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Tetris AI usermod
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117
usermods/TetrisAI_v2/gridbw.h
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117
usermods/TetrisAI_v2/gridbw.h
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/******************************************************************************
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* @file : gridbw.h
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* @brief : contains the tetris grid as binary so black and white version
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******************************************************************************
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* @attention
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*
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* Copyright (c) muebau 2023
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* All rights reserved.</center></h2>
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*
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******************************************************************************
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*/
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#ifndef __GRIDBW_H__
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#define __GRIDBW_H__
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#include <iterator>
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#include <vector>
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#include "pieces.h"
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using namespace std;
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class GridBW
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{
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private:
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public:
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uint8_t width;
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uint8_t height;
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std::vector<uint32_t> pixels;
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GridBW(uint8_t width, uint8_t height):
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width(width),
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height(height),
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pixels(height)
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{
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if (width > 32)
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{
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throw std::invalid_argument("maximal width is 32");
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}
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}
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void placePiece(Piece* piece, uint8_t x, uint8_t y)
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{
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for (uint8_t row = 4 - piece->getRotation().height; row < 4; row++)
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{
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pixels[y + (row - (4 - piece->getRotation().height))] |= piece->getGridRow(x, row, width);
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}
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}
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void erasePiece(Piece* piece, uint8_t x, uint8_t y)
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{
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for (uint8_t row = 4 - piece->getRotation().height; row < 4; row++)
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{
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pixels[y + (row - (4 - piece->getRotation().height))] &= ~piece->getGridRow(x, row, width);
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}
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}
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bool noCollision(Piece* piece, uint8_t x, uint8_t y)
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{
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//if it touches a wall it is a collision
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if (x > (this->width - piece->getRotation().width) || y > this->height - piece->getRotation().height)
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{
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return false;
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}
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for (uint8_t row = 4 - piece->getRotation().height; row < 4; row++)
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{
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if (piece->getGridRow(x, row, width) & pixels[y + (row - (4 - piece->getRotation().height))])
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{
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return false;
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}
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}
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return true;
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}
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void findLandingPosition(Piece* piece)
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{
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// move down until the piece bumps into some occupied pixels or the 'wall'
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while (noCollision(piece, piece->x, piece->landingY))
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{
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piece->landingY++;
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}
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//at this point the positon is 'in the wall' or 'over some occupied pixel'
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//so the previous position was the last correct one (clamped to 0 as minimum).
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piece->landingY = piece->landingY > 0 ? piece->landingY - 1 : 0;
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}
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void cleanupFullLines()
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{
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uint8_t offset = 0;
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//from "height - 1" to "0", so from bottom row to top
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for (uint8_t row = height; row-- > 0; )
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{
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//full line?
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if (isLineFull(row))
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{
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offset++;
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pixels[row] = 0x0;
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continue;
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}
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if (offset > 0)
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{
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pixels[row + offset] = pixels[row];
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pixels[row] = 0x0;
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}
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}
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}
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bool isLineFull(uint8_t y)
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{
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return pixels[y] == (uint32_t)((1 << width) - 1);
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}
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};
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#endif /* __GRIDBW_H__ */
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132
usermods/TetrisAI_v2/gridcolor.h
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132
usermods/TetrisAI_v2/gridcolor.h
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/******************************************************************************
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* @file : gridcolor.h
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* @brief : contains the tetris grid as 8bit indexed color version
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******************************************************************************
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* @attention
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*
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* Copyright (c) muebau 2023
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* All rights reserved.</center></h2>
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*
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******************************************************************************
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*/
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#ifndef __GRIDCOLOR_H__
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#define __GRIDCOLOR_H__
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#include <stdint.h>
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#include <stdbool.h>
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#include <vector>
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#include "gridbw.h"
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#include "gridcolor.h"
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using namespace std;
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class GridColor
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{
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private:
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public:
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uint8_t width;
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uint8_t height;
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GridBW gridBW;
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std::vector<uint8_t> pixels;
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GridColor(uint8_t width, uint8_t height):
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width(width),
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height(height),
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gridBW(width, height),
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pixels(width* height)
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{}
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void clear()
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{
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for (uint8_t y = 0; y < height; y++)
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{
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gridBW.pixels[y] = 0x0;
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for (int8_t x = 0; x < width; x++)
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{
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*getPixel(x, y) = 0;
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}
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}
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}
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void placePiece(Piece* piece, uint8_t x, uint8_t y)
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{
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for (uint8_t pieceY = 0; pieceY < piece->getRotation().height; pieceY++)
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{
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for (uint8_t pieceX = 0; pieceX < piece->getRotation().width; pieceX++)
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{
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if (piece->getPixel(pieceX, pieceY))
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{
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*getPixel(x + pieceX, y + pieceY) = piece->pieceData->colorIndex;
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}
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}
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}
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}
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void erasePiece(Piece* piece, uint8_t x, uint8_t y)
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{
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for (uint8_t pieceY = 0; pieceY < piece->getRotation().height; pieceY++)
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{
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for (uint8_t pieceX = 0; pieceX < piece->getRotation().width; pieceX++)
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{
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if (piece->getPixel(pieceX, pieceY))
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{
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*getPixel(x + pieceX, y + pieceY) = 0;
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}
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}
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}
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}
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void cleanupFullLines()
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{
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uint8_t offset = 0;
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//from "height - 1" to "0", so from bottom row to top
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for (uint8_t y = height; y-- > 0; )
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{
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if (gridBW.isLineFull(y))
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{
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offset++;
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for (uint8_t x = 0; x < width; x++)
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{
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pixels[y * width + x] = 0;
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}
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continue;
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}
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if (offset > 0)
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{
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if (gridBW.pixels[y])
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{
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for (uint8_t x = 0; x < width; x++)
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{
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pixels[(y + offset) * width + x] = pixels[y * width + x];
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pixels[y * width + x] = 0;
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}
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}
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}
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}
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gridBW.cleanupFullLines();
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}
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uint8_t* getPixel(uint8_t x, uint8_t y)
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{
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return &pixels[y * width + x];
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}
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void sync()
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{
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for (uint8_t y = 0; y < height; y++)
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{
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gridBW.pixels[y] = 0x0;
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for (int8_t x = 0; x < width; x++)
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{
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gridBW.pixels[y] <<= 1;
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if (*getPixel(x, y) != 0)
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{
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gridBW.pixels[y] |= 0x1;
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}
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}
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}
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}
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};
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#endif /* __GRIDCOLOR_H__ */
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184
usermods/TetrisAI_v2/pieces.h
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184
usermods/TetrisAI_v2/pieces.h
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/******************************************************************************
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* @file : pieces.h
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* @brief : contains the tetris pieces with their colors indecies
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******************************************************************************
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* @attention
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*
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* Copyright (c) muebau 2022
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* All rights reserved.</center></h2>
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*
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******************************************************************************
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*/
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#ifndef __PIECES_H__
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#define __PIECES_H__
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#include <stdint.h>
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#include <stdbool.h>
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#include <bitset>
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#include <cstddef>
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#include <cassert>
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#include <iostream>
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#define numPieces 7
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struct PieceRotation
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{
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uint8_t width;
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uint8_t height;
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uint16_t rows;
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};
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struct PieceData
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{
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uint8_t rotCount;
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uint8_t colorIndex;
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PieceRotation rotations[4];
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};
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PieceData piecesData[numPieces] = {
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// I
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{
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2,
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1,
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{
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{ 1, 4, 0b0001000100010001},
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{ 4, 1, 0b0000000000001111}
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}
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},
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// O
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{
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1,
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2,
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{
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{ 2, 2, 0b0000000000110011}
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}
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},
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// Z
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{
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2,
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3,
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{
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{ 3, 2, 0b0000000001100011},
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{ 2, 3, 0b0000000100110010}
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}
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},
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// S
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{
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2,
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4,
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{
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{ 3, 2, 0b0000000000110110},
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{ 2, 3, 0b0000001000110001}
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}
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},
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// L
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{
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4,
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5,
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{
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{ 2, 3, 0b0000001000100011},
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{ 3, 2, 0b0000000001110100},
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{ 2, 3, 0b0000001100010001},
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{ 3, 2, 0b0000000000010111}
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}
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},
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// J
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{
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4,
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6,
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{
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{ 2, 3, 0b0000000100010011},
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{ 3, 2, 0b0000000001000111},
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{ 2, 3, 0b0000001100100010},
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{ 3, 2, 0b0000000001110001}
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}
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},
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// T
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{
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4,
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7,
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{
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{ 3, 2, 0b0000000001110010},
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{ 2, 3, 0b0000000100110001},
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{ 3, 2, 0b0000000000100111},
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{ 2, 3, 0b0000001000110010}
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}
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},
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};
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class Piece
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{
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private:
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public:
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uint8_t x;
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uint8_t y;
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PieceData* pieceData;
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uint8_t rotation;
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uint8_t landingY;
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Piece(uint8_t pieceIndex = 0):
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x(0),
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y(0),
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rotation(0),
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landingY(0)
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{
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this->pieceData = &piecesData[pieceIndex];
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}
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void reset()
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{
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this->rotation = 0;
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this->x = 0;
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this->y = 0;
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this->landingY = 0;
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}
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uint32_t getGridRow(uint8_t x, uint8_t y, uint8_t width)
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{
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if (x < width)
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{
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//shift the row with the "top-left" position to the "x" position
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auto shiftx = (width - 1) - x;
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auto topleftx = (getRotation().width - 1);
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auto finalShift = shiftx - topleftx;
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auto row = getRow(y);
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auto finalResult = row << finalShift;
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return finalResult;
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}
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return 0xffffffff;
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}
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||||
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uint8_t getRow(uint8_t y)
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{
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if (y < 4)
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||||
{
|
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return (getRotation().rows >> (12 - (4 * y))) & 0xf;
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}
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return 0xf;
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||||
}
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bool getPixel(uint8_t x, uint8_t y)
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{
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if(x > getRotation().width - 1 || y > getRotation().height - 1 )
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||||
{
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return false;
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||||
}
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||||
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if (x < 4 && y < 4)
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||||
{
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return (getRow((4 - getRotation().height) + y) >> (3 - ((4 - getRotation().width) + x))) & 0x1;
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||||
}
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||||
return false;
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}
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PieceRotation getRotation()
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{
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||||
return this->pieceData->rotations[rotation];
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||||
}
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||||
};
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||||
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#endif /* __PIECES_H__ */
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64
usermods/TetrisAI_v2/rating.h
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64
usermods/TetrisAI_v2/rating.h
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/******************************************************************************
|
||||
* @file : rating.h
|
||||
* @brief : contains the tetris rating of a grid
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||||
******************************************************************************
|
||||
* @attention
|
||||
*
|
||||
* Copyright (c) muebau 2022
|
||||
* All rights reserved.</center></h2>
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||||
*
|
||||
******************************************************************************
|
||||
*/
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||||
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||||
#ifndef __RATING_H__
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||||
#define __RATING_H__
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||||
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||||
#include <stdint.h>
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||||
#include <float.h>
|
||||
#include <stdbool.h>
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||||
#include <math.h>
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||||
#include <vector>
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||||
#include "rating.h"
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||||
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||||
using namespace std;
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||||
|
||||
class Rating
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||||
{
|
||||
private:
|
||||
public:
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||||
uint8_t minHeight;
|
||||
uint8_t maxHeight;
|
||||
uint16_t holes;
|
||||
uint8_t fullLines;
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||||
uint16_t bumpiness;
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||||
uint16_t aggregatedHeight;
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||||
double score;
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||||
uint8_t width;
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||||
std::vector<uint8_t> lineHights;
|
||||
|
||||
Rating(uint8_t width):
|
||||
width(width),
|
||||
lineHights(width)
|
||||
{
|
||||
reset();
|
||||
}
|
||||
|
||||
void reset()
|
||||
{
|
||||
this->minHeight = 0;
|
||||
this->maxHeight = 0;
|
||||
|
||||
for (uint8_t line = 0; line < this->width; line++)
|
||||
{
|
||||
this->lineHights[line] = 0;
|
||||
}
|
||||
|
||||
this->holes = 0;
|
||||
this->fullLines = 0;
|
||||
this->bumpiness = 0;
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||||
this->aggregatedHeight = 0;
|
||||
this->score = -DBL_MAX;
|
||||
}
|
||||
};
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||||
|
||||
#endif /* __RATING_H__ */
|
33
usermods/TetrisAI_v2/readme.md
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33
usermods/TetrisAI_v2/readme.md
Normal file
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||||
# Tetris AI effect usermod
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||||
|
||||
This usermod brings you a effect brings a self playing Tetris game. The mod needs version 0.14 or above as it is based on matrix support. The effect was tested on an ESP32 with a WS2812B 16x16 matrix.
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||||
|
||||
Version 1.0
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||||
|
||||
## Installation
|
||||
|
||||
Just activate the usermod with `-D USERMOD_TETRISAI` and the effect will become available under the name 'Tetris AI'.
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||||
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||||
## Usage
|
||||
|
||||
It is best to set the background color to black, the border color to light grey and the game over color (foreground) to dark grey.
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||||
|
||||
### Sliders and boxes
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||||
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||||
#### Sliders
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||||
|
||||
* speed: speed the game plays
|
||||
* look ahead: how many pieces is the AI allowed to know the next pieces (0 - 2)
|
||||
* intelligence: how good the AI will play
|
||||
* Rotate color: make the colors shift (rotate) every few cicles
|
||||
* Mistakes free: how many good moves between mistakes (if activated)
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||||
|
||||
#### Checkboxes
|
||||
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||||
* show next: if true a space of 5 pixels from the right is used to show the next pieces. The whole segment is used for the grid otherwise.
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||||
* show border: if true an additional column of 1 pixel is used to draw a border between the grid and the next pieces
|
||||
* mistakes: if true the worst instead of the best move is choosen every few moves (read above)
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||||
|
||||
## Best results
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||||
|
||||
If the speed is set to be a little bit faster than a good human could play with maximal intelligence and very few mistakes it makes people furious/happy at a party.
|
302
usermods/TetrisAI_v2/tetrisai.h
Normal file
302
usermods/TetrisAI_v2/tetrisai.h
Normal file
@ -0,0 +1,302 @@
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||||
/******************************************************************************
|
||||
* @file : ai.h
|
||||
* @brief : contains the heuristic
|
||||
******************************************************************************
|
||||
* @attention
|
||||
*
|
||||
* Copyright (c) muebau 2023
|
||||
* All rights reserved.</center></h2>
|
||||
*
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef __AI_H__
|
||||
#define __AI_H__
|
||||
|
||||
#include "gridbw.h"
|
||||
#include "rating.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
class TetrisAI
|
||||
{
|
||||
private:
|
||||
public:
|
||||
double aHeight;
|
||||
double fullLines;
|
||||
double holes;
|
||||
double bumpiness;
|
||||
bool findWorstMove = false;
|
||||
|
||||
uint8_t countOnes(uint32_t vector)
|
||||
{
|
||||
uint8_t count = 0;
|
||||
while (vector)
|
||||
{
|
||||
vector &= (vector - 1);
|
||||
count++;
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
void updateRating(GridBW grid, Rating* rating)
|
||||
{
|
||||
rating->minHeight = 0;
|
||||
rating->maxHeight = 0;
|
||||
rating->holes = 0;
|
||||
rating->fullLines = 0;
|
||||
rating->bumpiness = 0;
|
||||
rating->aggregatedHeight = 0;
|
||||
fill(rating->lineHights.begin(), rating->lineHights.end(), 0);
|
||||
|
||||
uint32_t columnvector = 0x0;
|
||||
uint32_t lastcolumnvector = 0x0;
|
||||
for (uint8_t row = 0; row < grid.height; row++)
|
||||
{
|
||||
columnvector |= grid.pixels[row];
|
||||
|
||||
//first (highest) column makes it
|
||||
if (rating->maxHeight == 0 && columnvector)
|
||||
{
|
||||
rating->maxHeight = grid.height - row;
|
||||
}
|
||||
|
||||
//if column vector is full we found the minimal height (or it stays zero)
|
||||
if (rating->minHeight == 0 && (columnvector == (uint32_t)((1 << grid.width) - 1)))
|
||||
{
|
||||
rating->minHeight = grid.height - row;
|
||||
}
|
||||
|
||||
//line full if all ones in mask :-)
|
||||
if (grid.isLineFull(row))
|
||||
{
|
||||
rating->fullLines++;
|
||||
}
|
||||
|
||||
//holes are basically a XOR with the "full" columns
|
||||
rating->holes += countOnes(columnvector ^ grid.pixels[row]);
|
||||
|
||||
//calculate the difference (XOR) between the current column vector and the last one
|
||||
uint32_t columnDelta = columnvector ^ lastcolumnvector;
|
||||
|
||||
//process every new column
|
||||
uint8_t index = 0;
|
||||
while (columnDelta)
|
||||
{
|
||||
//if this is a new column
|
||||
if (columnDelta & 0x1)
|
||||
{
|
||||
//update hight of this column
|
||||
rating->lineHights[(grid.width - 1) - index] = grid.height - row;
|
||||
|
||||
// update aggregatedHeight
|
||||
rating->aggregatedHeight += grid.height - row;
|
||||
}
|
||||
index++;
|
||||
columnDelta >>= 1;
|
||||
}
|
||||
lastcolumnvector = columnvector;
|
||||
}
|
||||
|
||||
//compare every two columns to get the difference and add them up
|
||||
for (uint8_t column = 1; column < grid.width; column++)
|
||||
{
|
||||
rating->bumpiness += abs(rating->lineHights[column - 1] - rating->lineHights[column]);
|
||||
}
|
||||
|
||||
rating->score = (aHeight * (rating->aggregatedHeight)) + (fullLines * (rating->fullLines)) + (holes * (rating->holes)) + (bumpiness * (rating->bumpiness));
|
||||
}
|
||||
|
||||
TetrisAI(): TetrisAI(-0.510066, 0.760666, -0.35663, -0.184483)
|
||||
{}
|
||||
|
||||
TetrisAI(double aHeight, double fullLines, double holes, double bumpiness):
|
||||
aHeight(aHeight),
|
||||
fullLines(fullLines),
|
||||
holes(holes),
|
||||
bumpiness(bumpiness)
|
||||
{}
|
||||
|
||||
void findBestMove(GridBW grid, Piece *piece)
|
||||
{
|
||||
vector<Piece> pieces = {*piece};
|
||||
findBestMove(grid, &pieces);
|
||||
*piece = pieces[0];
|
||||
}
|
||||
|
||||
void findBestMove(GridBW grid, std::vector<Piece> *pieces)
|
||||
{
|
||||
findBestMove(grid, pieces->begin(), pieces->end());
|
||||
}
|
||||
|
||||
void findBestMove(GridBW grid, std::vector<Piece>::iterator start, std::vector<Piece>::iterator end)
|
||||
{
|
||||
Rating bestRating(grid.width);
|
||||
findBestMove(grid, start, end, &bestRating);
|
||||
}
|
||||
|
||||
void findBestMove(GridBW grid, std::vector<Piece>::iterator start, std::vector<Piece>::iterator end, Rating* bestRating)
|
||||
{
|
||||
grid.cleanupFullLines();
|
||||
Rating curRating(grid.width);
|
||||
Rating deeperRating(grid.width);
|
||||
Piece piece = *start;
|
||||
|
||||
// for every rotation of the piece
|
||||
for (piece.rotation = 0; piece.rotation < piece.pieceData->rotCount; piece.rotation++)
|
||||
{
|
||||
// put piece to top left corner
|
||||
piece.x = 0;
|
||||
piece.y = 0;
|
||||
|
||||
//test for every column
|
||||
for (piece.x = 0; piece.x <= grid.width - piece.getRotation().width; piece.x++)
|
||||
{
|
||||
//todo optimise by the use of the previous grids height
|
||||
piece.landingY = 0;
|
||||
//will set landingY to final position
|
||||
grid.findLandingPosition(&piece);
|
||||
|
||||
// draw piece
|
||||
grid.placePiece(&piece, piece.x, piece.landingY);
|
||||
|
||||
if(start == end - 1)
|
||||
{
|
||||
//at the deepest level
|
||||
updateRating(grid, &curRating);
|
||||
}
|
||||
else
|
||||
{
|
||||
//go deeper to take another piece into account
|
||||
findBestMove(grid, start + 1, end, &deeperRating);
|
||||
curRating = deeperRating;
|
||||
}
|
||||
|
||||
// eraese piece
|
||||
grid.erasePiece(&piece, piece.x, piece.landingY);
|
||||
|
||||
if(findWorstMove)
|
||||
{
|
||||
//init rating for worst
|
||||
if(bestRating->score == -DBL_MAX)
|
||||
{
|
||||
bestRating->score = DBL_MAX;
|
||||
}
|
||||
|
||||
// update if we found a worse one
|
||||
if (bestRating->score > curRating.score)
|
||||
{
|
||||
*bestRating = curRating;
|
||||
(*start) = piece;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// update if we found a better one
|
||||
if (bestRating->score < curRating.score)
|
||||
{
|
||||
*bestRating = curRating;
|
||||
(*start) = piece;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool findBestMoveNonBlocking(GridBW grid, std::vector<Piece>::iterator start, std::vector<Piece>::iterator end, Rating* bestRating)
|
||||
{
|
||||
//vector with pieces
|
||||
//for every piece
|
||||
//for every
|
||||
switch (expression)
|
||||
{
|
||||
case INIT:
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
bool findBestMoveNonBlocking(GridBW grid, std::vector<Piece>::iterator start, std::vector<Piece>::iterator end, Rating* bestRating)
|
||||
{
|
||||
//INIT
|
||||
grid.cleanupFullLines();
|
||||
Rating curRating(grid.width);
|
||||
Rating deeperRating(grid.width);
|
||||
Piece piece = *start;
|
||||
|
||||
// for every rotation of the piece
|
||||
piece.rotation = 0;
|
||||
|
||||
//HANDLE
|
||||
while (piece.rotation < piece.pieceData->rotCount)
|
||||
{
|
||||
// put piece to top left corner
|
||||
piece.x = 0;
|
||||
piece.y = 0;
|
||||
|
||||
//test for every column
|
||||
piece.x = 0;
|
||||
while (piece.x <= grid.width - piece.getRotation().width)
|
||||
{
|
||||
|
||||
//todo optimise by the use of the previous grids height
|
||||
piece.landingY = 0;
|
||||
//will set landingY to final position
|
||||
grid.findLandingPosition(&piece);
|
||||
|
||||
// draw piece
|
||||
grid.placePiece(&piece, piece.x, piece.landingY);
|
||||
|
||||
if(start == end - 1)
|
||||
{
|
||||
//at the deepest level
|
||||
updateRating(grid, &curRating);
|
||||
}
|
||||
else
|
||||
{
|
||||
//go deeper to take another piece into account
|
||||
findBestMove(grid, start + 1, end, &deeperRating);
|
||||
curRating = deeperRating;
|
||||
}
|
||||
|
||||
// eraese piece
|
||||
grid.erasePiece(&piece, piece.x, piece.landingY);
|
||||
|
||||
if(findWorstMove)
|
||||
{
|
||||
//init rating for worst
|
||||
if(bestRating->score == -DBL_MAX)
|
||||
{
|
||||
bestRating->score = DBL_MAX;
|
||||
}
|
||||
|
||||
// update if we found a worse one
|
||||
if (bestRating->score > curRating.score)
|
||||
{
|
||||
*bestRating = curRating;
|
||||
(*start) = piece;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// update if we found a better one
|
||||
if (bestRating->score < curRating.score)
|
||||
{
|
||||
*bestRating = curRating;
|
||||
(*start) = piece;
|
||||
}
|
||||
}
|
||||
piece.x++;
|
||||
}
|
||||
piece.rotation++;
|
||||
}
|
||||
|
||||
//EXIT
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
#endif /* __AI_H__ */
|
150
usermods/TetrisAI_v2/tetrisaigame.h
Normal file
150
usermods/TetrisAI_v2/tetrisaigame.h
Normal file
@ -0,0 +1,150 @@
|
||||
/******************************************************************************
|
||||
* @file : tetrisaigame.h
|
||||
* @brief : main tetris functions
|
||||
******************************************************************************
|
||||
* @attention
|
||||
*
|
||||
* Copyright (c) muebau 2022
|
||||
* All rights reserved.</center></h2>
|
||||
*
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef __TETRISAIGAME_H__
|
||||
#define __TETRISAIGAME_H__
|
||||
|
||||
#include <stdint.h>
|
||||
#include <stdbool.h>
|
||||
#include <vector>
|
||||
#include "pieces.h"
|
||||
#include "gridcolor.h"
|
||||
#include "tetrisbag.h"
|
||||
#include "tetrisai.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
class TetrisAIGame
|
||||
{
|
||||
private:
|
||||
bool animateFallOfPiece(Piece* piece, bool skip)
|
||||
{
|
||||
if (skip || piece->y >= piece->landingY)
|
||||
{
|
||||
piece->y = piece->landingY;
|
||||
grid.gridBW.placePiece(piece, piece->x, piece->landingY);
|
||||
grid.placePiece(piece, piece->x, piece->y);
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// eraese last drawing
|
||||
grid.erasePiece(piece, piece->x, piece->y);
|
||||
|
||||
//move piece down
|
||||
piece->y++;
|
||||
|
||||
// draw piece
|
||||
grid.placePiece(piece, piece->x, piece->y);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public:
|
||||
uint8_t width;
|
||||
uint8_t height;
|
||||
uint8_t nLookAhead;
|
||||
TetrisBag bag;
|
||||
GridColor grid;
|
||||
TetrisAI ai;
|
||||
Piece curPiece;
|
||||
PieceData* piecesData;
|
||||
enum States { INIT, TEST_GAME_OVER, GET_NEXT_PIECE, FIND_BEST_MOVE, ANIMATE_MOVE, ANIMATE_GAME_OVER } state = INIT;
|
||||
|
||||
TetrisAIGame(uint8_t width, uint8_t height, uint8_t nLookAhead, PieceData* piecesData, uint8_t nPieces):
|
||||
width(width),
|
||||
height(height),
|
||||
nLookAhead(nLookAhead),
|
||||
bag(nPieces, 1, nLookAhead),
|
||||
grid(width, height + 4),
|
||||
ai(),
|
||||
piecesData(piecesData)
|
||||
{
|
||||
}
|
||||
|
||||
void nextPiece()
|
||||
{
|
||||
grid.cleanupFullLines();
|
||||
bag.queuePiece();
|
||||
}
|
||||
|
||||
void findBestMove()
|
||||
{
|
||||
ai.findBestMove(grid.gridBW, &bag.piecesQueue);
|
||||
}
|
||||
|
||||
bool animateFall(bool skip)
|
||||
{
|
||||
return animateFallOfPiece(&(bag.piecesQueue[0]), skip);
|
||||
}
|
||||
|
||||
bool isGameOver()
|
||||
{
|
||||
//if there is something in the 4 lines of the hidden area the game is over
|
||||
return grid.gridBW.pixels[0] || grid.gridBW.pixels[1] || grid.gridBW.pixels[2] || grid.gridBW.pixels[3];
|
||||
}
|
||||
|
||||
void poll()
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case INIT:
|
||||
reset();
|
||||
state = TEST_GAME_OVER;
|
||||
break;
|
||||
case TEST_GAME_OVER:
|
||||
if (isGameOver())
|
||||
{
|
||||
state = ANIMATE_GAME_OVER;
|
||||
}
|
||||
else
|
||||
{
|
||||
state = GET_NEXT_PIECE;
|
||||
}
|
||||
break;
|
||||
case GET_NEXT_PIECE:
|
||||
nextPiece();
|
||||
state = FIND_BEST_MOVE;
|
||||
break;
|
||||
case FIND_BEST_MOVE:
|
||||
findBestMove();
|
||||
state = ANIMATE_MOVE;
|
||||
break;
|
||||
case ANIMATE_MOVE:
|
||||
if (!animateFall(false))
|
||||
{
|
||||
state = TEST_GAME_OVER;
|
||||
}
|
||||
break;
|
||||
case ANIMATE_GAME_OVER:
|
||||
static auto curPixel = grid.pixels.size();
|
||||
grid.pixels[curPixel] = 254;
|
||||
|
||||
if (curPixel == 0)
|
||||
{
|
||||
state = INIT;
|
||||
curPixel = grid.pixels.size();
|
||||
}
|
||||
curPixel--;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void reset()
|
||||
{
|
||||
grid.clear();
|
||||
bag.init();
|
||||
}
|
||||
};
|
||||
|
||||
#endif /* __TETRISAIGAME_H__ */
|
100
usermods/TetrisAI_v2/tetrisbag.h
Normal file
100
usermods/TetrisAI_v2/tetrisbag.h
Normal file
@ -0,0 +1,100 @@
|
||||
/******************************************************************************
|
||||
* @file : tetrisbag.h
|
||||
* @brief : the tetris implementation of a random piece generator
|
||||
******************************************************************************
|
||||
* @attention
|
||||
*
|
||||
* Copyright (c) muebau 2022
|
||||
* All rights reserved.</center></h2>
|
||||
*
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef __TETRISBAG_H__
|
||||
#define __TETRISBAG_H__
|
||||
|
||||
#include <stdint.h>
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
|
||||
#include "tetrisbag.h"
|
||||
|
||||
class TetrisBag
|
||||
{
|
||||
private:
|
||||
public:
|
||||
uint8_t nPieces;
|
||||
uint8_t nBagLength;
|
||||
uint8_t bagIdx;
|
||||
std::vector<uint8_t> bag;
|
||||
std::vector<Piece> piecesQueue;
|
||||
|
||||
TetrisBag(uint8_t nPieces, uint8_t nBagLength, uint8_t queueLength):
|
||||
nPieces(nPieces),
|
||||
nBagLength(nBagLength),
|
||||
bag(nPieces * nBagLength),
|
||||
piecesQueue(queueLength)
|
||||
{
|
||||
init();
|
||||
}
|
||||
|
||||
void init()
|
||||
{
|
||||
//will shuffle the bag at first use
|
||||
bagIdx = nPieces - 1;
|
||||
|
||||
for (uint8_t bagIndex = 0; bagIndex < nPieces * nBagLength; bagIndex++)
|
||||
{
|
||||
bag[bagIndex] = bagIndex % nPieces;
|
||||
}
|
||||
|
||||
//will init the queue
|
||||
for (uint8_t index = 0; index < piecesQueue.size(); index++)
|
||||
{
|
||||
queuePiece();
|
||||
}
|
||||
}
|
||||
|
||||
void shuffleBag()
|
||||
{
|
||||
uint8_t temp;
|
||||
uint8_t swapIdx;
|
||||
for (int index = nPieces - 1; index > 0; index--)
|
||||
{
|
||||
//get candidate to swap
|
||||
swapIdx = rand() % index;
|
||||
|
||||
//swap it!
|
||||
temp = bag[swapIdx];
|
||||
bag[swapIdx] = bag[index];
|
||||
bag[index] = temp;
|
||||
}
|
||||
}
|
||||
|
||||
Piece getNextPiece()
|
||||
{
|
||||
bagIdx++;
|
||||
if (bagIdx >= nPieces)
|
||||
{
|
||||
shuffleBag();
|
||||
bagIdx = 0;
|
||||
}
|
||||
return Piece(bag[bagIdx]);
|
||||
}
|
||||
|
||||
void queuePiece()
|
||||
{
|
||||
//move vector to left
|
||||
std::rotate(piecesQueue.begin(), piecesQueue.begin() + 1, piecesQueue.end());
|
||||
piecesQueue[piecesQueue.size() - 1] = getNextPiece();
|
||||
}
|
||||
|
||||
void queuePiece(uint8_t idx)
|
||||
{
|
||||
//move vector to left
|
||||
std::rotate(piecesQueue.begin(), piecesQueue.begin() + 1, piecesQueue.end());
|
||||
piecesQueue[piecesQueue.size() - 1] = Piece(idx % nPieces);
|
||||
}
|
||||
};
|
||||
|
||||
#endif /* __TETRISBAG_H__ */
|
222
usermods/TetrisAI_v2/usermod_v2_tetrisai.h
Normal file
222
usermods/TetrisAI_v2/usermod_v2_tetrisai.h
Normal file
@ -0,0 +1,222 @@
|
||||
#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;
|
||||
} 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(index_x, 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 < SEGMENT.virtualHeight(); index_y++)
|
||||
{
|
||||
SEGMENT.setPixelColorXY(SEGMENT.virtualWidth() - 6, index_y, SEGCOLOR(2));
|
||||
}
|
||||
}
|
||||
|
||||
//NEXT PIECE
|
||||
int piecesOffsetX = SEGMENT.virtualWidth() - 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(piecesOffsetX + pieceX, 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 || (tetrisai_data->tetris.nLookAhead != nLookAhead
|
||||
|| tetrisai_data->showNext != SEGMENT.check1
|
||||
|| tetrisai_data->showBorder != SEGMENT.check2
|
||||
)
|
||||
)
|
||||
{
|
||||
tetrisai_data->showNext = SEGMENT.check1;
|
||||
tetrisai_data->showBorder = SEGMENT.check2;
|
||||
|
||||
//not more than 32 as this is the limit of this implementation
|
||||
uint8_t gridWidth = cols < 32 ? cols : 32;
|
||||
uint8_t gridHeight = rows;
|
||||
|
||||
// do we need space for the 'next' section?
|
||||
if (tetrisai_data->showNext)
|
||||
{
|
||||
// make space for the piece and one pixel of space
|
||||
gridWidth = gridWidth - 5;
|
||||
|
||||
// do we need space for a border?
|
||||
if (tetrisai_data->showBorder)
|
||||
{
|
||||
gridWidth = gridWidth - 1;
|
||||
}
|
||||
}
|
||||
|
||||
tetrisai_data->tetris = TetrisAIGame(gridWidth, gridHeight, nLookAhead, piecesData, numPieces);
|
||||
SEGMENT.fill(SEGCOLOR(1));
|
||||
}
|
||||
|
||||
if (tetrisai_data->intelligence != SEGMENT.custom1)
|
||||
{
|
||||
tetrisai_data->intelligence = SEGMENT.custom1;
|
||||
double dui = 0.2 - (0.2 * (tetrisai_data->intelligence / 255.0));
|
||||
|
||||
tetrisai_data->tetris.ai.aHeight = -0.510066 + dui;
|
||||
tetrisai_data->tetris.ai.fullLines = 0.760666 - dui;
|
||||
tetrisai_data->tetris.ai.holes = -0.35663 + dui;
|
||||
tetrisai_data->tetris.ai.bumpiness = -0.184483 + dui;
|
||||
}
|
||||
|
||||
if (tetrisai_data->tetris.state == TetrisAIGame::ANIMATE_MOVE)
|
||||
{
|
||||
if (millis() - tetrisai_data->lastTime > msDelayMove)
|
||||
{
|
||||
drawGrid(&tetrisai_data->tetris, tetrisai_data);
|
||||
tetrisai_data->lastTime = millis();
|
||||
tetrisai_data->tetris.poll();
|
||||
}
|
||||
}
|
||||
else if (tetrisai_data->tetris.state == TetrisAIGame::ANIMATE_GAME_OVER)
|
||||
{
|
||||
if (millis() - tetrisai_data->lastTime > msDelayGameOver)
|
||||
{
|
||||
drawGrid(&tetrisai_data->tetris, tetrisai_data);
|
||||
tetrisai_data->lastTime = millis();
|
||||
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;
|
||||
}
|
||||
};
|
@ -151,6 +151,7 @@
|
||||
#define USERMOD_ID_WIREGUARD 41 //Usermod "wireguard.h"
|
||||
#define USERMOD_ID_INTERNAL_TEMPERATURE 42 //Usermod "usermod_internal_temperature.h"
|
||||
#define USERMOD_ID_ANIMARTRIX 44 //Usermod "usermod_v2_animartrix.h"
|
||||
#define USERMOD_ID_TETRISAI 45 //Usermod "usermod_v2_tetris.h"
|
||||
|
||||
//Access point behavior
|
||||
#define AP_BEHAVIOR_BOOT_NO_CONN 0 //Open AP when no connection after boot
|
||||
|
@ -209,6 +209,10 @@
|
||||
#include "../usermods/mpu6050_imu/usermod_gyro_surge.h"
|
||||
#endif
|
||||
|
||||
#ifdef USERMOD_TETRISAI
|
||||
#include "../usermods/TetrisAI_v2/usermod_v2_tetrisai.h"
|
||||
#endif
|
||||
|
||||
void registerUsermods()
|
||||
{
|
||||
/*
|
||||
@ -397,4 +401,8 @@ void registerUsermods()
|
||||
#ifdef USERMOD_GYRO_SURGE
|
||||
static GyroSurge gyro_surge; usermods.add(&gyro_surge);
|
||||
#endif
|
||||
|
||||
#ifdef USERMOD_TETRISAI
|
||||
usermods.add(new TetrisAIUsermod());
|
||||
#endif
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user