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`.
This commit is contained in:
2025-12-28 09:35:05 +08:00
parent 99ab005021
commit 942bb1580d
+34 -4
View File
@@ -36,7 +36,6 @@ class Map:
self.in_safe_zone = world.is_on_left((posx+1,posy)) == my_side_is_left
else:
self.in_safe_zone = world.is_on_left((posx-1,posy)) == my_side_is_left
print(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)
@@ -47,6 +46,14 @@ class Map:
for enemy in enemy_players:
x, y = enemy["posX"], enemy["posY"]
idx = self.convert_pos_to_index(x, y)
if my_side_is_left:
if not world.is_on_left((x+1,y)):
self.grid[idx] = 2
for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
nx, ny = x + dx, y + dy
self.grid[self.convert_pos_to_index(nx,ny)] = 2
else:
if world.is_on_left((x-1,y)):
self.grid[idx] = 2
for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
nx, ny = x + dx, y + dy
@@ -135,6 +142,21 @@ class Map:
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_assign,my_side_is_left
@@ -160,6 +182,7 @@ def plan_next_actions(req):
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:
@@ -168,6 +191,8 @@ def plan_next_actions(req):
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
@@ -188,11 +213,17 @@ def plan_next_actions(req):
for p in my_players:
if p["hasFlag"]:
dest = my_targets[0]
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<=5):
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<=10:
dest = (f[0],f[1])
else:
f = myMap.closest(p["posX"],p["posY"],regard_list)
f,temp = myMap.closest_in_range(p["posX"],p["posY"],regard_list)
if f is not None:
dest = (f[0],f[1])
else:
@@ -206,7 +237,6 @@ def plan_next_actions(req):
else:
continue
player_moves[p["name"]] = myMap.guideance(p["posX"],p["posY"],dest[0],dest[1])
return player_moves
def game_over(req):