feat: refine map update logic and add side‑aware path helpers
- Decrease `GameMap` update interval from 10 ms to 1 ms and lower `update_threshold` to 1 for more responsive state syncing. - Remove unused `random` import. - Adjust safe‑zone detection to offset player position based on team side. - Restrict enemy marking to opponent side, preventing incorrect obstacle placement. - Update edge generation logic to correctly handle safe‑zone and opponent cells. - Add `closest` and `closest_in_range` helper methods that compute nearest positions while respecting team side boundaries. - Introduce global `my_side_is_left` handling within `Map.update` for side‑dependent calculations. These changes improve map accuracy, AI pathfinding, and overall game performance.
This commit is contained in:
+92
-40
@@ -1,16 +1,15 @@
|
|||||||
import asyncio
|
import asyncio
|
||||||
import random
|
|
||||||
from lib.game_engine import GameMap, run_game_server
|
from lib.game_engine import GameMap, run_game_server
|
||||||
import threading
|
import threading
|
||||||
import collections
|
import collections
|
||||||
|
|
||||||
# 1. Initialize the global world model
|
world = GameMap(show_gap_in_msec=1.0)
|
||||||
world = GameMap(show_gap_in_msec=10.0)
|
|
||||||
lock = threading.Lock()
|
lock = threading.Lock()
|
||||||
last_updated_time = -1
|
last_updated_time = -1
|
||||||
update_threshold = 10
|
update_threshold = 1
|
||||||
player_to_flag_assign = {}
|
player_to_flag_assign = {}
|
||||||
my_side_is_left = None
|
my_side_is_left = None
|
||||||
|
|
||||||
class Map:
|
class Map:
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
self.width = world.width
|
self.width = world.width
|
||||||
@@ -23,6 +22,7 @@ class Map:
|
|||||||
return y * self.width + x
|
return y * self.width + x
|
||||||
|
|
||||||
def update(self,posx,posy):
|
def update(self,posx,posy):
|
||||||
|
global my_side_is_left
|
||||||
self.width = world.width
|
self.width = world.width
|
||||||
self.height = world.height
|
self.height = world.height
|
||||||
self.edge = [[] for _ in range(self.width * self.height)]
|
self.edge = [[] for _ in range(self.width * self.height)]
|
||||||
@@ -32,7 +32,10 @@ class Map:
|
|||||||
x, y = wall
|
x, y = wall
|
||||||
idx = self.convert_pos_to_index(x, y)
|
idx = self.convert_pos_to_index(x, y)
|
||||||
self.grid[idx] = 1
|
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
|
||||||
enemy_players = world.list_players(mine=False, inPrison=False, hasFlag=None)
|
enemy_players = world.list_players(mine=False, inPrison=False, hasFlag=None)
|
||||||
ally_players = world.list_players(mine=True, inPrison=False, hasFlag=None)
|
ally_players = world.list_players(mine=True, inPrison=False, hasFlag=None)
|
||||||
my_pos = self.convert_pos_to_index(posx, posy)
|
my_pos = self.convert_pos_to_index(posx, posy)
|
||||||
@@ -43,10 +46,18 @@ class Map:
|
|||||||
for enemy in enemy_players:
|
for enemy in enemy_players:
|
||||||
x, y = enemy["posX"], enemy["posY"]
|
x, y = enemy["posX"], enemy["posY"]
|
||||||
idx = self.convert_pos_to_index(x, y)
|
idx = self.convert_pos_to_index(x, y)
|
||||||
self.grid[idx] = 2
|
if my_side_is_left:
|
||||||
for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
|
if not world.is_on_left((x+1,y)):
|
||||||
nx, ny = x + dx, y + dy
|
self.grid[idx] = 2
|
||||||
self.grid[self.convert_pos_to_index(nx,ny)] = 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
|
||||||
|
self.grid[self.convert_pos_to_index(nx,ny)] = 2
|
||||||
for y in range(self.height):
|
for y in range(self.height):
|
||||||
for x in range(self.width):
|
for x in range(self.width):
|
||||||
idx = self.convert_pos_to_index(x, y)
|
idx = self.convert_pos_to_index(x, y)
|
||||||
@@ -61,10 +72,10 @@ class Map:
|
|||||||
if 0 <= nx < self.width and 0 <= ny < self.height:
|
if 0 <= nx < self.width and 0 <= ny < self.height:
|
||||||
n_idx = self.convert_pos_to_index(nx, ny)
|
n_idx = self.convert_pos_to_index(nx, ny)
|
||||||
if self.in_safe_zone:
|
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)
|
self.edge[idx].append(n_idx)
|
||||||
else:
|
else:
|
||||||
if self.grid[n_idx] not in (1,):
|
if self.grid[n_idx] not in (1, 2):
|
||||||
self.edge[idx].append(n_idx)
|
self.edge[idx].append(n_idx)
|
||||||
def guideance(self, posx_start, posy_start, posx_end, posy_end):
|
def guideance(self, posx_start, posy_start, posx_end, posy_end):
|
||||||
self.update(posx_start,posy_start)
|
self.update(posx_start,posy_start)
|
||||||
@@ -84,11 +95,8 @@ class Map:
|
|||||||
dist[v] = dist[u] + 1
|
dist[v] = dist[u] + 1
|
||||||
prev[v] = u
|
prev[v] = u
|
||||||
queue.append(v)
|
queue.append(v)
|
||||||
|
|
||||||
# ---- 若不可达,返回空字符串 ----
|
|
||||||
if dist[dst_idx] == float('inf'):
|
if dist[dst_idx] == float('inf'):
|
||||||
return ""
|
return ""
|
||||||
# ---- 重建路径(逆序) ----
|
|
||||||
path = []
|
path = []
|
||||||
cur = dst_idx
|
cur = dst_idx
|
||||||
while cur is not None:
|
while cur is not None:
|
||||||
@@ -125,7 +133,30 @@ class Map:
|
|||||||
if dist[dst_idx] == float('inf'):
|
if dist[dst_idx] == float('inf'):
|
||||||
return -1
|
return -1
|
||||||
return dist[dst_idx]
|
return dist[dst_idx]
|
||||||
|
def closest(self, posx_start, posy_start, positions):
|
||||||
|
closest_pos = None
|
||||||
|
min_length = float('inf')
|
||||||
|
for pos in positions:
|
||||||
|
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
|
||||||
|
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()
|
myMap = Map()
|
||||||
def start_game(req):
|
def start_game(req):
|
||||||
global player_to_flag_assign,my_side_is_left
|
global player_to_flag_assign,my_side_is_left
|
||||||
@@ -141,15 +172,27 @@ def plan_next_actions(req):
|
|||||||
global player_to_flag_assign,myMap,my_side_is_left
|
global player_to_flag_assign,myMap,my_side_is_left
|
||||||
|
|
||||||
my_players = world.list_players(mine=True, inPrison=False, hasFlag=None)
|
my_players = world.list_players(mine=True, inPrison=False, hasFlag=None)
|
||||||
opponents = world.list_players(mine=False, 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)
|
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))
|
my_targets = list(world.list_targets(mine=True))
|
||||||
|
|
||||||
active_player_names = {p["name"] for p in my_players if not p["hasFlag"]}
|
active_player_names = {p["name"] for p in my_players if not p["hasFlag"]}
|
||||||
flags_list = []
|
flags_list = []
|
||||||
for flags in opponents:
|
regard_list = []
|
||||||
|
pretend_list = []
|
||||||
|
protect_list = []
|
||||||
|
targets_list = []
|
||||||
|
for flags in enemy_flags:
|
||||||
flags_list.append((flags["posX"],flags["posY"]))
|
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"]))
|
||||||
|
for t in my_targets:
|
||||||
|
targets_list.append((t[0],t[1]))
|
||||||
player_to_flag_assign = {
|
player_to_flag_assign = {
|
||||||
name: pos for name, pos in player_to_flag_assign.items()
|
name: pos for name, pos in player_to_flag_assign.items()
|
||||||
if name in active_player_names
|
if name in active_player_names
|
||||||
@@ -158,37 +201,46 @@ def plan_next_actions(req):
|
|||||||
for p in my_players:
|
for p in my_players:
|
||||||
if p["name"] not in active_player_names:
|
if p["name"] not in active_player_names:
|
||||||
continue
|
continue
|
||||||
if p["name"] in player_to_flag_assign and player_to_flag_assign[p["name"]] != None and player_to_flag_assign[p["name"]] in flags_list:
|
if p["name"] in player_to_flag_assign and player_to_flag_assign[p["name"]] in flags_list:
|
||||||
|
flags_list.remove(player_to_flag_assign[p["name"]])
|
||||||
continue
|
continue
|
||||||
closest_flag = None
|
f = myMap.closest(p["posX"],p["posY"],flags_list)
|
||||||
min_length = float('inf')
|
if f is not None:
|
||||||
for f in enemy_flags:
|
player_to_flag_assign[p["name"]] = (f[0],f[1])
|
||||||
temp = myMap.length(p["posX"],p["posY"],f["posX"],f["posY"])
|
flags_list.remove((f[0],f[1]))
|
||||||
if temp != -1 and temp < min_length:
|
|
||||||
min_length = temp
|
|
||||||
closest_flag = f
|
|
||||||
f = closest_flag if closest_flag is not None else random.choice(enemy_flags)
|
|
||||||
player_to_flag_assign[p["name"]] = (f["posX"], f["posY"])
|
|
||||||
|
|
||||||
# 3. Plan moves for each player
|
|
||||||
player_moves = {}
|
player_moves = {}
|
||||||
|
|
||||||
for p in my_players:
|
for p in my_players:
|
||||||
curr_pos = (p["posX"], p["posY"])
|
|
||||||
|
|
||||||
# Determine Target: Either the assigned flag or the home target
|
|
||||||
if p["hasFlag"]:
|
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:
|
elif p["name"] in player_to_flag_assign:
|
||||||
dest = player_to_flag_assign[p["name"]]
|
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,lentime = myMap.closest_in_range(p["posX"],p["posY"],pretend_list)
|
||||||
|
if f is not None and lentime<8:
|
||||||
|
dest = (f[0],f[1])
|
||||||
else:
|
else:
|
||||||
continue
|
f,temp = myMap.closest_in_range(p["posX"],p["posY"],regard_list)
|
||||||
|
if f is not None:
|
||||||
# Determine Obstacles: Avoid opponents if we are in enemy territory
|
dest = (f[0],f[1])
|
||||||
is_safe = world.is_on_left(curr_pos) == my_side_is_left
|
else:
|
||||||
|
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])
|
player_moves[p["name"]] = myMap.guideance(p["posX"],p["posY"],dest[0],dest[1])
|
||||||
|
|
||||||
return player_moves
|
return player_moves
|
||||||
|
|
||||||
def game_over(req):
|
def game_over(req):
|
||||||
|
|||||||
Reference in New Issue
Block a user