WLED/usermods/TetrisAI_v2/usermod_v2_tetrisai.h

253 wiersze
7.2 KiB
C++

#pragma once
#include "wled.h"
#include "FX.h"
#include "fcn_declare.h"
#include "tetrisaigame.h"
// By: muebau
typedef struct TetrisAI_data
{
unsigned long lastTime = 0;
TetrisAIGame tetris;
uint8_t intelligence;
uint8_t rotate;
bool showNext;
bool showBorder;
uint8_t colorOffset;
uint8_t colorInc;
uint8_t mistaceCountdown;
uint16_t segcols;
uint16_t segrows;
uint16_t segOffsetX;
uint16_t segOffsetY;
uint16_t effectWidth;
uint16_t effectHeight;
} tetrisai_data;
void drawGrid(TetrisAIGame* tetris, TetrisAI_data* tetrisai_data)
{
SEGMENT.fill(SEGCOLOR(1));
//GRID
for (auto index_y = 4; index_y < tetris->grid.height; index_y++)
{
for (auto index_x = 0; index_x < tetris->grid.width; index_x++)
{
CRGB color;
if (*tetris->grid.getPixel(index_x, index_y) == 0)
{
//BG color
color = SEGCOLOR(1);
}
//game over animation
else if(*tetris->grid.getPixel(index_x, index_y) == 254)
{
//use fg
color = SEGCOLOR(0);
}
else
{
//spread the color over the whole palette
uint8_t colorIndex = *tetris->grid.getPixel(index_x, index_y) * 32;
colorIndex += tetrisai_data->colorOffset;
color = ColorFromPalette(SEGPALETTE, colorIndex, 255, NOBLEND);
}
SEGMENT.setPixelColorXY(tetrisai_data->segOffsetX + index_x, tetrisai_data->segOffsetY + index_y - 4, color);
}
}
tetrisai_data->colorOffset += tetrisai_data->colorInc;
//NEXT PIECE AREA
if (tetrisai_data->showNext)
{
//BORDER
if (tetrisai_data->showBorder)
{
//draw a line 6 pixels from right with the border color
for (auto index_y = 0; index_y < tetrisai_data->effectHeight; index_y++)
{
SEGMENT.setPixelColorXY(tetrisai_data->segOffsetX + tetrisai_data->effectWidth - 6, tetrisai_data->segOffsetY + index_y, SEGCOLOR(2));
}
}
//NEXT PIECE
int piecesOffsetX = tetrisai_data->effectWidth - 4;
int piecesOffsetY = 1;
for (uint8_t nextPieceIdx = 1; nextPieceIdx < tetris->nLookAhead; nextPieceIdx++)
{
uint8_t pieceNbrOffsetY = (nextPieceIdx - 1) * 5;
Piece piece(tetris->bag.piecesQueue[nextPieceIdx]);
for (uint8_t pieceY = 0; pieceY < piece.getRotation().height; pieceY++)
{
for (uint8_t pieceX = 0; pieceX < piece.getRotation().width; pieceX++)
{
if (piece.getPixel(pieceX, pieceY))
{
uint8_t colIdx = ((piece.pieceData->colorIndex * 32) + tetrisai_data->colorOffset);
SEGMENT.setPixelColorXY(tetrisai_data->segOffsetX + piecesOffsetX + pieceX, tetrisai_data->segOffsetY + piecesOffsetY + pieceNbrOffsetY + pieceY, ColorFromPalette(SEGPALETTE, colIdx, 255, NOBLEND));
}
}
}
}
}
}
////////////////////////////
// 2D Tetris AI //
////////////////////////////
uint16_t mode_2DTetrisAI()
{
if (!strip.isMatrix || !SEGENV.allocateData(sizeof(tetrisai_data)))
{
// not a 2D set-up
SEGMENT.fill(SEGCOLOR(0));
return 350;
}
TetrisAI_data* tetrisai_data = reinterpret_cast<TetrisAI_data*>(SEGENV.data);
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
//range 0 - 1024ms => 1024/255 ~ 4
uint16_t msDelayMove = 1024 - (4 * SEGMENT.speed);
int16_t msDelayGameOver = msDelayMove / 4;
//range 0 - 2 (not including current)
uint8_t nLookAhead = SEGMENT.intensity ? (SEGMENT.intensity >> 7) + 2 : 1;
//range 0 - 16
tetrisai_data->colorInc = SEGMENT.custom2 >> 4;
if (tetrisai_data->tetris.nLookAhead != nLookAhead
|| tetrisai_data->segcols != cols
|| tetrisai_data->segrows != rows
|| tetrisai_data->showNext != SEGMENT.check1
|| tetrisai_data->showBorder != SEGMENT.check2
)
{
tetrisai_data->segcols = cols;
tetrisai_data->segrows = rows;
tetrisai_data->showNext = SEGMENT.check1;
tetrisai_data->showBorder = SEGMENT.check2;
//not more than 32 columns and 255 rows as this is the limit of this implementation
uint8_t gridWidth = cols > 32 ? 32 : cols;
uint8_t gridHeight = rows > 255 ? 255 : rows;
tetrisai_data->effectWidth = 0;
tetrisai_data->effectHeight = 0;
// do we need space for the 'next' section?
if (tetrisai_data->showNext)
{
//does it get to tight?
if (gridWidth + 5 > cols)
{
// yes, so make the grid smaller
// make space for the piece and one pixel of space
gridWidth = (gridWidth - ((gridWidth + 5) - cols));
}
tetrisai_data->effectWidth += 5;
// do we need space for a border?
if (tetrisai_data->showBorder)
{
if (gridWidth + 5 + 1 > cols)
{
gridWidth -= 1;
}
tetrisai_data->effectWidth += 1;
}
}
tetrisai_data->effectWidth += gridWidth;
tetrisai_data->effectHeight += gridHeight;
tetrisai_data->segOffsetX = cols > tetrisai_data->effectWidth ? ((cols - tetrisai_data->effectWidth) / 2) : 0;
tetrisai_data->segOffsetY = rows > tetrisai_data->effectHeight ? ((rows - tetrisai_data->effectHeight) / 2) : 0;
tetrisai_data->tetris = TetrisAIGame(gridWidth, gridHeight, nLookAhead, piecesData, numPieces);
tetrisai_data->tetris.state = TetrisAIGame::States::INIT;
SEGMENT.fill(SEGCOLOR(1));
}
if (tetrisai_data->intelligence != SEGMENT.custom1)
{
tetrisai_data->intelligence = SEGMENT.custom1;
float dui = 0.2f - (0.2f * (tetrisai_data->intelligence / 255.0f));
tetrisai_data->tetris.ai.aHeight = -0.510066f + dui;
tetrisai_data->tetris.ai.fullLines = 0.760666f - dui;
tetrisai_data->tetris.ai.holes = -0.35663f + dui;
tetrisai_data->tetris.ai.bumpiness = -0.184483f + dui;
}
if (tetrisai_data->tetris.state == TetrisAIGame::ANIMATE_MOVE)
{
if (strip.now - tetrisai_data->lastTime > msDelayMove)
{
drawGrid(&tetrisai_data->tetris, tetrisai_data);
tetrisai_data->lastTime = strip.now;
tetrisai_data->tetris.poll();
}
}
else if (tetrisai_data->tetris.state == TetrisAIGame::ANIMATE_GAME_OVER)
{
if (strip.now - tetrisai_data->lastTime > msDelayGameOver)
{
drawGrid(&tetrisai_data->tetris, tetrisai_data);
tetrisai_data->lastTime = strip.now;
tetrisai_data->tetris.poll();
}
}
else if (tetrisai_data->tetris.state == TetrisAIGame::FIND_BEST_MOVE)
{
if (SEGMENT.check3)
{
if(tetrisai_data->mistaceCountdown == 0)
{
tetrisai_data->tetris.ai.findWorstMove = true;
tetrisai_data->tetris.poll();
tetrisai_data->tetris.ai.findWorstMove = false;
tetrisai_data->mistaceCountdown = SEGMENT.custom3;
}
tetrisai_data->mistaceCountdown--;
}
tetrisai_data->tetris.poll();
}
else
{
tetrisai_data->tetris.poll();
}
return FRAMETIME;
} // mode_2DTetrisAI()
static const char _data_FX_MODE_2DTETRISAI[] PROGMEM = "Tetris AI@!,Look ahead,Intelligence,Rotate color,Mistake free,Show next,Border,Mistakes;Game Over,!,Border;!;2;sx=127,ix=64,c1=255,c2=0,c3=31,o1=1,o2=1,o3=0,pal=11";
class TetrisAIUsermod : public Usermod
{
private:
public:
void setup()
{
strip.addEffect(255, &mode_2DTetrisAI, _data_FX_MODE_2DTETRISAI);
}
void loop()
{
}
uint16_t getId()
{
return USERMOD_ID_TETRISAI;
}
};