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 || model->paramExit)
  177. return FlipChessStatusReturn;
  178. char movePromote = 'q';
  179. if(flipchess_isPlayerTurn(model)) {
  180. // if(stringsEqual(string, "undo", 5))
  181. // moveType = 3;
  182. // else if(stringsEqual(string, "quit", 5))
  183. // break;
  184. if (model->turnState == 0 && model->squareSelected != 255) {
  185. model->squareFrom = model->squareSelected;
  186. model->turnState = 1;
  187. } else if (model->turnState == 1 && model->squareSelected != 255) {
  188. model->squareTo = model->squareSelected;
  189. model->turnState = 2;
  190. model->squareSelectedLast = model->squareSelected;
  191. //model->squareSelected = 255;
  192. }
  193. if(model->turnState == 1 && model->squareFrom != 255) {
  194. if((model->game.board[model->squareFrom] != '.') &&
  195. (SCL_pieceIsWhite(model->game.board[model->squareFrom]) ==
  196. SCL_boardWhitesTurn(model->game.board))) {
  197. SCL_boardGetMoves(model->game.board, model->squareFrom, model->moveHighlight);
  198. }
  199. } else if (model->turnState == 2) {
  200. if(SCL_squareSetContains(model->moveHighlight, model->squareTo)) {
  201. moveType = 1;
  202. }
  203. model->turnState = 0;
  204. SCL_squareSetClear(model->moveHighlight);
  205. }
  206. } else {
  207. model->squareSelected = 255;
  208. flipchess_makeAIMove(
  209. model->game.board, &(model->squareFrom), &(model->squareTo), &movePromote, model);
  210. moveType = 2;
  211. model->turnState = 0;
  212. }
  213. if(moveType == 1 || moveType == 2) {
  214. flipchess_shiftMessages(model);
  215. SCL_moveToString(
  216. model->game.board, model->squareFrom, model->squareTo, movePromote, model->moveString);
  217. SCL_gameMakeMove(&(model->game), model->squareFrom, model->squareTo, movePromote);
  218. SCL_squareSetClear(model->moveHighlight);
  219. SCL_squareSetAdd(model->moveHighlight, model->squareFrom);
  220. SCL_squareSetAdd(model->moveHighlight, model->squareTo);
  221. } else if(moveType == 3) {
  222. flipchess_shiftMessages(model);
  223. if(model->paramPlayerW != 0 || model->paramPlayerB != 0) SCL_gameUndoMove(&(model->game));
  224. SCL_gameUndoMove(&(model->game));
  225. SCL_squareSetClear(model->moveHighlight);
  226. }
  227. switch(model->game.state) {
  228. case SCL_GAME_STATE_WHITE_WIN:
  229. model->msg = "white wins";
  230. break;
  231. case SCL_GAME_STATE_BLACK_WIN:
  232. model->msg = "black wins";
  233. break;
  234. case SCL_GAME_STATE_DRAW_STALEMATE:
  235. model->msg = "draw (stalemate)";
  236. break;
  237. case SCL_GAME_STATE_DRAW_REPETITION:
  238. model->msg = "draw (repetition)";
  239. break;
  240. case SCL_GAME_STATE_DRAW_DEAD:
  241. model->msg = "draw (dead pos.)";
  242. break;
  243. case SCL_GAME_STATE_DRAW:
  244. model->msg = "draw";
  245. break;
  246. case SCL_GAME_STATE_DRAW_50:
  247. model->msg = "draw (50 moves)";
  248. break;
  249. default:
  250. if(model->game.ply > 0) {
  251. model->msg = (SCL_boardWhitesTurn(model->game.board) ? "black played" : "white played");
  252. uint8_t s0, s1;
  253. char p;
  254. SCL_recordGetMove(model->game.record, model->game.ply - 1, &s0, &s1, &p);
  255. SCL_moveToString(model->game.board, s0, s1, p, model->moveString);
  256. }
  257. break;
  258. }
  259. return moveType;
  260. }
  261. void flipchess_scene_1_set_callback(
  262. FlipChessScene1* instance,
  263. FlipChessScene1Callback callback,
  264. void* context) {
  265. furi_assert(instance);
  266. furi_assert(callback);
  267. instance->callback = callback;
  268. instance->context = context;
  269. }
  270. void flipchess_scene_1_draw(Canvas* canvas, FlipChessScene1Model* model) {
  271. //UNUSED(model);
  272. canvas_clear(canvas);
  273. canvas_set_color(canvas, ColorBlack);
  274. // Frame
  275. canvas_draw_frame(canvas, 0, 0, 66, 64);
  276. // Message
  277. canvas_set_font(canvas, FontSecondary);
  278. canvas_draw_str(canvas, 68, 10, model->msg);
  279. canvas_draw_str(canvas, 68, 19, model->moveString);
  280. canvas_draw_str(canvas, 68, 31, model->msg2);
  281. canvas_draw_str(canvas, 68, 40, model->moveString2);
  282. canvas_draw_str(canvas, 68, 52, model->msg3);
  283. canvas_draw_str(canvas, 68, 61, model->moveString3);
  284. // Board
  285. for(uint16_t y = 0; y < SCL_BOARD_PICTURE_WIDTH; y++) {
  286. for(uint16_t x = 0; x < SCL_BOARD_PICTURE_WIDTH; x++) {
  287. if(!picture[x + (y * SCL_BOARD_PICTURE_WIDTH)]) {
  288. canvas_draw_dot(canvas, x + 1, y);
  289. }
  290. }
  291. }
  292. }
  293. static int flipchess_scene_1_model_init(
  294. FlipChessScene1Model* const model,
  295. const int white_mode,
  296. const int black_mode) {
  297. model->paramPlayerW = white_mode;
  298. model->paramPlayerB = black_mode;
  299. model->paramAnalyze = 255; // depth of analysis
  300. model->paramMoves = 0;
  301. model->paramInfo = 1;
  302. model->paramFlipBoard = 0;
  303. model->paramExit = 0;
  304. model->paramStep = 0;
  305. model->paramFEN = NULL;
  306. model->paramPGN = NULL;
  307. model->clockSeconds = -1;
  308. SCL_Board emptyStartState = SCL_BOARD_START_STATE;
  309. memcpy(model->startState, &emptyStartState, sizeof(SCL_Board));
  310. model->random960PosNumber = -1;
  311. model->squareSelected = 255;
  312. model->squareSelectedLast = 28; // start selector near middle
  313. model->msg = "init";
  314. model->moveString[0] = '\0';
  315. model->msg2 = "";
  316. model->moveString2[0] = '\0';
  317. model->msg3 = "";
  318. model->moveString3[0] = '\0';
  319. SCL_SquareSet emptySquareSet = SCL_SQUARE_SET_EMPTY;
  320. memcpy(model->moveHighlight, &emptySquareSet, sizeof(SCL_SquareSet));
  321. model->squareFrom = 255;
  322. model->squareTo = 255;
  323. model->turnState = 0;
  324. furi_hal_random_init();
  325. SCL_randomBetterSeed(furi_hal_random_get());
  326. #if SCL_960_CASTLING
  327. if(model->random960PosNumber < 0) model->random960PosNumber = SCL_randomBetter();
  328. #endif
  329. if(model->random960PosNumber >= 0) model->random960PosNumber %= 960;
  330. if(model->paramFEN != NULL)
  331. SCL_boardFromFEN(model->startState, model->paramFEN);
  332. else if(model->paramPGN != NULL) {
  333. SCL_Record record;
  334. SCL_recordFromPGN(record, model->paramPGN);
  335. SCL_boardInit(model->startState);
  336. SCL_recordApply(record, model->startState, model->paramStep);
  337. }
  338. #if SCL_960_CASTLING
  339. else
  340. SCL_boardInit960(model->startState, model->random960PosNumber);
  341. #endif
  342. SCL_gameInit(&(model->game), model->startState);
  343. if(model->paramAnalyze != 255) {
  344. char p;
  345. uint8_t move[] = {0, 0};
  346. model->paramPlayerW = model->paramAnalyze;
  347. model->paramPlayerB = model->paramAnalyze;
  348. int16_t evaluation =
  349. flipchess_makeAIMove(model->game.board, &(move[0]), &(move[1]), &p, model);
  350. if(model->paramAnalyze == 0) evaluation = SCL_boardEvaluateStatic(model->game.board);
  351. char moveStr[5];
  352. moveStr[4] = 0;
  353. SCL_squareToString(move[0], moveStr);
  354. SCL_squareToString(move[1], moveStr + 2);
  355. //printf("%lf (%d)\n", ((double)evaluation) / ((double)SCL_VALUE_PAWN), evaluation);
  356. //puts(moveStr);
  357. return evaluation;
  358. }
  359. if(model->paramMoves) {
  360. char string[256];
  361. for(int i = 0; i < 64; ++i)
  362. if(model->game.board[i] != '.' &&
  363. SCL_pieceIsWhite(model->game.board[i]) == SCL_boardWhitesTurn(model->game.board)) {
  364. SCL_SquareSet possibleMoves = SCL_SQUARE_SET_EMPTY;
  365. SCL_boardGetMoves(model->game.board, i, possibleMoves);
  366. SCL_SQUARE_SET_ITERATE_BEGIN(possibleMoves)
  367. SCL_moveToString(model->game.board, i, iteratedSquare, 'q', string);
  368. //printf("%s ", string);
  369. SCL_SQUARE_SET_ITERATE_END
  370. }
  371. return FlipChessStatusReturn;
  372. }
  373. model->msg = (SCL_boardWhitesTurn(model->game.board) ? "white to move" : "black to move");
  374. // 0 = success
  375. return FlipChessStatusSuccess;
  376. }
  377. bool flipchess_scene_1_input(InputEvent* event, void* context) {
  378. furi_assert(context);
  379. FlipChessScene1* instance = context;
  380. if(event->type == InputTypeRelease) {
  381. switch(event->key) {
  382. case InputKeyBack:
  383. with_view_model(
  384. instance->view,
  385. FlipChessScene1Model * model,
  386. {
  387. UNUSED(model);
  388. instance->callback(FlipChessCustomEventScene1Back, instance->context);
  389. },
  390. true);
  391. break;
  392. case InputKeyRight:
  393. with_view_model(
  394. instance->view,
  395. FlipChessScene1Model * model,
  396. {
  397. if (model->squareSelectedLast != 255 && model->squareSelected == 255) {
  398. model->squareSelected = model->squareSelectedLast;
  399. } else {
  400. model->squareSelected = (model->squareSelected + 1) % 64;
  401. }
  402. flipchess_drawBoard(model);
  403. },
  404. true);
  405. break;
  406. case InputKeyDown:
  407. with_view_model(
  408. instance->view,
  409. FlipChessScene1Model * model,
  410. {
  411. if (model->squareSelectedLast != 255 && model->squareSelected == 255) {
  412. model->squareSelected = model->squareSelectedLast;
  413. } else {
  414. model->squareSelected = (model->squareSelected + 56) % 64;
  415. }
  416. flipchess_drawBoard(model);
  417. },
  418. true);
  419. break;
  420. case InputKeyLeft:
  421. with_view_model(
  422. instance->view,
  423. FlipChessScene1Model * model,
  424. {
  425. if (model->squareSelectedLast != 255 && model->squareSelected == 255) {
  426. model->squareSelected = model->squareSelectedLast;
  427. } else {
  428. model->squareSelected = (model->squareSelected + 63) % 64;
  429. }
  430. flipchess_drawBoard(model);
  431. },
  432. true);
  433. break;
  434. case InputKeyUp:
  435. with_view_model(
  436. instance->view,
  437. FlipChessScene1Model * model,
  438. {if (model->squareSelectedLast != 255 && model->squareSelected == 255) {
  439. model->squareSelected = model->squareSelectedLast;
  440. } else {
  441. model->squareSelected = (model->squareSelected + 8) % 64;
  442. }
  443. flipchess_drawBoard(model);
  444. },
  445. true);
  446. break;
  447. case InputKeyOk:
  448. with_view_model(
  449. instance->view, FlipChessScene1Model * model,
  450. {
  451. // first turn of round, probably player but could be AI
  452. uint8_t turn = flipchess_turn(model);
  453. if(turn == FlipChessStatusReturn) {
  454. instance->callback(FlipChessCustomEventScene1Back, instance->context);
  455. } else {
  456. flipchess_drawBoard(model);
  457. }
  458. // if player played, let AI play
  459. if (!flipchess_isPlayerTurn(model))
  460. {
  461. turn = flipchess_turn(model);
  462. if(turn == FlipChessStatusReturn) {
  463. instance->callback(FlipChessCustomEventScene1Back, instance->context);
  464. } else {
  465. flipchess_drawBoard(model);
  466. }
  467. }
  468. },
  469. true);
  470. break;
  471. case InputKeyMAX:
  472. break;
  473. }
  474. }
  475. return true;
  476. }
  477. void flipchess_scene_1_exit(void* context) {
  478. furi_assert(context);
  479. FlipChessScene1* instance = (FlipChessScene1*)context;
  480. with_view_model(
  481. instance->view, FlipChessScene1Model * model, { model->squareSelected = 255; }, true);
  482. }
  483. void flipchess_scene_1_enter(void* context) {
  484. furi_assert(context);
  485. FlipChessScene1* instance = (FlipChessScene1*)context;
  486. FlipChess* app = instance->context;
  487. flipchess_play_happy_bump(app);
  488. with_view_model(
  489. instance->view,
  490. FlipChessScene1Model * model,
  491. {
  492. int init =
  493. flipchess_scene_1_model_init(model, app->white_mode, app->black_mode);
  494. // nonzero status
  495. if(init == FlipChessStatusSuccess) {
  496. // perform initial turn, sets up and lets white
  497. // AI play if applicable
  498. const uint8_t turn = flipchess_turn(model);
  499. if(turn == FlipChessStatusReturn) {
  500. init = turn;
  501. } else {
  502. flipchess_drawBoard(model);
  503. }
  504. }
  505. // if return status, return from scene immediately
  506. if(init == FlipChessStatusReturn) {
  507. instance->callback(FlipChessCustomEventScene1Back, instance->context);
  508. }
  509. },
  510. true);
  511. }
  512. FlipChessScene1* flipchess_scene_1_alloc() {
  513. FlipChessScene1* instance = malloc(sizeof(FlipChessScene1));
  514. instance->view = view_alloc();
  515. view_allocate_model(instance->view, ViewModelTypeLocking, sizeof(FlipChessScene1Model));
  516. view_set_context(instance->view, instance); // furi_assert crashes in events without this
  517. view_set_draw_callback(instance->view, (ViewDrawCallback)flipchess_scene_1_draw);
  518. view_set_input_callback(instance->view, flipchess_scene_1_input);
  519. view_set_enter_callback(instance->view, flipchess_scene_1_enter);
  520. view_set_exit_callback(instance->view, flipchess_scene_1_exit);
  521. return instance;
  522. }
  523. void flipchess_scene_1_free(FlipChessScene1* instance) {
  524. furi_assert(instance);
  525. with_view_model(
  526. instance->view, FlipChessScene1Model * model, { UNUSED(model); }, true);
  527. view_free(instance->view);
  528. free(instance);
  529. }
  530. View* flipchess_scene_1_get_view(FlipChessScene1* instance) {
  531. furi_assert(instance);
  532. return instance->view;
  533. }