[fix] Demo interrupt, encoder sensitivity, and win delay.
This commit is contained in:
+196
-497
@@ -9,7 +9,16 @@
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#define SHOW_BORDER 1
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#endif
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#ifndef SENSITIVITY
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#define SENSITIVITY 4
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#endif
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#define LED_PIN 4
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#define ENC_A 0
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#define ENC_B 1
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#define ENC_SW 2
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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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@@ -20,635 +29,325 @@ Preferences prefs;
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int8_t board[COLS][ROWS];
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bool winMask[NUM_LEDS];
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enum State
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{
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MENU,
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PLAYING,
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FINISHED_WIN,
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FINISHED_DRAW,
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DEMO
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};
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enum State { MENU, PLAYING, AI_TURN, FINISHED_WIN, FINISHED_DRAW, DEMO };
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State gameState = MENU;
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int8_t menuMode = 0;
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int8_t menuMode = 0;
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int8_t currentPlayer = 1;
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int8_t winnerPlayer = 0;
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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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uint32_t demoResetTimer = 0;
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bool isDemoOver = false;
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uint32_t globalInputCooldown = 0;
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uint8_t demoPly = 4;
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bool abortAi = false;
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bool lastButtonState = HIGH;
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uint8_t current_look_ahead;
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uint8_t current_brightness;
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uint32_t current_idle_timeout_ms;
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uint8_t current_look_ahead = 6;
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uint8_t current_brightness = 30;
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uint32_t current_idle_timeout_ms = 60000;
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bool blunder_enabled = false;
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bool progressive_difficulty = false;
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uint8_t aiBrightness = 0;
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bool aiFadeUp = true;
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// --- Function Prototypes ---
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// --- Prototypes ---
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int getIdx(int x, int y);
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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();
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void updateThinkingVisuals(int8_t playerColor, int8_t column);
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int8_t scanBoard();
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void updateThinkingVisuals(int8_t pColor, int8_t column);
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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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int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiPlayer, int8_t humanPlayer, int8_t rootCol);
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void performAiMove(int8_t aiPlayer);
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int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiP, int8_t huP, int8_t rootCol);
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void performAiMove(int8_t aiP);
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void showMenu();
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int getDynamicPly();
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int getIdx(int x, int y) { return (y * 8) + x; }
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void drawStaticUI()
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{
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void drawStaticUI() {
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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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if (gameState == DEMO || gameState >= 3) {
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uint8_t glow = beat8(15);
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borderColor = blend(CRGB::Blue, CRGB::White, glow / 4);
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}
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for (int x = 0; x < 7; x++)
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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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for (int x = 0; x < 7; x++) leds[getIdx(x, 1)] = borderColor;
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for (int y = 1; y < 8; y++) 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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void renderBoard() {
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drawStaticUI();
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for (int column = 0; column < COLS; column++)
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{
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for (int row = 0; row < ROWS; row++)
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{
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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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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] == 1) leds[getIdx(c, 7 - r)] = CRGB::Yellow;
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if (board[c][r] == 2) leds[getIdx(c, 7 - r)] = 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 row = 0; row < ROWS; row++)
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{
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if (board[col][row] == 0)
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return row;
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}
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int getFirstEmptyRow(int col) {
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for (int r = 0; r < ROWS; r++) if (board[col][r] == 0) return r;
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return -1;
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}
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bool isBoardFull()
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{
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for (int column = 0; column < COLS; column++)
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{
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if (board[column][ROWS - 1] == 0)
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return false;
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}
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bool isBoardFull() {
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for (int c = 0; c < COLS; c++) if (board[c][ROWS-1] == 0) return false;
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return true;
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}
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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 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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int getDynamicPly() {
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if (!progressive_difficulty && gameState != DEMO) return current_look_ahead;
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int count = 0;
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for (int c = 0; c < COLS; c++) for (int r = 0; r < ROWS; r++) if (board[c][r] != 0) count++;
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return constrain(current_look_ahead + (count / 7), 1, 10);
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}
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void updateThinkingVisuals(int8_t playerColor, int8_t column)
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{
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void updateThinkingVisuals(int8_t pColor, int8_t column) {
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static uint32_t lastCycle = 0;
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if (millis() - lastCycle < 25)
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return;
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if (millis() - lastCycle < 20) return;
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lastCycle = millis();
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if (aiFadeUp)
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{
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aiBrightness += 15;
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if (aiBrightness >= 240)
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aiFadeUp = false;
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}
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else
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{
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aiBrightness -= 15;
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if (aiBrightness <= 15)
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aiFadeUp = true;
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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 = (playerColor == 1) ? CRGB::Yellow : CRGB::Red;
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leds[getIdx(column, 0)] = aiColor.nscale8(aiBrightness);
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if (aiFadeUp) { aiBrightness += 25; if (aiBrightness >= 230) aiFadeUp = false; }
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else { aiBrightness -= 25; if (aiBrightness <= 25) aiFadeUp = true; }
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for (int x = 0; x < COLS; x++) leds[getIdx(x, 0)] = CRGB::Black;
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CRGB aiColor = (pColor == 1) ? CRGB(CRGB::Yellow) : CRGB(CRGB::Red);
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aiColor.nscale8(aiBrightness);
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leds[getIdx(column, 0)] = aiColor;
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FastLED.show();
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}
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void animateDrop(int col, int player)
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{
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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 row = 5; row >= targetRow; row--)
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{
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if (targetRow == -1) return;
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for (int r = 5; r >= targetRow; r--) {
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renderBoard();
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leds[getIdx(col, 7 - row)] = (player == 1) ? CRGB::Yellow : CRGB::Red;
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leds[getIdx(col, 7 - r)] = (player == 1) ? CRGB::Yellow : CRGB::Red;
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FastLED.show();
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delay(max(20, 80 - (5 - row) * 15));
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delay(max(10, 60 - (5 - r) * 10));
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}
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board[col][targetRow] = player;
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renderBoard();
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FastLED.show();
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}
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void moveDiscToCol(int startCol, int targetCol, int player, int speed)
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{
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void moveDiscToCol(int startCol, int targetCol, int player, int speed) {
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int current = startCol;
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CRGB pColor = (player == 1) ? CRGB::Yellow : CRGB::Red;
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while (current != targetCol && !abortAi)
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{
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CRGB colr = (player == 1) ? CRGB::Yellow : CRGB::Red;
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while (current != targetCol && !abortAi) {
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if (gameState == DEMO && digitalRead(ENC_SW) == LOW) { abortAi = true; break; }
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leds[getIdx(current, 0)] = CRGB::Black;
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current += (targetCol > current) ? 1 : -1;
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renderBoard();
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leds[getIdx(current, 0)] = pColor;
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leds[getIdx(current, 0)] = colr;
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FastLED.show();
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delay(speed);
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if (digitalRead(ENC_SW) == LOW)
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abortAi = true;
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}
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activeCol = targetCol;
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}
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int8_t scanBoard()
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{
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int8_t scanBoard() {
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memset(winMask, 0, sizeof(winMask));
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auto checkMatch = [&](int col, int row, int dCol, int dRow)
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{
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int8_t pAtPos = board[col][row];
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if (pAtPos != 0 && board[col + dCol][row + dRow] == pAtPos &&
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board[col + 2 * dCol][row + 2 * dRow] == pAtPos && board[col + 3 * dCol][row + 3 * dRow] == pAtPos)
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{
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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 pAtPos;
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auto check = [&](int c, int r, int dc, int dr) {
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int8_t p = board[c][r];
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if (p != 0 && board[c+dc][r+dr] == p && board[c+2*dc][r+2*dr] == p && board[c+3*dc][r+3*dr] == p) {
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for (int i = 0; i < 4; i++) winMask[getIdx(c+i*dc, 7-(r+i*dr))] = true;
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return p;
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}
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return (int8_t)0;
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};
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for (int r = 0; r < 6; r++)
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for (int c = 0; c < 4; c++)
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{
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int8_t res = checkMatch(c, r, 1, 0);
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if (res)
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return res;
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}
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for (int r = 0; r < 3; r++)
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for (int c = 0; c < 7; c++)
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{
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int8_t res = checkMatch(c, r, 0, 1);
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if (res)
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return res;
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}
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for (int r = 0; r < 3; r++)
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for (int c = 0; c < 4; c++)
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{
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int8_t res = checkMatch(c, r, 1, 1);
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if (res)
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return res;
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}
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for (int r = 3; r < 6; r++)
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for (int c = 0; c < 4; c++)
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{
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int8_t res = checkMatch(c, r, 1, -1);
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if (res)
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return res;
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}
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for (int r=0; r<6; r++) for (int c=0; c<4; c++) { int8_t res = check(c,r,1,0); if(res) return res; }
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for (int r=0; r<3; r++) for (int c=0; c<7; c++) { int8_t res = check(c,r,0,1); if(res) return res; }
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for (int r=0; r<3; r++) for (int c=0; c<4; c++) { int8_t res = check(c,r,1,1); if(res) return res; }
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for (int r=3; r<6; r++) for (int c=0; c<4; c++) { int8_t res = check(c,r,1,-1); if(res) return res; }
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return 0;
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}
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int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiPlayer, int8_t humanPlayer, int8_t rootCol)
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{
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if (depth % 2 == 0)
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{
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if (digitalRead(ENC_SW) == LOW)
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{
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abortAi = true;
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return 0;
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}
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}
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if (depth >= current_look_ahead - 1)
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updateThinkingVisuals(aiPlayer, rootCol);
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else
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yield();
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if (abortAi)
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return 0;
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int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiP, int8_t huP, int8_t rootCol) {
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if (gameState == DEMO && digitalRead(ENC_SW) == LOW) { abortAi = true; return 0; }
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if (depth >= current_look_ahead - 1) updateThinkingVisuals(aiP, rootCol);
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else yield();
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if (abortAi) return 0;
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int8_t winner = scanBoard();
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if (winner == aiPlayer)
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return 1000 + depth; // Win sooner is better
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if (winner == humanPlayer)
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return -1000 - depth; // Lose later is better
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if (depth == 0 || isBoardFull())
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return 0;
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int8_t win = scanBoard();
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if (win == aiP) return 1000 + depth;
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if (win == huP) return -1000 - depth;
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if (depth == 0 || isBoardFull()) return 0;
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int colOrder[] = {3, 2, 4, 1, 5, 0, 6};
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int bestScore = isMax ? -10000 : 10000;
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for (int column : colOrder)
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{
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if (abortAi)
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return 0;
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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 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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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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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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int best = isMax ? -10000 : 10000;
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for (int c : colOrder) {
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if (abortAi) return 0;
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int r = getFirstEmptyRow(c);
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if (r != -1) {
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board[c][r] = isMax ? aiP : huP;
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int score = minimax(depth - 1, alpha, beta, !isMax, aiP, huP, (depth == current_look_ahead ? c : rootCol));
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board[c][r] = 0;
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if (isMax) { if (score > best) best = score; if (best > alpha) alpha = best; }
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else { if (score < best) best = score; if (best < beta) beta = best; }
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if (beta <= alpha) break;
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}
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}
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return bestScore;
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return best;
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}
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void performAiMove(int8_t aiPlayer)
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{
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void performAiMove(int8_t aiP) {
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abortAi = false;
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int humanPlayer = (aiPlayer == 1) ? 2 : 1;
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int bestScore = -30000;
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int bestCol = 3;
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int huP = (aiP == 1) ? 2 : 1;
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int bestScore = -30000; int bestCol = 3;
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int originalPly = current_look_ahead;
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current_look_ahead = (gameState == DEMO) ? demoPly : getDynamicPly();
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// PHASE 1: Immediate Win Check (OFFENSE)
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for (int column = 0; column < COLS; column++)
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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] = aiPlayer;
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if (scanBoard() == aiPlayer)
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{
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board[column][row] = 0;
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bestCol = column;
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goto finalizeMove; // TAKE THE WIN IMMEDIATELY
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}
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board[column][row] = 0;
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for (int c=0; c<COLS; c++) {
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int r = getFirstEmptyRow(c);
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if (r != -1) {
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board[c][r] = aiP; if (scanBoard() == aiP) { board[c][r]=0; bestCol=c; goto finalizeMove; }
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board[c][r] = huP; if (scanBoard() == huP) { board[c][r]=0; bestCol=c; goto finalizeMove; }
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board[c][r] = 0;
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}
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}
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// PHASE 2: Immediate Block Check (DEFENSE)
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for (int column = 0; column < COLS; column++)
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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] = humanPlayer;
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if (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 finalizeMove; // MUST BLOCK
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}
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board[column][row] = 0;
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for (int c : {3, 2, 4, 1, 5, 0, 6}) {
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if (abortAi) goto finalizeMove;
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int r = getFirstEmptyRow(c);
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if (r != -1) {
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board[c][r] = aiP;
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int score = minimax(current_look_ahead, -30000, 30000, false, aiP, huP, c);
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board[c][r] = 0;
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if (score > bestScore) { bestScore = score; bestCol = c; }
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}
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}
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// PHASE 3: Minimax Look-ahead
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for (int column : {3, 2, 4, 1, 5, 0, 6})
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{
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||||
if (abortAi)
|
||||
goto finalizeMove;
|
||||
int row = getFirstEmptyRow(column);
|
||||
if (row != -1)
|
||||
{
|
||||
board[column][row] = aiPlayer;
|
||||
int score = minimax(current_look_ahead, -30000, 30000, false, aiPlayer, humanPlayer, column);
|
||||
board[column][row] = 0;
|
||||
if (score > bestScore)
|
||||
{
|
||||
bestScore = score;
|
||||
bestCol = column;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
if (!abortAi) { moveDiscToCol(activeCol, bestCol, aiP, 80); if (!abortAi) { delay(100); animateDrop(bestCol, aiP); } }
|
||||
}
|
||||
|
||||
void handleRoot()
|
||||
{
|
||||
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><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>";
|
||||
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 Settings' style='background:#28a745;color:white;'></form></div></body></html>";
|
||||
server.send(200, "text/html", html);
|
||||
}
|
||||
|
||||
void handleSave()
|
||||
{
|
||||
if (server.hasArg("ply"))
|
||||
{
|
||||
current_look_ahead = server.arg("ply").toInt();
|
||||
prefs.putUChar("ply", current_look_ahead);
|
||||
}
|
||||
if (server.hasArg("br"))
|
||||
{
|
||||
current_brightness = server.arg("br").toInt();
|
||||
FastLED.setBrightness(current_brightness);
|
||||
prefs.putUChar("br", current_brightness);
|
||||
}
|
||||
if (server.hasArg("idle"))
|
||||
{
|
||||
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);
|
||||
progressive_difficulty = server.hasArg("evolve");
|
||||
prefs.putBool("evolve", progressive_difficulty);
|
||||
server.sendHeader("Location", "/");
|
||||
server.send(303);
|
||||
void handleSave() {
|
||||
if (server.hasArg("ply")) { current_look_ahead = server.arg("ply").toInt(); prefs.putUChar("ply", current_look_ahead); }
|
||||
if (server.hasArg("br")) { current_brightness = server.arg("br").toInt(); FastLED.setBrightness(current_brightness); prefs.putUChar("br", current_brightness); }
|
||||
if (server.hasArg("idle")) { 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);
|
||||
progressive_difficulty = server.hasArg("evolve"); prefs.putBool("evolve", progressive_difficulty);
|
||||
server.sendHeader("Location", "/"); server.send(303);
|
||||
}
|
||||
|
||||
void showMenu()
|
||||
{
|
||||
isDemoOver = false;
|
||||
void showMenu() {
|
||||
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;
|
||||
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 pCol = (menuMode == 1) ? CRGB::Red : CRGB::Yellow;
|
||||
for (int y = 3; y <= 6; y++)
|
||||
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
|
||||
{
|
||||
for (int y = 3; y <= 6; y++)
|
||||
{
|
||||
leds[getIdx(2, y)] = CRGB::Yellow;
|
||||
leds[getIdx(4, y)] = CRGB::Red;
|
||||
}
|
||||
leds[getIdx(1, 3)] = CRGB::Yellow;
|
||||
leds[getIdx(3, 3)] = CRGB::Yellow;
|
||||
leds[getIdx(1, 6)] = CRGB::Yellow;
|
||||
leds[getIdx(3, 6)] = CRGB::Yellow;
|
||||
leds[getIdx(3, 3)] = CRGB::Red;
|
||||
leds[getIdx(5, 3)] = CRGB::Red;
|
||||
leds[getIdx(3, 6)] = CRGB::Red;
|
||||
leds[getIdx(5, 6)] = CRGB::Red;
|
||||
}
|
||||
CRGB pCol = (menuMode == 1) ? CRGB::Red : CRGB::Yellow;
|
||||
if (menuMode < 2) { for (int y = 3; y <= 6; y++) 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 { for (int y = 3; y <= 6; y++) { leds[getIdx(2, y)] = CRGB::Yellow; leds[getIdx(4, y)] = CRGB::Red; } leds[getIdx(1, 3)] = CRGB::Yellow; leds[getIdx(3, 3)] = CRGB::Yellow; leds[getIdx(1, 6)] = CRGB::Yellow; leds[getIdx(3, 6)] = CRGB::Yellow; leds[getIdx(3, 3)] = CRGB::Red; leds[getIdx(5, 3)] = CRGB::Red; leds[getIdx(3, 6)] = CRGB::Red; leds[getIdx(5, 6)] = CRGB::Red; }
|
||||
FastLED.show();
|
||||
}
|
||||
|
||||
void setup()
|
||||
{
|
||||
Serial.begin(115200);
|
||||
void setup() {
|
||||
prefs.begin("c4-game", false);
|
||||
current_look_ahead = prefs.getUChar("ply", 8);
|
||||
current_brightness = prefs.getUChar("br", 25);
|
||||
current_idle_timeout_ms = prefs.getUInt("idle", 60) * 1000;
|
||||
blunder_enabled = prefs.getBool("blunder", false);
|
||||
current_look_ahead = prefs.getUChar("ply", 8); current_brightness = prefs.getUChar("br", 25);
|
||||
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);
|
||||
WiFi.softAP("Connect4-Config", WIFI_PASSWORD);
|
||||
server.on("/", handleRoot);
|
||||
server.on("/save", HTTP_POST, handleSave);
|
||||
server.begin();
|
||||
lastActivityTime = millis();
|
||||
showMenu();
|
||||
FastLED.addLeds<WS2812B, LED_PIN, GRB>(leds, NUM_LEDS); FastLED.setBrightness(current_brightness);
|
||||
pinMode(ENC_SW, INPUT_PULLUP); WiFi.softAP("Connect4-Config", "12345678");
|
||||
server.on("/", handleRoot); server.on("/save", HTTP_POST, handleSave); server.begin();
|
||||
lastActivityTime = millis(); showMenu();
|
||||
}
|
||||
|
||||
void loop()
|
||||
{
|
||||
void loop() {
|
||||
server.handleClient();
|
||||
long newPos = myEnc.read() / SENSITIVITY;
|
||||
bool pressed = (digitalRead(ENC_SW) == LOW);
|
||||
long rawPos = myEnc.read();
|
||||
long newPos = rawPos / SENSITIVITY;
|
||||
bool currentButton = digitalRead(ENC_SW);
|
||||
bool pressed = false;
|
||||
if (currentButton == LOW && lastButtonState == HIGH) { if (millis() > globalInputCooldown) pressed = true; }
|
||||
lastButtonState = currentButton;
|
||||
|
||||
if (newPos != oldEncPos || (pressed && (millis() - lastActivityTime > 500)))
|
||||
{
|
||||
if (gameState >= 2 || gameState == DEMO)
|
||||
{
|
||||
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();
|
||||
oldEncPos = newPos;
|
||||
lastActivityTime = millis();
|
||||
delay(300);
|
||||
return;
|
||||
}
|
||||
lastActivityTime = millis();
|
||||
// Interrupt check
|
||||
if ((newPos != oldEncPos || pressed) && (gameState >= 3 || gameState == DEMO)) {
|
||||
abortAi = true; memset(board, 0, sizeof(board)); winnerPlayer = 0;
|
||||
for (int i = 0; i < 10; i++) { fadeToBlackBy(leds, NUM_LEDS, 50); FastLED.show(); delay(15); }
|
||||
gameState = MENU; showMenu(); oldEncPos = newPos; lastActivityTime = millis();
|
||||
globalInputCooldown = millis() + 600; return;
|
||||
}
|
||||
|
||||
uint32_t activeLimit = (gameState == PLAYING) ? (current_idle_timeout_ms * 2) : current_idle_timeout_ms;
|
||||
if (gameState != DEMO && (gameState < 2) && (millis() - lastActivityTime > activeLimit))
|
||||
{
|
||||
gameState = DEMO;
|
||||
memset(board, 0, sizeof(board));
|
||||
currentPlayer = 1;
|
||||
demoPly = random(3, 7);
|
||||
return;
|
||||
// Idle watchdog logic (Added specific exemption for FINISHED state)
|
||||
if (gameState != DEMO && (gameState < 3)) {
|
||||
if (millis() - lastActivityTime > current_idle_timeout_ms) {
|
||||
gameState = DEMO; memset(board, 0, sizeof(board)); currentPlayer = 1; return;
|
||||
}
|
||||
}
|
||||
|
||||
if (gameState == MENU)
|
||||
{
|
||||
if (newPos != oldEncPos)
|
||||
{
|
||||
menuMode = (newPos % 3 + 3) % 3;
|
||||
oldEncPos = newPos;
|
||||
showMenu();
|
||||
if (gameState == MENU) {
|
||||
if (millis() > globalInputCooldown) {
|
||||
if (newPos != oldEncPos) { menuMode = (newPos % 3 + 3) % 3; oldEncPos = newPos; showMenu(); }
|
||||
if (pressed) { memset(board, 0, sizeof(board)); if (menuMode == 1) { currentPlayer = 1; gameState = AI_TURN; } else { currentPlayer = 1; gameState = PLAYING; } globalInputCooldown = millis() + 500; }
|
||||
}
|
||||
if (pressed)
|
||||
{
|
||||
memset(board, 0, sizeof(board));
|
||||
gameState = PLAYING;
|
||||
if (menuMode == 1)
|
||||
{
|
||||
performAiMove(1);
|
||||
currentPlayer = 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentPlayer = 1;
|
||||
}
|
||||
delay(300);
|
||||
}
|
||||
}
|
||||
else if (gameState == PLAYING)
|
||||
{
|
||||
if (newPos != oldEncPos)
|
||||
{
|
||||
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();
|
||||
}
|
||||
else if (gameState == PLAYING) {
|
||||
if (newPos != oldEncPos) { activeCol = (newPos % 7 + 7) % 7; oldEncPos = newPos; lastActivityTime = millis(); }
|
||||
renderBoard(); leds[getIdx(activeCol, 0)] = (currentPlayer == 1) ? CRGB::Yellow : CRGB::Red; FastLED.show();
|
||||
if (pressed) {
|
||||
int row = getFirstEmptyRow(activeCol);
|
||||
if (row != -1)
|
||||
{
|
||||
if (row != -1) {
|
||||
animateDrop(activeCol, currentPlayer);
|
||||
winnerPlayer = scanBoard();
|
||||
if (winnerPlayer != 0)
|
||||
{
|
||||
gameState = FINISHED_WIN;
|
||||
demoResetTimer = millis();
|
||||
}
|
||||
else if (isBoardFull())
|
||||
{
|
||||
gameState = FINISHED_DRAW;
|
||||
demoResetTimer = millis();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (menuMode < 2)
|
||||
{
|
||||
int8_t aiP = (menuMode == 0) ? 2 : 1;
|
||||
performAiMove(aiP);
|
||||
lastActivityTime = millis();
|
||||
if (!abortAi)
|
||||
{
|
||||
winnerPlayer = scanBoard();
|
||||
if (winnerPlayer != 0)
|
||||
{
|
||||
gameState = FINISHED_WIN;
|
||||
demoResetTimer = millis();
|
||||
}
|
||||
else if (isBoardFull())
|
||||
{
|
||||
gameState = FINISHED_DRAW;
|
||||
demoResetTimer = millis();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
currentPlayer = (currentPlayer == 1) ? 2 : 1;
|
||||
}
|
||||
}
|
||||
delay(300);
|
||||
if (winnerPlayer != 0) { gameState = FINISHED_WIN; demoResetTimer = millis(); lastActivityTime = millis(); }
|
||||
else if (isBoardFull()) { gameState = FINISHED_DRAW; demoResetTimer = millis(); lastActivityTime = millis(); }
|
||||
else { if (menuMode < 2) { gameState = AI_TURN; } else { currentPlayer = (currentPlayer == 1) ? 2 : 1; } }
|
||||
lastActivityTime = millis();
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (gameState == AI_TURN) {
|
||||
int8_t aiP = (menuMode == 0) ? 2 : 1; performAiMove(aiP);
|
||||
if (abortAi) { gameState = MENU; showMenu(); return; }
|
||||
winnerPlayer = scanBoard();
|
||||
if (winnerPlayer != 0) { gameState = FINISHED_WIN; demoResetTimer = millis(); lastActivityTime = millis(); }
|
||||
else if (isBoardFull()) { gameState = FINISHED_DRAW; demoResetTimer = millis(); lastActivityTime = millis(); }
|
||||
else { gameState = PLAYING; currentPlayer = (aiP == 1) ? 2 : 1; }
|
||||
lastActivityTime = millis();
|
||||
}
|
||||
else if (gameState == DEMO)
|
||||
{
|
||||
renderBoard();
|
||||
FastLED.show();
|
||||
delay(600);
|
||||
performAiMove(currentPlayer);
|
||||
if (!abortAi)
|
||||
{
|
||||
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
|
||||
{
|
||||
static uint32_t lastFlash = 0;
|
||||
static bool toggle = true;
|
||||
if (millis() - lastFlash > 300)
|
||||
{
|
||||
lastFlash = millis();
|
||||
toggle = !toggle;
|
||||
renderBoard();
|
||||
for (int i = 0; i < NUM_LEDS; i++)
|
||||
{
|
||||
else if (gameState == DEMO) {
|
||||
renderBoard(); FastLED.show(); delay(300); performAiMove(currentPlayer);
|
||||
if (abortAi) { gameState = MENU; showMenu(); return; }
|
||||
winnerPlayer = scanBoard();
|
||||
if (winnerPlayer != 0) { gameState = FINISHED_WIN; demoResetTimer = millis(); lastActivityTime = millis(); }
|
||||
else if (isBoardFull()) { gameState = FINISHED_DRAW; demoResetTimer = millis(); lastActivityTime = millis(); }
|
||||
else { currentPlayer = (currentPlayer == 1) ? 2 : 1; }
|
||||
}
|
||||
else { // FINISHED state (WIN/DRAW)
|
||||
static uint32_t lastFlash = 0; static bool toggle = true;
|
||||
if (millis() - lastFlash > 300) {
|
||||
lastFlash = millis(); toggle = !toggle; renderBoard();
|
||||
for (int i = 0; i < NUM_LEDS; i++) {
|
||||
#if SHOW_BORDER == 1
|
||||
if (leds[i] == CRGB::Blue)
|
||||
continue;
|
||||
if (leds[i] == CRGB::Blue) continue;
|
||||
#endif
|
||||
if (gameState == FINISHED_WIN)
|
||||
{
|
||||
if (winMask[i])
|
||||
leds[i] = toggle ? (winnerPlayer == 1 ? CRGB::Yellow : CRGB::Red) : CRGB::Black;
|
||||
else
|
||||
leds[i].nscale8(60);
|
||||
}
|
||||
else if (gameState == FINISHED_DRAW)
|
||||
{
|
||||
if (!toggle)
|
||||
leds[i] = CRGB::Black;
|
||||
}
|
||||
if (gameState == FINISHED_WIN) {
|
||||
if (winMask[i]) leds[i] = toggle ? (winnerPlayer == 1 ? CRGB::Yellow : CRGB::Red) : CRGB::Black;
|
||||
else { CRGB c = leds[i]; c.nscale8(60); leds[i] = c; }
|
||||
} else if (gameState == FINISHED_DRAW) { if (!toggle) leds[i] = CRGB::Black; }
|
||||
}
|
||||
FastLED.show();
|
||||
}
|
||||
if (millis() - demoResetTimer > 15000)
|
||||
{
|
||||
memset(board, 0, sizeof(board));
|
||||
gameState = DEMO;
|
||||
demoResetTimer = 0;
|
||||
demoPly = random(3, 7);
|
||||
|
||||
// RECENT FIX: Prolonged display time for win (30 seconds)
|
||||
if (millis() - demoResetTimer > 30000) {
|
||||
memset(board, 0, sizeof(board));
|
||||
gameState = DEMO;
|
||||
demoResetTimer = 0;
|
||||
lastActivityTime = millis(); // Refresh watchdog
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user