Files
zhichun-project/CTF/backend/pick_flag_ai.py
ydy0615 d27e376e11 new file: .DS_Store
new file:   CTF/.ipynb_checkpoints/fixed_map_example-checkpoint.png
	new file:   CTF/.ipynb_checkpoints/random_map_example-checkpoint.png
	new file:   CTF/CTF/README.md
	new file:   CTF/CTF/backend/example_init.json
	new file:   CTF/CTF/backend/example_plan_next_actions.json
	new file:   CTF/CTF/backend/lib/game_engine.py
	new file:   CTF/CTF/backend/main.ipynb
	new file:   CTF/CTF/backend/pick_closest_flag.py
	new file:   CTF/CTF/backend/pick_flag_ai.py
	new file:   CTF/CTF/backend/python_tutorial.ipynb
	new file:   CTF/CTF/backend/start.sh
	new file:   CTF/CTF/backend/test_lib.ipynb
	new file:   CTF/CTF/fixed_map_example.png
	new file:   CTF/CTF/frontend/assets/characters.png
	new file:   CTF/CTF/frontend/assets/characters_red_flag.png
	new file:   CTF/CTF/frontend/assets/characters_yellow_flag.png
	new file:   CTF/CTF/frontend/assets/red_flag_16_16.png
	new file:   CTF/CTF/frontend/assets/red_flag_32_32.png
	new file:   CTF/CTF/frontend/assets/tilemap.json
	new file:   CTF/CTF/frontend/assets/tilemap.tmx
	new file:   CTF/CTF/frontend/assets/tiles.png
	new file:   CTF/CTF/frontend/assets/yellow_flag_16_16.png
	new file:   CTF/CTF/frontend/assets/yellow_flag_32_32.png
	new file:   CTF/CTF/frontend/game_config.json
	new file:   CTF/CTF/frontend/index.html
	new file:   CTF/CTF/frontend/phaser.js
	new file:   CTF/CTF/frontend/project.config
	new file:   CTF/CTF/frontend/src/assets.js
	new file:   CTF/CTF/frontend/src/gameObjects/Flag.js
	new file:   CTF/CTF/frontend/src/gameObjects/Player.js
	new file:   CTF/CTF/frontend/src/main.js
	new file:   CTF/CTF/frontend/src/scenes/Boot.js
	new file:   CTF/CTF/frontend/src/scenes/Game.js
	new file:   CTF/CTF/frontend/src/scenes/GameOver.js
	new file:   CTF/CTF/frontend/src/scenes/Preloader.js
	new file:   CTF/CTF/frontend/start.sh
	new file:   CTF/CTF/random_map_example.png
	new file:   CTF/README.md
	new file:   CTF/backend/.ipynb_checkpoints/main-checkpoint.ipynb
	new file:   CTF/backend/.ipynb_checkpoints/pick_closest_flag-checkpoint.py
	new file:   CTF/backend/.ipynb_checkpoints/pick_flag_ai-checkpoint.py
	new file:   CTF/backend/.ipynb_checkpoints/python_tutorial-checkpoint.ipynb
	new file:   CTF/backend/.ipynb_checkpoints/start-checkpoint.sh
	new file:   CTF/backend/.ipynb_checkpoints/test_lib-checkpoint.ipynb
	new file:   CTF/backend/example_init.json
	new file:   CTF/backend/example_plan_next_actions.json
	new file:   CTF/backend/lib/__pycache__/game_engine.cpython-313.pyc
	new file:   CTF/backend/lib/game_engine.py
	new file:   CTF/backend/main.ipynb
	new file:   CTF/backend/pick_closest_flag.py
	new file:   CTF/backend/pick_flag_ai.py
	new file:   CTF/backend/python_tutorial.ipynb
	new file:   CTF/backend/start.sh
	new file:   CTF/backend/test_lib.ipynb
	new file:   CTF/fixed_map_example.png
	new file:   CTF/frontend/.ipynb_checkpoints/game_config-checkpoint.json
	new file:   CTF/frontend/assets/.ipynb_checkpoints/tilemap-checkpoint.json
	new file:   CTF/frontend/assets/characters.png
	new file:   CTF/frontend/assets/characters_red_flag.png
	new file:   CTF/frontend/assets/characters_yellow_flag.png
	new file:   CTF/frontend/assets/red_flag_16_16.png
	new file:   CTF/frontend/assets/red_flag_32_32.png
	new file:   CTF/frontend/assets/tilemap.json
	new file:   CTF/frontend/assets/tilemap.tmx
	new file:   CTF/frontend/assets/tiles.png
	new file:   CTF/frontend/assets/yellow_flag_16_16.png
	new file:   CTF/frontend/assets/yellow_flag_32_32.png
	new file:   CTF/frontend/game_config.json
	new file:   CTF/frontend/index.html
	new file:   CTF/frontend/phaser.js
	new file:   CTF/frontend/project.config
	new file:   CTF/frontend/src/assets.js
	new file:   CTF/frontend/src/gameObjects/Flag.js
	new file:   CTF/frontend/src/gameObjects/Player.js
	new file:   CTF/frontend/src/main.js
	new file:   CTF/frontend/src/scenes/Boot.js
	new file:   CTF/frontend/src/scenes/Game.js
	new file:   CTF/frontend/src/scenes/GameOver.js
	new file:   CTF/frontend/src/scenes/Preloader.js
	new file:   CTF/frontend/start.sh
	new file:   CTF/random_map_example.png
2025-12-27 15:59:21 +08:00

104 lines
3.2 KiB
Python

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())