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modified bastet algorithm to behave more like the original

feature/2015
Christian Kroll 15 years ago
parent
commit
1d28b75a0a
  1. 7
      games/tetris/playfield.c
  2. 8
      games/tetris/playfield.h
  3. 135
      games/tetris/variant_bastet.c
  4. 5
      games/tetris/variant_bastet.h

7
games/tetris/playfield.c

@ -528,6 +528,13 @@ int8_t tetris_playfield_getRow(tetris_playfield_t *pPl)
}
int8_t tetris_playfield_getFirstMatterRow(tetris_playfield_t *pPl)
{
assert(pPl != NULL);
return pPl->nFirstMatterRow;
}
uint8_t tetris_playfield_getRowMask(tetris_playfield_t *pPl)
{
assert(pPl != NULL);

8
games/tetris/playfield.h

@ -203,6 +203,14 @@ int8_t tetris_playfield_getColumn(tetris_playfield_t *pPl);
int8_t tetris_playfield_getRow(tetris_playfield_t *pPl);
/**
* returns the row of the currently falling piece
* @param pPl the playfield we want information from
* @return highest row with matter
*/
int8_t tetris_playfield_getFirstMatterRow(tetris_playfield_t *pPl);
/**
* returns the row mask relative to nRow
* @param pPl the playfield we want information from

135
games/tetris/variant_bastet.c

@ -37,6 +37,75 @@ void tetris_bastet_clearColHeights(tetris_bastet_variant_t *pBastet,
}
/**
* calculate the actual column heights (without any prediction)
* @param pBastet bastet instance whose column heights should be calculated
*/
void tetris_bastet_calcActualColHeights(tetris_bastet_variant_t *pBastet)
{
int8_t nWidth = tetris_playfield_getWidth(pBastet->pPlayfield);
int8_t nStartRow = tetris_playfield_getHeight(pBastet->pPlayfield) - 1;
int8_t nStopRow = tetris_playfield_getFirstMatterRow(pBastet->pPlayfield);
for (int8_t y = nStartRow; y >= nStopRow; --y)
{
uint16_t nDumpRow = tetris_playfield_getDumpRow(pBastet->pPlayfield, y);
uint16_t nColMask = 0x0001;
for (int8_t x = 0; x < nWidth; ++x)
{
if ((nDumpRow & nColMask) != 0)
{
pBastet->pActualColHeights[x] = nStartRow - y + 1;
}
nColMask <<= 1;
}
}
}
/**
* calculate the predicted column heights for a given column range
* @param pBastet bastet instance whose column heights should be predicted
* @param pPiece the piece to be tested
* @param nColum the column where the piece should be dropped
* @param nStartCol the first column of the range to be predicted
* @param nStopCol the last column of the range to be predicted
* @return 0 if dropped piece would cause an overflow, 1 if prediction succeeds
*/
uint8_t tetris_bastet_calcPredictedColHeights(tetris_bastet_variant_t *pBastet,
tetris_piece_t *pPiece,
int8_t nDeepestRow,
int8_t nColumn,
int8_t nStartCol,
int8_t nStopCol)
{
// go through every row and calculate column heights
tetris_playfield_iterator_t iterator;
int8_t nHeight = 1;
uint16_t *pDump = tetris_playfield_predictBottomRow(&iterator,
pBastet->pPlayfield, pPiece, nDeepestRow, nColumn);
if (pDump == NULL)
{
// an immediately returned NULL is caused by a full dump -> low score
return 0;
}
while (pDump != NULL)
{
uint16_t nColMask = 0x0001 << nStartCol;
for (int x = nStartCol; x <= nStopCol; ++x)
{
if ((*pDump & nColMask) != 0)
{
pBastet->pColHeights[x] = nHeight;
}
nColMask <<= 1;
}
pDump = tetris_playfield_predictNextRow(&iterator);
++nHeight;
}
return 1;
}
/**
* compare function for quick sorting the pieces by score
* @param pa the first value to compare
@ -119,6 +188,7 @@ void *tetris_bastet_construct(tetris_playfield_t *pPl)
pBastet->pPlayfield = pPl;
int8_t nWidth = tetris_playfield_getWidth(pBastet->pPlayfield);
pBastet->pActualColHeights = (int8_t*) calloc(nWidth, sizeof(int8_t));
pBastet->pColHeights = (int8_t*) calloc(nWidth, sizeof(int8_t));
tetris_bastet_clearColHeights(pBastet, 0, nWidth - 1);
@ -131,6 +201,10 @@ void tetris_bastet_destruct(void *pVariantData)
assert(pVariantData != 0);
tetris_bastet_variant_t *pBastetVariant =
(tetris_bastet_variant_t *)pVariantData;
if (pBastetVariant->pActualColHeights != NULL)
{
free(pBastetVariant->pActualColHeights);
}
if (pBastetVariant->pColHeights != NULL)
{
free(pBastetVariant->pColHeights);
@ -152,66 +226,53 @@ int16_t tetris_bastet_evaluateMove(tetris_bastet_variant_t *pBastet,
tetris_piece_t *pPiece,
int8_t nColumn)
{
// initial score of the given piece
int16_t nScore = -32000;
// the row where the given piece collides
int8_t nDeepestRow = tetris_playfield_predictDeepestRow(pBastet->pPlayfield,
pPiece, nColumn);
// initial score of the given piece
int16_t nScore = -32000;
// modify score based on complete lines
int8_t nLines = tetris_playfield_predictCompleteLines(pBastet->pPlayfield,
pPiece, nDeepestRow, nColumn);
nScore += 5000 * nLines;
// determine sane start and stop columns whose heights we want to calculate
// determine a sane range of columns whose heights we want to predict
int8_t nWidth = tetris_playfield_getWidth(pBastet->pPlayfield);
int8_t nStartCol = ((nColumn - 1) < 0) ? 0 : nColumn - 1;
int8_t nStopCol;
// Do we start at the left most position?
// If we do we MUST calculate the heights of ALL columns (initial step)
if (nColumn <= -3)
int8_t nStartCol, nStopCol;
// if lines have been removed, we need to recalculate all column heights
if (nLines != 0)
{
nStartCol = 0;
nStopCol = nWidth - 1;
// reset all column heights to zero
tetris_bastet_clearColHeights(pBastet, 0 , nWidth);
}
// If not, only calculate columns which are affected by the moved piece.
// if no lines were removed, we only need to recalculate a few columns
else
{
nStartCol = (nColumn < 0) ? 0 : nColumn;
nStopCol = (nColumn + 3) < nWidth ? nColumn + 3 : nWidth - 1;
// clear affected column heights to prevent miscalculations
tetris_bastet_clearColHeights(pBastet, nStartCol, nStopCol);
}
// go through every row and calculate column heights
tetris_playfield_iterator_t iterator;
int8_t nHeight = 1;
uint16_t *pDump = tetris_playfield_predictBottomRow(&iterator,
pBastet->pPlayfield, pPiece, nDeepestRow, nColumn);
if (pDump == NULL)
// predicted column heights
if (!tetris_bastet_calcPredictedColHeights(pBastet, pPiece, nDeepestRow,
nColumn, nStartCol, nStopCol))
{
// an immediately returned NULL is caused by a full dump -> low score
// in case the prediction fails we return the lowest possible score
return -32766;
}
while (pDump != NULL)
{
uint16_t nColMask = 0x0001 << nStartCol;
for (int x = nStartCol; x <= nStopCol; ++x)
{
if ((*pDump & nColMask) != 0)
{
pBastet->pColHeights[x] = nHeight;
}
nColMask <<= 1;
}
pDump = tetris_playfield_predictNextRow(&iterator);
++nHeight;
}
// modify score based on predicted column heights
for (int x = 0; x < nWidth; ++x)
{
nScore -= 5 * pBastet->pColHeights[x];
if ((x >= nStartCol) && (x <= nStopCol))
{
nScore -= 5 * pBastet->pColHeights[x];
}
else
{
nScore -= 5 * pBastet->pActualColHeights[x];
}
}
return nScore;
@ -220,6 +281,8 @@ int16_t tetris_bastet_evaluateMove(tetris_bastet_variant_t *pBastet,
void tetris_bastet_evaluatePieces(tetris_bastet_variant_t *pBastet)
{
// precache actual column heights
tetris_bastet_calcActualColHeights(pBastet);
int8_t nWidth = tetris_playfield_getWidth(pBastet->pPlayfield);
tetris_piece_t *pPiece = tetris_piece_construct(TETRIS_PC_LINE,
TETRIS_PC_ANGLE_0);

5
games/tetris/variant_bastet.h

@ -39,7 +39,8 @@ typedef struct tetris_bastet_variant_t
uint16_t nLines; /** number of completed lines */
tetris_piece_t *pPreviewPiece; /** the piece for the preview */
tetris_playfield_t *pPlayfield; /** playfield to be examined */
int8_t *pColHeights; /** calculated heights */
int8_t *pActualColHeights; /** actual columns heights */
int8_t *pColHeights; /** predicted column heights */
tetris_bastet_scorepair_t nPieceScores[7]; /** score for every piece */
}
tetris_bastet_variant_t;
@ -74,7 +75,7 @@ void tetris_bastet_destruct(void *pVariantData);
* calculates a score for a piece at a given column
* @param pBastet the bastet instance of interest
* @param pPiece the piece to be tested
* @param pnColum the column where the piece should be dropped
* @param nColum the column where the piece should be dropped
* @return score for the given move
*/
int16_t tetris_bastet_evaluateMove(tetris_bastet_variant_t *pBastet,

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