pcb and initial code from https://github.com/das-labor/borgware-2d.git
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254 lines
7.2 KiB
254 lines
7.2 KiB
#include <inttypes.h>
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#include <stdlib.h>
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#include <string.h>
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#include "../../random/prng.h"
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#include "piece.h"
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#include "playfield.h"
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#include "bast.h"
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/***************************
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* non-interface functions *
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***************************/
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/* Function: tetris_bastet_clearColHeights;
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* Description: resets the array for the column heights
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* Argument pBastet: bastet instance whose array should be reset
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* Argument nStart: start index
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* Argument nStop: stop index
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* Return value: void
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*/
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void tetris_bastet_clearColHeights(tetris_bastet_t *pBastet,
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int8_t nStart,
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int8_t nStop)
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{
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for (int i = nStart; i <= nStop; ++i)
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{
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pBastet->pColHeights[i] = 0;
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}
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}
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/* Function: tetris_bastet_qsortCompare
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* Description: compare function for quick sorting the pieces by score
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* Argument pa: the first value to compare
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* Argument pb: the second value to compare
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* Return value: void
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*/
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int tetris_bastet_qsortCompare(const void *pa, const void *pb)
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{
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tetris_bastet_scorepair_t *pScorePairA = (tetris_bastet_scorepair_t *)pa;
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tetris_bastet_scorepair_t *pScorePairB = (tetris_bastet_scorepair_t *)pb;
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if (pScorePairA->nScore == pScorePairB->nScore)
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{
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return 0;
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}
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else if (pScorePairA->nScore < pScorePairB->nScore)
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{
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return -1;
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}
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else
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{
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return 1;
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}
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}
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/****************************
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* construction/destruction *
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****************************/
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/* Function: tetris_bastet_construct
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* Description: constructs a bastet instance for a given playfield
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* Argument pPlayfield: the playfield to be observed
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* Return value: pointer to a newly created bastet instance
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*/
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tetris_bastet_t* tetris_bastet_construct(tetris_playfield_t *pPl)
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{
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tetris_bastet_t *pBastet =
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(tetris_bastet_t *) malloc(sizeof(tetris_bastet_t));
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pBastet->pPlayfield = pPl;
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int8_t nWidth = tetris_playfield_getWidth(pBastet->pPlayfield);
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pBastet->pColHeights = (int8_t*) calloc(nWidth, sizeof(int8_t));
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tetris_bastet_clearColHeights(pBastet, 0, nWidth - 1);
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return pBastet;
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}
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/* Function: tetris_bastet_destruct
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* Description: destructs the given bastet instance
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* Argument pBastet: the bastet instance to be destroyed
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* Return value: void
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*/
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void tetris_bastet_destruct(tetris_bastet_t *pBastet)
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{
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if (pBastet->pColHeights != NULL)
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{
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free(pBastet->pColHeights);
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}
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free(pBastet);
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}
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/****************************
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* bastet related functions *
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****************************/
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/* Function: tetris_bastet_construct
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* Description: calculates a score for a piece at a given column
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* Argument pBastet: the bastet instance of interest
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* Argument pPiece: the piece to be tested
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* Argument pnColum: the column where the piece should be dropped
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* Return value: score for the given move
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*/
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int16_t tetris_bastet_evalPos(tetris_bastet_t *pBastet,
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tetris_piece_t *pPiece,
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int8_t nColumn)
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{
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// the row where the given piece collides
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int8_t nDeepestRow = tetris_playfield_predictDeepestRow(pBastet->pPlayfield,
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pPiece, nColumn);
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// initial score of the given piece
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int16_t nScore = -32000;
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// modify score based on complete lines
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int8_t nLines = tetris_playfield_predictCompleteLines(pBastet->pPlayfield,
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pPiece, nDeepestRow, nColumn);
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nScore += 5000 * nLines;
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// determine sane start and stop columns whose heights we want to calculate
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int8_t nWidth = tetris_playfield_getWidth(pBastet->pPlayfield);
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int8_t nStartCol = ((nColumn - 1) < 0) ? 0 : nColumn - 1;
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int8_t nStopCol;
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// Do we start at the left most position?
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// If we do we MUST calculate the heights of ALL columns (initial step)
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if (nColumn <= -3)
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{
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nStopCol = nWidth - 1;
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// reset all column heights to zero
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tetris_bastet_clearColHeights(pBastet, 0 , nWidth);
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}
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// If not, only calculate columns which are affected by the moved piece.
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else
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{
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nStopCol = (nColumn + 3) < nWidth ? nColumn + 3 : nWidth - 1;
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// clear affected column heights to prevent miscalculations
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tetris_bastet_clearColHeights(pBastet, nStartCol, nStopCol);
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}
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// go through every row and calculate column heights
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tetris_playfield_iterator_t iterator;
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int8_t nHeight = 1;
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uint16_t *pDump = tetris_playfield_predictBottomRow(&iterator,
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pBastet->pPlayfield, pPiece, nDeepestRow, nColumn);
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if (pDump == NULL)
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{
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// an immediately returned NULL is caused by a full dump -> low score
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return -32766;
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}
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while (pDump != NULL)
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{
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uint16_t nColMask = 0x0001 << nStartCol;
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for (int x = nStartCol; x <= nStopCol; ++x)
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{
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if ((*pDump & nColMask) != 0)
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{
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pBastet->pColHeights[x] = nHeight;
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}
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nColMask <<= 1;
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}
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pDump = tetris_playfield_predictNextRow(&iterator);
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++nHeight;
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}
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// modify score based on predicted column heights
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for (int x = 0; x < nWidth; ++x)
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{
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nScore -= 5 * pBastet->pColHeights[x];
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}
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return nScore;
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}
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/* Function: tetris_bastet_minimax
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* Description: calculates the best possible score for every piece
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* Argument pBastet: the bastet instance of interest
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* Return value: void
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*/
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void tetris_bastet_minimax(tetris_bastet_t *pBastet)
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{
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int8_t nWidth = tetris_playfield_getWidth(pBastet->pPlayfield);
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tetris_piece_t *pPiece = tetris_piece_construct(TETRIS_PC_LINE,
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TETRIS_PC_ANGLE_0);
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for (int8_t nBlock = TETRIS_PC_LINE; nBlock <= TETRIS_PC_Z; ++nBlock)
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{
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int16_t nMaxScore = -32768;
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tetris_piece_changeShape(pPiece, nBlock);
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int8_t nAngleCount = tetris_piece_angleCount(pPiece);
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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_changeAngle(pPiece, nAngle);
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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_evalPos(pBastet, pPiece, nCol);
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nMaxScore = nMaxScore > nScore ? nMaxScore : nScore;
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}
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}
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pBastet->nPieceScores[nBlock].shape = nBlock;
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pBastet->nPieceScores[nBlock].nScore = nMaxScore;
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}
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tetris_piece_destruct(pPiece);
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}
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/* Function: tetris_bastet_choosePiece
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* Description: calculates the worst possible piece
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* Argument pBastet: the bastet instance of interest
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* Return value: the worst possible piece
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*/
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tetris_piece_t* tetris_bastet_choosePiece(tetris_bastet_t *pBastet)
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{
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const uint8_t nPercent[7] = {75, 92, 98, 100, 100, 100, 100};
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tetris_bastet_minimax(pBastet);
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// perturb score (-2 to +2) to avoid stupid tie handling
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for (uint8_t i = 0; i < 7; ++i)
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{
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pBastet->nPieceScores[i].nScore += random8() % 5 - 2;
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}
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qsort(pBastet->nPieceScores, 7, sizeof(tetris_bastet_scorepair_t),
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&tetris_bastet_qsortCompare);
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uint8_t nRnd = rand() % 100;
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for (uint8_t i = 0; i < 7; i++)
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{
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if (nRnd < nPercent[i])
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{
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return tetris_piece_construct(pBastet->nPieceScores[i].shape,
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TETRIS_PC_ANGLE_0);
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}
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}
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//should not arrive here
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return tetris_piece_construct(pBastet->nPieceScores[0].shape,
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TETRIS_PC_ANGLE_0);
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}
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/* Function: tetris_bastet_choosePreviewPiece
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* Description: returns the best possible piece
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* (run tetris_bastet_choosePiece first!)
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* Argument pBastet: the bastet instance of interest
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* Return value: the worst possible piece
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*/
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tetris_piece_t* tetris_bastet_choosePreviewPiece(tetris_bastet_t *pBastet)
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{
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return tetris_piece_construct(pBastet->nPieceScores[6].shape,
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TETRIS_PC_ANGLE_0);
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}
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