WLED/usermods/TetrisAI_v2/tetrisaigame.h
muebau 5f0c6fce74 fixed static or global variables
use of strip.now instead of millis()
use float instead of double
respond to changes in segment size
make effect usable with multible segments
2024-05-23 18:51:55 +02:00

155 lines
3.8 KiB
C++

/******************************************************************************
* @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;
uint8_t nPieces;
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),
nPieces(nPieces),
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.width = width;
grid.height = height + 4;
grid.reset();
bag.reset();
}
};
#endif /* __TETRISAIGAME_H__ */