feat(ctf): increase map update frequency and enhance path planning
- Reduce `show_gap_in_msec` from 10 ms to 1 ms and `update_threshold` from 10 to 1 for faster game state updates. - Use `global my_side_is_left` in `Map.update` and adjust safe‑zone calculation with a one‑cell offset, fixing zone detection. - Correct edge generation logic to properly handle safe and unsafe zones. - Add tracking of enemy players without flags (`pretend_list`) and own flags (`protect_list`) to broaden target options. - Implement fallback destination selection: prioritize enemy flags, then enemy players, then own flags. - Clean up stray debug prints and minor formatting issues.
This commit is contained in:
@@ -3,10 +3,10 @@ from lib.game_engine import GameMap, run_game_server
|
||||
import threading
|
||||
import collections
|
||||
|
||||
world = GameMap(show_gap_in_msec=10.0)
|
||||
world = GameMap(show_gap_in_msec=1.0)
|
||||
lock = threading.Lock()
|
||||
last_updated_time = -1
|
||||
update_threshold = 10
|
||||
update_threshold = 1
|
||||
player_to_flag_assign = {}
|
||||
my_side_is_left = None
|
||||
|
||||
@@ -22,6 +22,7 @@ class Map:
|
||||
return y * self.width + x
|
||||
|
||||
def update(self,posx,posy):
|
||||
global my_side_is_left
|
||||
self.width = world.width
|
||||
self.height = world.height
|
||||
self.edge = [[] for _ in range(self.width * self.height)]
|
||||
@@ -31,7 +32,11 @@ class Map:
|
||||
x, y = wall
|
||||
idx = self.convert_pos_to_index(x, y)
|
||||
self.grid[idx] = 1
|
||||
self.in_safe_zone = world.is_on_left((posx,posy)) == my_side_is_left
|
||||
if my_side_is_left:
|
||||
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)
|
||||
@@ -42,10 +47,10 @@ class Map:
|
||||
for enemy in enemy_players:
|
||||
x, y = enemy["posX"], enemy["posY"]
|
||||
idx = self.convert_pos_to_index(x, y)
|
||||
self.grid[idx] = 2
|
||||
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
|
||||
self.grid[self.convert_pos_to_index(nx,ny)] = 2
|
||||
for y in range(self.height):
|
||||
for x in range(self.width):
|
||||
idx = self.convert_pos_to_index(x, y)
|
||||
@@ -60,10 +65,10 @@ class Map:
|
||||
if 0 <= nx < self.width and 0 <= ny < self.height:
|
||||
n_idx = self.convert_pos_to_index(nx, ny)
|
||||
if self.in_safe_zone:
|
||||
if self.grid[n_idx] not in (1, 2):
|
||||
if self.grid[n_idx] not in (1, ):
|
||||
self.edge[idx].append(n_idx)
|
||||
else:
|
||||
if self.grid[n_idx] not in (1,):
|
||||
if self.grid[n_idx] not in (1, 2):
|
||||
self.edge[idx].append(n_idx)
|
||||
def guideance(self, posx_start, posy_start, posx_end, posy_end):
|
||||
self.update(posx_start,posy_start)
|
||||
@@ -146,15 +151,23 @@ def plan_next_actions(req):
|
||||
|
||||
my_players = world.list_players(mine=True, 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))
|
||||
active_player_names = {p["name"] for p in my_players if not p["hasFlag"]}
|
||||
flags_list = []
|
||||
regard_list = []
|
||||
pretend_list = []
|
||||
protect_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"]))
|
||||
player_to_flag_assign = {
|
||||
name: pos for name, pos in player_to_flag_assign.items()
|
||||
if name in active_player_names
|
||||
@@ -169,10 +182,8 @@ def plan_next_actions(req):
|
||||
f = myMap.closest(p["posX"],p["posY"],flags_list)
|
||||
if f is not None:
|
||||
player_to_flag_assign[p["name"]] = (f[0],f[1])
|
||||
print(f[0], f[1])
|
||||
flags_list.remove((f[0],f[1]))
|
||||
|
||||
# 3. Plan moves for each player
|
||||
player_moves = {}
|
||||
|
||||
for p in my_players:
|
||||
@@ -185,7 +196,15 @@ def plan_next_actions(req):
|
||||
if f is not None:
|
||||
dest = (f[0],f[1])
|
||||
else:
|
||||
continue
|
||||
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
|
||||
player_moves[p["name"]] = myMap.guideance(p["posX"],p["posY"],dest[0],dest[1])
|
||||
|
||||
return player_moves
|
||||
|
||||
Reference in New Issue
Block a user