feat(backend): add Map class with BFS pathfinding and faster updates
- Reduce `GameMap` update interval from 1000 ms to 10 ms for more responsive gameplay. - Introduce thread lock, update thresholds, and player‑to‑flag tracking variables for safer concurrent access. - Add `my_side_is_left` flag to determine team orientation. - Implement new `Map` class: * Builds a grid representation of the world, marking walls, enemy flag carriers, and allies. * Generates adjacency lists (`edge`) respecting safe‑zone rules. * Provides `guideance` method that runs a BFS (unit‑weight Dijkstra) to compute the shortest path and returns the first movement direction via `world.get_direction`. - Import `collections` for efficient deque usage. - Include compiled `.pyc` for the new module. These changes enable the policy to make quick, informed movement decisions based on real‑time map analysis.
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@@ -2,41 +2,139 @@ 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=10.0)
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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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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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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["posX"], wall["posY"]
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idx = self.convert_pos_to_index(x, y)
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self.grid[idx] = 1 # Mark wall positions
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self.in_safe_zone = world.is_on_left((posx,posy)) == my_side_is_left
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enemy_players_with_flags = 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 enemy in enemy_players_with_flags:
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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 # Mark enemy players with flags as obstacles
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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 # Mark ally players as free space
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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.grid[idx] in (1, 2):
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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, 2, 3)) or n_idx == my_pos:
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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, 3)) or n_idx == my_pos:
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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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"""
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Compute the shortest path from the start position to the end position
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using BFS (equivalent to Dijkstra with unit edge weight) on the pre‑built
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adjacency list `self.edge`. Returns the first move direction via
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`world.get_direction`. If no path exists or inputs are invalid, returns an
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empty string.
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"""
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self.update(posx_start,posy_start)
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# ---- 参数合法性检查 ----
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if not (0 <= posx_start < self.width and 0 <= posy_start < self.height):
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return ""
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if not (0 <= posx_end < self.width and 0 <= posy_end < self.height):
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return ""
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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 ""
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# ---- 重建路径(逆序) ----
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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 + 1)
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next_y = next_idx // (self.width + 1)
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return world.get_direction((posx_start, posy_start), (next_x, next_y))
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myMap = Map()
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def start_game(req):
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global player_to_flag_assignments
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global player_to_flag_assignments,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_assignments = {}
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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_assignments
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# Render the map
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# world.show(do_not_clear=False)
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global player_to_flag_assignments,myMap,my_side_is_left
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my_players = world.list_players(mine=True, inPrison=False, hasFlag=None)
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opponents = world.list_players(mine=False, inPrison=False, hasFlag=None)
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enemy_flags = world.list_flags(mine=False, canPickup=True)
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my_targets = list(world.list_targets(mine=True))
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# 2. Logic: Assign flags to players without flags
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# We maintain the original logic of matching players to specific flag coordinates
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active_player_names = {p["name"] for p in my_players if not p["hasFlag"]}
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# Cleanup assignments for players captured or flags already taken
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player_to_flag_assignments = {
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name: pos for name, pos in player_to_flag_assignments.items()
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if name in active_player_names
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@@ -51,7 +149,6 @@ def plan_next_actions(req):
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# 3. Plan moves for each player
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player_moves = {}
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my_side_is_left = world.is_on_left(my_targets[0])
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for p in my_players:
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curr_pos = (p["posX"], p["posY"])
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@@ -67,13 +164,10 @@ def plan_next_actions(req):
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# Determine Obstacles: Avoid opponents if we are in enemy territory
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is_safe = world.is_on_left(curr_pos) == my_side_is_left
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blockers = [] if is_safe else [(o["posX"], o["posY"]) for o in opponents]
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# Calculate Path
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path = world.route_to(curr_pos, dest, extra_obstacles=blockers)
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if len(path) > 1:
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move = world.get_direction(curr_pos, path[1])
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player_moves[p["name"]] = move
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# path = world.route_to(curr_pos, dest, extra_obstacles=blockers)
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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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@@ -97,6 +191,5 @@ async def main():
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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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