flipchess_scene_1.c 20 KB

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  1. #include "../flipchess.h"
  2. #include <furi.h>
  3. // #include <furi_hal.h>
  4. // #include <furi_hal_random.h>
  5. #include <input/input.h>
  6. #include <gui/elements.h>
  7. //#include <dolphin/dolphin.h>
  8. #include <string.h>
  9. //#include "flipchess_icons.h"
  10. #include "../helpers/flipchess_haptic.h"
  11. #define SCL_960_CASTLING 0 // setting to 1 compiles a 960 version of smolchess
  12. #define XBOARD_DEBUG 0 // will create files with xboard communication
  13. #define SCL_EVALUATION_FUNCTION SCL_boardEvaluateStatic
  14. #define SCL_DEBUG_AI 0
  15. #include "../chess/smallchesslib.h"
  16. #define ENABLE_960 0 // setting to 1 enables 960 chess
  17. #define MAX_TEXT_LEN 15 // 15 = max length of text
  18. #define MAX_TEXT_BUF (MAX_TEXT_LEN + 1) // max length of text + null terminator
  19. struct FlipChessScene1 {
  20. View* view;
  21. FlipChessScene1Callback callback;
  22. void* context;
  23. };
  24. typedef struct {
  25. uint8_t paramPlayerW;
  26. uint8_t paramPlayerB;
  27. uint8_t paramAnalyze; // depth of analysis
  28. uint8_t paramMoves;
  29. uint8_t paramInfo;
  30. uint8_t paramFlipBoard;
  31. uint8_t paramExit;
  32. uint16_t paramStep;
  33. char* paramFEN;
  34. char* paramPGN;
  35. int clockSeconds;
  36. SCL_Game game;
  37. SCL_Board startState;
  38. #if ENABLE_960
  39. int16_t random960PosNumber;
  40. #endif
  41. //uint8_t picture[SCL_BOARD_PICTURE_WIDTH * SCL_BOARD_PICTURE_WIDTH];
  42. uint8_t squareSelected;
  43. uint8_t squareSelectedLast;
  44. char* msg;
  45. char* msg2;
  46. char* msg3;
  47. char moveString[MAX_TEXT_BUF];
  48. char moveString2[MAX_TEXT_BUF];
  49. char moveString3[MAX_TEXT_BUF];
  50. SCL_SquareSet moveHighlight;
  51. uint8_t squareFrom;
  52. uint8_t squareTo;
  53. uint8_t turnState;
  54. } FlipChessScene1Model;
  55. static uint8_t picture[SCL_BOARD_PICTURE_WIDTH * SCL_BOARD_PICTURE_WIDTH];
  56. void flipchess_putImagePixel(uint8_t pixel, uint16_t index) {
  57. picture[index] = pixel;
  58. }
  59. uint8_t flipchess_stringsEqual(const char* s1, const char* s2, int max) {
  60. for(int i = 0; i < max; ++i) {
  61. if(*s1 != *s2) return 0;
  62. if(*s1 == 0) return 1;
  63. s1++;
  64. s2++;
  65. }
  66. return 1;
  67. }
  68. int16_t flipchess_makeAIMove(
  69. SCL_Board board,
  70. uint8_t* s0,
  71. uint8_t* s1,
  72. char* prom,
  73. FlipChessScene1Model* model) {
  74. uint8_t level = SCL_boardWhitesTurn(board) ? model->paramPlayerW : model->paramPlayerB;
  75. uint8_t depth = (level > 0) ? level : 1;
  76. uint8_t extraDepth = 3;
  77. uint8_t endgameDepth = 1;
  78. uint8_t randomness =
  79. model->game.ply < 2 ? 1 : 0; /* in first moves increase randomness for different
  80. openings */
  81. uint8_t rs0, rs1;
  82. SCL_gameGetRepetiotionMove(&(model->game), &rs0, &rs1);
  83. if(model->clockSeconds >= 0) // when using clock, choose AI params accordingly
  84. {
  85. if(model->clockSeconds <= 5) {
  86. depth = 1;
  87. extraDepth = 2;
  88. endgameDepth = 0;
  89. } else if(model->clockSeconds < 15) {
  90. depth = 2;
  91. extraDepth = 2;
  92. } else if(model->clockSeconds < 100) {
  93. depth = 2;
  94. } else if(model->clockSeconds < 5 * 60) {
  95. depth = 3;
  96. } else {
  97. depth = 3;
  98. extraDepth = 4;
  99. }
  100. }
  101. return SCL_getAIMove(
  102. board,
  103. depth,
  104. extraDepth,
  105. endgameDepth,
  106. SCL_boardEvaluateStatic,
  107. SCL_randomBetter,
  108. randomness,
  109. rs0,
  110. rs1,
  111. s0,
  112. s1,
  113. prom);
  114. }
  115. bool flipchess_isPlayerTurn(FlipChessScene1Model* model) {
  116. return (SCL_boardWhitesTurn(model->game.board) && model->paramPlayerW == 0) ||
  117. (!SCL_boardWhitesTurn(model->game.board) && model->paramPlayerB == 0);
  118. }
  119. void flipchess_shiftMessages(FlipChessScene1Model* model) {
  120. // shift messages
  121. model->msg3 = model->msg2;
  122. model->msg2 = model->msg;
  123. strncpy(model->moveString3, model->moveString2, MAX_TEXT_LEN);
  124. strncpy(model->moveString2, model->moveString, MAX_TEXT_LEN);
  125. }
  126. void flipchess_drawBoard(FlipChessScene1Model* model) {
  127. // draw chess board
  128. SCL_drawBoard(
  129. model->game.board,
  130. flipchess_putImagePixel,
  131. model->squareSelected,
  132. model->moveHighlight,
  133. model->paramFlipBoard);
  134. }
  135. uint8_t flipchess_turn(FlipChessScene1Model* model) {
  136. // 0: none, 1: player, 2: AI, 3: undo
  137. uint8_t moveType = 0;
  138. // if(model->paramInfo) {
  139. // if(model->random960PosNumber >= 0)
  140. // printf("960 random position number: %d\n", model->random960PosNumber);
  141. // printf("ply number: %d\n", model->game.ply);
  142. // SCL_boardToFEN(model->game.board, string);
  143. // printf("FEN: %s\n", string);
  144. // int16_t eval = SCL_boardEvaluateStatic(model->game.board);
  145. // printf(
  146. // "board static evaluation: %lf (%d)\n",
  147. // ((double)eval) / ((double)SCL_VALUE_PAWN),
  148. // eval);
  149. // printf("board hash: %u\n", SCL_boardHash32(model->game.board));
  150. // printf("phase: ");
  151. // switch(SCL_boardEstimatePhase(model->game.board)) {
  152. // case SCL_PHASE_OPENING:
  153. // puts("opening");
  154. // break;
  155. // case SCL_PHASE_ENDGAME:
  156. // puts("endgame");
  157. // break;
  158. // default:
  159. // puts("midgame");
  160. // break;
  161. // }
  162. // printf(
  163. // "en passant: %d\n",
  164. // ((model->game.board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] & 0x0f) + 1) % 16);
  165. // printf(
  166. // "50 move rule count: %d\n", model->game.board[SCL_BOARD_MOVE_COUNT_BYTE]);
  167. // if(model->paramFEN == NULL && model->paramPGN == NULL) {
  168. // printf("PGN: ");
  169. // SCL_printPGN(model->game.record, putCharacter, startState);
  170. // putchar('\n');
  171. // }
  172. // }
  173. if(model->game.state != SCL_GAME_STATE_PLAYING) {
  174. model->paramExit = FlipChessStatusReturn;
  175. return model->paramExit;
  176. }
  177. char movePromote = 'q';
  178. if(flipchess_isPlayerTurn(model)) {
  179. // if(stringsEqual(string, "undo", 5))
  180. // moveType = 3;
  181. // else if(stringsEqual(string, "quit", 5))
  182. // break;
  183. if(model->turnState == 0 && model->squareSelected != 255) {
  184. model->squareFrom = model->squareSelected;
  185. model->turnState = 1;
  186. } else if(model->turnState == 1 && model->squareSelected != 255) {
  187. model->squareTo = model->squareSelected;
  188. model->turnState = 2;
  189. model->squareSelectedLast = model->squareSelected;
  190. //model->squareSelected = 255;
  191. }
  192. if(model->turnState == 1 && model->squareFrom != 255) {
  193. if((model->game.board[model->squareFrom] != '.') &&
  194. (SCL_pieceIsWhite(model->game.board[model->squareFrom]) ==
  195. SCL_boardWhitesTurn(model->game.board))) {
  196. SCL_boardGetMoves(model->game.board, model->squareFrom, model->moveHighlight);
  197. }
  198. } else if(model->turnState == 2) {
  199. if(SCL_squareSetContains(model->moveHighlight, model->squareTo)) {
  200. moveType = 1;
  201. }
  202. model->turnState = 0;
  203. SCL_squareSetClear(model->moveHighlight);
  204. }
  205. } else {
  206. model->squareSelected = 255;
  207. flipchess_makeAIMove(
  208. model->game.board, &(model->squareFrom), &(model->squareTo), &movePromote, model);
  209. moveType = 2;
  210. model->turnState = 0;
  211. }
  212. if(moveType == 1 || moveType == 2) {
  213. flipchess_shiftMessages(model);
  214. SCL_moveToString(
  215. model->game.board, model->squareFrom, model->squareTo, movePromote, model->moveString);
  216. SCL_gameMakeMove(&(model->game), model->squareFrom, model->squareTo, movePromote);
  217. SCL_squareSetClear(model->moveHighlight);
  218. SCL_squareSetAdd(model->moveHighlight, model->squareFrom);
  219. SCL_squareSetAdd(model->moveHighlight, model->squareTo);
  220. } else if(moveType == 3) {
  221. flipchess_shiftMessages(model);
  222. if(model->paramPlayerW != 0 || model->paramPlayerB != 0) SCL_gameUndoMove(&(model->game));
  223. SCL_gameUndoMove(&(model->game));
  224. SCL_squareSetClear(model->moveHighlight);
  225. }
  226. switch(model->game.state) {
  227. case SCL_GAME_STATE_WHITE_WIN:
  228. model->msg = "white wins";
  229. model->paramExit = FlipChessStatusReturn;
  230. break;
  231. case SCL_GAME_STATE_BLACK_WIN:
  232. model->msg = "black wins";
  233. model->paramExit = FlipChessStatusReturn;
  234. break;
  235. case SCL_GAME_STATE_DRAW_STALEMATE:
  236. model->msg = "draw (stalemate)";
  237. model->paramExit = FlipChessStatusReturn;
  238. break;
  239. case SCL_GAME_STATE_DRAW_REPETITION:
  240. model->msg = "draw (repetition)";
  241. model->paramExit = FlipChessStatusReturn;
  242. break;
  243. case SCL_GAME_STATE_DRAW_DEAD:
  244. model->msg = "draw (dead pos.)";
  245. model->paramExit = FlipChessStatusReturn;
  246. break;
  247. case SCL_GAME_STATE_DRAW:
  248. model->msg = "draw";
  249. model->paramExit = FlipChessStatusReturn;
  250. break;
  251. case SCL_GAME_STATE_DRAW_50:
  252. model->msg = "draw (50 moves)";
  253. model->paramExit = FlipChessStatusReturn;
  254. break;
  255. default:
  256. if(model->game.ply > 0) {
  257. model->msg =
  258. (SCL_boardWhitesTurn(model->game.board) ? "black played" : "white played");
  259. uint8_t s0, s1;
  260. char p;
  261. SCL_recordGetMove(model->game.record, model->game.ply - 1, &s0, &s1, &p);
  262. SCL_moveToString(model->game.board, s0, s1, p, model->moveString);
  263. }
  264. break;
  265. model->paramExit = moveType;
  266. }
  267. return model->paramExit;
  268. }
  269. void flipchess_scene_1_set_callback(
  270. FlipChessScene1* instance,
  271. FlipChessScene1Callback callback,
  272. void* context) {
  273. furi_assert(instance);
  274. furi_assert(callback);
  275. instance->callback = callback;
  276. instance->context = context;
  277. }
  278. void flipchess_scene_1_draw(Canvas* canvas, FlipChessScene1Model* model) {
  279. //UNUSED(model);
  280. canvas_clear(canvas);
  281. canvas_set_color(canvas, ColorBlack);
  282. // Frame
  283. canvas_draw_frame(canvas, 0, 0, 66, 64);
  284. // Message
  285. canvas_set_font(canvas, FontSecondary);
  286. canvas_draw_str(canvas, 68, 10, model->msg);
  287. canvas_draw_str(canvas, 68, 19, model->moveString);
  288. canvas_draw_str(canvas, 68, 31, model->msg2);
  289. canvas_draw_str(canvas, 68, 40, model->moveString2);
  290. canvas_draw_str(canvas, 68, 52, model->msg3);
  291. canvas_draw_str(canvas, 68, 61, model->moveString3);
  292. // Board
  293. for(uint16_t y = 0; y < SCL_BOARD_PICTURE_WIDTH; y++) {
  294. for(uint16_t x = 0; x < SCL_BOARD_PICTURE_WIDTH; x++) {
  295. if(!picture[x + (y * SCL_BOARD_PICTURE_WIDTH)]) {
  296. canvas_draw_dot(canvas, x + 1, y);
  297. }
  298. }
  299. }
  300. }
  301. static int flipchess_scene_1_model_init(
  302. FlipChessScene1Model* const model,
  303. const int white_mode,
  304. const int black_mode) {
  305. model->paramPlayerW = white_mode;
  306. model->paramPlayerB = black_mode;
  307. model->paramAnalyze = 255; // depth of analysis
  308. model->paramMoves = 0;
  309. model->paramInfo = 1;
  310. model->paramFlipBoard = 0;
  311. model->paramExit = FlipChessStatusSuccess;
  312. model->paramStep = 0;
  313. model->paramFEN = NULL;
  314. model->paramPGN = NULL;
  315. model->clockSeconds = -1;
  316. SCL_Board emptyStartState = SCL_BOARD_START_STATE;
  317. memcpy(model->startState, &emptyStartState, sizeof(SCL_Board));
  318. #if ENABLE_960
  319. model->random960PosNumber = -1;
  320. #endif
  321. model->squareSelected = 255;
  322. model->squareSelectedLast = 28; // start selector near middle
  323. model->msg = "init";
  324. model->moveString[0] = '\0';
  325. model->msg2 = "";
  326. model->moveString2[0] = '\0';
  327. model->msg3 = "";
  328. model->moveString3[0] = '\0';
  329. SCL_SquareSet emptySquareSet = SCL_SQUARE_SET_EMPTY;
  330. memcpy(model->moveHighlight, &emptySquareSet, sizeof(SCL_SquareSet));
  331. model->squareFrom = 255;
  332. model->squareTo = 255;
  333. model->turnState = 0;
  334. SCL_randomBetterSeed(furi_hal_random_get());
  335. #if ENABLE_960
  336. #if SCL_960_CASTLING
  337. if(model->random960PosNumber < 0) model->random960PosNumber = SCL_randomBetter();
  338. #endif
  339. if(model->random960PosNumber >= 0) model->random960PosNumber %= 960;
  340. #endif
  341. if(model->paramFEN != NULL)
  342. SCL_boardFromFEN(model->startState, model->paramFEN);
  343. else if(model->paramPGN != NULL) {
  344. SCL_Record record;
  345. SCL_recordFromPGN(record, model->paramPGN);
  346. SCL_boardInit(model->startState);
  347. SCL_recordApply(record, model->startState, model->paramStep);
  348. }
  349. #if ENABLE_960
  350. #if SCL_960_CASTLING
  351. else
  352. SCL_boardInit960(model->startState, model->random960PosNumber);
  353. #endif
  354. #endif
  355. SCL_gameInit(&(model->game), model->startState);
  356. if(model->paramAnalyze != 255) {
  357. char p;
  358. uint8_t move[] = {0, 0};
  359. model->paramPlayerW = model->paramAnalyze;
  360. model->paramPlayerB = model->paramAnalyze;
  361. int16_t evaluation =
  362. flipchess_makeAIMove(model->game.board, &(move[0]), &(move[1]), &p, model);
  363. if(model->paramAnalyze == 0) evaluation = SCL_boardEvaluateStatic(model->game.board);
  364. char moveStr[5];
  365. moveStr[4] = 0;
  366. SCL_squareToString(move[0], moveStr);
  367. SCL_squareToString(move[1], moveStr + 2);
  368. //printf("%lf (%d)\n", ((double)evaluation) / ((double)SCL_VALUE_PAWN), evaluation);
  369. //puts(moveStr);
  370. return evaluation;
  371. }
  372. if(model->paramMoves) {
  373. char string[256];
  374. for(int i = 0; i < 64; ++i)
  375. if(model->game.board[i] != '.' &&
  376. SCL_pieceIsWhite(model->game.board[i]) == SCL_boardWhitesTurn(model->game.board)) {
  377. SCL_SquareSet possibleMoves = SCL_SQUARE_SET_EMPTY;
  378. SCL_boardGetMoves(model->game.board, i, possibleMoves);
  379. SCL_SQUARE_SET_ITERATE_BEGIN(possibleMoves)
  380. SCL_moveToString(model->game.board, i, iteratedSquare, 'q', string);
  381. //printf("%s ", string);
  382. SCL_SQUARE_SET_ITERATE_END
  383. }
  384. return FlipChessStatusReturn;
  385. }
  386. model->msg = (SCL_boardWhitesTurn(model->game.board) ? "white to move" : "black to move");
  387. // 0 = success
  388. return FlipChessStatusSuccess;
  389. }
  390. bool flipchess_scene_1_input(InputEvent* event, void* context) {
  391. furi_assert(context);
  392. FlipChessScene1* instance = context;
  393. if(event->type == InputTypeRelease) {
  394. switch(event->key) {
  395. case InputKeyBack:
  396. with_view_model(
  397. instance->view,
  398. FlipChessScene1Model * model,
  399. {
  400. UNUSED(model);
  401. instance->callback(FlipChessCustomEventScene1Back, instance->context);
  402. },
  403. true);
  404. break;
  405. case InputKeyRight:
  406. with_view_model(
  407. instance->view,
  408. FlipChessScene1Model * model,
  409. {
  410. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  411. model->squareSelected = model->squareSelectedLast;
  412. } else {
  413. model->squareSelected = (model->squareSelected + 1) % 64;
  414. }
  415. flipchess_drawBoard(model);
  416. },
  417. true);
  418. break;
  419. case InputKeyDown:
  420. with_view_model(
  421. instance->view,
  422. FlipChessScene1Model * model,
  423. {
  424. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  425. model->squareSelected = model->squareSelectedLast;
  426. } else {
  427. model->squareSelected = (model->squareSelected + 56) % 64;
  428. }
  429. flipchess_drawBoard(model);
  430. },
  431. true);
  432. break;
  433. case InputKeyLeft:
  434. with_view_model(
  435. instance->view,
  436. FlipChessScene1Model * model,
  437. {
  438. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  439. model->squareSelected = model->squareSelectedLast;
  440. } else {
  441. model->squareSelected = (model->squareSelected + 63) % 64;
  442. }
  443. flipchess_drawBoard(model);
  444. },
  445. true);
  446. break;
  447. case InputKeyUp:
  448. with_view_model(
  449. instance->view,
  450. FlipChessScene1Model * model,
  451. {
  452. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  453. model->squareSelected = model->squareSelectedLast;
  454. } else {
  455. model->squareSelected = (model->squareSelected + 8) % 64;
  456. }
  457. flipchess_drawBoard(model);
  458. },
  459. true);
  460. break;
  461. case InputKeyOk:
  462. with_view_model(
  463. instance->view,
  464. FlipChessScene1Model * model,
  465. {
  466. if(model->paramExit == FlipChessStatusReturn) {
  467. instance->callback(FlipChessCustomEventScene1Back, instance->context);
  468. break;
  469. }
  470. // first turn of round, probably player but could be AI
  471. flipchess_turn(model);
  472. flipchess_drawBoard(model);
  473. // if player played, let AI play
  474. if(!flipchess_isPlayerTurn(model)) {
  475. flipchess_turn(model);
  476. flipchess_drawBoard(model);
  477. }
  478. },
  479. true);
  480. break;
  481. case InputKeyMAX:
  482. break;
  483. }
  484. }
  485. return true;
  486. }
  487. void flipchess_scene_1_exit(void* context) {
  488. furi_assert(context);
  489. FlipChessScene1* instance = (FlipChessScene1*)context;
  490. with_view_model(
  491. instance->view, FlipChessScene1Model * model, { model->paramExit = 0; }, true);
  492. }
  493. void flipchess_scene_1_enter(void* context) {
  494. furi_assert(context);
  495. FlipChessScene1* instance = (FlipChessScene1*)context;
  496. FlipChess* app = instance->context;
  497. flipchess_play_happy_bump(app);
  498. with_view_model(
  499. instance->view,
  500. FlipChessScene1Model * model,
  501. {
  502. int init = flipchess_scene_1_model_init(model, app->white_mode, app->black_mode);
  503. // nonzero status
  504. if(init == FlipChessStatusSuccess) {
  505. // perform initial turn, sets up and lets white
  506. // AI play if applicable
  507. const uint8_t turn = flipchess_turn(model);
  508. if(turn == FlipChessStatusReturn) {
  509. init = turn;
  510. } else {
  511. flipchess_drawBoard(model);
  512. }
  513. }
  514. // if return status, return from scene immediately
  515. if(init == FlipChessStatusReturn) {
  516. instance->callback(FlipChessCustomEventScene1Back, instance->context);
  517. }
  518. },
  519. true);
  520. }
  521. FlipChessScene1* flipchess_scene_1_alloc() {
  522. FlipChessScene1* instance = malloc(sizeof(FlipChessScene1));
  523. instance->view = view_alloc();
  524. view_allocate_model(instance->view, ViewModelTypeLocking, sizeof(FlipChessScene1Model));
  525. view_set_context(instance->view, instance); // furi_assert crashes in events without this
  526. view_set_draw_callback(instance->view, (ViewDrawCallback)flipchess_scene_1_draw);
  527. view_set_input_callback(instance->view, flipchess_scene_1_input);
  528. view_set_enter_callback(instance->view, flipchess_scene_1_enter);
  529. view_set_exit_callback(instance->view, flipchess_scene_1_exit);
  530. return instance;
  531. }
  532. void flipchess_scene_1_free(FlipChessScene1* instance) {
  533. furi_assert(instance);
  534. with_view_model(
  535. instance->view, FlipChessScene1Model * model, { UNUSED(model); }, true);
  536. view_free(instance->view);
  537. free(instance);
  538. }
  539. View* flipchess_scene_1_get_view(FlipChessScene1* instance) {
  540. furi_assert(instance);
  541. return instance->view;
  542. }