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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
- // 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;
- }
- // Calculate the heuristic value of the current board. This function can
- // be replaced with a more complex evaluation function that takes into
- // account factors such as mobility, piece square tables, etc.
- int heuristic(int8_t board[BOARD_SIZE][BOARD_SIZE]) {
- int white = 0, black = 0;
- for(int i = 0; i < BOARD_SIZE; i++) {
- for(int j = 0; j < BOARD_SIZE; j++) {
- if(board[i][j] == 1) white++;
- if(board[i][j] == -1) black++;
- }
- }
- return white - black;
- }
- // Make a move on the board and capture any opponent pieces
- void make_move(GameState* state, int x, int y, int player) {
- state->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 &&
- state->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(state->board[r][c] == player) {
- r -= i;
- c -= j;
- while(r != x || c != y) {
- state->board[r][c] = player;
- r -= i;
- c -= j;
- }
- break;
- }
- if(state->board[r][c] == 0) break;
- k++;
- }
- }
- }
- }
- state->is_game_over = is_game_over(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->cursor_x, game_state->cursor_y, game_state->current_player);
- game_state->current_player = -game_state->current_player;
- }
- }
- 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)) {
- continue;
- }
- int score = heuristic(game_state->board);
- if(score > best_score) {
- best_score = score;
- best_row = i;
- best_col = j;
- }
- }
- }
- if(best_row != -1) {
- make_move(game_state, 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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