// Game "Reversi" for Flipper Zero // Copyright 2023 Dmitry Matyukhin #include "reversi.h" // Psst! Most of this file was written with Copilot // Check if the move is legal by checking if it results in any opponent pieces being captured bool is_legal_move(int8_t board[BOARD_SIZE][BOARD_SIZE], int row, int col, int player) { if(board[row][col] != 0) return false; int opponent = -player; for(int i = -1; i <= 1; i++) { for(int j = -1; j <= 1; j++) { if(i == 0 && j == 0) continue; int r = row + i, c = col + j; if(r >= 0 && r < BOARD_SIZE && c >= 0 && c < BOARD_SIZE && board[r][c] == opponent) { int k = 2; while(true) { r += i; c += j; if(r < 0 || r >= BOARD_SIZE || c < 0 || c >= BOARD_SIZE) break; if(board[r][c] == player) return true; if(board[r][c] == 0) break; k++; } } } } return false; } // Check if the game is over by checking if there are no more moves left for // either player bool is_game_over(int8_t board[BOARD_SIZE][BOARD_SIZE]) { for(int i = 0; i < BOARD_SIZE; i++) { for(int j = 0; j < BOARD_SIZE; j++) { if(is_legal_move(board, i, j, BLACK) || is_legal_move(board, i, j, WHITE)) { return false; } } } return true; } bool has_legal_moves(int8_t board[BOARD_SIZE][BOARD_SIZE], int8_t player_color) { for(int i = 0; i < BOARD_SIZE; i++) { for(int j = 0; j < BOARD_SIZE; j++) { if(is_legal_move(board, i, j, player_color)) { return true; } } } return false; } // Calculate the heuristic value of the current board. This function can // be replaced with a more complex evaluation function that takes into // account factors such as mobility, piece square tables, etc. int heuristic(int8_t board[BOARD_SIZE][BOARD_SIZE]) { int white = 0, black = 0; for(int i = 0; i < BOARD_SIZE; i++) { for(int j = 0; j < BOARD_SIZE; j++) { if(board[i][j] == 1) white++; if(board[i][j] == -1) black++; } } return white - black; } // Make a move on the board and capture any opponent pieces void make_move(GameState* state, int x, int y, int player) { state->board[x][y] = player; int opponent = -player; for(int i = -1; i <= 1; i++) { for(int j = -1; j <= 1; j++) { if(i == 0 && j == 0) continue; int r = x + i, c = y + j; if(r >= 0 && r < BOARD_SIZE && c >= 0 && c < BOARD_SIZE && state->board[r][c] == opponent) { int k = 2; while(true) { r += i; c += j; if(r < 0 || r >= BOARD_SIZE || c < 0 || c >= BOARD_SIZE) break; if(state->board[r][c] == player) { r -= i; c -= j; while(r != x || c != y) { state->board[r][c] = player; r -= i; c -= j; } break; } if(state->board[r][c] == 0) break; k++; } } } } state->is_game_over = is_game_over(state->board); } void init_game(GameState* state) { for(int i = 0; i < BOARD_SIZE; i++) { for(int j = 0; j < BOARD_SIZE; j++) { state->board[i][j] = 0; } } // Place the initial pieces int mid = BOARD_SIZE / 2; state->board[mid - 1][mid - 1] = WHITE; state->board[mid][mid] = WHITE; state->board[mid - 1][mid] = BLACK; state->board[mid][mid - 1] = BLACK; state->cursor_x = mid - 1; state->cursor_y = mid + 1; // Set up turn order state->human_color = WHITE; state->current_player = WHITE; state->is_game_over = false; } void human_move(GameState* game_state) { if(game_state->current_player != game_state->human_color) { return; } if(is_legal_move( game_state->board, game_state->cursor_x, game_state->cursor_y, game_state->current_player)) { make_move( game_state, game_state->cursor_x, game_state->cursor_y, game_state->current_player); game_state->current_player = -game_state->current_player; } } void computer_move(GameState* game_state) { if(game_state->current_player == game_state->human_color) { return; } int best_row = -1, best_col = -1, best_score = -1000000; for(int i = 0; i < BOARD_SIZE; i++) { for(int j = 0; j < BOARD_SIZE; j++) { if(!is_legal_move(game_state->board, i, j, game_state->current_player)) { continue; } int score = heuristic(game_state->board); if(score > best_score) { best_score = score; best_row = i; best_col = j; } } } if(best_row != -1) { make_move(game_state, best_row, best_col, game_state->current_player); } if(has_legal_moves(game_state->board, game_state->human_color)) { game_state->current_player = -game_state->current_player; } }