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@ -78,6 +78,7 @@ void tetris_bastet_doPreprocessing(tetris_bastet_variant_t *pBastet) |
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pBastet->pColScore[t0] > pBastet->pColScore[t1] ? |
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pBastet->pColScore[t0] : pBastet->pColScore[t1]; |
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} |
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// normalize to bucket geometry
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for (uint8_t i = 0; i < nWidth + 3; ++i) |
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{ |
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@ -255,7 +256,7 @@ int16_t tetris_bastet_evaluateMove(tetris_bastet_variant_t *pBastet, |
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// the row where the given piece collides
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int8_t nDeepestRow = tetris_bucket_predictDeepestRow(pBastet->pBucket, |
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pPiece, pBastet->pStartingRow[nColumn], nColumn); |
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pPiece, pBastet->pStartingRow[nColumn + 3], nColumn); |
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// in case the prediction fails we return the lowest possible score
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if (nDeepestRow == TETRIS_BUCKET_INVALIDROW) |
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@ -320,7 +321,6 @@ void tetris_bastet_evaluatePieces(tetris_bastet_variant_t *pBastet) |
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for (int8_t nAngle = TETRIS_PC_ANGLE_0; nAngle < nAngleCount; ++nAngle) |
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{ |
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tetris_piece_setAngle(pPiece, nAngle); |
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tetris_piece_rotate(pPiece, TETRIS_PC_ROT_CW); |
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for (int8_t nCol = -3; nCol < nWidth; ++nCol) |
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{ |
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int16_t nScore = tetris_bastet_evaluateMove(pBastet, |
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