flipchess_scene_1.c 18 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 MAX_TEXT_LEN 30 // 30 = max length of text
  17. #define MAX_TEXT_BUF (MAX_TEXT_LEN + 1) // max length of text + null terminator
  18. struct FlipChessScene1 {
  19. View* view;
  20. FlipChessScene1Callback callback;
  21. void* context;
  22. };
  23. typedef struct {
  24. uint8_t paramPlayerW;
  25. uint8_t paramPlayerB;
  26. // uint8_t paramBoard = 1;
  27. uint8_t paramAnalyze; // depth of analysis
  28. uint8_t paramMoves;
  29. //uint8_t paramXboard = 0;
  30. uint8_t paramInfo;
  31. //uint8_t paramDraw = 1;
  32. uint8_t paramFlipBoard;
  33. //uint8_t paramHelp = 0;
  34. uint8_t paramExit;
  35. uint16_t paramStep;
  36. char* paramFEN;
  37. char* paramPGN;
  38. //uint16_t paramRandom = 0;
  39. //uint8_t paramBlind = 0;
  40. int clockSeconds;
  41. SCL_Game game;
  42. SCL_Board startState;
  43. int16_t random960PosNumber;
  44. //uint8_t picture[SCL_BOARD_PICTURE_WIDTH * SCL_BOARD_PICTURE_WIDTH];
  45. uint8_t selected;
  46. char* msg;
  47. SCL_SquareSet squareSet;
  48. char moveString[16];
  49. SCL_SquareSet moveHighlight;
  50. uint8_t squareFrom;
  51. uint8_t squareTo;
  52. uint8_t turnState;
  53. } FlipChessScene1Model;
  54. uint8_t picture[SCL_BOARD_PICTURE_WIDTH * SCL_BOARD_PICTURE_WIDTH];
  55. void flipchess_putImagePixel(uint8_t pixel, uint16_t index) {
  56. picture[index] = pixel;
  57. }
  58. uint8_t flipchess_stringsEqual(const char* s1, const char* s2, int max) {
  59. for(int i = 0; i < max; ++i) {
  60. if(*s1 != *s2) return 0;
  61. if(*s1 == 0) return 1;
  62. s1++;
  63. s2++;
  64. }
  65. return 1;
  66. }
  67. int16_t flipchess_makeAIMove(
  68. SCL_Board board,
  69. uint8_t* s0,
  70. uint8_t* s1,
  71. char* prom,
  72. FlipChessScene1Model* model) {
  73. uint8_t level = SCL_boardWhitesTurn(board) ? model->paramPlayerW : model->paramPlayerB;
  74. uint8_t depth = (level > 0) ? level : 1;
  75. uint8_t extraDepth = 3;
  76. uint8_t endgameDepth = 1;
  77. uint8_t randomness =
  78. model->game.ply < 2 ? 1 : 0; /* in first moves increase randomness for different
  79. openings */
  80. uint8_t rs0, rs1;
  81. SCL_gameGetRepetiotionMove(&(model->game), &rs0, &rs1);
  82. if(model->clockSeconds >= 0) // when using clock, choose AI params accordingly
  83. {
  84. if(model->clockSeconds <= 5) {
  85. depth = 1;
  86. extraDepth = 2;
  87. endgameDepth = 0;
  88. } else if(model->clockSeconds < 15) {
  89. depth = 2;
  90. extraDepth = 2;
  91. } else if(model->clockSeconds < 100) {
  92. depth = 2;
  93. } else if(model->clockSeconds < 5 * 60) {
  94. depth = 3;
  95. } else {
  96. depth = 3;
  97. extraDepth = 4;
  98. }
  99. }
  100. return SCL_getAIMove(
  101. board,
  102. depth,
  103. extraDepth,
  104. endgameDepth,
  105. SCL_boardEvaluateStatic,
  106. SCL_randomBetter,
  107. randomness,
  108. rs0,
  109. rs1,
  110. s0,
  111. s1,
  112. prom);
  113. }
  114. void flipchess_drawBoard(FlipChessScene1Model* model) {
  115. SCL_drawBoard(
  116. model->game.board,
  117. flipchess_putImagePixel,
  118. model->selected,
  119. model->squareSet,
  120. model->paramFlipBoard);
  121. }
  122. uint8_t flipchess_turn(FlipChessScene1Model* model) {
  123. // 0: none, 1: player, 2: AI, 3: undo
  124. uint8_t moveType = 0;
  125. //for(int i = 0; i < 40; ++i) putchar('\n');
  126. //putchar('\n');
  127. // if(model->game.ply > 0) {
  128. // model->msg = (SCL_boardWhitesTurn(model->game.board) ? "black played" : "white played");
  129. // // printf(" played ");
  130. // uint8_t s0, s1;
  131. // char p;
  132. // SCL_recordGetMove(model->game.record, model->game.ply - 1, &s0, &s1, &p);
  133. // SCL_moveToString(model->game.board, s0, s1, p, model->moveString);
  134. // model->msg = model->moveString;
  135. // //printf("%s\n", moveString);
  136. // }
  137. model->msg = (SCL_boardWhitesTurn(model->game.board) ? "white to move" : "black to move");
  138. //printf(" to move\n");
  139. // if(paramInfo) {
  140. // //putchar('\n');
  141. // if(random960PosNumber >= 0)
  142. // printf("960 random position number: %d\n", random960PosNumber);
  143. // printf("ply number: %d\n", game.ply);
  144. // //SCL_boardToFEN(game.board, string);
  145. // //printf("FEN: %s\n", string);
  146. // int16_t eval = SCL_boardEvaluateStatic(game.board);
  147. // printf(
  148. // "board static evaluation: %lf (%d)\n",
  149. // ((double)eval) / ((double)SCL_VALUE_PAWN),
  150. // eval);
  151. // printf("board hash: %u\n", SCL_boardHash32(game.board));
  152. // printf("phase: ");
  153. // switch(SCL_boardEstimatePhase(game.board)) {
  154. // case SCL_PHASE_OPENING:
  155. // puts("opening");
  156. // break;
  157. // case SCL_PHASE_ENDGAME:
  158. // puts("endgame");
  159. // break;
  160. // default:
  161. // puts("midgame");
  162. // break;
  163. // }
  164. // printf(
  165. // "en passant: %d\n",
  166. // ((game.board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] & 0x0f) + 1) % 16);
  167. // printf(
  168. // "50 move rule count: %d\n", game.board[SCL_BOARD_MOVE_COUNT_BYTE]);
  169. // // if(paramFEN == NULL && paramPGN == NULL) {
  170. // // //printf("PGN: ");
  171. // // //SCL_printPGN(game.record, putCharacter, startState);
  172. // // //putchar('\n');
  173. // // }
  174. // }
  175. if(model->game.state != SCL_GAME_STATE_PLAYING || model->paramExit)
  176. return 4;
  177. //uint8_t squareFrom = 0;
  178. //uint8_t squareTo = 0;
  179. char movePromote = 'q';
  180. if((SCL_boardWhitesTurn(model->game.board) && model->paramPlayerW == 0) ||
  181. (!SCL_boardWhitesTurn(model->game.board) && model->paramPlayerB == 0)) {
  182. // printf("\nmove: ");
  183. // scanf("%s", string);
  184. // char string[256];
  185. // if(stringsEqual(string, "undo", 5))
  186. // moveType = 3;
  187. // else if(stringsEqual(string, "quit", 5))
  188. // break;
  189. // else {
  190. //squareFrom = selected; //SCL_stringToSquare(string);
  191. //squareTo = selected; //SCL_stringToSquare(string + 2);
  192. //uint8_t r =
  193. // SCL_stringToMove(string, &squareFrom, &squareTo, &movePromote);
  194. if (model->turnState == 0 && model->selected != 255) {
  195. model->squareFrom = model->selected;
  196. model->turnState = 1;
  197. } else if (model->turnState == 1 && model->selected != 255) {
  198. model->squareTo = model->selected;
  199. model->turnState = 2;
  200. model->selected = 255;
  201. }
  202. if(model->turnState == 1 && model->squareFrom != 255) {
  203. if((model->game.board[model->squareFrom] != '.') &&
  204. (SCL_pieceIsWhite(model->game.board[model->squareFrom]) ==
  205. SCL_boardWhitesTurn(model->game.board))) {
  206. SCL_boardGetMoves(model->game.board, model->squareFrom, model->squareSet);
  207. }
  208. } else if (model->turnState == 2) {
  209. if(SCL_squareSetContains(model->squareSet, model->squareTo)) {
  210. moveType = 1;
  211. }
  212. model->turnState = 0;
  213. }
  214. // }
  215. } else {
  216. flipchess_makeAIMove(
  217. model->game.board, &(model->squareFrom), &(model->squareTo), &movePromote, model);
  218. moveType = 2;
  219. model->turnState = 0;
  220. }
  221. if(moveType == 1 || moveType == 2) {
  222. SCL_moveToString(
  223. model->game.board, model->squareFrom, model->squareTo, movePromote, model->moveString);
  224. SCL_gameMakeMove(&(model->game), model->squareFrom, model->squareTo, movePromote);
  225. SCL_squareSetClear(model->moveHighlight);
  226. SCL_squareSetAdd(model->moveHighlight, model->squareFrom);
  227. SCL_squareSetAdd(model->moveHighlight, model->squareTo);
  228. } else if(moveType == 3) {
  229. if(model->paramPlayerW != 0 || model->paramPlayerB != 0) SCL_gameUndoMove(&(model->game));
  230. SCL_gameUndoMove(&(model->game));
  231. SCL_squareSetClear(model->moveHighlight);
  232. }
  233. //putchar('\n');
  234. switch(model->game.state) {
  235. case SCL_GAME_STATE_WHITE_WIN:
  236. model->msg = "white wins";
  237. break;
  238. case SCL_GAME_STATE_BLACK_WIN:
  239. model->msg = "black wins";
  240. break;
  241. case SCL_GAME_STATE_DRAW_STALEMATE:
  242. model->msg = "draw (stalemate)";
  243. break;
  244. case SCL_GAME_STATE_DRAW_REPETITION:
  245. model->msg = "draw (repeated position)";
  246. break;
  247. case SCL_GAME_STATE_DRAW_DEAD:
  248. model->msg = "draw (dead position)";
  249. break;
  250. case SCL_GAME_STATE_DRAW:
  251. model->msg = "draw";
  252. break;
  253. case SCL_GAME_STATE_DRAW_50:
  254. model->msg = "draw (50 move rule)";
  255. break;
  256. default:
  257. if(model->game.ply > 0) {
  258. model->msg = (SCL_boardWhitesTurn(model->game.board) ? "black played" : "white played");
  259. // printf(" played ");
  260. uint8_t s0, s1;
  261. char p;
  262. SCL_recordGetMove(model->game.record, model->game.ply - 1, &s0, &s1, &p);
  263. SCL_moveToString(model->game.board, s0, s1, p, model->moveString);
  264. model->msg = model->moveString;
  265. //printf("%s\n", moveString);
  266. }
  267. //model->msg = "game over";
  268. break;
  269. }
  270. return moveType;
  271. }
  272. void flipchess_scene_1_set_callback(
  273. FlipChessScene1* instance,
  274. FlipChessScene1Callback callback,
  275. void* context) {
  276. furi_assert(instance);
  277. furi_assert(callback);
  278. instance->callback = callback;
  279. instance->context = context;
  280. }
  281. void flipchess_scene_1_draw(Canvas* canvas, FlipChessScene1Model* model) {
  282. //UNUSED(model);
  283. canvas_clear(canvas);
  284. canvas_set_color(canvas, ColorBlack);
  285. // Frame
  286. canvas_draw_frame(canvas, 0, 0, 128, 64);
  287. // Message
  288. canvas_set_font(canvas, FontSecondary);
  289. canvas_draw_str(canvas, 66, 10, model->msg);
  290. // Board
  291. for(uint16_t y = 0; y < SCL_BOARD_PICTURE_WIDTH; y++) {
  292. for(uint16_t x = 0; x < SCL_BOARD_PICTURE_WIDTH; x++) {
  293. if(!picture[x + (y * SCL_BOARD_PICTURE_WIDTH)]) {
  294. canvas_draw_dot(canvas, x, y);
  295. }
  296. }
  297. }
  298. }
  299. static int flipchess_scene_1_model_init(
  300. FlipChessScene1Model* const model,
  301. const int white_mode,
  302. const int black_mode) {
  303. model->paramPlayerW = white_mode;
  304. model->paramPlayerB = black_mode;
  305. model->paramAnalyze = 255; // depth of analysis
  306. model->paramMoves = 0;
  307. model->paramInfo = 1;
  308. model->paramFlipBoard = 0;
  309. model->paramExit = 0;
  310. model->paramStep = 0;
  311. model->paramFEN = NULL;
  312. model->paramPGN = NULL;
  313. model->clockSeconds = -1;
  314. SCL_Board emptyStartState = SCL_BOARD_START_STATE;
  315. memcpy(model->startState, &emptyStartState, sizeof(SCL_Board));
  316. model->random960PosNumber = -1;
  317. model->selected = 255;
  318. model->msg = "Flip Chess";
  319. SCL_SquareSet emptySquareSet = SCL_SQUARE_SET_EMPTY;
  320. memcpy(model->squareSet, &emptySquareSet, sizeof(SCL_SquareSet));
  321. model->moveString[0] = '\0';
  322. memcpy(model->moveHighlight, &emptySquareSet, sizeof(SCL_SquareSet));
  323. model->squareFrom = 255;
  324. model->squareTo = 255;
  325. model->turnState = 0;
  326. furi_hal_random_init();
  327. SCL_randomBetterSeed(furi_hal_random_get());
  328. #if SCL_960_CASTLING
  329. if(model->random960PosNumber < 0) model->random960PosNumber = SCL_randomBetter();
  330. #endif
  331. if(model->random960PosNumber >= 0) model->random960PosNumber %= 960;
  332. if(model->paramFEN != NULL)
  333. SCL_boardFromFEN(model->startState, model->paramFEN);
  334. else if(model->paramPGN != NULL) {
  335. SCL_Record record;
  336. SCL_recordFromPGN(record, model->paramPGN);
  337. SCL_boardInit(model->startState);
  338. SCL_recordApply(record, model->startState, model->paramStep);
  339. }
  340. #if SCL_960_CASTLING
  341. else
  342. SCL_boardInit960(model->startState, model->random960PosNumber);
  343. #endif
  344. SCL_gameInit(&(model->game), model->startState);
  345. if(model->paramAnalyze != 255) {
  346. char p;
  347. uint8_t move[] = {0, 0};
  348. model->paramPlayerW = model->paramAnalyze;
  349. model->paramPlayerB = model->paramAnalyze;
  350. int16_t evaluation =
  351. flipchess_makeAIMove(model->game.board, &(move[0]), &(move[1]), &p, model);
  352. if(model->paramAnalyze == 0) evaluation = SCL_boardEvaluateStatic(model->game.board);
  353. char moveStr[5];
  354. moveStr[4] = 0;
  355. SCL_squareToString(move[0], moveStr);
  356. SCL_squareToString(move[1], moveStr + 2);
  357. //printf("%lf (%d)\n", ((double)evaluation) / ((double)SCL_VALUE_PAWN), evaluation);
  358. //puts(moveStr);
  359. return evaluation;
  360. }
  361. if(model->paramMoves) {
  362. char string[256];
  363. for(int i = 0; i < 64; ++i)
  364. if(model->game.board[i] != '.' &&
  365. SCL_pieceIsWhite(model->game.board[i]) == SCL_boardWhitesTurn(model->game.board)) {
  366. SCL_SquareSet possibleMoves = SCL_SQUARE_SET_EMPTY;
  367. SCL_boardGetMoves(model->game.board, i, possibleMoves);
  368. SCL_SQUARE_SET_ITERATE_BEGIN(possibleMoves)
  369. SCL_moveToString(model->game.board, i, iteratedSquare, 'q', string);
  370. //printf("%s ", string);
  371. SCL_SQUARE_SET_ITERATE_END
  372. }
  373. return FlipChessStatusReturn;
  374. }
  375. // 0 = success
  376. return FlipChessStatusSuccess;
  377. }
  378. bool flipchess_scene_1_input(InputEvent* event, void* context) {
  379. furi_assert(context);
  380. FlipChessScene1* instance = context;
  381. if(event->type == InputTypeRelease) {
  382. switch(event->key) {
  383. case InputKeyBack:
  384. with_view_model(
  385. instance->view,
  386. FlipChessScene1Model * model,
  387. {
  388. UNUSED(model);
  389. instance->callback(FlipChessCustomEventScene1Back, instance->context);
  390. },
  391. true);
  392. break;
  393. case InputKeyRight:
  394. with_view_model(
  395. instance->view,
  396. FlipChessScene1Model * model,
  397. {
  398. model->selected = (model->selected + 1) % 64;
  399. flipchess_drawBoard(model);
  400. },
  401. true);
  402. break;
  403. case InputKeyDown:
  404. with_view_model(
  405. instance->view,
  406. FlipChessScene1Model * model,
  407. {
  408. model->selected = (model->selected + 56) % 64;
  409. flipchess_drawBoard(model);
  410. },
  411. true);
  412. break;
  413. case InputKeyLeft:
  414. with_view_model(
  415. instance->view,
  416. FlipChessScene1Model * model,
  417. {
  418. model->selected = (model->selected + 63) % 64;
  419. flipchess_drawBoard(model);
  420. },
  421. true);
  422. break;
  423. case InputKeyUp:
  424. with_view_model(
  425. instance->view,
  426. FlipChessScene1Model * model,
  427. {
  428. model->selected = (model->selected + 8) % 64;
  429. flipchess_drawBoard(model);
  430. },
  431. true);
  432. break;
  433. case InputKeyOk:
  434. with_view_model(
  435. instance->view, FlipChessScene1Model * model,
  436. {
  437. flipchess_turn(model);
  438. flipchess_drawBoard(model);
  439. },
  440. true);
  441. break;
  442. case InputKeyMAX:
  443. break;
  444. }
  445. }
  446. return true;
  447. }
  448. void flipchess_scene_1_exit(void* context) {
  449. furi_assert(context);
  450. FlipChessScene1* instance = (FlipChessScene1*)context;
  451. with_view_model(
  452. instance->view, FlipChessScene1Model * model, { model->selected = 255; }, true);
  453. }
  454. void flipchess_scene_1_enter(void* context) {
  455. furi_assert(context);
  456. FlipChessScene1* instance = (FlipChessScene1*)context;
  457. FlipChess* app = instance->context;
  458. flipchess_play_happy_bump(app);
  459. with_view_model(
  460. instance->view,
  461. FlipChessScene1Model * model,
  462. {
  463. const int status =
  464. flipchess_scene_1_model_init(model, app->white_mode, app->white_mode);
  465. // nonzero status
  466. if(status == FlipChessStatusSuccess) {
  467. flipchess_drawBoard(model);
  468. } else {
  469. }
  470. // if return status, return from scene immediately
  471. if(status == FlipChessStatusReturn) {
  472. instance->callback(FlipChessCustomEventScene1Back, instance->context);
  473. }
  474. },
  475. true);
  476. }
  477. FlipChessScene1* flipchess_scene_1_alloc() {
  478. FlipChessScene1* instance = malloc(sizeof(FlipChessScene1));
  479. instance->view = view_alloc();
  480. view_allocate_model(instance->view, ViewModelTypeLocking, sizeof(FlipChessScene1Model));
  481. view_set_context(instance->view, instance); // furi_assert crashes in events without this
  482. view_set_draw_callback(instance->view, (ViewDrawCallback)flipchess_scene_1_draw);
  483. view_set_input_callback(instance->view, flipchess_scene_1_input);
  484. view_set_enter_callback(instance->view, flipchess_scene_1_enter);
  485. view_set_exit_callback(instance->view, flipchess_scene_1_exit);
  486. return instance;
  487. }
  488. void flipchess_scene_1_free(FlipChessScene1* instance) {
  489. furi_assert(instance);
  490. with_view_model(
  491. instance->view, FlipChessScene1Model * model, { UNUSED(model); }, true);
  492. view_free(instance->view);
  493. free(instance);
  494. }
  495. View* flipchess_scene_1_get_view(FlipChessScene1* instance) {
  496. furi_assert(instance);
  497. return instance->view;
  498. }