feat(map): add side‑aware closest_in_range and refine enemy marking logic
- Removed leftover debug `print` statement. - Updated enemy marking to consider team side, preventing marking of opponents on the opposite side. - Introduced `closest_in_range` method to find the nearest position while respecting map side boundaries. - Integrated the new method into `plan_next_actions` to select destinations based on distance thresholds for flag carriers and assigned players. - Added handling for `my_targets` via a dedicated `targets_list`.
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+38
-8
@@ -36,7 +36,6 @@ class Map:
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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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print(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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@@ -47,10 +46,18 @@ class Map:
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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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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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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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@@ -135,6 +142,21 @@ class Map:
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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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@@ -160,6 +182,7 @@ def plan_next_actions(req):
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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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@@ -168,6 +191,8 @@ def plan_next_actions(req):
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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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@@ -188,11 +213,17 @@ def plan_next_actions(req):
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for p in my_players:
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if p["hasFlag"]:
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dest = my_targets[0]
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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 = myMap.closest(p["posX"],p["posY"],regard_list)
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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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@@ -206,7 +237,6 @@ def plan_next_actions(req):
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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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