[add] Option to hide blue borders.
This commit is contained in:
@@ -11,6 +11,7 @@ build_flags =
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-D ENC_B=1
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-D ENC_SW=2
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-D SENSITIVITY=4
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-D SHOW_BORDER=0
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-D BRIGHTNESS=25
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-D IDLE_TIMEOUT=45000
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-D DEMO_RESET_PAUSE=20000
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+85
-67
@@ -5,6 +5,11 @@
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#include <WebServer.h>
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#include <Preferences.h>
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// Build Flag Default (can be overridden in platformio.ini)
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#ifndef SHOW_BORDER
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#define SHOW_BORDER 1
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#endif
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#define NUM_LEDS 64
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const int COLS = 7;
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const int ROWS = 6;
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@@ -29,7 +34,7 @@ State gameState = MENU;
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int8_t menuMode = 0;
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int8_t currentPlayer = 1;
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int8_t winnerPlayer = 0; // Tracks who actually won for the flashing effect
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int8_t winnerPlayer = 0;
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int8_t activeCol = 3;
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long oldEncPos = -999;
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uint32_t lastActivityTime = 0;
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@@ -52,7 +57,7 @@ void drawStaticUI();
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void renderBoard();
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int getFirstEmptyRow(int col);
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bool isBoardFull();
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int8_t scanBoard(); // Changed to return the winner ID
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int8_t scanBoard();
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void updateThinkingVisuals(int8_t p, int8_t col);
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void animateDrop(int col, int player);
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void moveDiscToCol(int startCol, int targetCol, int player, int speed);
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@@ -68,6 +73,7 @@ int getIdx(int x, int y) { return (y * 8) + x; }
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void drawStaticUI()
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{
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FastLED.clear();
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#if SHOW_BORDER == 1
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CRGB borderColor = CRGB::Blue;
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if (gameState == DEMO || gameState >= 2)
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{
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@@ -78,29 +84,30 @@ void drawStaticUI()
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leds[getIdx(x, 1)] = borderColor;
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for (int y = 1; y < 8; y++)
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leds[getIdx(7, y)] = borderColor;
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#endif
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}
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void renderBoard()
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{
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drawStaticUI();
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for (int c = 0; c < COLS; c++)
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for (int column = 0; column < COLS; column++)
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{
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for (int r = 0; r < ROWS; r++)
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for (int row = 0; row < ROWS; row++)
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{
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if (board[c][r] == 1)
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leds[getIdx(c, 7 - r)] = CRGB::Yellow;
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if (board[c][r] == 2)
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leds[getIdx(c, 7 - r)] = CRGB::Red;
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if (board[column][row] == 1)
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leds[getIdx(column, 7 - row)] = CRGB::Yellow;
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if (board[column][row] == 2)
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leds[getIdx(column, 7 - row)] = CRGB::Red;
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}
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}
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}
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int getFirstEmptyRow(int col)
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{
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for (int r = 0; r < ROWS; r++)
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for (int row = 0; row < ROWS; row++)
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{
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if (board[col][r] == 0)
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return r;
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if (board[col][row] == 0)
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return row;
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}
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return -1;
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}
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@@ -109,17 +116,17 @@ int getDynamicPly()
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{
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if (!progressive_difficulty && gameState != DEMO)
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return current_look_ahead;
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int count = 0;
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for (int c = 0; c < COLS; c++)
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for (int r = 0; r < ROWS; r++)
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if (board[c][r] != 0)
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count++;
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return constrain(current_look_ahead + (count / 7), 1, 10);
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int occupiedCount = 0;
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for (int column = 0; column < COLS; column++)
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for (int row = 0; row < ROWS; row++)
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if (board[column][row] != 0)
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occupiedCount++;
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return constrain(current_look_ahead + (occupiedCount / 7), 1, 10);
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}
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// --- Visuals & Animations ---
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void updateThinkingVisuals(int8_t p, int8_t col)
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void updateThinkingVisuals(int8_t playerColor, int8_t column)
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{
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static uint32_t lastCycle = 0;
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if (millis() - lastCycle < 25)
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@@ -139,8 +146,8 @@ void updateThinkingVisuals(int8_t p, int8_t col)
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}
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for (int x = 0; x < COLS; x++)
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leds[getIdx(x, 0)] = CRGB::Black;
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CRGB aiColor = (p == 1) ? CRGB::Yellow : CRGB::Red;
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leds[getIdx(col, 0)] = aiColor.nscale8(aiBrightness);
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CRGB aiColor = (playerColor == 1) ? CRGB::Yellow : CRGB::Red;
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leds[getIdx(column, 0)] = aiColor.nscale8(aiBrightness);
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FastLED.show();
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}
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@@ -149,12 +156,12 @@ void animateDrop(int col, int player)
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int targetRow = getFirstEmptyRow(col);
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if (targetRow == -1)
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return;
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for (int r = 5; r >= targetRow; r--)
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for (int row = 5; row >= targetRow; row--)
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{
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renderBoard();
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leds[getIdx(col, 7 - r)] = (player == 1) ? CRGB::Yellow : CRGB::Red;
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leds[getIdx(col, 7 - row)] = (player == 1) ? CRGB::Yellow : CRGB::Red;
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FastLED.show();
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delay(max(20, 80 - (5 - r) * 15));
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delay(max(20, 80 - (5 - row) * 15));
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}
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board[col][targetRow] = player;
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renderBoard();
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@@ -181,8 +188,8 @@ void moveDiscToCol(int startCol, int targetCol, int player, int speed)
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bool isBoardFull()
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{
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for (int c = 0; c < COLS; c++)
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if (board[c][5] == 0)
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for (int column = 0; column < COLS; column++)
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if (board[column][5] == 0)
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return false;
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return true;
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}
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@@ -190,44 +197,52 @@ bool isBoardFull()
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int8_t scanBoard()
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{
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memset(winMask, 0, sizeof(winMask));
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auto check = [&](int column, int row, int columnOffset, int rowOffset)
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auto checkMatch = [&](int col, int row, int dCol, int dRow)
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{
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int8_t postion = board[column][row];
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if (postion != 0 && board[column + columnOffset][row + rowOffset] == postion && board[column + 2 * columnOffset][row + 2 * rowOffset] == postion && board[column + 3 * columnOffset][row + 3 * rowOffset] == postion)
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int8_t playerAtPos = board[col][row];
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if (playerAtPos != 0 &&
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board[col + dCol][row + dRow] == playerAtPos &&
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board[col + 2 * dCol][row + 2 * dRow] == playerAtPos &&
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board[col + 3 * dCol][row + 3 * dRow] == playerAtPos)
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{
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for (int index = 0; index < 4; index++)
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winMask[getIdx(column + index * columnOffset, 7 - (row + index * rowOffset))] = true;
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return postion;
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for (int i = 0; i < 4; i++)
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winMask[getIdx(col + i * dCol, 7 - (row + i * dRow))] = true;
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return playerAtPos;
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}
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return (int8_t)0;
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};
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// Horizontal
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for (int row = 0; row < 6; row++)
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for (int column = 0; column < 4; column++)
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for (int col = 0; col < 4; col++)
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{
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int8_t res = check(column, row, 1, 0);
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if (res)
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return res;
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int8_t result = checkMatch(col, row, 1, 0);
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if (result)
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return result;
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}
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// Vertical
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for (int row = 0; row < 3; row++)
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for (int column = 0; column < 7; column++)
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for (int col = 0; col < 7; col++)
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{
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int8_t res = check(column, row, 0, 1);
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if (res)
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return res;
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int8_t result = checkMatch(col, row, 0, 1);
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if (result)
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return result;
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}
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// Diagonal Up
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for (int row = 0; row < 3; row++)
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for (int column = 0; column < 4; column++)
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for (int col = 0; col < 4; col++)
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{
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int8_t res = check(column, row, 1, 1);
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if (res)
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return res;
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int8_t result = checkMatch(col, row, 1, 1);
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if (result)
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return result;
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}
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// Diagonal Down
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for (int row = 3; row < 6; row++)
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for (int column = 0; column < 4; column++)
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for (int col = 0; col < 4; col++)
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{
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int8_t res = check(column, row, 1, -1);
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if (res)
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return res;
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int8_t result = checkMatch(col, row, 1, -1);
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if (result)
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return result;
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}
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return 0;
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}
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@@ -239,40 +254,39 @@ int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiPlayer, int8_t
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else
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yield();
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// Check for wins within minimax
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int8_t win = scanBoard();
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if (win == aiPlayer)
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int8_t winner = scanBoard();
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if (winner == aiPlayer)
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return 1000 + depth;
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if (win == humanPlayer)
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if (winner == humanPlayer)
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return -1000 - depth;
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if (depth == 0 || isBoardFull())
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return 0;
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int order[] = {3, 2, 4, 1, 5, 0, 6};
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int best = isMax ? -2000 : 2000;
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for (int column : order)
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int colOrder[] = {3, 2, 4, 1, 5, 0, 6};
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int bestScore = isMax ? -2000 : 2000;
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for (int column : colOrder)
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{
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int row = getFirstEmptyRow(column);
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if (row != -1)
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{
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board[column][row] = isMax ? aiPlayer : humanPlayer;
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int val = minimax(depth - 1, alpha, beta, !isMax, aiPlayer, humanPlayer, (depth == current_look_ahead ? column : rootCol));
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int score = minimax(depth - 1, alpha, beta, !isMax, aiPlayer, humanPlayer, (depth == current_look_ahead ? column : rootCol));
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board[column][row] = 0;
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if (isMax)
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{
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best = max(best, val);
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alpha = max(alpha, best);
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bestScore = max(bestScore, score);
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alpha = max(alpha, bestScore);
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}
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else
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{
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best = min(best, val);
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beta = min(beta, best);
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bestScore = min(bestScore, score);
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beta = min(beta, bestScore);
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}
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if (beta <= alpha)
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break;
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}
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}
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return best;
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return bestScore;
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}
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void performAiMove(int8_t aiPlayer)
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@@ -293,14 +307,14 @@ void performAiMove(int8_t aiPlayer)
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{
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board[column][row] = 0;
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bestCol = column;
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goto finalize;
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goto finalizeMove;
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}
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board[column][row] = humanPlayer;
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if (current_look_ahead >= 2 && scanBoard() == humanPlayer)
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{
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board[column][row] = 0;
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bestCol = column;
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goto finalize;
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goto finalizeMove;
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}
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board[column][row] = 0;
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}
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@@ -322,11 +336,11 @@ void performAiMove(int8_t aiPlayer)
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}
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if ((gameState == DEMO || blunder_enabled) && random(100) < 20)
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{
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int rCol = random(0, 7);
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if (getFirstEmptyRow(rCol) != -1)
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bestCol = rCol;
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int randomColumn = random(0, 7);
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if (getFirstEmptyRow(randomColumn) != -1)
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bestCol = randomColumn;
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}
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finalize:
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finalizeMove:
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current_look_ahead = originalPly;
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moveDiscToCol(activeCol, bestCol, aiPlayer, 100);
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delay(450);
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@@ -382,10 +396,12 @@ void showMenu()
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{
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isDemoOver = false;
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FastLED.clear();
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#if SHOW_BORDER == 1
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for (int x = 0; x < 7; x++)
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leds[getIdx(x, 1)] = CRGB::Blue;
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for (int y = 1; y < 8; y++)
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leds[getIdx(7, y)] = CRGB::Blue;
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#endif
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if (menuMode < 2)
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{
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CRGB p1Col = (menuMode == 1) ? CRGB::Red : CRGB::Yellow;
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@@ -584,8 +600,10 @@ void loop()
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renderBoard();
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for (int i = 0; i < NUM_LEDS; i++)
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{
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#if SHOW_BORDER == 1
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if (leds[i] == CRGB::Blue)
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continue;
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#endif
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if (gameState == FINISHED_WIN)
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{
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if (winMask[i])
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@@ -606,7 +624,7 @@ void loop()
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memset(board, 0, sizeof(board));
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gameState = DEMO;
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demoResetTimer = 0;
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demoPly = random(3, 7);
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demoPly = random(2, 5);
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}
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if (pressed)
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{
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