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12 Commits

Author SHA1 Message Date
ydy0615 fc9f98aa3d feat(backend): integrate dual AI strategies with conditional switching and A* pathfinding
- Add imports for server0 and server1 modules
- Modify start_game, plan_next_actions, and game_over to invoke both strategies
- Implement dynamic strategy selection based on player prison counts
- Add A* pathfinding with danger weights for attacking players, including safe/dangerous position calculations and opponent avoidance
- Update traditional pathfinding for defenders and flag carriers in enemy territory
- Include binary updates to .DS_Store files (likely system artifacts)
2025-12-28 13:39:06 +08:00
ydy0615 6cae6a2ad8 fix(backend): handle None destination in plan_next_actions to prevent errors
Previously, the code assumed dest was always a valid tuple, potentially causing errors if dest was None. Added a check to guide to current position when dest is None, ensuring safe fallback behavior.
2025-12-28 12:37:39 +08:00
ydy0615 033979c663 feat: enhance AI planning logic and add unit tests for Map class
- Modified plan_next_actions in server.py to remove selected positions from regard_list, preventing reuse in subsequent planning steps for better AI decision-making
- Added comprehensive unit tests in test_map.py for enemy_to_walls and choose_enemy functions to ensure correct behavior and distance calculations in the game map
2025-12-28 12:32:53 +08:00
ydy0615 5e76bb2452 feat(ai): add Map class for pathfinding and speed up world updates
- Remove unused `random` import and introduce `collections` for BFS queue.
- Decrease `GameMap` update interval from 1000 ms to 1 ms and lower `update_threshold` from 100 to 1 for near‑real‑time world state.
- Add thread‑safe lock, timestamp tracking, and rename `player_to_flag_assignments` to `player_to_flag_assign`.
- Introduce `my_side_is_left` flag to differentiate safe‑zone logic.
- Implement new `Map` class:
  * Stores grid, edges, and safe‑zone status.
  * Updates grid with walls, allies, enemies, and safe‑zone handling.
  * Computes adjacency edges respecting obstacles.
  * Provides `guideance` (BFS) to obtain the first movement direction towards a target.
- Overall refactor improves AI flag‑picking speed and decision accuracy.
2025-12-28 11:38:50 +08:00
ydy0615 bcca96e73f refactor(server): tighten flag thresholds, add movement log
Adjusted range checks for flag handling:
- Changed `lentime<=5` to `lentime<6`.
- Updated `lentime<=10` to `lentime<12`.
- Modified `lentime<8` to `lentime<6`.

These tweaks refine the decision logic for flag acquisition, ensuring more consistent behavior at boundary values.

Added a debug print statement to log each player's current position and target destination, aiding in troubleshooting movement decisions.
2025-12-28 10:08:09 +08:00
ydy0615 e84aa30202 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.
2025-12-28 09:48:31 +08:00
ydy0615 99fc0158b0 feat: add fallback to pretend_list in plan_next_actions logic
Extend the decision flow in `plan_next_actions` to consider the `pretend_list` when no suitable
target is found in `regard_list` within the 10‑unit time threshold. The new fallback selects a
destination from `pretend_list` if its travel time is under 8 units, improving target
selection robustness.
2025-12-28 09:39:20 +08:00
ydy0615 942bb1580d 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`.
2025-12-28 09:35:05 +08:00
ydy0615 99ab005021 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.
2025-12-27 23:30:22 +08:00
ydy0615 b038e5ac29 refactor(game): add Map.closest and improve flag assignment logic
- Introduced `Map.closest` to encapsulate nearest‑position search and replaced duplicated distance loops in flag targeting.
- Updated flag assignment to consider enemy players carrying flags and to use the new helper for both ally and enemy flag selection.
- Cleaned up unused imports and renamed `mypolicy` to `mypolicy.py` for clarity.
- Adjusted frontend `game_config.json` to use new team identifiers, increase players to 3, raise flag count to 9, and enable random flag placement.
2025-12-27 22:10:46 +08:00
ydy0615 8ef3f65ce9 modified: CTF/backend/mypolicy 2025-12-27 20:54:43 +08:00
ydy0615 2593d31346 feat(ctf): add backend policy module with pathfinding logic
Introduce a new `CTF/backend/mypolicy` Python module that implements a comprehensive game policy for the capture‑the‑flag bot. The file defines a global world model, thread‑safe state handling, and a `Map` class that builds a grid representation of the game map, generates traversable edges, and provides BFS‑based `guideance` and `length` methods for pathfinding and distance calculation. This policy enables the bot to make informed movement decisions based on safe zones, walls, allies, and enemies. Additionally, macOS `.DS_Store` placeholder files were added to the repository.
2025-12-27 20:54:40 +08:00
46 changed files with 2037 additions and 255801 deletions
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# Capture the Flag
Your job is to implement your own algorithm (see `backend/server.cpp`) to control
a team to compete in "Capture the Flag" Game.
## Game Rules
Capture the Flag is a popular outdoor game where two teams compete in an open field.
Each team has a territory and a set of flags located within the territory. Each team's
goal is to collect flags of the opponent team and bring them back to the target area.
A player can tag the opponent team's player within his territory.
When tagged, the opponent team's player will be put into the prison.
The player will stay in the prison for a period of time, unless he is saved by
his teammate earlier.
The initial positions of flags, the target area and the prison are within the team's
territory.
A player can only pick the flags of the opponent team. That is, he cannot pick up
his team's flag and put it in a different place.
Our game has two teams: "L" and "R" team. The field is a rectangle area,
where the left half is "L" team's territory and the other is "R" team's.
There are obstacles and walls within the map.
![Capture The Flag Map](./map_example.png)
## Play
The game consists of 2 parts:
- __frontend/__: starts the game web server, written in Javascript. It optionally connects to 2 backend servers to move the players. You should NOT change the code, but you may read the code to understand how it generates the map and communicates with the backend.
- __backend/__: is the backend server which sends back instructions to frontend to move players. This is where you implement your algorithms. Note that in real competition, your server controls one team and the other is your opponent team's implementation.
To play it manually, you can use `w a s d` keys to control L team and `↑ ← ↓ →` keys to control R team. The keys override backend server's decisions. Note that the pressed keys move all players in one direction while your code can move each player independently.
Press SPACE KEY to start, pause or continue the game.
1. Install dependency
```
brew update;
brew install boost nlohmann-json
```
2. Compile server.cpp
```
cd backend/;
g++ -std=c++17 server.cpp -I/opt/homebrew/include -L/opt/homebrew/lib -lpthread -o server
```
3. Run server on port 8081 (can run on other ports)
```
./server 8081
```
4. Update `assets/remote_config.json` to the local port. Update `ws_url` with your port.
```
{
"teams": [
{ "name": "L", "ws_url": "ws://localhost:8080" },
{ "name": "R", "ws_url": "ws://localhost:8081" }
]
}
```
5. Start frontend website
```
cd frontend/;
python3 -m http.server 8000
```
6. In your browser, open "http://localhost:8000/index.html" to play.
- Press (Cmd + Option + I on macOS) to open DevTools
- Go to the Network tab
- Check ✅ “Disable cache” (upper-left toolbar) to ensure all your updated remote_config.json is loaded properly.
## Your Job
In `backend/server.cpp`, your need to implement `startGame(req)` and `planNextActions(req, ws)` functions.
- `startGame(req)` is called once when the game starts. `req` contains the game information, such as map (e.g., height, width, obstacle positions) and team (e.g., name, number of players and number of flags).
- `planNextActions(req, ws)` is called periodically to update you all the player and flags' information. You should use `ws` to send back the actions taken for your team player. The current implementation returns random actions for every team player.
- `gameOver(req)` is called once the game finishes and a winner is determined. You may clean up the state for the next `startGame`.
## Write up (Important!)
You must submit a markdown writeup consisting of the following:
1. The top 3-5 "strategic" decisions to compete against the opponents? Explain the intuition,
the core idea and the technical details (such as the data structure & algorithms).
2. Some interesting and funny moments when you are testing your implementations, or competing
with your friends. What changes did you make after the test?
## Sample Team (in Python)
We provide a "not-so-dummy" python backend as a competitive opponent for you to develop your own algorithm.
DO NOT translate the python algorithm into C++ as your own implementation.
To run the python example,
```
python3 pick_closest_flag.py 8081
```
You'll need to `pip3 install` dependency, such as `asyncio`.
-534
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@@ -1,534 +0,0 @@
{
"action": "init",
"map": {
"width": 20,
"height": 20,
"walls": [
{
"x": 0,
"y": 0
},
{
"x": 19,
"y": 0
},
{
"x": 0,
"y": 19
},
{
"x": 19,
"y": 19
},
{
"x": 1,
"y": 0
},
{
"x": 2,
"y": 0
},
{
"x": 3,
"y": 0
},
{
"x": 4,
"y": 0
},
{
"x": 5,
"y": 0
},
{
"x": 6,
"y": 0
},
{
"x": 7,
"y": 0
},
{
"x": 8,
"y": 0
},
{
"x": 9,
"y": 0
},
{
"x": 10,
"y": 0
},
{
"x": 11,
"y": 0
},
{
"x": 12,
"y": 0
},
{
"x": 13,
"y": 0
},
{
"x": 14,
"y": 0
},
{
"x": 15,
"y": 0
},
{
"x": 16,
"y": 0
},
{
"x": 17,
"y": 0
},
{
"x": 18,
"y": 0
},
{
"x": 1,
"y": 19
},
{
"x": 2,
"y": 19
},
{
"x": 3,
"y": 19
},
{
"x": 4,
"y": 19
},
{
"x": 5,
"y": 19
},
{
"x": 6,
"y": 19
},
{
"x": 7,
"y": 19
},
{
"x": 8,
"y": 19
},
{
"x": 9,
"y": 19
},
{
"x": 10,
"y": 19
},
{
"x": 11,
"y": 19
},
{
"x": 12,
"y": 19
},
{
"x": 13,
"y": 19
},
{
"x": 14,
"y": 19
},
{
"x": 15,
"y": 19
},
{
"x": 16,
"y": 19
},
{
"x": 17,
"y": 19
},
{
"x": 18,
"y": 19
},
{
"x": 0,
"y": 1
},
{
"x": 0,
"y": 2
},
{
"x": 0,
"y": 3
},
{
"x": 0,
"y": 4
},
{
"x": 0,
"y": 5
},
{
"x": 0,
"y": 6
},
{
"x": 0,
"y": 7
},
{
"x": 0,
"y": 8
},
{
"x": 0,
"y": 9
},
{
"x": 0,
"y": 10
},
{
"x": 0,
"y": 11
},
{
"x": 0,
"y": 12
},
{
"x": 0,
"y": 13
},
{
"x": 0,
"y": 14
},
{
"x": 0,
"y": 15
},
{
"x": 0,
"y": 16
},
{
"x": 0,
"y": 17
},
{
"x": 0,
"y": 18
},
{
"x": 19,
"y": 1
},
{
"x": 19,
"y": 2
},
{
"x": 19,
"y": 3
},
{
"x": 19,
"y": 4
},
{
"x": 19,
"y": 5
},
{
"x": 19,
"y": 6
},
{
"x": 19,
"y": 7
},
{
"x": 19,
"y": 8
},
{
"x": 19,
"y": 9
},
{
"x": 19,
"y": 10
},
{
"x": 19,
"y": 11
},
{
"x": 19,
"y": 12
},
{
"x": 19,
"y": 13
},
{
"x": 19,
"y": 14
},
{
"x": 19,
"y": 15
},
{
"x": 19,
"y": 16
},
{
"x": 19,
"y": 17
},
{
"x": 19,
"y": 18
}
],
"obstacles": [
{
"x": 10,
"y": 6
},
{
"x": 15,
"y": 6
},
{
"x": 9,
"y": 5
},
{
"x": 13,
"y": 12
},
{
"x": 15,
"y": 9
},
{
"x": 10,
"y": 1
},
{
"x": 14,
"y": 11
},
{
"x": 10,
"y": 18
},
{
"x": 14,
"y": 13
},
{
"x": 9,
"y": 11
},
{
"x": 11,
"y": 4
},
{
"x": 11,
"y": 14
},
{
"x": 14,
"y": 14
},
{
"x": 9,
"y": 12
},
{
"x": 11,
"y": 5
},
{
"x": 11,
"y": 15
}
]
},
"numPlayers": 3,
"numFlags": 6,
"myteamName": "L",
"myteamPrison": [
{
"x": 1,
"y": 16
},
{
"x": 2,
"y": 16
},
{
"x": 3,
"y": 16
},
{
"x": 1,
"y": 17
},
{
"x": 2,
"y": 17
},
{
"x": 3,
"y": 17
},
{
"x": 1,
"y": 18
},
{
"x": 2,
"y": 18
},
{
"x": 3,
"y": 18
}
],
"myteamTarget": [
{
"x": 1,
"y": 9
},
{
"x": 2,
"y": 9
},
{
"x": 3,
"y": 9
},
{
"x": 1,
"y": 10
},
{
"x": 2,
"y": 10
},
{
"x": 3,
"y": 10
},
{
"x": 1,
"y": 11
},
{
"x": 2,
"y": 11
},
{
"x": 3,
"y": 11
}
],
"opponentPrison": [
{
"x": 16,
"y": 16
},
{
"x": 17,
"y": 16
},
{
"x": 18,
"y": 16
},
{
"x": 16,
"y": 17
},
{
"x": 17,
"y": 17
},
{
"x": 18,
"y": 17
},
{
"x": 16,
"y": 18
},
{
"x": 17,
"y": 18
},
{
"x": 18,
"y": 18
}
],
"opponentTarget": [
{
"x": 16,
"y": 9
},
{
"x": 17,
"y": 9
},
{
"x": 18,
"y": 9
},
{
"x": 16,
"y": 10
},
{
"x": 17,
"y": 10
},
{
"x": 18,
"y": 10
},
{
"x": 16,
"y": 11
},
{
"x": 17,
"y": 11
},
{
"x": 18,
"y": 11
}
]
}
@@ -1,134 +0,0 @@
{
"action": "status",
"time": 11067.9,
"myteamPlayer": [
{
"name": "L0",
"team": "L",
"hasFlag": false,
"posX": 2,
"posY": 2,
"inPrison": false,
"inPrisonTimeLeft": 0,
"inPrisonDuration": 20000
},
{
"name": "L1",
"team": "L",
"hasFlag": false,
"posX": 2,
"posY": 3,
"inPrison": false,
"inPrisonTimeLeft": 0,
"inPrisonDuration": 20000
},
{
"name": "L2",
"team": "L",
"hasFlag": false,
"posX": 2,
"posY": 4,
"inPrison": false,
"inPrisonTimeLeft": 0,
"inPrisonDuration": 20000
}
],
"myteamFlag": [
{
"canPickup": true,
"posX": 1,
"posY": 1
},
{
"canPickup": true,
"posX": 1,
"posY": 2
},
{
"canPickup": true,
"posX": 1,
"posY": 3
},
{
"canPickup": true,
"posX": 1,
"posY": 4
},
{
"canPickup": true,
"posX": 1,
"posY": 5
},
{
"canPickup": true,
"posX": 1,
"posY": 6
}
],
"myteamScore": 0,
"opponentPlayer": [
{
"name": "R0",
"team": "R",
"hasFlag": false,
"posX": 16,
"posY": 1,
"inPrison": false,
"inPrisonTimeLeft": 0,
"inPrisonDuration": 20000
},
{
"name": "R1",
"team": "R",
"hasFlag": false,
"posX": 16,
"posY": 2,
"inPrison": false,
"inPrisonTimeLeft": 0,
"inPrisonDuration": 20000
},
{
"name": "R2",
"team": "R",
"hasFlag": false,
"posX": 16,
"posY": 3,
"inPrison": false,
"inPrisonTimeLeft": 0,
"inPrisonDuration": 20000
}
],
"opponentFlag": [
{
"canPickup": true,
"posX": 18,
"posY": 1
},
{
"canPickup": true,
"posX": 18,
"posY": 2
},
{
"canPickup": true,
"posX": 18,
"posY": 3
},
{
"canPickup": true,
"posX": 18,
"posY": 4
},
{
"canPickup": true,
"posX": 18,
"posY": 5
},
{
"canPickup": true,
"posX": 18,
"posY": 6
}
],
"opponentScore": 0
}
-202
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@@ -1,202 +0,0 @@
import asyncio
from abc import ABC
import collections
import json
import threading
import random
import websockets
from IPython.display import clear_output
class GameMap(ABC):
def __init__(self, show_gap_in_msec = 1000.0):
"""
@show_gap: how many milliseconds when show can be invoked
"""
self.width = 0
self.height = 0
self.middle_line = self.width / 2
self.walls = set()
self.players = []
self.flags = []
self.current_time = 0.0
self.next_show_time = -1.0
self.my_team_name = ""
self.show_gap_in_msec = show_gap_in_msec
def init(self, req):
map_data = req["map"]
self.current_time = 0.0
self.next_show_time = -1.0
self.width = map_data["width"]
self.height = map_data["height"]
self.middle_line = self.width / 2
self.my_team_name = req.get("myteamName", "")
self.walls = {(w["x"], w["y"]) for w in (map_data.get("walls", []) + map_data.get("obstacles", []))}
self.my_team_prison = {(w["x"], w["y"]) for w in (req.get("myteamPrison", []))}
self.opponent_team_prison = {(w["x"], w["y"]) for w in (req.get("opponentPrison", []))}
self.my_team_target = {(w["x"], w["y"]) for w in (req.get("myteamTarget", []))}
self.opponent_team_target = {(w["x"], w["y"]) for w in (req.get("opponentTarget", []))}
def update(self, req):
if req["time"] < self.current_time:
return False
self.current_time = req["time"]
self.players = []
# Combine and tag players
for p in req.get("myteamPlayer", []):
p['mine'] = True
self.players.append(p)
for p in req.get("opponentPlayer", []):
p['mine'] = False
self.players.append(p)
self.flags = []
for f in req.get("myteamFlag", []):
f['mine'] = True
self.flags.append(f)
for f in req.get("opponentFlag", []):
f['mine'] = False
self.flags.append(f)
return True
def list_players(self, mine, inPrison, hasFlag):
"""
mine: True or False. If True, return players on my side, otherwise return opponent players;
inPrison: True or False or None. If True, return players that are in prison; if false, return players that can move around freely; if none, return all of them.
hasFlag: True or False or None. If True, return players that have flags; if false, return players that do not have flags; if none, return all of them.
"""
return [p for p in self.players if p['mine'] == mine and (inPrison == None or p["inPrison"] == inPrison) and (hasFlag == None or p["hasFlag"] == hasFlag)]
def list_flags(self, mine, canPickup):
"""
mine: True or False. If True, return flags on my side (i.e., flags I should protect), otherwise return opponent's flags (i.e., flags I should pick up);
canPickup: True or False or None. If True, return flags that can be picked up; if false, return flags that are already placed in my camp; if none, return all of them.
"""
return [f for f in self.flags if f['mine'] == mine and (canPickup == None or f["canPickup"] == canPickup)]
def list_targets(self, mine):
if mine:
return self.my_team_target
else:
return self.opponent_team_target
def list_prisons(self, mine):
if mine:
return self.my_team_prison
else:
return self.opponent_team_prison
def get_object_at_XY(self, x, y, flag_over_target=False, player_over_prison=False):
"""
flags could overlap with targets, and players could overlap with prisons.
These are controlled by @flag_over_target and @player_over_prison.
"""
if (x, y) in self.walls: return "██ "
if not player_over_prison:
if (x, y) in self.my_team_prison: return "PP "
if (x, y) in self.opponent_team_prison: return "PP "
if not flag_over_target:
if (x, y) in self.my_team_target: return "TT "
if (x, y) in self.opponent_team_target: return "TT "
# Check Players
for p in self.players:
if p["posX"] == x and p["posY"] == y:
return p["name"] + " "
# Check Flags
for f in self.flags:
if f["posX"] == x and f["posY"] == y:
if f['mine']:
team = self.my_team_name
else:
team = "R" if self.my_team_name == "L" else "L"
return f"{team}F "
if player_over_prison:
if (x, y) in self.my_team_prison: return "PP "
if (x, y) in self.opponent_team_prison: return "PP "
if flag_over_target:
if (x, y) in self.my_team_target: return "TT "
if (x, y) in self.opponent_team_target: return "TT "
return " . "
def show(self, force=False, do_not_clear=False, flag_over_target=False, player_over_prison=False):
"""
Prints the grid with L1, R2, LF, RF labels.
flags could overlap with targets, and players could overlap with prisons.
These are controlled by @flag_over_target and @player_over_prison.
"""
if self.current_time < self.next_show_time and (not force):
return
if not do_not_clear:
clear_output()
header = " " + " ".join([f"{x:2}" for x in range(self.width)])
print(header)
for y in range(self.height):
row = f"{y:2} "
for x in range(self.width):
row += self.get_object_at_XY(x, y, flag_over_target, player_over_prison)
print(row)
self.next_show_time = self.current_time + self.show_gap_in_msec
def route_to(self, srcXY, dstXY, extra_obstacles=None):
extras = set(extra_obstacles) if extra_obstacles else set()
queue = collections.deque([[srcXY]])
seen = {srcXY}
while queue:
path = queue.popleft()
curr = path[-1]
if curr == dstXY:
return path
for dx, dy in [(0, -1), (0, 1), (-1, 0), (1, 0)]: # Up, Down, Left, Right
nxt = (curr[0] + dx, curr[1] + dy)
if (0 <= nxt[0] < self.width and 0 <= nxt[1] < self.height and
nxt not in self.walls and nxt not in extras and nxt not in seen):
queue.append(path + [nxt])
seen.add(nxt)
return []
def is_on_left(self, srcXY):
return srcXY[0] < self.middle_line
@staticmethod
def get_direction(currentXY, nextXY):
"""Helper to convert two points into a direction string."""
dx = nextXY[0] - currentXY[0]
dy = nextXY[1] - currentXY[1]
if dx == 1: return "right"
if dx == -1: return "left"
if dy == 1: return "down"
if dy == -1: return "up"
return ""
async def run_game_server(port, start_fn, plan_fn, end_fn):
lock = threading.Lock()
async def handler(websocket):
print(f"Connected on port {port}")
async for msg in websocket:
req = json.loads(msg)
action = req.get("action")
if action == "init":
with lock:
start_fn(req)
elif action == "status":
with lock:
moves = plan_fn(req)
await websocket.send(json.dumps({"players": moves}))
elif action == "finished":
with lock:
end_fn(req)
print(f"Starting server on port {port}...")
async with websockets.serve(handler, "0.0.0.0", port):
await asyncio.Future()
-282
View File
@@ -1,282 +0,0 @@
{
"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": 8,
"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": 9,
"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": 10,
"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": 11,
"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": 5,
"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": 12,
"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": [
{
"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 ██ . . . . . . . ██ . . . . . . ██ . . RF ██ \n",
" 2 ██ . . . ██ . . . ██ . . . . . . . . . RF ██ \n",
" 3 ██ LF . . . . . . ██ . . . . . . . . . RF ██ \n",
" 4 ██ LF . . . . . . . . . . . . . . . . RF ██ \n",
" 5 ██ LF . . . . . . . . . . . . . . . . . ██ \n",
" 6 ██ LF . . . . . . . . . ██ . . . . . . . ██ \n",
" 7 ██ . . . . . . . . . . . . . . ██ . . . ██ \n",
" 8 ██ . . . . . . . . . . . . . . . . . . ██ \n",
" 9 ██ RF RF TT ██ . . . . . . . . . . . TT TT TT ██ \n",
"10 ██ TT L1 TT ██ . . . . . R0 . . . . . TT TT TT ██ \n",
"11 ██ TT TT TT . . . . . . . . . . . . TT TT TT ██ \n",
"12 ██ . . . . . . . . . . . . . . . . . . ██ \n",
"13 ██ . . . . . . . . . ██ . . . . . . . . ██ \n",
"14 ██ . . . . . . ██ . . ██ . . . . . . . . ██ \n",
"15 ██ . . . . . . . . . . . . . . . . . . ██ \n",
"16 ██ L0 PP PP . . . . . ██ . . . . ██ . R2 PP PP ██ \n",
"17 ██ PP PP PP . . . ██ . ██ . . . . . . PP PP PP ██ \n",
"18 ██ PP PP PP . . . . . . . . . . . . PP PP PP ██ \n",
"19 ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ \n"
]
}
],
"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": []
}
],
"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
}
-249
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@@ -1,249 +0,0 @@
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())
-103
View File
@@ -1,103 +0,0 @@
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())
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-1
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@@ -1 +0,0 @@
python3 pick_closets_flag.py ${CTF_PORT_BACKEND1}
-177
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@@ -1,177 +0,0 @@
{
"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
}
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-37
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{ "compressionlevel":0,
"editorsettings":
{
"export":
{
"format":"json",
"target":"tilemap.json"
}
},
"height":20,
"infinite":false,
"layers":[],
"nextlayerid":4,
"nextobjectid":1,
"orientation":"orthogonal",
"renderorder":"right-down",
"tiledversion":"1.3.0",
"tileheight":32,
"tilesets":[
{
"columns":12,
"firstgid":1,
"image":"tiles.png",
"imageheight":352,
"imagewidth":384,
"margin":0,
"name":"tiles",
"spacing":0,
"tilecount":132,
"tileheight":32,
"tilewidth":32
}],
"tilewidth":32,
"type":"map",
"version":1.2,
"width":20
}
-28
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@@ -1,28 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.2" tiledversion="1.3.0" orientation="orthogonal" renderorder="right-down" compressionlevel="0" width="21" height="15" tilewidth="32" tileheight="32" infinite="0" nextlayerid="4" nextobjectid="1">
<editorsettings>
<export target="tilemap.json" format="json"/>
</editorsettings>
<tileset firstgid="1" name="tiles" tilewidth="32" tileheight="32" tilecount="132" columns="12">
<image source="tiles.png" width="384" height="352"/>
</tileset>
<layer id="2" name="level" width="21" height="15">
<data encoding="csv">
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-213
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@@ -1,213 +0,0 @@
{
"teams": [
{ "name": "L", "who": "user0-1"},
{ "name": "R", "who": "user0-2"}
],
"setup": {
"numPlayers": 1,
"numFlags": 3,
"useRandomFlags": false
},
"servers": {
"user0-1": "ws://115.191.4.103:34568",
"user0-2": "ws://115.191.4.103:34569",
"user1-1": "ws://115.191.4.103:34571",
"user1-2": "ws://115.191.4.103:34572",
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"user5-2": "ws://115.191.4.103:34584",
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"user15-1": "ws://115.191.4.103:34613",
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"user31-1": "ws://115.191.4.103:34661",
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"user56-2": "ws://115.191.4.103:34737",
"user57-1": "ws://115.191.4.103:34739",
"user57-2": "ws://115.191.4.103:34740",
"user58-1": "ws://115.191.4.103:34742",
"user58-2": "ws://115.191.4.103:34743",
"user59-1": "ws://115.191.4.103:34745",
"user59-2": "ws://115.191.4.103:34746",
"user60-1": "ws://115.191.4.103:34748",
"user60-2": "ws://115.191.4.103:34749",
"user61-1": "ws://115.191.4.103:34751",
"user61-2": "ws://115.191.4.103:34752",
"user62-1": "ws://115.191.4.103:34754",
"user62-2": "ws://115.191.4.103:34755",
"user63-1": "ws://115.191.4.103:34757",
"user63-2": "ws://115.191.4.103:34758",
"user64-1": "ws://115.191.4.103:34760",
"user64-2": "ws://115.191.4.103:34761",
"user65-1": "ws://115.191.4.103:34763",
"user65-2": "ws://115.191.4.103:34764",
"user66-1": "ws://115.191.4.103:34766",
"user66-2": "ws://115.191.4.103:34767",
"user67-1": "ws://115.191.4.103:34769",
"user67-2": "ws://115.191.4.103:34770",
"user68-1": "ws://115.191.4.103:34772",
"user68-2": "ws://115.191.4.103:34773",
"user69-1": "ws://115.191.4.103:34775",
"user69-2": "ws://115.191.4.103:34776",
"user70-1": "ws://115.191.4.103:34778",
"user70-2": "ws://115.191.4.103:34779",
"user71-1": "ws://115.191.4.103:34781",
"user71-2": "ws://115.191.4.103:34782",
"user72-1": "ws://115.191.4.103:34784",
"user72-2": "ws://115.191.4.103:34785",
"user73-1": "ws://115.191.4.103:34787",
"user73-2": "ws://115.191.4.103:34788",
"user74-1": "ws://115.191.4.103:34790",
"user74-2": "ws://115.191.4.103:34791",
"user75-1": "ws://115.191.4.103:34793",
"user75-2": "ws://115.191.4.103:34794",
"user76-1": "ws://115.191.4.103:34796",
"user76-2": "ws://115.191.4.103:34797",
"user77-1": "ws://115.191.4.103:34799",
"user77-2": "ws://115.191.4.103:34800",
"user78-1": "ws://115.191.4.103:34802",
"user78-2": "ws://115.191.4.103:34803",
"user79-1": "ws://115.191.4.103:34805",
"user79-2": "ws://115.191.4.103:34806",
"user80-1": "ws://115.191.4.103:34808",
"user80-2": "ws://115.191.4.103:34809",
"user81-1": "ws://115.191.4.103:34811",
"user81-2": "ws://115.191.4.103:34812",
"user82-1": "ws://115.191.4.103:34814",
"user82-2": "ws://115.191.4.103:34815",
"user83-1": "ws://115.191.4.103:34817",
"user83-2": "ws://115.191.4.103:34818",
"user84-1": "ws://115.191.4.103:34820",
"user84-2": "ws://115.191.4.103:34821",
"user85-1": "ws://115.191.4.103:34823",
"user85-2": "ws://115.191.4.103:34824",
"user86-1": "ws://115.191.4.103:34826",
"user86-2": "ws://115.191.4.103:34827",
"user87-1": "ws://115.191.4.103:34829",
"user87-2": "ws://115.191.4.103:34830",
"user88-1": "ws://115.191.4.103:34832",
"user88-2": "ws://115.191.4.103:34833",
"user89-1": "ws://115.191.4.103:34835",
"user89-2": "ws://115.191.4.103:34836",
"user90-1": "ws://115.191.4.103:34838",
"user90-2": "ws://115.191.4.103:34839",
"user91-1": "ws://115.191.4.103:34841",
"user91-2": "ws://115.191.4.103:34842",
"user92-1": "ws://115.191.4.103:34844",
"user92-2": "ws://115.191.4.103:34845",
"user93-1": "ws://115.191.4.103:34847",
"user93-2": "ws://115.191.4.103:34848",
"user94-1": "ws://115.191.4.103:34850",
"user94-2": "ws://115.191.4.103:34851",
"user95-1": "ws://115.191.4.103:34853",
"user95-2": "ws://115.191.4.103:34854",
"user96-1": "ws://115.191.4.103:34856",
"user96-2": "ws://115.191.4.103:34857",
"user97-1": "ws://115.191.4.103:34859",
"user97-2": "ws://115.191.4.103:34860",
"user98-1": "ws://115.191.4.103:34862",
"user98-2": "ws://115.191.4.103:34863",
"user99-1": "ws://115.191.4.103:34865",
"user99-2": "ws://115.191.4.103:34866"
}
}
-51
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@@ -1,51 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>capture_the_flag</title>
<style>
/* Reset CSS: Please avoid making changes here unless you know what you're doing :) */
*,
*::before,
*::after {
margin: 0;
padding: 0;
box-sizing: border-box;
}
html, body {
width: 100%;
height: 100%;
}
body {
line-height: 1;
font-family: Arial, sans-serif;
background-color: #040218;
}
ol, ul {
list-style: none;
}
img, video {
max-width: 100%;
height: auto;
display: block;
}
a {
text-decoration: none;
color: inherit;
}
</style>
</head>
<body>
<div id="game-container">
</div>
<!--script src="./phaser.js"></script-->
<script src="https://cdn.jsdelivr.net/npm/phaser@3.80.1/dist/phaser.min.js"></script>
<script type="module" src="./src/main.js"></script>
</body>
</html>
File diff suppressed because it is too large Load Diff
-11
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@@ -1,11 +0,0 @@
[game]
title = "capture_the_flag"
width = 1280
height = 720
[user]
id = "c2d44495-b627-44a5-8415-f3cfe6b96dcb"
[editor]
editor_version = "1.1.2"
phaser_version = "3.88.2"
creation_at = 1756965006742
code_font_size = 16
-74
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@@ -1,74 +0,0 @@
export default {
// 'audio': {
// score: {
// key: 'sound',
// args: ['assets/sound.mp3', 'assets/sound.m4a', 'assets/sound.ogg']
// },
// },
// 'image': {
// spikes: {
// key: 'spikes',
// args: ['assets/spikes.png']
// },
// },
'image': {
red_flag_img: {
key: 'red_flag_img',
args: ['assets/red_flag_32_32.png']
},
yellow_flag_img: {
key: 'yellow_flag_img',
args: ['assets/yellow_flag_32_32.png']
},
},
'spritesheet': {
tiles: {
key: 'tiles',
args: ['assets/tiles.png', {
frameWidth: 32,
frameHeight: 32
}]
},
characters: {
key: 'characters',
args: ['assets/characters.png', {
frameWidth: 32,
frameHeight: 32
}]
},
characters_L_flag: {
key: 'characters_L_flag',
args: ['assets/characters_yellow_flag.png', {
frameWidth: 32,
frameHeight: 32
}]
},
characters_R_flag: {
key: 'characters_R_flag',
args: ['assets/characters_red_flag.png', {
frameWidth: 32,
frameHeight: 32
}]
},
L_flag: {
key: 'L_flag',
args: ['assets/red_flag_32_32.png', {
frameWidth: 32,
frameHeight: 32
}]
},
R_flag: {
key: 'R_flag',
args: ['assets/yellow_flag_32_32.png', {
frameWidth: 32,
frameHeight: 32
}]
},
},
'tilemapTiledJSON': {
map: {
key: 'map',
args: ['assets/tilemap.json']
}
},
};
-42
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@@ -1,42 +0,0 @@
import ASSETS from '../assets.js';
export default class Flag extends Phaser.Physics.Arcade.Sprite
{
constructor(scene, x, y, team, canPickup)
{
if (team == "L") {
super(scene, x, y, ASSETS.spritesheet.L_flag.key);
} else {
super(scene, x, y, ASSETS.spritesheet.R_flag.key);
}
scene.add.existing(this);
scene.physics.add.existing(this);
this.team = team;
this.mapOffset = scene.getMapOffset();
this.posX = x;
this.posY = y;
this.setPosition(this.mapOffset.x + (x * this.mapOffset.tileSize), this.mapOffset.y + (y * this.mapOffset.tileSize));
this.setDepth(90);
this.scene = scene;
this.canPickup = canPickup;
}
collect() {
if (!this.canPickup) {
return false;
}
this.scene.removeFlagItem(this);
return true;
}
// return player status to send to remote backend
getStatus() {
return {
"canPickup": this.canPickup,
"posX": this.posX,
"posY": this.posY,
}
}
}
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@@ -1,166 +0,0 @@
import ASSETS from '../assets.js';
const PlayerDirection = Object.freeze({
UP: "up",
DOWN: "down",
LEFT: "left",
RIGHT: "right",
});
export default class Player extends Phaser.Physics.Arcade.Sprite {
moveSpeed = 300; // time in milliseconds to move from one tile to another
frameDuration = 0;
accumulator = 0;
target = { x: 0, y: 0 };
constructor(scene, name, x, y, team, spriteChoice = 1, useAWSD = true) {
super(scene, x, y, ASSETS.spritesheet.characters.key, (spriteChoice - 1) * 12 + 1);
scene.add.existing(this);
scene.physics.add.existing(this);
this.name = name;
this.team = team;
this.inPrison = false;
this.inPrisonTimeLeft = 0;
this.inPrisonDuration = 20000; // time in milliseconds to stay in prison unless a teammate saves the player.
this.hasFlag = false;
this.spriteChoice = spriteChoice;
this.mapOffset = scene.getMapOffset();
this.target.x = this.mapOffset.x + (x * this.mapOffset.tileSize);
this.target.y = this.mapOffset.y + (y * this.mapOffset.tileSize);
this.setPosition(this.target.x, this.target.y);
this.setCollideWorldBounds(true);
this.setDepth(100);
this.scene = scene;
this.frameDuration = this.moveSpeed / this.mapOffset.tileSize;
this.remoteControl = null;
// key control
if (useAWSD) {
this.keys = this.scene.awsd_keys;
} else {
this.keys = this.scene.cursors;
}
this.can_go_next_tile = false; // will go next tile only if this is true
}
collectFlag() {
this.hasFlag = true;
}
dropFlag() {
this.hasFlag = false;
}
setRemoteControl(remoteControl) {
this.remoteControl = remoteControl;
}
update(time, delta) {
this.accumulator += delta;
while (this.accumulator > this.frameDuration) {
this.accumulator -= this.frameDuration;
if (this.inPrison) {
this.inPrisonTimeLeft -= this.frameDuration;
if (this.inPrisonTimeLeft <= 0) {
this.inPrison = false;
this.inPrisonTimeLeft = 0;
}
}
if (!this.inPrison) {
this.checkInput();
this.move();
} else {
this.showStaticImage();
}
}
}
checkInput() {
// check if player is at target position
if (this.can_go_next_tile && this.target.x === this.x && this.target.y === this.y) {
this.can_go_next_tile = false;
const moveDirection = { x: 0, y: 0 }; // default move direction
// Keys take priority over heuristics
if (this.keys.left.isDown) moveDirection.x--;
else if (this.keys.right.isDown) moveDirection.x++;
else if (this.keys.up.isDown) moveDirection.y--;
else if (this.keys.down.isDown) moveDirection.y++;
else if (this.remoteControl == PlayerDirection.LEFT) moveDirection.x--;
else if (this.remoteControl == PlayerDirection.RIGHT) moveDirection.x++;
else if (this.remoteControl == PlayerDirection.UP) moveDirection.y--;
else if (this.remoteControl == PlayerDirection.DOWN) moveDirection.y++;
// set next tile coordinates to move towards
const nextPosition = {
x: this.x + (moveDirection.x * this.mapOffset.tileSize),
y: this.y + (moveDirection.y * this.mapOffset.tileSize)
};
// check if next tile to move towards is walkable
if (!this.scene.isWall(nextPosition.x, nextPosition.y)) {
// set target position to move towards
this.target.x = nextPosition.x;
this.target.y = nextPosition.y;
}
}
}
// move player towards target position
move() {
let animation_key = "player" + this.spriteChoice + (this.hasFlag ? "-characters_"+this.team+"_flag-": "-characters-");
if (this.x < this.target.x) {
this.x ++;
this.anims.play(animation_key + "right", true);
}
else if (this.x > this.target.x) {
this.x --;
this.anims.play(animation_key + "left", true);
}
if (this.y < this.target.y) {
this.y ++;
this.anims.play(animation_key + "down", true);
}
else if (this.y > this.target.y) {
this.y --;
this.anims.play(animation_key + "up", true);
}
}
showStaticImage() {
let animation_key = "player" + this.spriteChoice + "-characters-down";
this.anims.play(animation_key, true);
}
toPrison(prisonX, prisonY) {
this.target.x = this.mapOffset.x + (prisonX * this.mapOffset.tileSize);
this.target.y = this.mapOffset.y + (prisonY * this.mapOffset.tileSize);
this.setPosition(this.target.x, this.target.y);
this.inPrison = true;
this.inPrisonTimeLeft = this.inPrisonDuration;
}
hit() {
this.destroy();
}
// return player status to send to remote backend
getStatus() {
return {
"name": this.name,
"team": this.team,
"hasFlag": this.hasFlag,
"posX": (this.target.x - this.mapOffset.x) / this.mapOffset.tileSize,
"posY": (this.target.y - this.mapOffset.y) / this.mapOffset.tileSize,
"inPrison": this.inPrison,
"inPrisonTimeLeft": this.inPrisonTimeLeft,
"inPrisonDuration": this.inPrisonDuration,
}
}
}
-34
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@@ -1,34 +0,0 @@
import { Boot } from './scenes/Boot.js';
import { Preloader } from './scenes/Preloader.js';
import { Game } from './scenes/Game.js';
import { GameOver } from './scenes/GameOver.js';
// Find out more information about the Game Config at:
// https://newdocs.phaser.io/docs/3.70.0/Phaser.Types.Core.GameConfig
const config = {
type: Phaser.AUTO,
// REMEMBER to keep consistent with tilemap.json
width: (20 + 10) * 32,
height: (20 + 10) * 32,
parent: 'game-container',
backgroundColor: '#2d3436',
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
},
physics: {
default: 'arcade',
arcade: {
debug: false,
gravity: { y: 0 }
}
},
scene: [
Boot,
Preloader,
Game,
GameOver
]
};
new Phaser.Game(config);
-16
View File
@@ -1,16 +0,0 @@
export class Boot extends Phaser.Scene {
constructor() {
super('Boot');
}
preload() {
// The Boot Scene is typically used to load in any assets you require for your Preloader, such as a game logo or background.
// The smaller the file size of the assets, the better, as the Boot Scene itself has no preloader.
// this.load.image('background', 'assets/background.png');
}
create() {
this.scene.start('Preloader');
}
}
-821
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@@ -1,821 +0,0 @@
/*
* Asset from: https://kenney.nl/assets/pixel-platformer
*/
import ASSETS from '../assets.js';
import Player from '../gameObjects/Player.js';
import PlayerDirection from '../gameObjects/Player.js';
import Flag from '../gameObjects/Flag.js';
export class Game extends Phaser.Scene {
constructor() {
super('Game');
}
create() {
// do nothing
// we only do in create_after_preload()
}
create_after_preload() {
// constant
// this.NUM_PLAYERS = 3;
// this.NUM_FLAGS = 9;
// this.useRandomFlags = false;
this.NUM_OBSTACLES_1 = 8;
this.NUM_OBSTACLES_2 = 4;
this.stageSent = false;
this.initVariables();
this.initGameUi();
this.initAnimations();
this.initInput();
this.initMap();
this.initBoundary();
this.initTeams();
this.initPhysics();
}
startOrPauseOrContinue() {
if (!this.gameStarted) {
this.startGame();
} else {
this.gamePaused = !this.gamePaused;
}
}
update(time, delta) {
if (!this.gameStarted || this.gamePaused) return;
// move players
let players_ready = 0, total_players = 0;
let tick = (/** @type {string} */ can_go_next_tile) => {
this.lteamPlayers.getChildren().forEach( player => {
++total_players;
player.can_go_next_tile |= can_go_next_tile;
player.update(time, delta);
if(player.x == player.target.x && player.y == player.target.y)
++players_ready;
});
this.rteamPlayers.getChildren().forEach( player => {
++total_players;
player.can_go_next_tile |= can_go_next_tile;
player.update(time, delta);
if(player.x == player.target.x && player.y == player.target.y)
++players_ready;
});
};
tick(false);
if(players_ready !== total_players) {
this.stageSent = false;
return;
}
tick(true);
if (this.stageSent && time - this.lastSendTime < 600)
return;
setTimeout(() => {
this.stageSent = true;
// notify server backend
let lteamPlayerStatus = this.lteamPlayers.getChildren().map( player => player.getStatus() );
let lteamFlagStatus = this.lteamFlags.getChildren().map( flag => flag.getStatus() );
let rteamPlayerStatus = this.rteamPlayers.getChildren().map( player => player.getStatus() );
let rteamFlagStatus = this.rteamFlags.getChildren().map( flag => flag.getStatus() );
// each team gets its own perspective
if (this.lteamSocket && this.lteamSocket.readyState == WebSocket.OPEN) {
const lteamPlayerStatus = this.lteamPlayers.getChildren().map( player => player.getStatus() );
const payload = {
action: "status",
time: time,
myteamPlayer: lteamPlayerStatus,
myteamFlag: lteamFlagStatus,
myteamScore: this.lteamState.score,
opponentPlayer: rteamPlayerStatus,
opponentFlag: rteamFlagStatus,
opponentScore: this.rteamState.score,
}
this.lteamSocket.send(JSON.stringify(payload));
}
if (this.rteamSocket && this.rteamSocket.readyState == WebSocket.OPEN) {
const payload = {
action: "status",
time: time,
myteamPlayer: rteamPlayerStatus,
myteamFlag: rteamFlagStatus,
myteamScore: this.rteamState.score,
opponentPlayer: lteamPlayerStatus,
opponentFlag: lteamFlagStatus,
opponentScore: this.lteamState.score,
}
this.rteamSocket.send(JSON.stringify(payload));
}
this.lastSendTime = time;
}, 50);
}
async preload() {
// load team info from JSON file
const resp = await fetch("game_config.json");
const data = await resp.json();
this.team_config = data.teams;
this.team_servers = data.servers;
this.initSockets();
this.NUM_PLAYERS = data.setup.numPlayers;
this.NUM_FLAGS = data.setup.numFlags;
this.useRandomFlags = data.setup.useRandomFlags;
this.create_after_preload();
}
updatePlayerInfo(teamName, data) {
try {
const actions = JSON.parse(data);
Object.keys(actions.players).forEach (p => {
let d = actions.players[p];
console.assert(p.startsWith(teamName), `Invalid operation to control player ${p} for team ${teamName}`);
console.assert(d == "up" || d == "down" || d == "left" || d == "right",
`Invalid operation to move player to direction ${d}`);
});
let teamPlayers = null;
if (teamName === "L") {
teamPlayers = this.lteamPlayers.getChildren();
} else if (teamName === "R") {
teamPlayers = this.rteamPlayers.getChildren();
}
// For each team player, we will set its direction.
teamPlayers.forEach ( player => {
let remoteControl = actions.players[player.name];
player.setRemoteControl(remoteControl);
})
} catch (e) {
console.error("Invalid JSON from backend:", e, data);
}
}
initSockets() {
this.lteamSocket = null;
this.rteamSocket = null;
let lTeamWho = "-";
let rTeamWho = "-"
// connect to LTeam and RTeam backends
for (let i = 0; i < this.team_config.length; ++i) {
const team = this.team_config[i];
if (team.name != "L" && team.name != "R") {
console.log(`Unknown team ${team.name} found in remote_config.json. Skip.`);
continue;
}
if (team["ws_url"] == null && (team["who"] == null || this.team_servers[team.who] == null)) {
console.log(`Unknown server ${team["who"]} for ${team.name} found in remote_config.json. Skip.`);
continue;
}
if (team["who"] != null) {
if (team.name == "L") {
lTeamWho = team.who;
} else {
rTeamWho = team.who;
}
}
let ws = team["ws_url"] == null ? new WebSocket(this.team_servers[team.who]) : new WebSocket(team.ws_url);
ws.onopen = () => console.log(`${team.name} connected`);
ws.onmessage = (msg) => this.updatePlayerInfo(team.name, msg.data);
ws.onerror = (err) => console.error("WebSocket error", err);
if (team.name === "L") {
this.lteamSocket = ws;
}
else if (team.name === "R") {
this.rteamSocket = ws;
}
};
this.lastSendTime = 0;
this.lTeamWhoText = this.add.text(30, 60, `${lTeamWho}`, {
fontFamily: 'Arial Black', fontSize: 36, color: '#ffffff',
stroke: '#000000', strokeThickness: 8, align: 'left'
})
.setDepth(100);
this.rTeamWhoText = this.add.text(this.scale.width - 450, 60, `${rTeamWho}`, {
fontFamily: 'Arial Black', fontSize: 36, color: '#ffffff',
stroke: '#000000', strokeThickness: 8, align: 'right'
})
.setDepth(100);
}
initVariables() {
this.gameStarted = false;
this.gamePaused = false;
this.centerX = this.scale.width * 0.5;
this.centerY = this.scale.height * 0.5;
this.tileSize = 32; // width and height of a tile in pixels
this.halfTileSize = this.tileSize * 0.5; // width and height of a tile in pixels
this.mapHeight = (this.scale.height / this.tileSize) - 5 * 2; // height of the tile map (in tiles)
this.mapWidth = (this.scale.width / this.tileSize) - 5 * 2; // width of the tile map (in tiles)
this.mapX = this.centerX - (this.mapWidth * this.tileSize * 0.5); // x position of the top-left corner of the tile map
this.mapY = this.centerY - (this.mapHeight * this.tileSize * 0.5); // y position of the top-left corner of the tile map
// used to generate random background image
this.backgroundTiles = [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 3, 44 ];
this.targetTiles = [13, 14, 15, 25, 26, 27, 37, 38, 39];
this.prisonTiles = [97, 98, 99, 109, 110, 111, 121, 122, 123];
this.wallTiles = [45, 46, 47, 57, 59, 69, 70, 71];
this.tree1Tiles = [6, 18, 30, 29, 28];
this.tree2Tiles = [[4, 16], [5, 17]];
// generate walls
this.walls = [
{x: 0, y: 0, tileId: 45}, {x: this.mapWidth -1, y: 0, tileId: 47}, {x: 0, y: this.mapHeight - 1, tileId:69}, {x: this.mapWidth - 1, y: this.mapHeight - 1, tileId: 71}
].concat(
Array.from({ length: this.mapWidth - 2 }, (_, i) => ({ x: i + 1, y: 0, tileId: 46 }))
).concat(
Array.from({ length: this.mapWidth - 2 }, (_, i) => ({ x: i + 1, y: this.mapHeight - 1, tileId: 46 }))
).concat(
Array.from({ length: this.mapHeight - 2 }, (_, i) => ({ x: 0, y: i + 1, tileId: 57 }))
).concat(
Array.from({ length: this.mapHeight - 2 }, (_, i) => ({ x: this.mapWidth - 1, y: i + 1, tileId: 59 }))
);
function notContains(xyArrays, x, y) {
const ret = xyArrays.find(obj => (obj.x === x && obj.y === y));
return ret == null;
}
// generate obstacles
this.obstacles1 = [];
for (let i = 0; i < this.NUM_OBSTACLES_1; ++i) {
while (true) {
const x = Phaser.Math.RND.integerInRange(4, this.mapWidth - 5);
const y = Phaser.Math.RND.integerInRange(1, this.mapHeight - 2);
if (notContains(this.obstacles1, x, y)) {
this.obstacles1.push({x: x, y: y});
break;
}
}
}
this.obstacles2 = [];
for (let i = 0; i< this.NUM_OBSTACLES_2; ++i) {
while (true) {
const x = Phaser.Math.RND.integerInRange(4, this.mapWidth - 5);
const y = Phaser.Math.RND.integerInRange(1, this.mapHeight - 3);
if (notContains(this.obstacles1, x, y)
&& notContains(this.obstacles1, x, y + 1)
&& notContains(this.obstacles2, x, y - 1)
&& notContains(this.obstacles2, x, y)) {
this.obstacles2.push({x: x, y: y});
break;
}
}
}
// Randomly generate flags
let lFlags = [];
for (let i = 0; i< this.NUM_FLAGS; ++i) {
while (true) {
const x = Phaser.Math.RND.integerInRange(2, this.mapWidth / 2 - 1);
const y = Phaser.Math.RND.integerInRange(1, this.mapHeight - 3);
if (notContains(this.obstacles1, x, y)
&& notContains(this.obstacles2, x, y - 1)
&& notContains(this.obstacles2, x, y)
&& notContains(lFlags, x, y)) {
lFlags.push({x: x, y: y});
break;
}
}
}
let rFlags = [];
for (let i = 0; i< this.NUM_FLAGS; ++i) {
while (true) {
const x = Phaser.Math.RND.integerInRange(this.mapWidth / 2, this.mapWidth - 2);
const y = Phaser.Math.RND.integerInRange(1, this.mapHeight - 3);
if (notContains(this.obstacles1, x, y)
&& notContains(this.obstacles2, x, y - 1)
&& notContains(this.obstacles2, x, y)
&& notContains(rFlags, x, y)) {
rFlags.push({x: x, y: y});
break;
}
}
}
// generate flag and player position for LTeam and RTeam
// left team
this.lteamState = {
score: 0,
player_sprite_choice: 1,
flags: this.useRandomFlags ? lFlags : Array.from({ length: this.NUM_FLAGS }, (_, i) => ({ x: 1, y: i + 1})),
players: this.useRandomFlags? Array.from({ length: this.NUM_PLAYERS }, (_, i) => ({ x: 1, y: i + 1, name: "L" + i})) : Array.from({ length: this.NUM_PLAYERS }, (_, i) => ({ x: 2, y: i + 1, name: "L" + i})),
target: this.create3x3grid(2, this.mapHeight / 2),
prison: this.create3x3grid(2, this.mapHeight - 3),
};
// right team
this.rteamState = {
score: 0,
player_sprite_choice: 4,
// flags: Array.from({ length: this.NUM_FLAGS }, (_, i) => ({ x: this.mapWidth - 2, y: i + 1})),
flags: this.useRandomFlags ? rFlags : Array.from({ length: this.NUM_FLAGS }, (_, i) => ({ x: this.mapWidth - 2, y: i + 1})),
players: this.useRandomFlags ? Array.from({ length: this.NUM_PLAYERS }, (_, i) => ({ x: this.mapWidth - 2, y: i + 1, name: "R" + i})) : Array.from({ length: this.NUM_PLAYERS }, (_, i) => ({ x: this.mapWidth - 3, y: i + 1, name: "R" + i})),
target: this.create3x3grid(this.mapWidth - 3, this.mapHeight / 2),
prison: this.create3x3grid(this.mapWidth - 3, this.mapHeight - 3),
};
this.map; // rference to tile map
this.groundLayer; // used to create background layer of tile map
this.levelLayer; // reference to level layer of tile map
}
initGameUi() {
// Create tutorial text
this.tutorialText = this.add.text(this.centerX, this.centerY, 'Arrow keys to move!\nPress Spacebar to Start', {
fontFamily: 'Arial Black', fontSize: 48, color: '#ffffff',
stroke: '#000000', strokeThickness: 8,
align: 'center'
})
.setOrigin(0.5)
.setDepth(100);
// Create score text
this.lScoreText = this.add.text(30, 20, 'LTeam #Flags: 0', {
fontFamily: 'Arial Black', fontSize: 36, color: '#ffffff',
stroke: '#000000', strokeThickness: 8, align: 'left'
})
.setDepth(100);
this.rScoreText = this.add.text(this.scale.width - 450, 20, 'RTeam #Flags: 0', {
fontFamily: 'Arial Black', fontSize: 36, color: '#ffffff',
stroke: '#000000', strokeThickness: 8, align: 'right'
})
.setDepth(100);
// Create game over text
this.gameOverText = this.add.text(this.scale.width * 0.5, this.scale.height * 0.5, 'Game Over', {
fontFamily: 'Arial Black', fontSize: 64, color: '#ffffff',
stroke: '#000000', strokeThickness: 8,
align: 'center'
})
.setOrigin(0.5)
.setDepth(100)
.setVisible(false);
}
initAnimations() {
const flag_choices = ["characters", "characters_L_flag", "characters_R_flag"];
const dir_choices = ["left", "down", "up", "right"]
for (let k = 0; k < 3; ++k) {
for (let i = 1; i <= 6; ++i) {
for (let j = 0; j < 4; ++j) {
const key = "player" + i + "-" + flag_choices[k] + "-" + dir_choices[j];
const config = { frames: [(i - 1) * 12 + j, (i - 1) * 12 + j + 4, (i - 1) * 12 + j + 8] };
this.anims.create({
key: key,
frames: this.anims.generateFrameNumbers(flag_choices[k], config),
frameRate: 10,
repeat: 0
});
}
}
}
}
initPhysics() {
this.physics.add.overlap(this.lteamPlayers, this.rteamPlayers, this.hitPlayer, null, this);
this.physics.add.overlap(this.lteamPlayers, this.rteamFlags, this.collectFlag, null, this);
this.physics.add.overlap(this.rteamPlayers, this.lteamFlags, this.collectFlag, null, this);
this.physics.add.overlap(this.lteamPlayers, this.lteamTargetZone, this.dropFlag, null, this);
this.physics.add.overlap(this.rteamPlayers, this.rteamTargetZone, this.dropFlag, null, this);
this.physics.add.overlap(this.lteamPlayers, this.lteamPrisonZone, this.freePlayer, null, this);
this.physics.add.overlap(this.rteamPlayers, this.rteamPrisonZone, this.freePlayer, null, this);
}
initTeams() {
// init L Team
this.lteamFlags = this.add.group();
this.lteamPlayers = this.add.group();
this.lteamState.flags.forEach( flag => {
const flagObj = new Flag(this, flag.x, flag.y, "L", true);
this.lteamFlags.add(flagObj);
});
this.lteamState.players.forEach( player => {
const playerObj = new Player(this, player.name, player.x, player.y, "L", this.lteamState.player_sprite_choice, true);
this.lteamPlayers.add(playerObj);
});
// this.lteamTargetZone = this.add.zone(this.lteamState.target[0].x * this.tileSize, this.lteamState.target[0].y * this.tileSize, 3 * this.tileSize, 3 * this.tileSize);
this.lteamTargetZone = this.add.zone(
this.mapX + (this.lteamState.target[0].x * this.tileSize + 1.5 * this.tileSize),
this.mapY + (this.lteamState.target[0].y * this.tileSize + 1.5 * this.tileSize),
3 * this.tileSize, 3 * this.tileSize);
this.physics.add.existing(this.lteamTargetZone);
this.lteamTargetZone.body.setAllowGravity(false);
this.lteamTargetZone.body.setImmovable(true);
// this.lteamPrisonZone = this.add.zone(this.lteamState.prison[0].x * this.tileSize, this.lteamState.prison[0].y * this.tileSize, 3 * this.tileSize, 3 * this.tileSize);
this.lteamPrisonZone = this.add.zone(
this.mapX + (this.lteamState.prison[0].x * this.tileSize + 1.5 * this.tileSize),
this.mapY + (this.lteamState.prison[0].y * this.tileSize + 1.5 * this.tileSize),
3 * this.tileSize, 3 * this.tileSize);
this.physics.add.existing(this.lteamPrisonZone);
this.lteamPrisonZone.body.setAllowGravity(false);
this.lteamPrisonZone.body.setImmovable(true);
// init R Team
this.rteamFlags = this.add.group();
this.rteamPlayers = this.add.group();
this.rteamState.flags.forEach( flag => {
const flagObj = new Flag(this, flag.x, flag.y, "R", true);
this.rteamFlags.add(flagObj);
});
this.rteamState.players.forEach( player => {
const playerObj = new Player(this, player.name, player.x, player.y, "R", this.rteamState.player_sprite_choice, false);
this.rteamPlayers.add(playerObj);
});
this.rteamTargetZone = this.add.zone(
this.mapX + (this.rteamState.target[0].x * this.tileSize + 1.5 * this.tileSize),
this.mapY + (this.rteamState.target[0].y * this.tileSize + 1.5 * this.tileSize),
3 * this.tileSize, 3 * this.tileSize);
this.physics.add.existing(this.rteamTargetZone);
this.rteamTargetZone.body.setAllowGravity(false);
this.rteamTargetZone.body.setImmovable(true);
this.rteamPrisonZone = this.add.zone(
this.mapX + (this.rteamState.prison[0].x * this.tileSize + 1.5 * this.tileSize),
this.mapY + (this.rteamState.prison[0].y * this.tileSize + 1.5 * this.tileSize),
3 * this.tileSize, 3 * this.tileSize);
this.physics.add.existing(this.rteamPrisonZone);
this.rteamPrisonZone.body.setAllowGravity(false);
this.rteamPrisonZone.body.setImmovable(true);
}
initInput() {
this.cursors = this.input.keyboard.createCursorKeys();
this.awsd_keys = this.input.keyboard.addKeys({
up: Phaser.Input.Keyboard.KeyCodes.W,
left: Phaser.Input.Keyboard.KeyCodes.A,
down: Phaser.Input.Keyboard.KeyCodes.S,
right: Phaser.Input.Keyboard.KeyCodes.D
});
// check for spacebar press only once
// this.cursors.space.once('down', (key, event) => {
// this.startGame();
// });
this.cursors.space.on('down', (key, event) => {
this.startOrPauseOrContinue();
});
}
// create tile map data
initMap() {
this.map = this.make.tilemap({ key: ASSETS.tilemapTiledJSON.map.key });
const tileset = this.map.addTilesetImage(ASSETS.spritesheet.tiles.key);
// create background layer, randomly pick the tiles
this.groundLayer = this.map.createBlankLayer('ground', tileset, this.mapX, this.mapY);
for (let y = 0; y < this.mapHeight; y++) {
for (let x = 0; x < this.mapWidth; x++) {
// randomly choose a tile id from this.tiles
// weightedPick favours items earlier in the array
const tileIndex = Phaser.Math.RND.pick(this.backgroundTiles);
this.groundLayer.putTileAt(tileIndex, x, y);
}
}
// create level layer to show game level elements
this.levelLayer = this.map.createBlankLayer('level', tileset, this.mapX, this.mapY);
this.levelLayer.fill(0, 0, 0, this.mapWidth, this.mapHeight);
// show prison tiles
for (let i = 0; i < this.lteamState.prison.length; ++i) {
const prison = this.lteamState.prison[i];
const tile = this.levelLayer.getTileAt(prison.x, prison.y);
tile.index = this.prisonTiles[i];
}
for (let i = 0; i < this.rteamState.prison.length; ++i) {
const prison = this.rteamState.prison[i];
const tile = this.levelLayer.getTileAt(prison.x, prison.y);
tile.index = this.prisonTiles[i];
}
for (let i = 0; i < this.lteamState.target.length; ++i) {
const target = this.lteamState.target[i];
const tile = this.levelLayer.getTileAt(target.x, target.y);
tile.index = this.targetTiles[i];
}
for (let i = 0; i < this.rteamState.target.length; ++i) {
const target = this.rteamState.target[i];
const tile = this.levelLayer.getTileAt(target.x, target.y);
tile.index = this.targetTiles[i];
}
// create wall
for (let i = 0; i < this.walls.length; ++i) {
const wall = this.walls[i];
const tile = this.levelLayer.getTileAt(wall.x, wall.y);
tile.index = wall.tileId;
const collisionId = (wall.x - 1) * this.mapWidth + wall.y;
this.map.setCollision(collisionId);
}
// create obstacles
for (let i = 0; i < this.obstacles1.length; ++i) {
const obs = this.obstacles1[i];
const tile = this.levelLayer.getTileAt(obs.x, obs.y);
tile.index = Phaser.Math.RND.pick(this.tree1Tiles);
const collisionId = (obs.x - 1) * this.mapWidth + obs.y;
this.map.setCollision(collisionId);
}
for (let i = 0; i < this.obstacles2.length; ++i) {
const obs = this.obstacles2[i];
const treeTile = Phaser.Math.RND.pick(this.tree2Tiles);
const tile1 = this.levelLayer.getTileAt(obs.x, obs.y);
tile1.index = treeTile[0];
const tile2 = this.levelLayer.getTileAt(obs.x, obs.y + 1);
tile2.index = treeTile[1];
const collisionId = (obs.x - 1) * this.mapWidth + obs.y;
this.map.setCollision(collisionId, collisionId + 1);
}
}
// create a thin black line in the middle
initBoundary() {
const startY = this.centerY - this.mapHeight * this.tileSize / 2;
const endY = this.centerY + this.mapHeight * this.tileSize / 2;
this.add.line(0, 0, this.centerX, startY, this.centerX, endY, 0x000000)
.setOrigin(0, 0)
.setLineWidth(1);
}
startGame() {
this.gameStarted = true;
this.tutorialText.setVisible(false);
const mapPayload = {
"width": this.mapWidth,
"height": this.mapHeight,
"walls": this.walls.map(w => {return {x: w.x, y: w.y}}),
"obstacles": this.obstacles1.concat(this.obstacles2).concat(
this.obstacles2.map(w => {return {"x": w.x, "y": w.y + 1}})
),
};
if (this.lteamSocket && this.lteamSocket.readyState == WebSocket.OPEN) {
const payload = {
"action": "init",
"map": mapPayload,
"numPlayers": this.NUM_PLAYERS,
"numFlags": this.NUM_FLAGS,
"myteamName": "L",
// this is where you will be sent to, if you were caught by opponent
"myteamPrison": this.lteamState.prison,
// this is where you will drop the flags
"myteamTarget": this.lteamState.target,
"opponentPrison": this.rteamState.prison,
"opponentTarget": this.rteamState.target,
}
this.lteamSocket.send(JSON.stringify(payload));
}
if (this.rteamSocket && this.rteamSocket.readyState == WebSocket.OPEN) {
const payload = {
"action": "init",
"map": mapPayload,
"numPlayers": this.NUM_PLAYERS,
"numFlags": this.NUM_FLAGS,
"myteamName": "R",
// this is where you will send the opponent to prison
"myteamPrison": this.rteamState.prison,
// this is where you will drop the flags
"myteamTarget": this.rteamState.target,
"opponentPrison": this.lteamState.prison,
"opponentTarget": this.lteamState.target,
}
this.rteamSocket.send(JSON.stringify(payload));
}
}
hitPlayer(player1, player2) {
// does not matter if player1 is not in the same team as player2
if (player1.team === player2.team) {
return;
}
if (player1.inPrison || player2.inPrison) {
return;
}
// When collision happens around the center, we use the middle X
let playerCenterX = (player1.x + player2.x) / 2;
// in L team's side
if (playerCenterX < this.centerX) {
// find the prison tile to send the R team player
// If the flag is held by the R team player, drop the flag at where it was caught.
const spot = this.findAvailablePrisonTile(this.rteamPlayers.getChildren(), this.rteamState.prison);
const caughtPlayer = player1.team === "R" ? player1 : player2;
if (caughtPlayer.hasFlag) {
const tile = this.getTileAt(caughtPlayer.x, caughtPlayer.y);
const flag = new Flag(this, tile.x, tile.y, "L", true);
this.lteamFlags.add(flag);
caughtPlayer.hasFlag = false;
}
caughtPlayer.toPrison(spot.x, spot.y);
} else {
const spot = this.findAvailablePrisonTile(this.lteamPlayers.getChildren(), this.lteamState.prison);
const caughtPlayer = player1.team === "L" ? player1 : player2;
if (caughtPlayer.hasFlag) {
const tile = this.getTileAt(caughtPlayer.x, caughtPlayer.y);
const flag = new Flag(this, tile.x, tile.y, "R", true);
this.rteamFlags.add(flag);
caughtPlayer.hasFlag = false;
}
caughtPlayer.toPrison(spot.x, spot.y);
}
}
findAvailablePrisonTile(players, prisons) {
for (let i = 0; i < prisons.length; ++i) {
let isAvailable = true;
for (let j = 0; j < players.length; ++j) {
if (!players[j].inPrison) {
continue;
}
const tile = this.getTileAt(players[j].x, players[j].y);
if (tile.x == prisons[i].x && tile.y == prisons[i].y) {
isAvailable = false;
break;
}
}
if (isAvailable) {
return {x: prisons[i].x, y: prisons[i].y};
}
}
}
dropFlag(player) {
if (!player.hasFlag) {
return;
}
player.dropFlag();
if (player.team == "L") {
const spot = this.findAvailableFlagTile(this.rteamFlags.getChildren(), this.lteamState.target);
const flag = new Flag(this, spot.x, spot.y, "R", false);
this.rteamFlags.add(flag);
this.updateTeamScore("L");
} else {
const spot = this.findAvailableFlagTile(this.lteamFlags.getChildren(), this.rteamState.target);
const flag = new Flag(this, spot.x, spot.y, "L", false);
this.lteamFlags.add(flag);
this.updateTeamScore("R");
}
}
findAvailableFlagTile(flags, targets) {
for (let i = 0; i < targets.length; ++i) {
let isAvailable = true;
for (let j = 0; j < flags.length; ++j) {
if (flags[j].canPickup) {
continue;
}
const tile = this.getTileAt(flags[j].x, flags[j].y);
if (tile.x == targets[i].x && tile.y == targets[i].y) {
isAvailable = false;
break;
}
}
if (isAvailable) {
return {x: targets[i].x, y: targets[i].y};
}
}
}
collectFlag(player, flag) {
// cannot collect flag from my team
if (player.team == flag.team) {
return;
}
if (player.inPrison) {
return;
}
// a player cannot collect >1 flag
if (player.hasFlag) {
return;
}
// cannot collect flag that cannot be collected
if (!flag.canPickup) {
return;
}
flag.collect();
player.collectFlag();
}
removeFlagItem(flag) {
if (flag.team == "L") {
this.lteamFlags.remove(flag, true, true);
} else if (flag.team == "R") {
this.rteamFlags.remove(flag, true, true);
}
}
freePlayer(player) {
// player sent to prison cannot free others
if (player.inPrison) {
return;
}
if (player.team == "L") {
this.lteamPlayers.getChildren().forEach( player => {
if (player.inPrison) { player.inPrison = false; }
})
} else {
this.rteamPlayers.getChildren().forEach( player => {
if (player.inPrison) { player.inPrison = false; }
})
}
}
updateTeamScore(team) {
if (team == "L") {
++this.lteamState.score;
this.lScoreText.setText(`LTeam #Flags: ${this.lteamState.score}`);
if (this.lteamState.score == this.NUM_FLAGS) {
this.GameOver(team);
}
} else if (team == "R") {
++this.rteamState.score;
this.rScoreText.setText(`RTeam #Flags: ${this.rteamState.score}`);
if (this.rteamState.score == this.NUM_FLAGS) {
this.GameOver(team);
}
}
}
getMapOffset() {
return {
x: this.mapX + this.halfTileSize,
y: this.mapY + this.halfTileSize,
width: this.mapWidth,
height: this.mapHeight,
tileSize: this.tileSize
}
}
getTileAt(x, y) {
const tile = this.levelLayer.getTileAtWorldXY(x, y, true);
return tile;
}
isWall(x, y) {
const tile = this.levelLayer.getTileAtWorldXY(x, y, true);
return this.wallTiles.indexOf(tile.index) >= 0 ||
this.tree1Tiles.indexOf(tile.index) >= 0 ||
this.tree2Tiles[0].indexOf(tile.index) >= 0 ||
this.tree2Tiles[1].indexOf(tile.index) >= 0
;
}
// return a 3x3 grid from x, y
create3x3grid(x, y) {
return [
{x: x - 1, y: y - 1}, {x: x, y: y - 1}, {x: x + 1, y: y - 1},
{x: x - 1, y: y}, {x: x, y: y}, {x: x + 1, y: y},
{x: x - 1, y: y + 1}, {x: x, y: y + 1}, {x: x + 1, y: y + 1},
]
}
GameOver(team) {
this.gameStarted = false;
this.gameOverText.setText(team+"Team Won!")
this.gameOverText.setVisible(true);
if (this.lteamSocket && this.lteamSocket.readyState == WebSocket.OPEN) {
const payload = {
action: "finished",
myteamScore: this.lteamState.score,
opponentScore: this.rteamState.score,
}
this.lteamSocket.send(JSON.stringify(payload));
}
if (this.rteamSocket && this.rteamSocket.readyState == WebSocket.OPEN) {
const payload = {
action: "finished",
myteamScore: this.rteamState.score,
opponentScore: this.lteamState.score,
}
this.rteamSocket.send(JSON.stringify(payload));
}
}
}
-16
View File
@@ -1,16 +0,0 @@
export class GameOver extends Phaser.Scene {
constructor() {
super('GameOver');
}
create() {
this.background1 = this.add.image(0, 0, 'background').setOrigin(0);
this.add.text(this.scale.width * 0.5, this.scale.height * 0.5, 'Game Over', {
fontFamily: 'Arial Black', fontSize: 64, color: '#ffffff',
stroke: '#000000', strokeThickness: 8,
align: 'center'
}).setOrigin(0.5);
}
}
-49
View File
@@ -1,49 +0,0 @@
import ASSETS from '../assets.js';
export class Preloader extends Phaser.Scene {
constructor() {
super('Preloader');
}
init() {
const centreX = this.scale.width * 0.5;
const centreY = this.scale.height * 0.5;
const barWidth = 468;
const barHeight = 32;
const barMargin = 4;
// We loaded this image in our Boot Scene, so we can display it here
// A simple progress bar. This is the outline of the bar.
this.add.rectangle(centreX, centreY, barWidth, barHeight).setStrokeStyle(1, 0xffffff);
// This is the progress bar itself. It will increase in size from the left based on the % of progress.
const bar = this.add.rectangle(centreX - (barWidth * 0.5) + barMargin, centreY, barMargin, barHeight - barMargin, 0xffffff);
// Use the 'progress' event emitted by the LoaderPlugin to update the loading bar
this.load.on('progress', (progress) => {
// Update the progress bar (our bar is 464px wide, so 100% = 464px)
bar.width = barMargin + ((barWidth - (barMargin * 2)) * progress);
});
}
preload() {
// Load the assets for the game - see ./src/assets.js
for (let type in ASSETS) {
for (let key in ASSETS[type]) {
let args = ASSETS[type][key].args.slice();
args.unshift(ASSETS[type][key].key);
this.load[type].apply(this.load, args);
}
}
}
create() {
// When all the assets have loaded, it's often worth creating global objects here that the rest of the game can use.
// For example, you can define global animations here, so we can use them in other scenes.
// Move to the MainMenu. You could also swap this for a Scene Transition, such as a camera fade.
this.scene.start('Game');
}
}
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python3 -m http.server ${CTF_PORT_FRONTEND} --bind 0.0.0.0
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import asyncio
import random
from lib.game_engine import GameMap, run_game_server
import threading
import collections
# 1. Initialize the global world model
world = GameMap(show_gap_in_msec=10.0)
lock = threading.Lock()
last_updated_time = -1
update_threshold = 100
player_to_flag_assignments = {}
my_side_is_left = None
class Map:
def __init__(self):
self.width = world.width
self.height = world.height
self.grid = [0] * (self.width * self.height)
self.edge = [[] for _ in range(self.width * self.height)]
self.in_safe_zone = None
def convert_pos_to_index(self, x, y):
return y * self.width + x
def update(self,posx,posy):
self.edge = [[] for _ in range(self.width * self.height)]
self.grid = [0] * (self.width * self.height)
walls = world.walls
for wall in walls:
x, y = wall["posX"], wall["posY"]
idx = self.convert_pos_to_index(x, y)
self.grid[idx] = 1 # Mark wall positions
self.in_safe_zone = world.is_on_left((posx,posy)) == my_side_is_left
enemy_players_with_flags = 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)
for enemy in enemy_players_with_flags:
x, y = enemy["posX"], enemy["posY"]
idx = self.convert_pos_to_index(x, y)
self.grid[idx] = 2 # Mark enemy players with flags as obstacles
for ally in ally_players:
x, y = ally["posX"], ally["posY"]
idx = self.convert_pos_to_index(x, y)
self.grid[idx] = 3 # Mark ally players as free space
for y in range(self.height):
for x in range(self.width):
idx = self.convert_pos_to_index(x, y)
if self.grid[idx] in (1, 2):
continue
for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
nx, ny = x + dx, y + dy
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, 3)) or n_idx == my_pos:
self.edge[idx].append(n_idx)
else:
if (self.grid[n_idx] not in (1, 3)) or n_idx == my_pos:
self.edge[idx].append(n_idx)
def guideance(self, posx_start, posy_start, posx_end, posy_end):
"""
Compute the shortest path from the start position to the end position
using BFS (equivalent to Dijkstra with unit edge weight) on the prebuilt
adjacency list `self.edge`. Returns the first move direction via
`world.get_direction`. If no path exists or inputs are invalid, returns an
empty string.
"""
self.update(posx_start,posy_start)
# ---- 参数合法性检查 ----
if not (0 <= posx_start < self.width and 0 <= posy_start < self.height):
return ""
if not (0 <= posx_end < self.width and 0 <= posy_end < self.height):
return ""
src_idx = self.convert_pos_to_index(posx_start, posy_start)
dst_idx = self.convert_pos_to_index(posx_end, posy_end)
n = self.width * self.height
dist = [float('inf')] * n # 最短距离,初始为无穷大
prev = [None] * n # 前驱节点,用于路径回溯
dist[src_idx] = 0
queue = collections.deque([src_idx])
while queue:
u = queue.popleft()
if u == dst_idx:
break
for v in self.edge[u]:
if dist[v] == float('inf'):
dist[v] = dist[u] + 1
prev[v] = u
queue.append(v)
# ---- 若不可达,返回空字符串 ----
if dist[dst_idx] == float('inf'):
return ""
# ---- 重建路径(逆序) ----
path = []
cur = dst_idx
while cur is not None:
path.append(cur)
cur = prev[cur]
path.reverse() # 现在是 [src, ..., dst]
if len(path) < 2:
return ""
# ---- 计算第一步坐标并返回方向 ----
next_idx = path[1]
next_x = next_idx % (self.width + 1)
next_y = next_idx // (self.width + 1)
return world.get_direction((posx_start, posy_start), (next_x, next_y))
myMap = Map()
def start_game(req):
global player_to_flag_assignments,my_side_is_left
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'}")
my_side_is_left = world.is_on_left(list(world.my_team_target)[0])
def plan_next_actions(req):
if not world.update(req):
return
global player_to_flag_assignments,myMap,my_side_is_left
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))
active_player_names = {p["name"] for p in my_players if not p["hasFlag"]}
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 = {}
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)
player_moves[p["name"]] = myMap.guideance(p["posX"],p["posY"],dest[0],dest[1])
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())
+215 -52
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@@ -1,103 +1,266 @@
import asyncio
import random
from lib.game_engine import GameMap, run_game_server
import threading
import collections
# 1. Initialize the global world model
world = GameMap(show_gap_in_msec=1000.0)
world = GameMap(show_gap_in_msec=1.0)
lock = threading.Lock()
last_updated_time = -1
update_threshold = 100
player_to_flag_assignments = {}
update_threshold = 1
player_to_flag_assign = {}
my_side_is_left = None
class Map:
def __init__(self):
self.width = world.width
self.height = world.height
self.grid = [0] * (self.width * self.height)
self.edge = [[] for _ in range(self.width * self.height)]
self.in_safe_zone = None
def convert_pos_to_index(self, x, y):
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)]
self.grid = [0] * (self.width * self.height)
walls = world.walls
for wall in walls:
x, y = wall
idx = self.convert_pos_to_index(x, y)
self.grid[idx] = 1
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)
ally_players = world.list_players(mine=True, inPrison=False, hasFlag=None)
my_pos = self.convert_pos_to_index(posx, posy)
for ally in ally_players:
x, y = ally["posX"], ally["posY"]
idx = self.convert_pos_to_index(x, y)
self.grid[idx] = 3
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
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)
if self.in_safe_zone:
if (self.grid[idx] in (1,)) and idx != my_pos:
continue
else:
if (self.grid[idx] in (1, 2)) and idx != my_pos:
continue
for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
nx, ny = x + dx, y + dy
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, ):
self.edge[idx].append(n_idx)
else:
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)
src_idx = self.convert_pos_to_index(posx_start, posy_start)
dst_idx = self.convert_pos_to_index(posx_end, posy_end)
n = self.width * self.height
dist = [float('inf')] * n
prev = [None] * n
dist[src_idx] = 0
queue = collections.deque([src_idx])
while queue:
u = queue.popleft()
if u == dst_idx:
break
for v in self.edge[u]:
if dist[v] == float('inf'):
dist[v] = dist[u] + 1
prev[v] = u
queue.append(v)
if dist[dst_idx] == float('inf'):
return ""
path = []
cur = dst_idx
while cur is not None:
path.append(cur)
cur = prev[cur]
path.reverse() # 现在是 [src, ..., dst]
if len(path) < 2:
return ""
# ---- 计算第一步坐标并返回方向 ----
next_idx = path[1]
next_x = next_idx % (self.width)
next_y = next_idx // (self.height)
return world.get_direction((posx_start, posy_start), (next_x, next_y))
def length(self, posx_start, posy_start, posx_end, posy_end):
self.update(posx_start,posy_start)
src_idx = self.convert_pos_to_index(posx_start, posy_start)
dst_idx = self.convert_pos_to_index(posx_end, posy_end)
n = self.width * self.height
dist = [float('inf')] * n # 最短距离,初始为无穷大
prev = [None] * n # 前驱节点,用于路径回溯
dist[src_idx] = 0
queue = collections.deque([src_idx])
while queue:
u = queue.popleft()
if u == dst_idx:
break
for v in self.edge[u]:
if dist[v] == float('inf'):
dist[v] = dist[u] + 1
prev[v] = u
queue.append(v)
# ---- 若不可达,返回空字符串 ----
if dist[dst_idx] == float('inf'):
return -1
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()
def start_game(req):
global player_to_flag_assignments
global player_to_flag_assign,my_side_is_left
world.init(req)
print("Start Game!!")
player_to_flag_assignments = {}
player_to_flag_assign = {}
print(f"Game Started! Side: {'Left' if world.is_on_left(list(world.my_team_target)[0]) else 'Right'}")
my_side_is_left = world.is_on_left(list(world.my_team_target)[0])
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)
global player_to_flag_assign,myMap,my_side_is_left
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)
my_flags = world.list_flags(mine=True, 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()
flags_list = []
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:
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 = {
name: pos for name, pos in player_to_flag_assign.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"])
if p["name"] not in active_player_names:
continue
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
f = myMap.closest(p["posX"],p["posY"],flags_list)
if f is not None:
player_to_flag_assign[p["name"]] = (f[0],f[1])
flags_list.remove((f[0],f[1]))
# 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"]]
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<6:
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<12:
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<6:
dest = (f[0],f[1])
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
f,temp = myMap.closest_in_range(p["posX"],p["posY"],regard_list)
if f is not None:
dest = (f[0],f[1])
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
print(f"Player {p['name']} at ({p['posX']},{p['posY']}) moving towards ({dest[0]},{dest[1]})")
player_moves[p["name"]] = myMap.guideance(p["posX"],p["posY"],dest[0],dest[1])
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())
asyncio.run(main())
+311
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@@ -0,0 +1,311 @@
import asyncio
from lib.game_engine import GameMap, run_game_server
import threading
import collections
import server0
import server1
world = GameMap(show_gap_in_msec=1.0)
lock = threading.Lock()
last_updated_time = -1
update_threshold = 1
player_to_flag_assign = {}
my_side_is_left = None
class Map:
def __init__(self):
self.width = world.width
self.height = world.height
self.grid = [0] * (self.width * self.height)
self.edge = [[] for _ in range(self.width * self.height)]
self.in_safe_zone = None
def convert_pos_to_index(self, x, y):
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)]
self.grid = [0] * (self.width * self.height)
walls = world.walls
for wall in walls:
x, y = wall
idx = self.convert_pos_to_index(x, y)
self.grid[idx] = 1
if my_side_is_left:
self.in_safe_zone = world.is_on_left((min(posx+2,self.width),posy)) == my_side_is_left
else:
self.in_safe_zone = world.is_on_left((max(posx-2,0),posy)) == 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)
for ally in ally_players:
x, y = ally["posX"], ally["posY"]
idx = self.convert_pos_to_index(x, y)
self.grid[idx] = 3
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
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)
if self.in_safe_zone:
if (self.grid[idx] in (1,)) and idx != my_pos:
continue
else:
if (self.grid[idx] in (1, 2)) and idx != my_pos:
continue
for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
nx, ny = x + dx, y + dy
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, ):
self.edge[idx].append(n_idx)
else:
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)
src_idx = self.convert_pos_to_index(posx_start, posy_start)
dst_idx = self.convert_pos_to_index(posx_end, posy_end)
n = self.width * self.height
dist = [float('inf')] * n
prev = [None] * n
dist[src_idx] = 0
queue = collections.deque([src_idx])
while queue:
u = queue.popleft()
if u == dst_idx:
break
for v in self.edge[u]:
if dist[v] == float('inf'):
dist[v] = dist[u] + 1
prev[v] = u
queue.append(v)
if dist[dst_idx] == float('inf'):
return ""
path = []
cur = dst_idx
while cur is not None:
path.append(cur)
cur = prev[cur]
path.reverse() # 现在是 [src, ..., dst]
if len(path) < 2:
return ""
# ---- 计算第一步坐标并返回方向 ----
next_idx = path[1]
next_x = next_idx % (self.width)
next_y = next_idx // (self.height)
return world.get_direction((posx_start, posy_start), (next_x, next_y))
def length(self, posx_start, posy_start, posx_end, posy_end):
self.update(posx_start,posy_start)
src_idx = self.convert_pos_to_index(posx_start, posy_start)
dst_idx = self.convert_pos_to_index(posx_end, posy_end)
n = self.width * self.height
dist = [float('inf')] * n # 最短距离,初始为无穷大
prev = [None] * n # 前驱节点,用于路径回溯
dist[src_idx] = 0
queue = collections.deque([src_idx])
while queue:
u = queue.popleft()
if u == dst_idx:
break
for v in self.edge[u]:
if dist[v] == float('inf'):
dist[v] = dist[u] + 1
prev[v] = u
queue.append(v)
# ---- 若不可达,返回空字符串 ----
if dist[dst_idx] == float('inf'):
return -1
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
def enemy_to_walls(self, enemy_posX,enemy_posY):
idx = self.convert_pos_to_index(enemy_posX, enemy_posY)
lengths = abs(enemy_posX-self.width//2)
return lengths
def choose_enemy(self, my_posX, my_posY,enemy_positions):
chosen_enemy = None
min_length = -1
for pos in enemy_positions:
if my_side_is_left:
if pos[0] >= self.width // 2:
continue
else:
if pos[0] < self.width // 2:
continue
temp = self.enemy_to_walls(pos[0], pos[1])
length = self.length(my_posX, my_posY, pos[0], pos[1])
if length > temp*2+4 : continue
if temp < length:
length = temp
chosen_enemy = pos
return chosen_enemy,min_length
myMap = Map()
rounds = 0
def start_game(req):
server1.start_game(req)
server0.start_game(req)
world.init(req)
global rounds
rounds = 0
def plan_next_actions(req):
global rounds
rounds+=1
# if rounds < 50:
# return server0.plan_next_actions(req)
# else:
# return server1.plan_next_actions(req)
# return server0.plan_next_actions(req)
if not world.update(req):
return
global player_to_flag_assign,myMap,my_side_is_left
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))
my_in_prison = len(world.list_players(mine=True, inPrison=True, hasFlag=None))
op_in_prison = len(world.list_players(False,True,None))
if my_in_prison <= 0 and op_in_prison <= 0:
return server0.plan_next_actions(req)
elif my_in_prison > op_in_prison:
return server1.plan_next_actions(req)
else:
return server0.plan_next_actions(req)
active_player_names = {p["name"] for p in my_players if not p["hasFlag"]}
flags_list = []
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:
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 = {
name: pos for name, pos in player_to_flag_assign.items()
if name in active_player_names
}
if enemy_flags:
for p in my_players:
if p["name"] not in active_player_names:
continue
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
f = myMap.closest(p["posX"],p["posY"],flags_list)
if f is not None:
player_to_flag_assign[p["name"]] = (f[0],f[1])
flags_list.remove((f[0],f[1]))
player_moves = {}
for p in my_players:
if p["hasFlag"]:
dest = myMap.closest(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<4:
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<14:
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])
pretend_list.remove((f[0],f[1]))
else:
f,temp = myMap.closest_in_range(p["posX"],p["posY"],regard_list)
if f is not None:
dest = (f[0],f[1])
else:
f = myMap.closest(p["posX"],p["posY"],pretend_list)
if f is not None:
dest = (f[0],f[1])
pretend_list.remove((f[0],f[1]))
else:
f= myMap.closest(p["posX"],p["posY"],protect_list)
if f is not None:
dest = (f[0],f[1])
protect_list.remove((f[0],f[1]))
else:
continue
player_moves[p["name"]] = myMap.guideance(p["posX"],p["posY"],dest[0],dest[1])
return player_moves
def game_over(req):
server1.game_over(req)
server0.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())
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import asyncio
from lib.game_engine import GameMap, run_game_server
import threading
import collections
world = GameMap(show_gap_in_msec=1.0)
lock = threading.Lock()
last_updated_time = -1
update_threshold = 1
player_to_flag_assign = {}
my_side_is_left = None
class Map:
def __init__(self):
self.width = world.width
self.height = world.height
self.grid = [0] * (self.width * self.height)
self.edge = [[] for _ in range(self.width * self.height)]
self.in_safe_zone = None
def convert_pos_to_index(self, x, y):
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)]
self.grid = [0] * (self.width * self.height)
walls = world.walls
for wall in walls:
x, y = wall
idx = self.convert_pos_to_index(x, y)
self.grid[idx] = 1
if my_side_is_left:
self.in_safe_zone = world.is_on_left((min(posx+2,self.width),posy)) == my_side_is_left
else:
self.in_safe_zone = world.is_on_left((max(posx-2,0),posy)) == 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)
for ally in ally_players:
x, y = ally["posX"], ally["posY"]
idx = self.convert_pos_to_index(x, y)
self.grid[idx] = 3
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
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)
if self.in_safe_zone:
if (self.grid[idx] in (1,)) and idx != my_pos:
continue
else:
if (self.grid[idx] in (1, 2)) and idx != my_pos:
continue
for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
nx, ny = x + dx, y + dy
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, ):
self.edge[idx].append(n_idx)
else:
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)
src_idx = self.convert_pos_to_index(posx_start, posy_start)
dst_idx = self.convert_pos_to_index(posx_end, posy_end)
n = self.width * self.height
dist = [float('inf')] * n
prev = [None] * n
dist[src_idx] = 0
queue = collections.deque([src_idx])
while queue:
u = queue.popleft()
if u == dst_idx:
break
for v in self.edge[u]:
if dist[v] == float('inf'):
dist[v] = dist[u] + 1
prev[v] = u
queue.append(v)
if dist[dst_idx] == float('inf'):
return ""
path = []
cur = dst_idx
while cur is not None:
path.append(cur)
cur = prev[cur]
path.reverse() # 现在是 [src, ..., dst]
if len(path) < 2:
return ""
# ---- 计算第一步坐标并返回方向 ----
next_idx = path[1]
next_x = next_idx % (self.width)
next_y = next_idx // (self.height)
return world.get_direction((posx_start, posy_start), (next_x, next_y))
def length(self, posx_start, posy_start, posx_end, posy_end):
self.update(posx_start,posy_start)
src_idx = self.convert_pos_to_index(posx_start, posy_start)
dst_idx = self.convert_pos_to_index(posx_end, posy_end)
n = self.width * self.height
dist = [float('inf')] * n # 最短距离,初始为无穷大
prev = [None] * n # 前驱节点,用于路径回溯
dist[src_idx] = 0
queue = collections.deque([src_idx])
while queue:
u = queue.popleft()
if u == dst_idx:
break
for v in self.edge[u]:
if dist[v] == float('inf'):
dist[v] = dist[u] + 1
prev[v] = u
queue.append(v)
# ---- 若不可达,返回空字符串 ----
if dist[dst_idx] == float('inf'):
return -1
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
def enemy_to_walls(self, enemy_posX,enemy_posY):
idx = self.convert_pos_to_index(enemy_posX, enemy_posY)
lengths = abs(enemy_posX-self.width//2)
return lengths
def choose_enemy(self, my_posX, my_posY,enemy_positions):
chosen_enemy = None
min_length = -1
for pos in enemy_positions:
if my_side_is_left:
if pos[0] >= self.width // 2:
continue
else:
if pos[0] < self.width // 2:
continue
temp = self.enemy_to_walls(pos[0], pos[1])
length = self.length(my_posX, my_posY, pos[0], pos[1])
if length > temp*2+4 : continue
if temp < length:
length = temp
chosen_enemy = pos
return chosen_enemy,min_length
myMap = Map()
def start_game(req):
global player_to_flag_assign,my_side_is_left
world.init(req)
print("Start Game!!")
player_to_flag_assign = {}
print(f"Game Started! Side: {'Left' if world.is_on_left(list(world.my_team_target)[0]) else 'Right'}")
my_side_is_left = world.is_on_left(list(world.my_team_target)[0])
def plan_next_actions(req):
if not world.update(req):
return
global player_to_flag_assign,myMap,my_side_is_left
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 = []
targets_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"]))
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
}
if enemy_flags:
for p in my_players:
if p["name"] not in active_player_names:
continue
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
f = myMap.closest(p["posX"],p["posY"],flags_list)
if f is not None:
player_to_flag_assign[p["name"]] = (f[0],f[1])
flags_list.remove((f[0],f[1]))
player_moves = {}
for p in my_players:
if p["hasFlag"]:
dest = myMap.closest(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<4:
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<14:
dest = (f[0],f[1])
regard_list.remove((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])
pretend_list.remove((f[0],f[1]))
else:
f,temp = myMap.closest_in_range(p["posX"],p["posY"],regard_list)
if f is not None:
dest = (f[0],f[1])
regard_list.remove((f[0],f[1]))
else:
f = myMap.closest(p["posX"],p["posY"],pretend_list)
if f is not None:
dest = (f[0],f[1])
pretend_list.remove((f[0],f[1]))
else:
f= myMap.closest(p["posX"],p["posY"],protect_list)
if f is not None:
dest = (f[0],f[1])
protect_list.remove((f[0],f[1]))
else:
continue
if dest is not None:
player_moves[p["name"]] = myMap.guideance(p["posX"],p["posY"],dest[0],dest[1])
else:
player_moves[p["name"]] = myMap.guideance(p["posX"],p["posY"],p["posX"],p["posY"])
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())
+64
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@@ -0,0 +1,64 @@
#!/usr/bin/env python3
"""
Unit tests for Map class functions: enemy_to_walls and choose_enemy.
"""
import sys
import os
sys.path.append(os.path.dirname(__file__))
from server import Map, world
from lib.game_engine import GameMap
def test_enemy_to_walls():
"""Test enemy_to_walls function."""
# Mock world with walls
world.walls = {(0, 0), (5, 5), (10, 10)}
world.width = 20
world.height = 20
my_map = Map()
# Test case 1: enemy at (0, 0), nearest wall is itself
assert my_map.enemy_to_walls(0, 0) == 0
# Test case 2: enemy at (1, 1), distance to (0,0) is 2
assert my_map.enemy_to_walls(1, 1) == 2
# Test case 3: enemy at (6, 6), distance to (5,5) is 2
assert my_map.enemy_to_walls(6, 6) == 2
# Test case 4: enemy at (15, 15), distance to (10,10) is 10
assert my_map.enemy_to_walls(15, 15) == 10
print("test_enemy_to_walls passed!")
def test_choose_enemy():
"""Test choose_enemy function logic without full map."""
# Mock world
world.walls = {(0, 0), (19, 19)}
world.width = 20
world.height = 20
my_map = Map()
my_map.width = 20
my_map.height = 20
# Mock my_side_is_left
global my_side_is_left
my_side_is_left = True # Left side
enemy_positions = [(5, 5)] # Only one enemy to avoid complexity
# Since length function is complex, we'll just check that the function runs without error
# and returns the expected type
result = my_map.choose_enemy(2, 2, enemy_positions)
assert isinstance(result, tuple), "Should return a tuple"
assert len(result) == 2, "Tuple should have 2 elements"
print(f"choose_enemy returned: {result}")
print("test_choose_enemy passed!")
if __name__ == "__main__":
test_enemy_to_walls()
test_choose_enemy()
print("All tests passed!")
+7 -7
View File
@@ -1,16 +1,16 @@
{
"teams": [
{ "name": "L", "who": "user11-1"},
{ "name": "R", "who": "human"}
{ "name": "L", "who": "user0-1"},
{ "name": "R", "who": "user0-2"}
],
"setup": {
"numPlayers": 1,
"numFlags": 3,
"useRandomFlags": false
"numPlayers": 3,
"numFlags": 9,
"useRandomFlags": true
},
"servers": {
"user0-1": "ws://115.191.4.103:34568",
"user0-2": "ws://115.191.4.103:34569",
"user0-1": "ws://0.0.0.0:11451",
"user0-2": "ws://0.0.0.0:11452",
"user1-1": "ws://115.191.4.103:34571",
"user1-2": "ws://115.191.4.103:34572",
"user2-1": "ws://115.191.4.103:34574",