Merge pull request #3711 from muebau/tetris-ai

Tetris AI usermod
This commit is contained in:
Blaž Kristan 2024-03-19 14:44:51 +01:00 committed by GitHub
commit c77f6c5f7b
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
11 changed files with 1313 additions and 0 deletions

View File

@ -0,0 +1,117 @@
/******************************************************************************
* @file : gridbw.h
* @brief : contains the tetris grid as binary so black and white version
******************************************************************************
* @attention
*
* Copyright (c) muebau 2023
* All rights reserved.</center></h2>
*
******************************************************************************
*/
#ifndef __GRIDBW_H__
#define __GRIDBW_H__
#include <iterator>
#include <vector>
#include "pieces.h"
using namespace std;
class GridBW
{
private:
public:
uint8_t width;
uint8_t height;
std::vector<uint32_t> pixels;
GridBW(uint8_t width, uint8_t height):
width(width),
height(height),
pixels(height)
{
if (width > 32)
{
throw std::invalid_argument("maximal width is 32");
}
}
void placePiece(Piece* piece, uint8_t x, uint8_t y)
{
for (uint8_t row = 4 - piece->getRotation().height; row < 4; row++)
{
pixels[y + (row - (4 - piece->getRotation().height))] |= piece->getGridRow(x, row, width);
}
}
void erasePiece(Piece* piece, uint8_t x, uint8_t y)
{
for (uint8_t row = 4 - piece->getRotation().height; row < 4; row++)
{
pixels[y + (row - (4 - piece->getRotation().height))] &= ~piece->getGridRow(x, row, width);
}
}
bool noCollision(Piece* piece, uint8_t x, uint8_t y)
{
//if it touches a wall it is a collision
if (x > (this->width - piece->getRotation().width) || y > this->height - piece->getRotation().height)
{
return false;
}
for (uint8_t row = 4 - piece->getRotation().height; row < 4; row++)
{
if (piece->getGridRow(x, row, width) & pixels[y + (row - (4 - piece->getRotation().height))])
{
return false;
}
}
return true;
}
void findLandingPosition(Piece* piece)
{
// move down until the piece bumps into some occupied pixels or the 'wall'
while (noCollision(piece, piece->x, piece->landingY))
{
piece->landingY++;
}
//at this point the positon is 'in the wall' or 'over some occupied pixel'
//so the previous position was the last correct one (clamped to 0 as minimum).
piece->landingY = piece->landingY > 0 ? piece->landingY - 1 : 0;
}
void cleanupFullLines()
{
uint8_t offset = 0;
//from "height - 1" to "0", so from bottom row to top
for (uint8_t row = height; row-- > 0; )
{
//full line?
if (isLineFull(row))
{
offset++;
pixels[row] = 0x0;
continue;
}
if (offset > 0)
{
pixels[row + offset] = pixels[row];
pixels[row] = 0x0;
}
}
}
bool isLineFull(uint8_t y)
{
return pixels[y] == (uint32_t)((1 << width) - 1);
}
};
#endif /* __GRIDBW_H__ */

View File

@ -0,0 +1,132 @@
/******************************************************************************
* @file : gridcolor.h
* @brief : contains the tetris grid as 8bit indexed color version
******************************************************************************
* @attention
*
* Copyright (c) muebau 2023
* All rights reserved.</center></h2>
*
******************************************************************************
*/
#ifndef __GRIDCOLOR_H__
#define __GRIDCOLOR_H__
#include <stdint.h>
#include <stdbool.h>
#include <vector>
#include "gridbw.h"
#include "gridcolor.h"
using namespace std;
class GridColor
{
private:
public:
uint8_t width;
uint8_t height;
GridBW gridBW;
std::vector<uint8_t> pixels;
GridColor(uint8_t width, uint8_t height):
width(width),
height(height),
gridBW(width, height),
pixels(width* height)
{}
void clear()
{
for (uint8_t y = 0; y < height; y++)
{
gridBW.pixels[y] = 0x0;
for (int8_t x = 0; x < width; x++)
{
*getPixel(x, y) = 0;
}
}
}
void placePiece(Piece* piece, uint8_t x, uint8_t y)
{
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))
{
*getPixel(x + pieceX, y + pieceY) = piece->pieceData->colorIndex;
}
}
}
}
void erasePiece(Piece* piece, uint8_t x, uint8_t y)
{
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))
{
*getPixel(x + pieceX, y + pieceY) = 0;
}
}
}
}
void cleanupFullLines()
{
uint8_t offset = 0;
//from "height - 1" to "0", so from bottom row to top
for (uint8_t y = height; y-- > 0; )
{
if (gridBW.isLineFull(y))
{
offset++;
for (uint8_t x = 0; x < width; x++)
{
pixels[y * width + x] = 0;
}
continue;
}
if (offset > 0)
{
if (gridBW.pixels[y])
{
for (uint8_t x = 0; x < width; x++)
{
pixels[(y + offset) * width + x] = pixels[y * width + x];
pixels[y * width + x] = 0;
}
}
}
}
gridBW.cleanupFullLines();
}
uint8_t* getPixel(uint8_t x, uint8_t y)
{
return &pixels[y * width + x];
}
void sync()
{
for (uint8_t y = 0; y < height; y++)
{
gridBW.pixels[y] = 0x0;
for (int8_t x = 0; x < width; x++)
{
gridBW.pixels[y] <<= 1;
if (*getPixel(x, y) != 0)
{
gridBW.pixels[y] |= 0x1;
}
}
}
}
};
#endif /* __GRIDCOLOR_H__ */

View File

@ -0,0 +1,184 @@
/******************************************************************************
* @file : pieces.h
* @brief : contains the tetris pieces with their colors indecies
******************************************************************************
* @attention
*
* Copyright (c) muebau 2022
* All rights reserved.</center></h2>
*
******************************************************************************
*/
#ifndef __PIECES_H__
#define __PIECES_H__
#include <stdint.h>
#include <stdbool.h>
#include <bitset>
#include <cstddef>
#include <cassert>
#include <iostream>
#define numPieces 7
struct PieceRotation
{
uint8_t width;
uint8_t height;
uint16_t rows;
};
struct PieceData
{
uint8_t rotCount;
uint8_t colorIndex;
PieceRotation rotations[4];
};
PieceData piecesData[numPieces] = {
// I
{
2,
1,
{
{ 1, 4, 0b0001000100010001},
{ 4, 1, 0b0000000000001111}
}
},
// O
{
1,
2,
{
{ 2, 2, 0b0000000000110011}
}
},
// Z
{
2,
3,
{
{ 3, 2, 0b0000000001100011},
{ 2, 3, 0b0000000100110010}
}
},
// S
{
2,
4,
{
{ 3, 2, 0b0000000000110110},
{ 2, 3, 0b0000001000110001}
}
},
// L
{
4,
5,
{
{ 2, 3, 0b0000001000100011},
{ 3, 2, 0b0000000001110100},
{ 2, 3, 0b0000001100010001},
{ 3, 2, 0b0000000000010111}
}
},
// J
{
4,
6,
{
{ 2, 3, 0b0000000100010011},
{ 3, 2, 0b0000000001000111},
{ 2, 3, 0b0000001100100010},
{ 3, 2, 0b0000000001110001}
}
},
// T
{
4,
7,
{
{ 3, 2, 0b0000000001110010},
{ 2, 3, 0b0000000100110001},
{ 3, 2, 0b0000000000100111},
{ 2, 3, 0b0000001000110010}
}
},
};
class Piece
{
private:
public:
uint8_t x;
uint8_t y;
PieceData* pieceData;
uint8_t rotation;
uint8_t landingY;
Piece(uint8_t pieceIndex = 0):
x(0),
y(0),
rotation(0),
landingY(0)
{
this->pieceData = &piecesData[pieceIndex];
}
void reset()
{
this->rotation = 0;
this->x = 0;
this->y = 0;
this->landingY = 0;
}
uint32_t getGridRow(uint8_t x, uint8_t y, uint8_t width)
{
if (x < width)
{
//shift the row with the "top-left" position to the "x" position
auto shiftx = (width - 1) - x;
auto topleftx = (getRotation().width - 1);
auto finalShift = shiftx - topleftx;
auto row = getRow(y);
auto finalResult = row << finalShift;
return finalResult;
}
return 0xffffffff;
}
uint8_t getRow(uint8_t y)
{
if (y < 4)
{
return (getRotation().rows >> (12 - (4 * y))) & 0xf;
}
return 0xf;
}
bool getPixel(uint8_t x, uint8_t y)
{
if(x > getRotation().width - 1 || y > getRotation().height - 1 )
{
return false;
}
if (x < 4 && y < 4)
{
return (getRow((4 - getRotation().height) + y) >> (3 - ((4 - getRotation().width) + x))) & 0x1;
}
return false;
}
PieceRotation getRotation()
{
return this->pieceData->rotations[rotation];
}
};
#endif /* __PIECES_H__ */

View File

@ -0,0 +1,64 @@
/******************************************************************************
* @file : rating.h
* @brief : contains the tetris rating of a grid
******************************************************************************
* @attention
*
* Copyright (c) muebau 2022
* All rights reserved.</center></h2>
*
******************************************************************************
*/
#ifndef __RATING_H__
#define __RATING_H__
#include <stdint.h>
#include <float.h>
#include <stdbool.h>
#include <math.h>
#include <vector>
#include "rating.h"
using namespace std;
class Rating
{
private:
public:
uint8_t minHeight;
uint8_t maxHeight;
uint16_t holes;
uint8_t fullLines;
uint16_t bumpiness;
uint16_t aggregatedHeight;
double score;
uint8_t width;
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;
this->aggregatedHeight = 0;
this->score = -DBL_MAX;
}
};
#endif /* __RATING_H__ */

View File

@ -0,0 +1,33 @@
# Tetris AI effect usermod
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.
Version 1.0
## Installation
Just activate the usermod with `-D USERMOD_TETRISAI` and the effect will become available under the name 'Tetris AI'.
## 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.
### Sliders and boxes
#### Sliders
* 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)
#### Checkboxes
* 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.
* 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)
## Best results
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.

View File

@ -0,0 +1,302 @@
/******************************************************************************
* @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__ */

View 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__ */

View 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__ */

View 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;
}
};

View File

@ -180,6 +180,7 @@
#define USERMOD_ID_STAIRWAY_WIPE 44 //Usermod "stairway-wipe-usermod-v2.h"
#define USERMOD_ID_ANIMARTRIX 45 //Usermod "usermod_v2_animartrix.h"
#define USERMOD_ID_HTTP_PULL_LIGHT_CONTROL 46 //usermod "usermod_v2_HttpPullLightControl.h"
#define USERMOD_ID_TETRISAI 47 //Usermod "usermod_v2_tetris.h"
//Access point behavior
#define AP_BEHAVIOR_BOOT_NO_CONN 0 //Open AP when no connection after boot

View File

@ -209,6 +209,10 @@
#include "../usermods/stairway_wipe_basic/stairway-wipe-usermod-v2.h"
#endif
#ifdef USERMOD_TETRISAI
#include "../usermods/TetrisAI_v2/usermod_v2_tetrisai.h"
#endif
void registerUsermods()
{
/*
@ -405,4 +409,8 @@ void registerUsermods()
#ifdef USERMOD_STAIRCASE_WIPE
usermods.add(new StairwayWipeUsermod());
#endif
#ifdef USERMOD_TETRISAI
usermods.add(new TetrisAIUsermod());
#endif
}