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for p in my_players:
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if p["name"] not in active_player_names:
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continue
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if p["name"] in player_to_flag_assign and player_to_flag_assign[p["name"]] in flags_list:
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flags_list.remove(player_to_flag_assign[p["name"]])
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continue
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f = myMap.closest(p["posX"],p["posY"],flags_list)
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if f is not None:
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player_to_flag_assign[p["name"]] = (f[0],f[1])
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flags_list.remove((f[0],f[1]))
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player_moves = {}
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for p in my_players:
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if p["hasFlag"]:
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dest,temp = myMap.closest_in_range(p["posX"],p["posY"],my_targets)
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f,lentime = myMap.closest_in_range(p["posX"],p["posY"],regard_list)
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if (f is not None) and (lentime<=5):
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dest = (f[0],f[1])
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elif p["name"] in player_to_flag_assign:
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dest = player_to_flag_assign[p["name"]]
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f,lentime = myMap.closest_in_range(p["posX"],p["posY"],regard_list)
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if f is not None and lentime<=10:
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dest = (f[0],f[1])
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else :
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f,lentime = myMap.closest_in_range(p["posX"],p["posY"],pretend_list)
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if f is not None and lentime<8:
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dest = (f[0],f[1])
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else:
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f,temp = myMap.closest_in_range(p["posX"],p["posY"],regard_list)
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if f is not None:
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dest = (f[0],f[1])
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else:
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f = myMap.closest(p["posX"],p["posY"],pretend_list)
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if f is not None:
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dest = (f[0],f[1])
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else:
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f= myMap.closest(p["posX"],p["posY"],protect_list)
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if f is not None:
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dest = (f[0],f[1])
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else:
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continue
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player_moves[p["name"]] = myMap.guideance(p["posX"],p["posY"],dest[0],dest[1])
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return player_moves
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def game_over(req):
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print("Game Over!")
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world.show(force=True)
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async def main():
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import sys
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if len(sys.argv) != 2:
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print(f"Usage: python3 {sys.argv[0]} <port>")
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print(f"Example: python3 {sys.argv[0]} 8080")
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sys.exit(1)
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port = int(sys.argv[1])
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print(f"AI backend running on port {port} ...")
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try:
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await run_game_server(port, start_game, plan_next_actions, game_over)
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except Exception as e:
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print(f"Server Stopped: {e}")
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sys.exit(1)
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if __name__ == "__main__":
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asyncio.run(main())
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+215
-52
@@ -1,103 +1,266 @@
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import asyncio
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import random
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from lib.game_engine import GameMap, run_game_server
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import threading
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import collections
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# 1. Initialize the global world model
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world = GameMap(show_gap_in_msec=1000.0)
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world = GameMap(show_gap_in_msec=1.0)
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lock = threading.Lock()
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last_updated_time = -1
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update_threshold = 100
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player_to_flag_assignments = {}
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update_threshold = 1
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player_to_flag_assign = {}
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my_side_is_left = None
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class Map:
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def __init__(self):
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self.width = world.width
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self.height = world.height
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self.grid = [0] * (self.width * self.height)
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self.edge = [[] for _ in range(self.width * self.height)]
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self.in_safe_zone = None
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def convert_pos_to_index(self, x, y):
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return y * self.width + x
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def update(self,posx,posy):
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global my_side_is_left
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self.width = world.width
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self.height = world.height
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self.edge = [[] for _ in range(self.width * self.height)]
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self.grid = [0] * (self.width * self.height)
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walls = world.walls
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for wall in walls:
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x, y = wall
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idx = self.convert_pos_to_index(x, y)
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self.grid[idx] = 1
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if my_side_is_left:
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self.in_safe_zone = world.is_on_left((posx+1,posy)) == my_side_is_left
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else:
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self.in_safe_zone = world.is_on_left((posx-1,posy)) == my_side_is_left
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enemy_players = world.list_players(mine=False, inPrison=False, hasFlag=None)
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ally_players = world.list_players(mine=True, inPrison=False, hasFlag=None)
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my_pos = self.convert_pos_to_index(posx, posy)
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for ally in ally_players:
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x, y = ally["posX"], ally["posY"]
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idx = self.convert_pos_to_index(x, y)
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self.grid[idx] = 3
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for enemy in enemy_players:
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x, y = enemy["posX"], enemy["posY"]
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idx = self.convert_pos_to_index(x, y)
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if my_side_is_left:
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if not world.is_on_left((x+1,y)):
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self.grid[idx] = 2
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for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
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nx, ny = x + dx, y + dy
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self.grid[self.convert_pos_to_index(nx,ny)] = 2
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else:
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if world.is_on_left((x-1,y)):
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self.grid[idx] = 2
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for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
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nx, ny = x + dx, y + dy
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self.grid[self.convert_pos_to_index(nx,ny)] = 2
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for y in range(self.height):
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for x in range(self.width):
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idx = self.convert_pos_to_index(x, y)
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if self.in_safe_zone:
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if (self.grid[idx] in (1,)) and idx != my_pos:
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continue
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else:
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if (self.grid[idx] in (1, 2)) and idx != my_pos:
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continue
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for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
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nx, ny = x + dx, y + dy
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if 0 <= nx < self.width and 0 <= ny < self.height:
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n_idx = self.convert_pos_to_index(nx, ny)
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if self.in_safe_zone:
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if self.grid[n_idx] not in (1, ):
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self.edge[idx].append(n_idx)
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else:
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if self.grid[n_idx] not in (1, 2):
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self.edge[idx].append(n_idx)
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def guideance(self, posx_start, posy_start, posx_end, posy_end):
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self.update(posx_start,posy_start)
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src_idx = self.convert_pos_to_index(posx_start, posy_start)
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dst_idx = self.convert_pos_to_index(posx_end, posy_end)
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n = self.width * self.height
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dist = [float('inf')] * n
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prev = [None] * n
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dist[src_idx] = 0
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queue = collections.deque([src_idx])
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while queue:
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u = queue.popleft()
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if u == dst_idx:
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break
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for v in self.edge[u]:
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if dist[v] == float('inf'):
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dist[v] = dist[u] + 1
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prev[v] = u
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queue.append(v)
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if dist[dst_idx] == float('inf'):
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return ""
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path = []
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cur = dst_idx
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while cur is not None:
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path.append(cur)
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cur = prev[cur]
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path.reverse() # 现在是 [src, ..., dst]
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if len(path) < 2:
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return ""
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# ---- 计算第一步坐标并返回方向 ----
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next_idx = path[1]
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next_x = next_idx % (self.width)
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next_y = next_idx // (self.height)
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return world.get_direction((posx_start, posy_start), (next_x, next_y))
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def length(self, posx_start, posy_start, posx_end, posy_end):
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self.update(posx_start,posy_start)
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src_idx = self.convert_pos_to_index(posx_start, posy_start)
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dst_idx = self.convert_pos_to_index(posx_end, posy_end)
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n = self.width * self.height
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dist = [float('inf')] * n # 最短距离,初始为无穷大
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prev = [None] * n # 前驱节点,用于路径回溯
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dist[src_idx] = 0
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||||
queue = collections.deque([src_idx])
|
||||
while queue:
|
||||
u = queue.popleft()
|
||||
if u == dst_idx:
|
||||
break
|
||||
for v in self.edge[u]:
|
||||
if dist[v] == float('inf'):
|
||||
dist[v] = dist[u] + 1
|
||||
prev[v] = u
|
||||
queue.append(v)
|
||||
|
||||
# ---- 若不可达,返回空字符串 ----
|
||||
if dist[dst_idx] == float('inf'):
|
||||
return -1
|
||||
return dist[dst_idx]
|
||||
def closest(self, posx_start, posy_start, positions):
|
||||
closest_pos = None
|
||||
min_length = float('inf')
|
||||
for pos in positions:
|
||||
temp = self.length(posx_start, posy_start, pos[0], pos[1])
|
||||
if temp != -1 and temp < min_length:
|
||||
min_length = temp
|
||||
closest_pos = pos
|
||||
return closest_pos
|
||||
def closest_in_range(self, posx_start, posy_start, positions):
|
||||
closest_pos = None
|
||||
min_length = float('inf')
|
||||
for pos in positions:
|
||||
if my_side_is_left:
|
||||
if pos[0] >= self.width // 2:
|
||||
continue
|
||||
else:
|
||||
if pos[0] < self.width // 2:
|
||||
continue
|
||||
temp = self.length(posx_start, posy_start, pos[0], pos[1])
|
||||
if temp != -1 and temp < min_length:
|
||||
min_length = temp
|
||||
closest_pos = pos
|
||||
return closest_pos,min_length
|
||||
myMap = Map()
|
||||
def start_game(req):
|
||||
global player_to_flag_assignments
|
||||
global player_to_flag_assign,my_side_is_left
|
||||
world.init(req)
|
||||
print("Start Game!!")
|
||||
player_to_flag_assignments = {}
|
||||
player_to_flag_assign = {}
|
||||
print(f"Game Started! Side: {'Left' if world.is_on_left(list(world.my_team_target)[0]) else 'Right'}")
|
||||
my_side_is_left = world.is_on_left(list(world.my_team_target)[0])
|
||||
|
||||
def plan_next_actions(req):
|
||||
if not world.update(req):
|
||||
return
|
||||
|
||||
global player_to_flag_assignments
|
||||
|
||||
# Render the map
|
||||
# world.show(do_not_clear=False)
|
||||
global player_to_flag_assign,myMap,my_side_is_left
|
||||
|
||||
my_players = world.list_players(mine=True, inPrison=False, hasFlag=None)
|
||||
opponents = world.list_players(mine=False, inPrison=False, hasFlag=None)
|
||||
enemy_players_flags = world.list_players(mine=False, inPrison=False, hasFlag=True)
|
||||
enemy_players = world.list_players(mine=False, inPrison=False, hasFlag=False)
|
||||
enemy_flags = world.list_flags(mine=False, canPickup=True)
|
||||
my_flags = world.list_flags(mine=True, canPickup=True)
|
||||
my_targets = list(world.list_targets(mine=True))
|
||||
|
||||
# 2. Logic: Assign flags to players without flags
|
||||
# We maintain the original logic of matching players to specific flag coordinates
|
||||
active_player_names = {p["name"] for p in my_players if not p["hasFlag"]}
|
||||
|
||||
# Cleanup assignments for players captured or flags already taken
|
||||
player_to_flag_assignments = {
|
||||
name: pos for name, pos in player_to_flag_assignments.items()
|
||||
flags_list = []
|
||||
regard_list = []
|
||||
pretend_list = []
|
||||
protect_list = []
|
||||
targets_list = []
|
||||
for flags in enemy_flags:
|
||||
flags_list.append((flags["posX"],flags["posY"]))
|
||||
for p in enemy_players_flags:
|
||||
regard_list.append((p["posX"],p["posY"]))
|
||||
for p in enemy_players:
|
||||
pretend_list.append((p["posX"],p["posY"]))
|
||||
for flags in my_flags:
|
||||
protect_list.append((flags["posX"],flags["posY"]))
|
||||
for t in my_targets:
|
||||
targets_list.append((t[0],t[1]))
|
||||
player_to_flag_assign = {
|
||||
name: pos for name, pos in player_to_flag_assign.items()
|
||||
if name in active_player_names
|
||||
}
|
||||
|
||||
if enemy_flags:
|
||||
for p in my_players:
|
||||
if not p["hasFlag"] and p["name"] not in player_to_flag_assignments:
|
||||
# Randomly assign one of the available enemy flags
|
||||
f = random.choice(enemy_flags)
|
||||
player_to_flag_assignments[p["name"]] = (f["posX"], f["posY"])
|
||||
if p["name"] not in active_player_names:
|
||||
continue
|
||||
if p["name"] in player_to_flag_assign and player_to_flag_assign[p["name"]] in flags_list:
|
||||
flags_list.remove(player_to_flag_assign[p["name"]])
|
||||
continue
|
||||
f = myMap.closest(p["posX"],p["posY"],flags_list)
|
||||
if f is not None:
|
||||
player_to_flag_assign[p["name"]] = (f[0],f[1])
|
||||
flags_list.remove((f[0],f[1]))
|
||||
|
||||
# 3. Plan moves for each player
|
||||
player_moves = {}
|
||||
my_side_is_left = world.is_on_left(my_targets[0])
|
||||
|
||||
for p in my_players:
|
||||
curr_pos = (p["posX"], p["posY"])
|
||||
|
||||
# Determine Target: Either the assigned flag or the home target
|
||||
if p["hasFlag"]:
|
||||
dest = my_targets[0]
|
||||
elif p["name"] in player_to_flag_assignments:
|
||||
dest = player_to_flag_assignments[p["name"]]
|
||||
dest,temp = myMap.closest_in_range(p["posX"],p["posY"],my_targets)
|
||||
f,lentime = myMap.closest_in_range(p["posX"],p["posY"],regard_list)
|
||||
if f is not None and lentime<6:
|
||||
dest = (f[0],f[1])
|
||||
elif p["name"] in player_to_flag_assign:
|
||||
dest = player_to_flag_assign[p["name"]]
|
||||
f,lentime = myMap.closest_in_range(p["posX"],p["posY"],regard_list)
|
||||
if f is not None and lentime<12:
|
||||
dest = (f[0],f[1])
|
||||
else :
|
||||
f,lentime = myMap.closest_in_range(p["posX"],p["posY"],pretend_list)
|
||||
if f is not None and lentime<6:
|
||||
dest = (f[0],f[1])
|
||||
else:
|
||||
continue
|
||||
|
||||
# Determine Obstacles: Avoid opponents if we are in enemy territory
|
||||
is_safe = world.is_on_left(curr_pos) == my_side_is_left
|
||||
blockers = [] if is_safe else [(o["posX"], o["posY"]) for o in opponents]
|
||||
|
||||
# Calculate Path
|
||||
path = world.route_to(curr_pos, dest, extra_obstacles=blockers)
|
||||
|
||||
if len(path) > 1:
|
||||
move = world.get_direction(curr_pos, path[1])
|
||||
player_moves[p["name"]] = move
|
||||
|
||||
f,temp = myMap.closest_in_range(p["posX"],p["posY"],regard_list)
|
||||
if f is not None:
|
||||
dest = (f[0],f[1])
|
||||
else:
|
||||
f = myMap.closest(p["posX"],p["posY"],pretend_list)
|
||||
if f is not None:
|
||||
dest = (f[0],f[1])
|
||||
else:
|
||||
f= myMap.closest(p["posX"],p["posY"],protect_list)
|
||||
if f is not None:
|
||||
dest = (f[0],f[1])
|
||||
else:
|
||||
continue
|
||||
print(f"Player {p['name']} at ({p['posX']},{p['posY']}) moving towards ({dest[0]},{dest[1]})")
|
||||
player_moves[p["name"]] = myMap.guideance(p["posX"],p["posY"],dest[0],dest[1])
|
||||
return player_moves
|
||||
|
||||
def game_over(req):
|
||||
print("Game Over!")
|
||||
world.show(force=True)
|
||||
|
||||
|
||||
async def main():
|
||||
import sys
|
||||
if len(sys.argv) != 2:
|
||||
print(f"Usage: python3 {sys.argv[0]} <port>")
|
||||
print(f"Example: python3 {sys.argv[0]} 8080")
|
||||
sys.exit(1)
|
||||
|
||||
port = int(sys.argv[1])
|
||||
print(f"AI backend running on port {port} ...")
|
||||
|
||||
try:
|
||||
await run_game_server(port, start_game, plan_next_actions, game_over)
|
||||
except Exception as e:
|
||||
print(f"Server Stopped: {e}")
|
||||
sys.exit(1)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
asyncio.run(main())
|
||||
asyncio.run(main())
|
||||
+30
-8
@@ -33,9 +33,9 @@ class Map:
|
||||
idx = self.convert_pos_to_index(x, y)
|
||||
self.grid[idx] = 1
|
||||
if my_side_is_left:
|
||||
self.in_safe_zone = world.is_on_left((posx+1,posy)) == my_side_is_left
|
||||
self.in_safe_zone = world.is_on_left((min(posx+2,self.width),posy)) == my_side_is_left
|
||||
else:
|
||||
self.in_safe_zone = world.is_on_left((posx-1,posy)) == my_side_is_left
|
||||
self.in_safe_zone = world.is_on_left((max(posx-2,0),posy)) == my_side_is_left
|
||||
enemy_players = world.list_players(mine=False, inPrison=False, hasFlag=None)
|
||||
ally_players = world.list_players(mine=True, inPrison=False, hasFlag=None)
|
||||
my_pos = self.convert_pos_to_index(posx, posy)
|
||||
@@ -157,6 +157,27 @@ class Map:
|
||||
min_length = temp
|
||||
closest_pos = pos
|
||||
return closest_pos,min_length
|
||||
def enemy_to_walls(self, enemy_posX,enemy_posY):
|
||||
idx = self.convert_pos_to_index(enemy_posX, enemy_posY)
|
||||
lengths = abs(enemy_posX-self.width//2)
|
||||
return lengths
|
||||
def choose_enemy(self, my_posX, my_posY,enemy_positions):
|
||||
chosen_enemy = None
|
||||
min_length = -1
|
||||
for pos in enemy_positions:
|
||||
if my_side_is_left:
|
||||
if pos[0] >= self.width // 2:
|
||||
continue
|
||||
else:
|
||||
if pos[0] < self.width // 2:
|
||||
continue
|
||||
temp = self.enemy_to_walls(pos[0], pos[1])
|
||||
length = self.length(my_posX, my_posY, pos[0], pos[1])
|
||||
if length > temp*2+4 : continue
|
||||
if temp < length:
|
||||
length = temp
|
||||
chosen_enemy = pos
|
||||
return chosen_enemy,min_length
|
||||
myMap = Map()
|
||||
def start_game(req):
|
||||
global player_to_flag_assign,my_side_is_left
|
||||
@@ -208,24 +229,24 @@ def plan_next_actions(req):
|
||||
if f is not None:
|
||||
player_to_flag_assign[p["name"]] = (f[0],f[1])
|
||||
flags_list.remove((f[0],f[1]))
|
||||
|
||||
player_moves = {}
|
||||
|
||||
for p in my_players:
|
||||
if p["hasFlag"]:
|
||||
dest,temp = myMap.closest_in_range(p["posX"],p["posY"],my_targets)
|
||||
dest = myMap.closest(p["posX"],p["posY"],my_targets)
|
||||
f,lentime = myMap.closest_in_range(p["posX"],p["posY"],regard_list)
|
||||
if f is not None and lentime<6:
|
||||
if f is not None and lentime<4:
|
||||
dest = (f[0],f[1])
|
||||
elif p["name"] in player_to_flag_assign:
|
||||
dest = player_to_flag_assign[p["name"]]
|
||||
f,lentime = myMap.closest_in_range(p["posX"],p["posY"],regard_list)
|
||||
if f is not None and lentime<12:
|
||||
if f is not None and lentime<14:
|
||||
dest = (f[0],f[1])
|
||||
else :
|
||||
f,lentime = myMap.closest_in_range(p["posX"],p["posY"],pretend_list)
|
||||
if f is not None and lentime<6:
|
||||
if f is not None and lentime<8:
|
||||
dest = (f[0],f[1])
|
||||
pretend_list.remove((f[0],f[1]))
|
||||
else:
|
||||
f,temp = myMap.closest_in_range(p["posX"],p["posY"],regard_list)
|
||||
if f is not None:
|
||||
@@ -234,13 +255,14 @@ def plan_next_actions(req):
|
||||
f = myMap.closest(p["posX"],p["posY"],pretend_list)
|
||||
if f is not None:
|
||||
dest = (f[0],f[1])
|
||||
pretend_list.remove((f[0],f[1]))
|
||||
else:
|
||||
f= myMap.closest(p["posX"],p["posY"],protect_list)
|
||||
if f is not None:
|
||||
dest = (f[0],f[1])
|
||||
protect_list.remove((f[0],f[1]))
|
||||
else:
|
||||
continue
|
||||
print(f"Player {p['name']} at ({p['posX']},{p['posY']}) moving towards ({dest[0]},{dest[1]})")
|
||||
player_moves[p["name"]] = myMap.guideance(p["posX"],p["posY"],dest[0],dest[1])
|
||||
return player_moves
|
||||
|
||||
|
||||
Reference in New Issue
Block a user