monteyhall.c 17 KB

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  1. #include <furi.h>
  2. #include <gui/gui.h>
  3. #include <gui/elements.h>
  4. #include <gui/icon_i.h>
  5. #include <input/input.h>
  6. #include <stdlib.h>
  7. #define SCREEN_WIDTH 128
  8. #define SCREEN_HEIGHT 64
  9. //AUTHOR: https://github.com/DevMilanIan
  10. //I_DoorClosed_22x35 sourced from VideoPoker/poker.c -> I_CardBack22x35
  11. //PRs for syntax, formatting, etc can get you listed as a contributor :)
  12. // CONCEPT: one of three doors will have a car while the other two have only a goat
  13. // randomize a winning door each round, let the player choose a first selection
  14. // reveal a goat door and allow the player to keep or switch their selection
  15. // based on the Monty Hall problem from Let's Make a Deal
  16. //void draw_goat(Canvas* canvas, int x, int y) { TODO }
  17. void draw_car(Canvas* canvas, int x, int y) {
  18. // x -> leftmost pixel, y -> topmost pixel
  19. // could be in another file or a pixel array but idk how to so feel free to PR
  20. canvas_draw_dot(canvas, x + 1, y + 4);
  21. canvas_draw_dot(canvas, x + 1, y + 5);
  22. canvas_draw_dot(canvas, x + 2, y + 3);
  23. canvas_draw_dot(canvas, x + 2, y + 6);
  24. canvas_draw_dot(canvas, x + 3, y + 3);
  25. canvas_draw_dot(canvas, x + 3, y + 6);
  26. canvas_draw_dot(canvas, x + 4, y + 2);
  27. canvas_draw_dot(canvas, x + 4, y + 3);
  28. canvas_draw_dot(canvas, x + 4, y + 6);
  29. canvas_draw_dot(canvas, x + 4, y + 7);
  30. canvas_draw_dot(canvas, x + 5, y + 1);
  31. canvas_draw_dot(canvas, x + 5, y + 2);
  32. canvas_draw_dot(canvas, x + 5, y + 3);
  33. canvas_draw_dot(canvas, x + 5, y + 5);
  34. canvas_draw_dot(canvas, x + 5, y + 8);
  35. canvas_draw_dot(canvas, x + 6, y);
  36. canvas_draw_dot(canvas, x + 6, y + 1);
  37. canvas_draw_dot(canvas, x + 6, y + 3);
  38. canvas_draw_dot(canvas, x + 6, y + 5);
  39. canvas_draw_dot(canvas, x + 6, y + 8);
  40. canvas_draw_dot(canvas, x + 7, y);
  41. canvas_draw_dot(canvas, x + 7, y + 3);
  42. canvas_draw_dot(canvas, x + 7, y + 6);
  43. canvas_draw_dot(canvas, x + 7, y + 7);
  44. canvas_draw_dot(canvas, x + 8, y);
  45. canvas_draw_dot(canvas, x + 8, y + 3);
  46. canvas_draw_dot(canvas, x + 8, y + 6);
  47. canvas_draw_dot(canvas, x + 9, y);
  48. canvas_draw_dot(canvas, x + 9, y + 3);
  49. canvas_draw_dot(canvas, x + 9, y + 6);
  50. canvas_draw_dot(canvas, x + 10, y);
  51. canvas_draw_dot(canvas, x + 10, y + 3);
  52. canvas_draw_dot(canvas, x + 10, y + 6);
  53. canvas_draw_dot(canvas, x + 11, y);
  54. canvas_draw_dot(canvas, x + 11, y + 1);
  55. canvas_draw_dot(canvas, x + 11, y + 3);
  56. canvas_draw_dot(canvas, x + 11, y + 6);
  57. canvas_draw_dot(canvas, x + 12, y + 1);
  58. canvas_draw_dot(canvas, x + 12, y + 2);
  59. canvas_draw_dot(canvas, x + 12, y + 3);
  60. canvas_draw_dot(canvas, x + 12, y + 6);
  61. canvas_draw_dot(canvas, x + 12, y + 7);
  62. canvas_draw_dot(canvas, x + 13, y + 2);
  63. canvas_draw_dot(canvas, x + 13, y + 3);
  64. canvas_draw_dot(canvas, x + 13, y + 5);
  65. canvas_draw_dot(canvas, x + 13, y + 8);
  66. canvas_draw_dot(canvas, x + 14, y + 1);
  67. canvas_draw_dot(canvas, x + 14, y + 2);
  68. canvas_draw_dot(canvas, x + 14, y + 5);
  69. canvas_draw_dot(canvas, x + 14, y + 8);
  70. canvas_draw_dot(canvas, x + 15, y);
  71. canvas_draw_dot(canvas, x + 15, y + 1);
  72. canvas_draw_dot(canvas, x + 15, y + 6);
  73. canvas_draw_dot(canvas, x + 15, y + 7);
  74. canvas_draw_dot(canvas, x + 16, y);
  75. canvas_draw_dot(canvas, x + 16, y + 1);
  76. canvas_draw_dot(canvas, x + 16, y + 2);
  77. canvas_draw_dot(canvas, x + 16, y + 3);
  78. canvas_draw_dot(canvas, x + 16, y + 4);
  79. canvas_draw_dot(canvas, x + 16, y + 5);
  80. }
  81. const uint8_t _I_DoorClosed_22x35_0[] = {
  82. 0x01, 0x00, 0x23, 0x00, 0xfe, 0x7f, 0xe1, 0xf0, 0x28, 0x04, 0x43, 0xe3, 0xff,
  83. 0x91, 0xea, 0x75, 0x52, 0x6a, 0xad, 0x56, 0x5b, 0xad, 0xd5, 0x4a, 0x80, 0xbe,
  84. 0x05, 0xf0, 0x2f, 0x81, 0x7c, 0x0b, 0x45, 0x32, 0x2c, 0x91, 0x7c, 0x8c, 0xa4,
  85. };
  86. const uint8_t* _I_DoorClosed_22x35[] = {_I_DoorClosed_22x35_0};
  87. const Icon I_DoorClosed_22x35 =
  88. {.width = 22, .height = 35, .frame_count = 1, .frame_rate = 0, .frames = _I_DoorClosed_22x35};
  89. typedef struct {
  90. bool isOpen;
  91. bool isSelected; // picked in RoundOne, RoundThree
  92. bool isWinningDoor; // randomized in RoundOne
  93. } Door;
  94. typedef struct {
  95. Door doors[3];
  96. bool didSelect; // false in RoundOne -> RoundTwo when true
  97. bool didSwitch; // determined in RoundFour
  98. } DoorState;
  99. typedef enum {
  100. RoundOne, // all doors closed, player selects a door when ready
  101. RoundTwo, // door selected, reveal one of the remaining two (can go straight to GameOver)
  102. RoundThree, // player can keep or switch their selection
  103. RoundFour, // reveal all doors
  104. GameOver // score has been updated, allow restart
  105. } GameState;
  106. typedef struct {
  107. FuriMutex* mutex;
  108. GameState game_state;
  109. DoorState door_state;
  110. uint16_t score;
  111. } MontyState;
  112. static void montyhall_game_init_state(MontyState* monty_state) {
  113. if(!monty_state->score) {
  114. monty_state->score = 0;
  115. }
  116. monty_state->door_state.didSelect = false;
  117. for(int i = 0; i < 3; i++) {
  118. monty_state->door_state.doors[i].isOpen = false;
  119. monty_state->door_state.doors[i].isSelected = false;
  120. monty_state->door_state.doors[i].isWinningDoor = false;
  121. }
  122. monty_state->game_state = RoundOne;
  123. int doorIndex = random() % 3;
  124. monty_state->door_state.doors[doorIndex].isWinningDoor = true;
  125. }
  126. void selectDoor(MontyState* monty_state, int doorIndex) {
  127. if(monty_state->game_state == RoundOne) {
  128. monty_state->door_state.doors[doorIndex].isSelected = true;
  129. if(monty_state->door_state.doors[doorIndex].isSelected) {
  130. monty_state->door_state.didSelect = true;
  131. monty_state->game_state = RoundTwo;
  132. }
  133. } else if(monty_state->game_state == RoundThree) {
  134. for(int i = 0; i < 3; i++) {
  135. monty_state->door_state.doors[i].isSelected = false;
  136. }
  137. monty_state->door_state.doors[doorIndex].isSelected = true;
  138. }
  139. }
  140. int getRandomDoorIndex() {
  141. int randomDoorIndex = random() % 3;
  142. return randomDoorIndex;
  143. }
  144. void revealBadDoor(MontyState* monty_state) {
  145. int doorToReveal = getRandomDoorIndex();
  146. while(!monty_state->door_state.doors[doorToReveal].isOpen) {
  147. if(!(monty_state->door_state.doors[doorToReveal].isSelected ||
  148. monty_state->door_state.doors[doorToReveal].isWinningDoor)) {
  149. monty_state->door_state.doors[doorToReveal].isOpen = true;
  150. } else {
  151. doorToReveal = getRandomDoorIndex();
  152. }
  153. }
  154. }
  155. void revealDoors_updateScore(MontyState* monty_state) {
  156. for(int i = 0; i < 3; i++) {
  157. monty_state->door_state.doors[i].isOpen = true;
  158. if(monty_state->door_state.doors[i].isWinningDoor &&
  159. monty_state->door_state.doors[i].isSelected) {
  160. monty_state->score++;
  161. }
  162. }
  163. }
  164. static void draw_top(Canvas* canvas, const MontyState* monty_state) {
  165. char buffer[16];
  166. snprintf(buffer, sizeof(buffer), "Cars: %u", monty_state->score);
  167. canvas_draw_str_aligned(canvas, 2, 8, AlignLeft, AlignBottom, buffer);
  168. if(monty_state->game_state == RoundThree) {
  169. canvas_draw_str_aligned(
  170. canvas, SCREEN_WIDTH - 5, 8, AlignRight, AlignBottom, "Opened a decoy door");
  171. }
  172. }
  173. static void draw_doors(Canvas* canvas, const MontyState* monty_state) {
  174. // {| 16 | <22> | 15 | <22> | 15 | <22> | 16 |} = SCREEN_WIDTH
  175. if(monty_state->door_state.doors[0].isOpen) {
  176. if(monty_state->door_state.doors[0].isWinningDoor) {
  177. canvas_draw_frame(canvas, 16, 12, 22, 35);
  178. draw_car(canvas, 18, 26);
  179. } else {
  180. canvas_draw_frame(canvas, 16, 12, 22, 35);
  181. canvas_draw_str(canvas, 18, 34, "Goat");
  182. }
  183. } else {
  184. canvas_draw_icon(canvas, 16, 12, &I_DoorClosed_22x35);
  185. }
  186. if(monty_state->door_state.doors[1].isOpen) {
  187. if(monty_state->door_state.doors[1].isWinningDoor) {
  188. canvas_draw_frame(canvas, 53, 12, 22, 35);
  189. draw_car(canvas, 55, 26);
  190. } else {
  191. canvas_draw_frame(canvas, 53, 12, 22, 35);
  192. canvas_draw_str(canvas, 55, 34, "Goat");
  193. }
  194. } else {
  195. canvas_draw_icon(canvas, 53, 12, &I_DoorClosed_22x35);
  196. }
  197. if(monty_state->door_state.doors[2].isOpen) {
  198. if(monty_state->door_state.doors[2].isWinningDoor) {
  199. canvas_draw_frame(canvas, 90, 12, 22, 35);
  200. draw_car(canvas, 92, 26);
  201. } else {
  202. canvas_draw_frame(canvas, 90, 12, 22, 35);
  203. canvas_draw_str(canvas, 92, 34, "Goat");
  204. }
  205. } else {
  206. canvas_draw_icon(canvas, 90, 12, &I_DoorClosed_22x35);
  207. }
  208. }
  209. static void draw_bottom(Canvas* canvas, const MontyState* monty_state) {
  210. if(monty_state->game_state == RoundOne) {
  211. elements_button_left(canvas, "Left");
  212. elements_button_center(canvas, "Center");
  213. elements_button_right(canvas, "Right");
  214. }
  215. if(monty_state->game_state == RoundThree) {
  216. if(monty_state->door_state.doors[0].isSelected) {
  217. elements_button_left(canvas, "Keep");
  218. if(!monty_state->door_state.doors[1].isOpen) {
  219. elements_button_center(canvas, "Switch");
  220. } else {
  221. elements_button_right(canvas, "Switch");
  222. }
  223. } else if(monty_state->door_state.doors[1].isSelected) {
  224. elements_button_center(canvas, "Keep");
  225. if(!monty_state->door_state.doors[0].isOpen) {
  226. elements_button_left(canvas, "Switch");
  227. } else {
  228. elements_button_right(canvas, "Switch");
  229. }
  230. } else if(monty_state->door_state.doors[2].isSelected) {
  231. elements_button_right(canvas, "Keep");
  232. if(!monty_state->door_state.doors[0].isOpen) {
  233. elements_button_left(canvas, "Switch");
  234. } else {
  235. elements_button_center(canvas, "Switch");
  236. }
  237. }
  238. }
  239. if(monty_state->game_state == RoundFour) {
  240. elements_button_center(canvas, "Reveal");
  241. }
  242. if(monty_state->game_state == GameOver) {
  243. canvas_draw_str(canvas, 16, SCREEN_HEIGHT - 5, "Hold center to restart");
  244. }
  245. }
  246. static void montyhall_render_callback(Canvas* const canvas, void* ctx) {
  247. furi_assert(ctx);
  248. const MontyState* monty_state = ctx;
  249. furi_mutex_acquire(monty_state->mutex, FuriWaitForever);
  250. canvas_clear(canvas);
  251. canvas_set_color(canvas, ColorBlack);
  252. draw_top(canvas, monty_state);
  253. draw_doors(canvas, monty_state);
  254. draw_bottom(canvas, monty_state);
  255. furi_mutex_release(monty_state->mutex);
  256. }
  257. static void montyhall_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
  258. furi_assert(event_queue);
  259. furi_message_queue_put(event_queue, input_event, FuriWaitForever);
  260. }
  261. int32_t montyhall_game_app(void* p) {
  262. UNUSED(p);
  263. int32_t return_code = 0;
  264. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
  265. MontyState* monty_state = malloc(sizeof(MontyState));
  266. monty_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  267. if(!monty_state->mutex) {
  268. return_code = 255;
  269. goto free_and_exit;
  270. }
  271. ViewPort* view_port = view_port_alloc();
  272. view_port_draw_callback_set(view_port, montyhall_render_callback, monty_state);
  273. view_port_input_callback_set(view_port, montyhall_input_callback, event_queue);
  274. Gui* gui = furi_record_open(RECORD_GUI);
  275. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  276. // Start the game
  277. montyhall_game_init_state(monty_state);
  278. InputEvent event;
  279. for(bool loop = true; loop;) {
  280. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
  281. furi_mutex_acquire(monty_state->mutex, FuriWaitForever);
  282. if(event_status == FuriStatusOk) {
  283. if(event.type == InputTypeShort) {
  284. switch(event.key) {
  285. case InputKeyUp: /* <debug>
  286. if(monty_state->game_state == RoundOne) {
  287. monty_state->score++;
  288. } else if(monty_state->game_state == RoundTwo) {
  289. monty_state->score += 2;
  290. } else if(monty_state->game_state == RoundThree) {
  291. monty_state->score += 3;
  292. } else if(monty_state->game_state == RoundFour) {
  293. monty_state->score += 4;
  294. } else if(monty_state->game_state == GameOver) {
  295. monty_state->score += 5;
  296. } </debug> */
  297. break;
  298. case InputKeyDown: /* <debug>
  299. if(monty_state->game_state == RoundOne) {
  300. monty_state->score--;
  301. } else if(monty_state->game_state == RoundTwo) {
  302. monty_state->score -= 2;
  303. } else if(monty_state->game_state == RoundThree) {
  304. monty_state->score -= 3;
  305. } else if(monty_state->game_state == RoundFour) {
  306. monty_state->score -= 4;
  307. } else if(monty_state->game_state == GameOver) {
  308. monty_state->score -= 5;
  309. } </dubug> */
  310. break;
  311. case InputKeyLeft:
  312. if(monty_state->game_state == RoundOne) {
  313. selectDoor(monty_state, 0);
  314. if(monty_state->game_state == RoundTwo) {
  315. revealBadDoor(monty_state);
  316. monty_state->game_state = RoundThree;
  317. }
  318. } else if(monty_state->game_state == RoundThree) {
  319. if(monty_state->door_state.doors[0].isSelected) {
  320. monty_state->door_state.didSwitch = false;
  321. } else if(!monty_state->door_state.doors[0].isOpen) {
  322. monty_state->door_state.didSwitch = true;
  323. selectDoor(monty_state, 0);
  324. }
  325. monty_state->game_state = RoundFour;
  326. }
  327. break;
  328. case InputKeyOk:
  329. if(monty_state->game_state == RoundOne) {
  330. selectDoor(monty_state, 1);
  331. if(monty_state->game_state == RoundTwo) {
  332. revealBadDoor(monty_state);
  333. monty_state->game_state = RoundThree;
  334. }
  335. } else if(monty_state->game_state == RoundThree) {
  336. if(monty_state->door_state.doors[1].isSelected) {
  337. monty_state->door_state.didSwitch = false;
  338. } else if(!monty_state->door_state.doors[1].isOpen) {
  339. monty_state->door_state.didSwitch = true;
  340. selectDoor(monty_state, 1);
  341. }
  342. monty_state->game_state = RoundFour;
  343. } else if(monty_state->game_state == RoundFour) {
  344. revealDoors_updateScore(monty_state);
  345. monty_state->game_state = GameOver;
  346. }
  347. break;
  348. case InputKeyRight:
  349. if(monty_state->game_state == RoundOne) {
  350. selectDoor(monty_state, 2);
  351. if(monty_state->game_state == RoundTwo) {
  352. revealBadDoor(monty_state);
  353. monty_state->game_state = RoundThree;
  354. }
  355. } else if(monty_state->game_state == RoundThree) {
  356. if(monty_state->door_state.doors[2].isSelected) {
  357. monty_state->door_state.didSwitch = false;
  358. } else if(!monty_state->door_state.doors[2].isOpen) {
  359. monty_state->door_state.didSwitch = true;
  360. selectDoor(monty_state, 2);
  361. }
  362. monty_state->game_state = RoundFour;
  363. }
  364. break;
  365. case InputKeyBack:
  366. loop = false;
  367. break;
  368. default:
  369. break;
  370. }
  371. }
  372. } else if(event.type == InputTypeLong) {
  373. if(event.key == InputKeyOk && monty_state->game_state == GameOver) {
  374. montyhall_game_init_state(monty_state);
  375. }
  376. }
  377. view_port_update(view_port);
  378. furi_mutex_release(monty_state->mutex);
  379. }
  380. view_port_enabled_set(view_port, false);
  381. gui_remove_view_port(gui, view_port);
  382. furi_record_close(RECORD_GUI);
  383. view_port_free(view_port);
  384. furi_mutex_free(monty_state->mutex);
  385. free_and_exit:
  386. free(monty_state);
  387. furi_message_queue_free(event_queue);
  388. return return_code;
  389. }