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- // Game "Reversi" for Flipper Zero
- // Copyright 2023 Dmitry Matyukhin
- #include "reversi.h"
- // Psst! Most of this file was written with Copilot
- const int weights[BOARD_SIZE][BOARD_SIZE] = {
- {100, -10, 10, 10, 10, 10, -10, 100},
- {-10, -20, -5, -5, -5, -5, -20, -10},
- {10, -5, 5, 1, 1, 5, -5, 10},
- {10, -5, 1, 0, 0, 1, -5, 10},
- {10, -5, 1, 0, 0, 1, -5, 10},
- {10, -5, 5, 1, 1, 5, -5, 10},
- {-10, -20, -5, -5, -5, -5, -20, -10},
- {100, -10, 10, 10, 10, 10, -10, 100}};
- // 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;
- }
- int evaluate_board(int8_t board[BOARD_SIZE][BOARD_SIZE], int player) {
- int score = 0;
- for(int i = 0; i < BOARD_SIZE; i++) {
- for(int j = 0; j < BOARD_SIZE; j++) {
- if(board[i][j] == player) {
- score += weights[i][j];
- } else if(board[i][j] == -player) {
- score -= weights[i][j];
- }
- }
- }
- return score;
- }
- // Make a move on the board and capture any opponent pieces
- void make_move(
- GameState* game_state,
- int8_t board[BOARD_SIZE][BOARD_SIZE],
- int x,
- int y,
- int player) {
- 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 && 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) {
- r -= i;
- c -= j;
- while(r != x || c != y) {
- board[r][c] = player;
- r -= i;
- c -= j;
- }
- break;
- }
- if(board[r][c] == 0) break;
- k++;
- }
- }
- }
- }
- game_state->is_game_over = is_game_over(game_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->board,
- game_state->cursor_x,
- game_state->cursor_y,
- game_state->current_player);
- game_state->current_player = -game_state->current_player;
- }
- }
- int minimax(
- GameState* game_state,
- int8_t board[BOARD_SIZE][BOARD_SIZE],
- int depth,
- bool is_maximizing,
- int player,
- int alpha,
- int beta) {
- if(depth == 0 || is_game_over(board)) {
- return evaluate_board(board, player);
- }
- if(is_maximizing) {
- int max_eval = -1000000;
- for(int i = 0; i < BOARD_SIZE; i++) {
- for(int j = 0; j < BOARD_SIZE; j++) {
- if(is_legal_move(board, i, j, player)) {
- int8_t temp_board[BOARD_SIZE][BOARD_SIZE];
- memcpy(temp_board, board, sizeof(temp_board));
- make_move(game_state, temp_board, i, j, player);
- int eval =
- minimax(game_state, temp_board, depth - 1, false, -player, alpha, beta);
- max_eval = max(max_eval, eval);
- alpha = max(alpha, eval);
- if(beta <= alpha) {
- break;
- }
- }
- }
- }
- return max_eval;
- } else {
- int min_eval = 1000000;
- for(int i = 0; i < BOARD_SIZE; i++) {
- for(int j = 0; j < BOARD_SIZE; j++) {
- if(is_legal_move(board, i, j, -player)) {
- int8_t temp_board[BOARD_SIZE][BOARD_SIZE];
- memcpy(temp_board, board, sizeof(temp_board));
- make_move(game_state, temp_board, i, j, -player);
- int eval =
- minimax(game_state, temp_board, depth - 1, true, player, alpha, beta);
- min_eval = min(min_eval, eval);
- beta = min(beta, eval);
- if(beta <= alpha) {
- break;
- }
- }
- }
- }
- return min_eval;
- }
- }
- 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)) {
- int8_t temp_board[BOARD_SIZE][BOARD_SIZE];
- memcpy(temp_board, game_state->board, sizeof(temp_board));
- make_move(game_state, temp_board, i, j, game_state->current_player);
- int score = minimax(
- game_state,
- temp_board,
- 3,
- false,
- -game_state->current_player,
- -1000000,
- 1000000);
- if(score > best_score) {
- best_score = score;
- best_row = i;
- best_col = j;
- }
- }
- }
- }
- if(best_row != -1) {
- make_move(game_state, game_state->board, 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;
- }
- }
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