new file: .DS_Store

new file:   CTF/.ipynb_checkpoints/fixed_map_example-checkpoint.png
	new file:   CTF/.ipynb_checkpoints/random_map_example-checkpoint.png
	new file:   CTF/CTF/README.md
	new file:   CTF/CTF/backend/example_init.json
	new file:   CTF/CTF/backend/example_plan_next_actions.json
	new file:   CTF/CTF/backend/lib/game_engine.py
	new file:   CTF/CTF/backend/main.ipynb
	new file:   CTF/CTF/backend/pick_closest_flag.py
	new file:   CTF/CTF/backend/pick_flag_ai.py
	new file:   CTF/CTF/backend/python_tutorial.ipynb
	new file:   CTF/CTF/backend/start.sh
	new file:   CTF/CTF/backend/test_lib.ipynb
	new file:   CTF/CTF/fixed_map_example.png
	new file:   CTF/CTF/frontend/assets/characters.png
	new file:   CTF/CTF/frontend/assets/characters_red_flag.png
	new file:   CTF/CTF/frontend/assets/characters_yellow_flag.png
	new file:   CTF/CTF/frontend/assets/red_flag_16_16.png
	new file:   CTF/CTF/frontend/assets/red_flag_32_32.png
	new file:   CTF/CTF/frontend/assets/tilemap.json
	new file:   CTF/CTF/frontend/assets/tilemap.tmx
	new file:   CTF/CTF/frontend/assets/tiles.png
	new file:   CTF/CTF/frontend/assets/yellow_flag_16_16.png
	new file:   CTF/CTF/frontend/assets/yellow_flag_32_32.png
	new file:   CTF/CTF/frontend/game_config.json
	new file:   CTF/CTF/frontend/index.html
	new file:   CTF/CTF/frontend/phaser.js
	new file:   CTF/CTF/frontend/project.config
	new file:   CTF/CTF/frontend/src/assets.js
	new file:   CTF/CTF/frontend/src/gameObjects/Flag.js
	new file:   CTF/CTF/frontend/src/gameObjects/Player.js
	new file:   CTF/CTF/frontend/src/main.js
	new file:   CTF/CTF/frontend/src/scenes/Boot.js
	new file:   CTF/CTF/frontend/src/scenes/Game.js
	new file:   CTF/CTF/frontend/src/scenes/GameOver.js
	new file:   CTF/CTF/frontend/src/scenes/Preloader.js
	new file:   CTF/CTF/frontend/start.sh
	new file:   CTF/CTF/random_map_example.png
	new file:   CTF/README.md
	new file:   CTF/backend/.ipynb_checkpoints/main-checkpoint.ipynb
	new file:   CTF/backend/.ipynb_checkpoints/pick_closest_flag-checkpoint.py
	new file:   CTF/backend/.ipynb_checkpoints/pick_flag_ai-checkpoint.py
	new file:   CTF/backend/.ipynb_checkpoints/python_tutorial-checkpoint.ipynb
	new file:   CTF/backend/.ipynb_checkpoints/start-checkpoint.sh
	new file:   CTF/backend/.ipynb_checkpoints/test_lib-checkpoint.ipynb
	new file:   CTF/backend/example_init.json
	new file:   CTF/backend/example_plan_next_actions.json
	new file:   CTF/backend/lib/__pycache__/game_engine.cpython-313.pyc
	new file:   CTF/backend/lib/game_engine.py
	new file:   CTF/backend/main.ipynb
	new file:   CTF/backend/pick_closest_flag.py
	new file:   CTF/backend/pick_flag_ai.py
	new file:   CTF/backend/python_tutorial.ipynb
	new file:   CTF/backend/start.sh
	new file:   CTF/backend/test_lib.ipynb
	new file:   CTF/fixed_map_example.png
	new file:   CTF/frontend/.ipynb_checkpoints/game_config-checkpoint.json
	new file:   CTF/frontend/assets/.ipynb_checkpoints/tilemap-checkpoint.json
	new file:   CTF/frontend/assets/characters.png
	new file:   CTF/frontend/assets/characters_red_flag.png
	new file:   CTF/frontend/assets/characters_yellow_flag.png
	new file:   CTF/frontend/assets/red_flag_16_16.png
	new file:   CTF/frontend/assets/red_flag_32_32.png
	new file:   CTF/frontend/assets/tilemap.json
	new file:   CTF/frontend/assets/tilemap.tmx
	new file:   CTF/frontend/assets/tiles.png
	new file:   CTF/frontend/assets/yellow_flag_16_16.png
	new file:   CTF/frontend/assets/yellow_flag_32_32.png
	new file:   CTF/frontend/game_config.json
	new file:   CTF/frontend/index.html
	new file:   CTF/frontend/phaser.js
	new file:   CTF/frontend/project.config
	new file:   CTF/frontend/src/assets.js
	new file:   CTF/frontend/src/gameObjects/Flag.js
	new file:   CTF/frontend/src/gameObjects/Player.js
	new file:   CTF/frontend/src/main.js
	new file:   CTF/frontend/src/scenes/Boot.js
	new file:   CTF/frontend/src/scenes/Game.js
	new file:   CTF/frontend/src/scenes/GameOver.js
	new file:   CTF/frontend/src/scenes/Preloader.js
	new file:   CTF/frontend/start.sh
	new file:   CTF/random_map_example.png
This commit is contained in:
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parent 2f845586a2
commit d27e376e11
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{
"cells": [
{
"cell_type": "markdown",
"id": "21c8be3f-c57b-439c-8ca8-5991dd0da465",
"metadata": {},
"source": [
"# 夺旗赛 Capture The Flag"
]
},
{
"cell_type": "markdown",
"id": "0dfeabca-44d9-4906-abc6-cba1e4fc8a35",
"metadata": {},
"source": [
"## 初始化 (使用上排目录栏的的 ▶️ 运行,▪️停止, ⟳ 重启)"
]
},
{
"cell_type": "code",
"execution_count": 1,
"id": "098c5853-135d-4eb8-ab51-bbf660fc09e9",
"metadata": {},
"outputs": [],
"source": [
"import importlib\n",
"import lib.game_engine\n",
"\n",
"# Force the reload manually\n",
"importlib.reload(lib.game_engine)\n",
"\n",
"# Re-import the specific classes/functions\n",
"from lib.game_engine import GameMap, run_game_server\n",
"\n",
"# Now initialize your objects\n",
"world = GameMap()"
]
},
{
"cell_type": "code",
"execution_count": null,
"id": "e9437ef2-777a-4694-b1b2-428e654be4ab",
"metadata": {},
"outputs": [],
"source": [
"from IPython.display import clear_output\n",
"import os\n",
"import json\n",
"import random"
]
},
{
"cell_type": "markdown",
"id": "a1d9d9f6-3644-41bf-a60d-0148a74140c4",
"metadata": {},
"source": [
"## 以下是你要编写的代码。 \n",
"- start_game:初始化游戏。\n",
"- game_over:游戏结束。\n",
"- plan_next_actions:每一时刻,告诉你目前小人们的位置。\n",
" \n",
"每次代码更新,一定要使用上排目录栏的的 ▶️ 运行"
]
},
{
"cell_type": "code",
"execution_count": 2,
"id": "021ea24a-9a8f-4a4d-a086-f3b80b882c95",
"metadata": {},
"outputs": [],
"source": [
"## 这是你要编写的策略\n",
"def start_game(req):\n",
" \"\"\"Called when the game begins.\"\"\"\n",
" world.init(req)\n",
" print(f\"Map initialized: {world.width}x{world.height}\")\n",
"\n",
"def game_over(req):\n",
" \"\"\"Called when the game ends.\"\"\"\n",
" print(\"Game Over!\")"
]
},
{
"cell_type": "code",
"execution_count": 3,
"id": "22e04cb6-87cb-486d-a580-a1ae5fbe3a98",
"metadata": {},
"outputs": [],
"source": [
"## 这是你要编写的策略。以下always_move_right和walk_to_first_flag_and_return是两个例子\n",
"def plan_next_actions(req):\n",
" \"\"\"\n",
" Called every tick. \n",
" Return a dictionary: {\"playerName\": \"direction\"}\n",
" direction is \"up\", \"down\", \"right\", \"left, \"\" . \"\" means the player should stand still.\n",
" \"\"\"\n",
" world.update(req) \n",
" world.show() \n",
" actions = dict()\n",
" # TODO:请在这里写下你的代码来控制小人\n",
" \n",
" return actions\n"
]
},
{
"cell_type": "code",
"execution_count": 4,
"id": "a8561aec-4246-40dc-b833-1d2b8991edd3",
"metadata": {},
"outputs": [],
"source": [
"## 这是一个超简单策略:即把所有的小人都向右移动\n",
"## Python小测试 - 将以下程序改成:如果是L team,就往右走;如果是R team,就往左走。\n",
"def always_move_right(req):\n",
" \"\"\"\n",
" Called every tick. \n",
" Return a dictionary: {\"playerName\": \"direction\"}\n",
" direction is \"up\", \"down\", \"right\", \"left, \"\" . \"\" means the player should stand still.\n",
" \"\"\"\n",
" if not world.update(req):\n",
" return\n",
"\n",
" world.show() \n",
"\n",
" # List all players that can move freely (set `hasFlag=True`)\n",
" my_players = world.list_players(mine=True, inPrison=False, hasFlag=None)\n",
"\n",
" actions = dict()\n",
" for p in my_players:\n",
" actions[p[\"name\"]] = \"right\"\n",
"\n",
" return actions"
]
},
{
"cell_type": "code",
"execution_count": 5,
"id": "e4b51cda-514b-4264-b8af-53acc4a76120",
"metadata": {},
"outputs": [],
"source": [
"## 这是一个超简单策略:所有小人都向着第一个小旗子走\n",
"## Python小测试 - 将以下程序改成:如果在对方的领地里,将对方的player位置设为extra_obstacles\n",
"\n",
"def walk_to_first_flag_and_return(req):\n",
" \"\"\"\n",
" Called every tick. \n",
" Return a dictionary: {\"playerName\": \"direction\"}\n",
" direction is \"up\", \"down\", \"right\", \"left, \"\" . \"\" means the player should stand still.\n",
" \"\"\"\n",
" if not world.update(req):\n",
" return\n",
"\n",
" # world.show() always show targets and prisons, regardless whether flags and players are not there or not\n",
" world.show(flag_over_target=True, player_over_prison=True) \n",
"\n",
" # List all players that can move freely (set `hasFlag=True`)\n",
" my_players_go = world.list_players(mine=True, inPrison=False, hasFlag=False)\n",
" my_players_return = world.list_players(mine=True, inPrison=False, hasFlag=True)\n",
" # List a\n",
" opponents = world.list_players(mine=False, inPrison=False, hasFlag=None)\n",
" enemy_flags = world.list_flags(mine=False, canPickup=None)\n",
" \n",
" actions = {}\n",
" \n",
" # Everyone wo/ a flag rushes the first flag\n",
" if enemy_flags:\n",
" target_flag = enemy_flags[0]\n",
" dest = (target_flag[\"posX\"], target_flag[\"posY\"])\n",
" for p in my_players_go:\n",
" start = (p[\"posX\"], p[\"posY\"])\n",
" path = world.route_to(start, dest, extra_obstacles=[])\n",
" \n",
" if len(path) > 1:\n",
" # Convert the next coordinate in path to a direction string\n",
" next_step = path[1]\n",
" actions[p[\"name\"]] = GameMap.get_direction(start, next_step)\n",
" # Everyone w/ a flag returns the target zone\n",
" target_zone = list(world.list_targets(mine=True))[0]\n",
" for p in my_players_return:\n",
" start = (p[\"posX\"], p[\"posY\"])\n",
" path = world.route_to(start, target_zone, extra_obstacles=[])\n",
" if len(path) > 1:\n",
" # Convert the next coordinate in path to a direction string\n",
" next_step = path[1]\n",
" actions[p[\"name\"]] = GameMap.get_direction(start, next_step)\n",
" return actions"
]
},
{
"cell_type": "markdown",
"id": "322772ab-a0b8-4da3-906f-212926ad24fb",
"metadata": {},
"source": [
"## 运行以下cell启动你的server (使用上排目录栏的的 ▶️ 运行,使用▪️停止)\n",
"[*] 表示cell正在运行中"
]
},
{
"cell_type": "code",
"execution_count": null,
"id": "e0898ab6-bd6e-4bf1-9a29-d802933dd91a",
"metadata": {},
"outputs": [],
"source": [
"# Change the port to match your game settings\n",
"import os\n",
"\n",
"PORT_ID = 2 # 或者 2\n",
"PORT = \"CTF_PORT_BACKEND\" + str(PORT_ID)\n",
"\n",
"try:\n",
" PORT_VALUE = os.environ[PORT]\n",
" print(f\"PORT: {PORT_VALUE}\")\n",
"except KeyError:\n",
" print(\"Error: PORT environment variable not set.\")\n",
"try:\n",
" # 将`plan_fn=`改成你的plan_next_actions,如always_move_right, walk_to_first_flag_and_return 等等\n",
" await run_game_server(PORT_VALUE, start_fn=start_game, plan_fn=walk_to_first_flag_and_return, end_fn=game_over)\n",
"except Exception as e:\n",
" print(f\"Server stopped: {e}\")"
]
},
{
"cell_type": "code",
"execution_count": null,
"id": "b869dde3-cf94-4d25-8fe8-25096bab1f37",
"metadata": {},
"outputs": [],
"source": []
},
{
"cell_type": "code",
"execution_count": null,
"id": "8e8d02fc-7dac-4ad1-985b-c2aae132c920",
"metadata": {},
"outputs": [],
"source": []
}
],
"metadata": {
"kernelspec": {
"display_name": "Python 3 (ipykernel)",
"language": "python",
"name": "python3"
},
"language_info": {
"codemirror_mode": {
"name": "ipython",
"version": 3
},
"file_extension": ".py",
"mimetype": "text/x-python",
"name": "python",
"nbconvert_exporter": "python",
"pygments_lexer": "ipython3",
"version": "3.13.11"
}
},
"nbformat": 4,
"nbformat_minor": 5
}
@@ -0,0 +1,249 @@
import asyncio
import json
import random
import traceback
import websockets
ACTIONS = ["up", "down", "left", "right", ""]
class GameMap:
EMPTY = 0
OBSTACLE = -1
FLAG = 2
ACTIONS = ["up", "down", "left", "right", ""]
ACTIONS_IN_MOVE = [(0, -1), (0, 1), (-1, 0), (1, 0)]
def __init__(self, map_json):
self.w = map_json["width"]
self.h = map_json["height"]
self.grids = [[GameMap.EMPTY for _ in range(0, self.h)] for _ in range(0, self.w)]
self.obstacles = map_json["walls"] + map_json["obstacles"]
for o in self.obstacles:
self.grids[o["x"]][o["y"]] = GameMap.OBSTACLE
def show_map(self):
for y in range(0, self.h):
for x in range(0, self.w):
print(self.grids[x][y], end=" ")
print("")
def find_closest_goal_from_pos(self, pos_x, pos_y, goals, blockers):
"""
Find the closest goal(@goal_x, @goal_y) in @goals from (@pos_x, @pos_y).
Return the moving direction for (@pos_x, @pos_y).
If none is reachable, return "".
"""
goals_pos = {(g["x"], g["y"]) for g in goals}
blocker_pos = set()
for (bx, by) in blockers:
for (dx, dy) in GameMap.ACTIONS_IN_MOVE:
x = bx + dx
y = by + dy
if (x, y) not in goals_pos:
blocker_pos.add((bx, by))
# visited != -1 means the grid is reached from (pos_x, pos_y)
# it stores the previous grid's direction to reach the current grid
visited = [[-1 for _ in range(0, self.h)] for _ in range(0, self.w)]
bfs = [(pos_x, pos_y)]
st = 0
goal_x = -1
goal_y = -1
while st < len(bfs):
for d, (dx, dy) in enumerate(GameMap.ACTIONS_IN_MOVE):
x = bfs[st][0] + dx
y = bfs[st][1] + dy
if (self.grids[x][y] != GameMap.OBSTACLE and
((x, y) not in blocker_pos) and
visited[x][y] < 0):
visited[x][y] = d
bfs.append((x, y))
if (x, y) in goals_pos:
goal_x = x
goal_y = y
break
st = st + 1
# we need to find the very first direction taken by (pos_x, pos_y) to reach (goal_x, goal_y)
if goal_x < 0 or goal_y < 0:
return GameMap.ACTIONS[-1]
cur_x = goal_x
cur_y = goal_y
first_direction = -1
while cur_x != pos_x or cur_y != pos_y:
first_direction = visited[cur_x][cur_y]
cur_x = cur_x - GameMap.ACTIONS_IN_MOVE[first_direction][0]
cur_y = cur_y - GameMap.ACTIONS_IN_MOVE[first_direction][1]
return GameMap.ACTIONS[first_direction]
class Game:
def __init__(self):
self.map = None
self.team_name = None
self.team_target = None
self.num_flags = 0
self.num_players = 0
self.game_started = False
self.player_to_flag_assignments = None
def startGame(self, game_json):
self.map = GameMap(game_json["map"])
self.team_name = game_json["myteamName"]
self.team_target = game_json["myteamTarget"]
self.num_flags = game_json["numFlags"]
self.num_players = game_json["numPlayers"]
self.game_started = True
self.middle_line = self.map.w / 2;
self.my_team_on_the_left = self.team_target[0]['x'] < self.middle_line;
# playerName -> (flagX, flagY)
self.player_to_flag_assignments = dict()
def endGame(self, game_json):
self.map = None
self.team_name = None
self.team_target = None
self.num_flags = 0
self.num_players = 0
self.game_started = False
self.player_to_flag_assignments = None
def is_player_safe(self, player):
return (player["posX"] < self.middle_line) == self.my_team_on_the_left
def assign_flags_to_players(self, players, flags):
"""
assign all pickable flags to all eligible players (i.e., !hasFlag and !inPrison)
"""
# remove the prison player and player with flags
for p in players:
if (p["hasFlag"] or p["inPrison"]) and p["name"] in self.player_to_flag_assignments:
del self.player_to_flag_assignments[p["name"]]
pickable_flags = {
(f["posX"], f["posY"]): False for f in flags if f["canPickup"]
}
players_wo_flag = set([p["name"] for p in players if (not p["hasFlag"]) and (not p["inPrison"])])
for p, f in self.player_to_flag_assignments.items():
if f in pickable_flags:
pickable_flags[f] = True
players_wo_flag.remove(p)
# randomly match unassigned flags and players
flags_wo_player = [f for (f, m) in pickable_flags.items() if not m]
if len(flags_wo_player) > 0:
for i, p in enumerate(players_wo_flag):
self.player_to_flag_assignments[p] = flags_wo_player[i % len(flags_wo_player)]
elif len(pickable_flags) > 0:
pickable_flags_list = list(pickable_flags)
for i, p in enumerate(players_wo_flag):
self.player_to_flag_assignments[p] = random.choice(pickable_flags_list)
def find_next_move(self, player, opponents):
if player["inPrison"]:
return ""
blockers = [] if self.is_player_safe(player) else [(o["posX"], o["posY"]) for o in opponents]
if player["hasFlag"]:
return self.map.find_closest_goal_from_pos(
player["posX"], player["posY"],
[GAME.team_target[0]],
blockers)
if player["name"] not in self.player_to_flag_assignments:
return ""
flag = self.player_to_flag_assignments[player["name"]]
return self.map.find_closest_goal_from_pos(
player["posX"], player["posY"],
[{"x": flag[0], "y": flag[1]}],
blockers
)
# SINGLETON
GAME = Game()
async def startGame(req):
print("Start Game")
global GAME
GAME.startGame(req)
async def planNextActions(req, websocket):
global GAME
player_moves = dict()
players = req.get("myteamPlayer", [])
opponents = req.get("opponentPlayer", [])
flags = req.get("opponentFlag", [])
GAME.assign_flags_to_players(players, flags)
for p in players:
action = GAME.find_next_move(p, opponents)
if action != "":
player_moves[p["name"]] = action
result = {"players": player_moves}
await websocket.send(json.dumps(result))
async def gameOver(req):
global GAME
GAME.endGame(req)
async def handle_client(websocket):
print("New session started")
try:
async for msg in websocket:
try:
req = json.loads(msg)
if req.get("action") == "status":
await planNextActions(req, websocket)
elif req.get("action") == "init":
await startGame(req)
elif req.get("action") == "finished":
await gameOver(req)
except json.JSONDecodeError:
print("JSON parse error")
await websocket.send(json.dumps({"error": "invalid json"}))
except websockets.exceptions.ConnectionClosedOK:
print("Client closed connection normally")
except websockets.exceptions.ConnectionClosedError as e:
print(f"Connection error: {e}")
except Exception as e:
print(f"Exception: {e}")
traceback.print_exc()
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")
return
port = int(sys.argv[1])
print(f"AI backend running on port {port} ...")
async with websockets.serve(handle_client, "0.0.0.0", port):
await asyncio.Future() # run forever
if __name__ == "__main__":
asyncio.run(main())
@@ -0,0 +1,103 @@
import asyncio
import random
from lib.game_engine import GameMap, run_game_server
import threading
# 1. Initialize the global world model
world = GameMap(show_gap_in_msec=1000.0)
lock = threading.Lock()
last_updated_time = -1
update_threshold = 100
player_to_flag_assignments = {}
def start_game(req):
global player_to_flag_assignments
world.init(req)
print("Start Game!!")
player_to_flag_assignments = {}
print(f"Game Started! Side: {'Left' if world.is_on_left(list(world.my_team_target)[0]) else 'Right'}")
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)
my_players = world.list_players(mine=True, inPrison=False, hasFlag=None)
opponents = world.list_players(mine=False, inPrison=False, hasFlag=None)
enemy_flags = world.list_flags(mine=False, 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()
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"])
# 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"]]
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
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())
File diff suppressed because it is too large Load Diff
@@ -0,0 +1 @@
python3 pick_closets_flag.py ${CTF_PORT_BACKEND1}
@@ -0,0 +1,177 @@
{
"cells": [
{
"cell_type": "markdown",
"id": "21c8be3f-c57b-439c-8ca8-5991dd0da465",
"metadata": {},
"source": [
"# 夺旗赛 Capture The Flag Test"
]
},
{
"cell_type": "markdown",
"id": "0dfeabca-44d9-4906-abc6-cba1e4fc8a35",
"metadata": {},
"source": [
"## 初始化 (使用上排目录栏的的 ▶️ 运行,▪️停止,⟳ 重启)"
]
},
{
"cell_type": "code",
"execution_count": 8,
"id": "dfde1bf2-03b7-4f8c-8eff-07f486bfe520",
"metadata": {},
"outputs": [],
"source": [
"import importlib\n",
"import lib.game_engine\n",
"\n",
"# Force the reload manually\n",
"importlib.reload(lib.game_engine)\n",
"\n",
"# Re-import the specific classes/functions\n",
"from lib.game_engine import GameMap, run_game_server\n",
"\n",
"# Now initialize your objects\n",
"world = GameMap()"
]
},
{
"cell_type": "code",
"execution_count": 9,
"id": "a3f08c96-ce25-43c5-97e6-955e6fc67746",
"metadata": {},
"outputs": [],
"source": [
"import json\n",
"\n",
"def load_example_json():\n",
" with open(\"example_init.json\", \"r\") as fin:\n",
" init_data = json.load(fin)\n",
" world.init(init_data)\n",
"\n",
" with open(\"example_plan_next_actions.json\", \"r\") as fin:\n",
" status_data = json.load(fin)\n",
" \n",
" world.init(init_data)\n",
" world.update(status_data)\n",
" world.show()\n",
" # world.show(flag_over_target=True, player_over_prison=True) "
]
},
{
"cell_type": "code",
"execution_count": 10,
"id": "b0eeca91-8a45-4c1f-8418-d5593968dd99",
"metadata": {},
"outputs": [
{
"name": "stdout",
"output_type": "stream",
"text": [
" 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19\n",
" 0 ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ \n",
" 1 ██ LF . . . . . . . . ██ . . . . . R0 . RF ██ \n",
" 2 ██ LF L0 . . . . . . . . . . . . . R1 . RF ██ \n",
" 3 ██ LF L1 . . . . . . . . . . . . . R2 . RF ██ \n",
" 4 ██ LF L2 . . . . . . . . ██ . . . . . . RF ██ \n",
" 5 ██ LF . . . . . . . ██ . ██ . . . . . . RF ██ \n",
" 6 ██ LF . . . . . . . . ██ . . . . ██ . . RF ██ \n",
" 7 ██ . . . . . . . . . . . . . . . . . . ██ \n",
" 8 ██ . . . . . . . . . . . . . . . . . . ██ \n",
" 9 ██ TT TT TT . . . . . . . . . . . ██ TT TT TT ██ \n",
"10 ██ TT TT TT . . . . . . . . . . . . TT TT TT ██ \n",
"11 ██ TT TT TT . . . . . ██ . . . . ██ . TT TT TT ██ \n",
"12 ██ . . . . . . . . ██ . . . ██ . . . . . ██ \n",
"13 ██ . . . . . . . . . . . . . ██ . . . . ██ \n",
"14 ██ . . . . . . . . . . ██ . . ██ . . . . ██ \n",
"15 ██ . . . . . . . . . . ██ . . . . . . . ██ \n",
"16 ██ PP PP PP . . . . . . . . . . . . PP PP PP ██ \n",
"17 ██ PP PP PP . . . . . . . . . . . . PP PP PP ██ \n",
"18 ██ PP PP PP . . . . . . ██ . . . . . PP PP PP ██ \n",
"19 ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ \n"
]
}
],
"source": [
"load_example_json()"
]
},
{
"cell_type": "code",
"execution_count": 11,
"id": "854f32c5-e6cd-420e-ac44-6bf3dfbee646",
"metadata": {},
"outputs": [
{
"name": "stdout",
"output_type": "stream",
"text": [
"11067.9\n"
]
}
],
"source": [
"print(world.current_time)"
]
},
{
"cell_type": "code",
"execution_count": 12,
"id": "e6bca36b-bb07-44c6-8b0a-d740987e5811",
"metadata": {},
"outputs": [
{
"name": "stdout",
"output_type": "stream",
"text": [
"1000.0\n"
]
}
],
"source": [
"print(world.show_gap_in_msec)"
]
},
{
"cell_type": "code",
"execution_count": 8,
"id": "a425410f-c733-4240-a032-0f852f7b8d39",
"metadata": {},
"outputs": [
{
"name": "stdout",
"output_type": "stream",
"text": [
"{'width': 20, 'height': 20, 'middle_line': 10.0, 'walls': {(4, 0), (19, 0), (8, 0), (14, 13), (19, 9), (10, 6), (0, 5), (5, 19), (19, 18), (11, 5), (0, 14), (11, 14), (7, 19), (18, 19), (19, 2), (19, 11), (0, 7), (9, 19), (0, 16), (13, 19), (19, 4), (0, 0), (11, 0), (9, 12), (0, 9), (15, 0), (13, 12), (15, 9), (1, 19), (17, 0), (19, 6), (9, 5), (3, 19), (14, 19), (0, 2), (16, 19), (5, 0), (11, 4), (7, 0), (18, 0), (9, 0), (14, 14), (10, 1), (13, 0), (19, 13), (15, 6), (10, 19), (0, 18), (12, 19), (1, 0), (19, 15), (0, 11), (3, 0), (14, 0), (19, 8), (0, 4), (16, 0), (19, 17), (0, 13), (2, 19), (6, 19), (14, 11), (4, 19), (19, 1), (19, 10), (0, 6), (19, 19), (8, 19), (0, 15), (11, 15), (19, 3), (10, 0), (19, 12), (9, 11), (0, 8), (10, 18), (0, 17), (12, 0), (19, 5), (0, 1), (19, 14), (0, 10), (0, 19), (11, 19), (15, 19), (19, 7), (0, 3), (2, 0), (19, 16), (17, 19), (0, 12), (6, 0)}, 'players': [{'name': 'L0', 'team': 'L', 'hasFlag': False, 'posX': 2, 'posY': 2, 'inPrison': False, 'inPrisonTimeLeft': 0, 'inPrisonDuration': 20000, 'mine': True}, {'name': 'L1', 'team': 'L', 'hasFlag': False, 'posX': 2, 'posY': 3, 'inPrison': False, 'inPrisonTimeLeft': 0, 'inPrisonDuration': 20000, 'mine': True}, {'name': 'L2', 'team': 'L', 'hasFlag': False, 'posX': 2, 'posY': 4, 'inPrison': False, 'inPrisonTimeLeft': 0, 'inPrisonDuration': 20000, 'mine': True}, {'name': 'R0', 'team': 'R', 'hasFlag': False, 'posX': 16, 'posY': 1, 'inPrison': False, 'inPrisonTimeLeft': 0, 'inPrisonDuration': 20000, 'mine': False}, {'name': 'R1', 'team': 'R', 'hasFlag': False, 'posX': 16, 'posY': 2, 'inPrison': False, 'inPrisonTimeLeft': 0, 'inPrisonDuration': 20000, 'mine': False}, {'name': 'R2', 'team': 'R', 'hasFlag': False, 'posX': 16, 'posY': 3, 'inPrison': False, 'inPrisonTimeLeft': 0, 'inPrisonDuration': 20000, 'mine': False}], 'flags': [{'canPickup': True, 'posX': 1, 'posY': 1, 'mine': True}, {'canPickup': True, 'posX': 1, 'posY': 2, 'mine': True}, {'canPickup': True, 'posX': 1, 'posY': 3, 'mine': True}, {'canPickup': True, 'posX': 1, 'posY': 4, 'mine': True}, {'canPickup': True, 'posX': 1, 'posY': 5, 'mine': True}, {'canPickup': True, 'posX': 1, 'posY': 6, 'mine': True}, {'canPickup': True, 'posX': 18, 'posY': 1, 'mine': False}, {'canPickup': True, 'posX': 18, 'posY': 2, 'mine': False}, {'canPickup': True, 'posX': 18, 'posY': 3, 'mine': False}, {'canPickup': True, 'posX': 18, 'posY': 4, 'mine': False}, {'canPickup': True, 'posX': 18, 'posY': 5, 'mine': False}, {'canPickup': True, 'posX': 18, 'posY': 6, 'mine': False}], 'current_time': 11067.9, 'next_show_time': 12067.9, 'my_team_name': 'L', 'show_gap_in_msec': 1000.0, 'my_team_prison': {(1, 18), (2, 17), (3, 17), (2, 16), (3, 16), (1, 17), (2, 18), (1, 16), (3, 18)}, 'opponent_team_prison': {(17, 17), (18, 17), (16, 16), (17, 16), (18, 16), (18, 18), (16, 18), (17, 18), (16, 17)}, 'my_team_target': {(1, 11), (2, 10), (3, 10), (2, 9), (3, 9), (1, 10), (2, 11), (1, 9), (3, 11)}, 'opponent_team_target': {(16, 10), (17, 10), (18, 10), (16, 9), (17, 9), (18, 9), (17, 11), (18, 11), (16, 11)}}\n"
]
}
],
"source": [
"# print all the variables in `world`\n",
"print(world.__dict__)"
]
}
],
"metadata": {
"kernelspec": {
"display_name": "Python 3 (ipykernel)",
"language": "python",
"name": "python3"
},
"language_info": {
"codemirror_mode": {
"name": "ipython",
"version": 3
},
"file_extension": ".py",
"mimetype": "text/x-python",
"name": "python",
"nbconvert_exporter": "python",
"pygments_lexer": "ipython3",
"version": "3.13.11"
}
},
"nbformat": 4,
"nbformat_minor": 5
}