[fix] AI killer instinct, border toggle, and animation timing.

This commit is contained in:
2026-03-09 10:15:49 +01:00
parent da63f05ac3
commit 3e29a2e4da
4 changed files with 267 additions and 269 deletions
+194 -158
View File
@@ -5,11 +5,14 @@
#include <WebServer.h>
#include <Preferences.h>
#ifndef SHOW_BORDER
#define SHOW_BORDER 1
#endif
#define NUM_LEDS 64
const int COLS = 7;
const int ROWS = 6;
// --- Configuration & Globals ---
CRGB leds[NUM_LEDS];
Encoder myEnc(ENC_A, ENC_B);
WebServer server(80);
@@ -29,13 +32,14 @@ State gameState = MENU;
int8_t menuMode = 0;
int8_t currentPlayer = 1;
int8_t winnerPlayer = 0; // Tracks who actually won for the flashing effect
int8_t winnerPlayer = 0;
int8_t activeCol = 3;
long oldEncPos = -999;
uint32_t lastActivityTime = 0;
uint32_t demoResetTimer = 0;
bool isDemoOver = false;
uint8_t demoPly = 4;
bool abortAi = false;
uint8_t current_look_ahead;
uint8_t current_brightness;
@@ -52,22 +56,21 @@ void drawStaticUI();
void renderBoard();
int getFirstEmptyRow(int col);
bool isBoardFull();
int8_t scanBoard(); // Changed to return the winner ID
void updateThinkingVisuals(int8_t p, int8_t col);
int8_t scanBoard();
void updateThinkingVisuals(int8_t playerColor, int8_t column);
void animateDrop(int col, int player);
void moveDiscToCol(int startCol, int targetCol, int player, int speed);
int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiP, int8_t huP, int8_t rootCol);
void performAiMove(int8_t aiP);
int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiPlayer, int8_t humanPlayer, int8_t rootCol);
void performAiMove(int8_t aiPlayer);
void showMenu();
int getDynamicPly();
// --- Utility & Rendering ---
int getIdx(int x, int y) { return (y * 8) + x; }
void drawStaticUI()
{
FastLED.clear();
#if SHOW_BORDER == 1
CRGB borderColor = CRGB::Blue;
if (gameState == DEMO || gameState >= 2)
{
@@ -78,48 +81,57 @@ void drawStaticUI()
leds[getIdx(x, 1)] = borderColor;
for (int y = 1; y < 8; y++)
leds[getIdx(7, y)] = borderColor;
#endif
}
void renderBoard()
{
drawStaticUI();
for (int c = 0; c < COLS; c++)
for (int column = 0; column < COLS; column++)
{
for (int r = 0; r < ROWS; r++)
for (int row = 0; row < ROWS; row++)
{
if (board[c][r] == 1)
leds[getIdx(c, 7 - r)] = CRGB::Yellow;
if (board[c][r] == 2)
leds[getIdx(c, 7 - r)] = CRGB::Red;
if (board[column][row] == 1)
leds[getIdx(column, 7 - row)] = CRGB::Yellow;
if (board[column][row] == 2)
leds[getIdx(column, 7 - row)] = CRGB::Red;
}
}
}
int getFirstEmptyRow(int col)
{
for (int r = 0; r < ROWS; r++)
for (int row = 0; row < ROWS; row++)
{
if (board[col][r] == 0)
return r;
if (board[col][row] == 0)
return row;
}
return -1;
}
bool isBoardFull()
{
for (int column = 0; column < COLS; column++)
{
if (board[column][ROWS - 1] == 0)
return false;
}
return true;
}
int getDynamicPly()
{
if (!progressive_difficulty && gameState != DEMO)
return current_look_ahead;
int count = 0;
for (int c = 0; c < COLS; c++)
for (int r = 0; r < ROWS; r++)
if (board[c][r] != 0)
count++;
return constrain(current_look_ahead + (count / 7), 1, 10);
int occupiedCount = 0;
for (int column = 0; column < COLS; column++)
for (int row = 0; row < ROWS; row++)
if (board[column][row] != 0)
occupiedCount++;
return constrain(current_look_ahead + (occupiedCount / 7), 1, 10);
}
// --- Visuals & Animations ---
void updateThinkingVisuals(int8_t p, int8_t col)
void updateThinkingVisuals(int8_t playerColor, int8_t column)
{
static uint32_t lastCycle = 0;
if (millis() - lastCycle < 25)
@@ -139,8 +151,8 @@ void updateThinkingVisuals(int8_t p, int8_t col)
}
for (int x = 0; x < COLS; x++)
leds[getIdx(x, 0)] = CRGB::Black;
CRGB aiColor = (p == 1) ? CRGB::Yellow : CRGB::Red;
leds[getIdx(col, 0)] = aiColor.nscale8(aiBrightness);
CRGB aiColor = (playerColor == 1) ? CRGB::Yellow : CRGB::Red;
leds[getIdx(column, 0)] = aiColor.nscale8(aiBrightness);
FastLED.show();
}
@@ -149,12 +161,12 @@ void animateDrop(int col, int player)
int targetRow = getFirstEmptyRow(col);
if (targetRow == -1)
return;
for (int r = 5; r >= targetRow; r--)
for (int row = 5; row >= targetRow; row--)
{
renderBoard();
leds[getIdx(col, 7 - r)] = (player == 1) ? CRGB::Yellow : CRGB::Red;
leds[getIdx(col, 7 - row)] = (player == 1) ? CRGB::Yellow : CRGB::Red;
FastLED.show();
delay(max(20, 80 - (5 - r) * 15));
delay(max(20, 80 - (5 - row) * 15));
}
board[col][targetRow] = player;
renderBoard();
@@ -165,7 +177,7 @@ void moveDiscToCol(int startCol, int targetCol, int player, int speed)
{
int current = startCol;
CRGB pColor = (player == 1) ? CRGB::Yellow : CRGB::Red;
while (current != targetCol)
while (current != targetCol && !abortAi)
{
leds[getIdx(current, 0)] = CRGB::Black;
current += (targetCol > current) ? 1 : -1;
@@ -173,59 +185,52 @@ void moveDiscToCol(int startCol, int targetCol, int player, int speed)
leds[getIdx(current, 0)] = pColor;
FastLED.show();
delay(speed);
if (digitalRead(ENC_SW) == LOW)
abortAi = true;
}
activeCol = targetCol;
}
// --- AI Engine ---
bool isBoardFull()
{
for (int c = 0; c < COLS; c++)
if (board[c][5] == 0)
return false;
return true;
}
int8_t scanBoard()
{
memset(winMask, 0, sizeof(winMask));
auto check = [&](int column, int row, int columnOffset, int rowOffset)
auto checkMatch = [&](int col, int row, int dCol, int dRow)
{
int8_t postion = board[column][row];
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)
int8_t pAtPos = board[col][row];
if (pAtPos != 0 && board[col + dCol][row + dRow] == pAtPos &&
board[col + 2 * dCol][row + 2 * dRow] == pAtPos && board[col + 3 * dCol][row + 3 * dRow] == pAtPos)
{
for (int index = 0; index < 4; index++)
winMask[getIdx(column + index * columnOffset, 7 - (row + index * rowOffset))] = true;
return postion;
for (int i = 0; i < 4; i++)
winMask[getIdx(col + i * dCol, 7 - (row + i * dRow))] = true;
return pAtPos;
}
return (int8_t)0;
};
for (int row = 0; row < 6; row++)
for (int column = 0; column < 4; column++)
for (int r = 0; r < 6; r++)
for (int c = 0; c < 4; c++)
{
int8_t res = check(column, row, 1, 0);
int8_t res = checkMatch(c, r, 1, 0);
if (res)
return res;
}
for (int row = 0; row < 3; row++)
for (int column = 0; column < 7; column++)
for (int r = 0; r < 3; r++)
for (int c = 0; c < 7; c++)
{
int8_t res = check(column, row, 0, 1);
int8_t res = checkMatch(c, r, 0, 1);
if (res)
return res;
}
for (int row = 0; row < 3; row++)
for (int column = 0; column < 4; column++)
for (int r = 0; r < 3; r++)
for (int c = 0; c < 4; c++)
{
int8_t res = check(column, row, 1, 1);
int8_t res = checkMatch(c, r, 1, 1);
if (res)
return res;
}
for (int row = 3; row < 6; row++)
for (int column = 0; column < 4; column++)
for (int r = 3; r < 6; r++)
for (int c = 0; c < 4; c++)
{
int8_t res = check(column, row, 1, -1);
int8_t res = checkMatch(c, r, 1, -1);
if (res)
return res;
}
@@ -234,55 +239,69 @@ int8_t scanBoard()
int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiPlayer, int8_t humanPlayer, int8_t rootCol)
{
if (depth % 2 == 0)
{
if (digitalRead(ENC_SW) == LOW)
{
abortAi = true;
return 0;
}
}
if (depth >= current_look_ahead - 1)
updateThinkingVisuals(aiPlayer, rootCol);
else
yield();
if (abortAi)
return 0;
// Check for wins within minimax
int8_t win = scanBoard();
if (win == aiPlayer)
return 1000 + depth;
if (win == humanPlayer)
return -1000 - depth;
int8_t winner = scanBoard();
if (winner == aiPlayer)
return 1000 + depth; // Win sooner is better
if (winner == humanPlayer)
return -1000 - depth; // Lose later is better
if (depth == 0 || isBoardFull())
return 0;
int order[] = {3, 2, 4, 1, 5, 0, 6};
int best = isMax ? -2000 : 2000;
for (int column : order)
int colOrder[] = {3, 2, 4, 1, 5, 0, 6};
int bestScore = isMax ? -10000 : 10000;
for (int column : colOrder)
{
if (abortAi)
return 0;
int row = getFirstEmptyRow(column);
if (row != -1)
{
board[column][row] = isMax ? aiPlayer : humanPlayer;
int val = minimax(depth - 1, alpha, beta, !isMax, aiPlayer, humanPlayer, (depth == current_look_ahead ? column : rootCol));
int score = minimax(depth - 1, alpha, beta, !isMax, aiPlayer, humanPlayer, (depth == current_look_ahead ? column : rootCol));
board[column][row] = 0;
if (isMax)
{
best = max(best, val);
alpha = max(alpha, best);
bestScore = max(bestScore, score);
alpha = max(alpha, bestScore);
}
else
{
best = min(best, val);
beta = min(beta, best);
bestScore = min(bestScore, score);
beta = min(beta, bestScore);
}
if (beta <= alpha)
break;
}
}
return best;
return bestScore;
}
void performAiMove(int8_t aiPlayer)
{
abortAi = false;
int humanPlayer = (aiPlayer == 1) ? 2 : 1;
int bestScore = -30000;
int bestCol = 3;
int originalPly = current_look_ahead;
current_look_ahead = (gameState == DEMO) ? demoPly : getDynamicPly();
// PHASE 1: Immediate Win Check (OFFENSE)
for (int column = 0; column < COLS; column++)
{
int row = getFirstEmptyRow(column);
@@ -293,20 +312,34 @@ void performAiMove(int8_t aiPlayer)
{
board[column][row] = 0;
bestCol = column;
goto finalize;
}
board[column][row] = humanPlayer;
if (current_look_ahead >= 2 && scanBoard() == humanPlayer)
{
board[column][row] = 0;
bestCol = column;
goto finalize;
goto finalizeMove; // TAKE THE WIN IMMEDIATELY
}
board[column][row] = 0;
}
}
// PHASE 2: Immediate Block Check (DEFENSE)
for (int column = 0; column < COLS; column++)
{
int row = getFirstEmptyRow(column);
if (row != -1)
{
board[column][row] = humanPlayer;
if (scanBoard() == humanPlayer)
{
board[column][row] = 0;
bestCol = column;
goto finalizeMove; // MUST BLOCK
}
board[column][row] = 0;
}
}
// PHASE 3: Minimax Look-ahead
for (int column : {3, 2, 4, 1, 5, 0, 6})
{
if (abortAi)
goto finalizeMove;
int row = getFirstEmptyRow(column);
if (row != -1)
{
@@ -320,34 +353,29 @@ void performAiMove(int8_t aiPlayer)
}
}
}
if ((gameState == DEMO || blunder_enabled) && random(100) < 20)
{
int rCol = random(0, 7);
if (getFirstEmptyRow(rCol) != -1)
bestCol = rCol;
}
finalize:
current_look_ahead = originalPly;
moveDiscToCol(activeCol, bestCol, aiPlayer, 100);
delay(450);
animateDrop(bestCol, aiPlayer);
}
// --- Web Portal ---
if ((gameState == DEMO || blunder_enabled) && random(100) < 20 && !abortAi)
{
int randomColumn = random(0, 7);
if (getFirstEmptyRow(randomColumn) != -1)
bestCol = randomColumn;
}
finalizeMove:
current_look_ahead = originalPly;
if (!abortAi)
{
moveDiscToCol(activeCol, bestCol, aiPlayer, 100);
delay(450);
animateDrop(bestCol, aiPlayer);
}
}
void handleRoot()
{
String html = "<html><head><meta name='viewport' content='width=device-width, initial-scale=1'>"
"<style>body{font-family:sans-serif;background:#121212;color:white;text-align:center;}"
" .card{background:#222;padding:25px;border-radius:15px;display:inline-block;margin-top:20px;}"
" input{width:100%;padding:10px;margin:10px 0;border-radius:5px;border:none;}</style></head><body>";
html += "<h1>Connect 4 Admin</h1><div class='card'><form action='/save' method='POST'>";
html += "Base AI Ply (1-10):<input type='number' name='ply' value='" + String(current_look_ahead) + "'>";
html += "Brightness (5-255):<input type='number' name='br' value='" + String(current_brightness) + "'>";
html += "Idle Timeout (Sec):<input type='number' name='idle' value='" + String(current_idle_timeout_ms / 1000) + "'>";
html += "Enable Blunders: <input type='checkbox' name='blunder' " + String(blunder_enabled ? "checked" : "") + "><br>";
html += "Evolution Mode: <input type='checkbox' name='evolve' " + String(progressive_difficulty ? "checked" : "") + "><br><br>";
html += "<input type='submit' value='Save Settings' style='background:#28a745;color:white;font-weight:bold;'></form></div></body></html>";
String html = "<html><head><meta name='viewport' content='width=device-width, initial-scale=1'><style>body{font-family:sans-serif;background:#121212;color:white;text-align:center;} .card{background:#222;padding:25px;border-radius:15px;display:inline-block;margin-top:20px;} input{width:100%;padding:10px;margin:10px 0;border-radius:5px;border:none;}</style></head><body><h1>Connect 4 Admin</h1><div class='card'><form action='/save' method='POST'>";
html += "Base AI Ply:<input type='number' name='ply' value='" + String(current_look_ahead) + "'>Brightness:<input type='number' name='br' value='" + String(current_brightness) + "'>Idle Timeout (s):<input type='number' name='idle' value='" + String(current_idle_timeout_ms / 1000) + "'>";
html += "Blunders: <input type='checkbox' name='blunder' " + String(blunder_enabled ? "checked" : "") + "><br>Evolution: <input type='checkbox' name='evolve' " + String(progressive_difficulty ? "checked" : "") + "><br><br><input type='submit' value='Save' style='background:#28a745;color:white;'></form></div></body></html>";
server.send(200, "text/html", html);
}
@@ -366,9 +394,8 @@ void handleSave()
}
if (server.hasArg("idle"))
{
uint32_t s = server.arg("idle").toInt();
current_idle_timeout_ms = s * 1000;
prefs.putUInt("idle", s);
current_idle_timeout_ms = server.arg("idle").toInt() * 1000;
prefs.putUInt("idle", current_idle_timeout_ms / 1000);
}
blunder_enabled = server.hasArg("blunder");
prefs.putBool("blunder", blunder_enabled);
@@ -382,19 +409,21 @@ void showMenu()
{
isDemoOver = false;
FastLED.clear();
#if SHOW_BORDER == 1
for (int x = 0; x < 7; x++)
leds[getIdx(x, 1)] = CRGB::Blue;
for (int y = 1; y < 8; y++)
leds[getIdx(7, y)] = CRGB::Blue;
#endif
if (menuMode < 2)
{
CRGB p1Col = (menuMode == 1) ? CRGB::Red : CRGB::Yellow;
CRGB pCol = (menuMode == 1) ? CRGB::Red : CRGB::Yellow;
for (int y = 3; y <= 6; y++)
leds[getIdx(3, y)] = p1Col;
leds[getIdx(2, 3)] = p1Col;
leds[getIdx(4, 3)] = p1Col;
leds[getIdx(2, 6)] = p1Col;
leds[getIdx(4, 6)] = p1Col;
leds[getIdx(3, y)] = pCol;
leds[getIdx(2, 3)] = pCol;
leds[getIdx(4, 3)] = pCol;
leds[getIdx(2, 6)] = pCol;
leds[getIdx(4, 6)] = pCol;
}
else
{
@@ -424,7 +453,6 @@ void setup()
current_idle_timeout_ms = prefs.getUInt("idle", 60) * 1000;
blunder_enabled = prefs.getBool("blunder", false);
progressive_difficulty = prefs.getBool("evolve", false);
FastLED.addLeds<WS2812B, LED_PIN, GRB>(leds, NUM_LEDS);
FastLED.setBrightness(current_brightness);
pinMode(ENC_SW, INPUT_PULLUP);
@@ -446,18 +474,21 @@ void loop()
{
if (gameState >= 2 || gameState == DEMO)
{
for (int index = 0; index < 10; index++)
{
fadeToBlackBy(leds, NUM_LEDS, 32);
FastLED.show();
delay(30);
}
delay(500);
gameState = MENU;
abortAi = true;
memset(board, 0, sizeof(board));
winnerPlayer = 0;
demoResetTimer = 0;
for (int i = 0; i < 10; i++)
{
fadeToBlackBy(leds, NUM_LEDS, 40);
FastLED.show();
delay(20);
}
gameState = MENU;
showMenu();
lastActivityTime = millis();
oldEncPos = newPos;
lastActivityTime = millis();
delay(300);
return;
}
lastActivityTime = millis();
@@ -503,12 +534,14 @@ void loop()
{
activeCol = (newPos % 7 + 7) % 7;
oldEncPos = newPos;
lastActivityTime = millis();
}
renderBoard();
leds[getIdx(activeCol, 0)] = (currentPlayer == 1) ? CRGB::Yellow : CRGB::Red;
FastLED.show();
if (pressed)
{
lastActivityTime = millis();
int row = getFirstEmptyRow(activeCol);
if (row != -1)
{
@@ -528,18 +561,22 @@ void loop()
{
if (menuMode < 2)
{
int8_t aiPlayer = (menuMode == 0) ? 2 : 1;
performAiMove(aiPlayer);
winnerPlayer = scanBoard();
if (winnerPlayer != 0)
int8_t aiP = (menuMode == 0) ? 2 : 1;
performAiMove(aiP);
lastActivityTime = millis();
if (!abortAi)
{
gameState = FINISHED_WIN;
demoResetTimer = millis();
}
else if (isBoardFull())
{
gameState = FINISHED_DRAW;
demoResetTimer = millis();
winnerPlayer = scanBoard();
if (winnerPlayer != 0)
{
gameState = FINISHED_WIN;
demoResetTimer = millis();
}
else if (isBoardFull())
{
gameState = FINISHED_DRAW;
demoResetTimer = millis();
}
}
}
else
@@ -557,24 +594,27 @@ void loop()
FastLED.show();
delay(600);
performAiMove(currentPlayer);
winnerPlayer = scanBoard();
if (winnerPlayer != 0)
if (!abortAi)
{
gameState = FINISHED_WIN;
demoResetTimer = millis();
}
else if (isBoardFull())
{
gameState = FINISHED_DRAW;
demoResetTimer = millis();
}
else
{
currentPlayer = (currentPlayer == 1) ? 2 : 1;
winnerPlayer = scanBoard();
if (winnerPlayer != 0)
{
gameState = FINISHED_WIN;
demoResetTimer = millis();
}
else if (isBoardFull())
{
gameState = FINISHED_DRAW;
demoResetTimer = millis();
}
else
{
currentPlayer = (currentPlayer == 1) ? 2 : 1;
}
}
}
else
{ // FINISHED state
{
static uint32_t lastFlash = 0;
static bool toggle = true;
if (millis() - lastFlash > 300)
@@ -584,8 +624,10 @@ void loop()
renderBoard();
for (int i = 0; i < NUM_LEDS; i++)
{
#if SHOW_BORDER == 1
if (leds[i] == CRGB::Blue)
continue;
#endif
if (gameState == FINISHED_WIN)
{
if (winMask[i])
@@ -608,11 +650,5 @@ void loop()
demoResetTimer = 0;
demoPly = random(3, 7);
}
if (pressed)
{
gameState = MENU;
showMenu();
delay(300);
}
}
}
}