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