[fix] Demo interrupt, encoder sensitivity, and win delay.

This commit is contained in:
2026-03-10 08:29:13 +01:00
parent 3e29a2e4da
commit b5d696bf30
+196 -497
View File
@@ -9,7 +9,16 @@
#define SHOW_BORDER 1
#endif
#ifndef SENSITIVITY
#define SENSITIVITY 4
#endif
#define LED_PIN 4
#define ENC_A 0
#define ENC_B 1
#define ENC_SW 2
#define NUM_LEDS 64
const int COLS = 7;
const int ROWS = 6;
@@ -20,635 +29,325 @@ Preferences prefs;
int8_t board[COLS][ROWS];
bool winMask[NUM_LEDS];
enum State
{
MENU,
PLAYING,
FINISHED_WIN,
FINISHED_DRAW,
DEMO
};
enum State { MENU, PLAYING, AI_TURN, FINISHED_WIN, FINISHED_DRAW, DEMO };
State gameState = MENU;
int8_t menuMode = 0;
int8_t menuMode = 0;
int8_t currentPlayer = 1;
int8_t winnerPlayer = 0;
int8_t winnerPlayer = 0;
int8_t activeCol = 3;
long oldEncPos = -999;
uint32_t lastActivityTime = 0;
uint32_t demoResetTimer = 0;
bool isDemoOver = false;
uint32_t globalInputCooldown = 0;
uint8_t demoPly = 4;
bool abortAi = false;
bool lastButtonState = HIGH;
uint8_t current_look_ahead;
uint8_t current_brightness;
uint32_t current_idle_timeout_ms;
uint8_t current_look_ahead = 6;
uint8_t current_brightness = 30;
uint32_t current_idle_timeout_ms = 60000;
bool blunder_enabled = false;
bool progressive_difficulty = false;
uint8_t aiBrightness = 0;
bool aiFadeUp = true;
// --- Function Prototypes ---
// --- Prototypes ---
int getIdx(int x, int y);
void drawStaticUI();
void renderBoard();
int getFirstEmptyRow(int col);
bool isBoardFull();
int8_t scanBoard();
void updateThinkingVisuals(int8_t playerColor, int8_t column);
int8_t scanBoard();
void updateThinkingVisuals(int8_t pColor, 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 aiPlayer, int8_t humanPlayer, int8_t rootCol);
void performAiMove(int8_t aiPlayer);
int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiP, int8_t huP, int8_t rootCol);
void performAiMove(int8_t aiP);
void showMenu();
int getDynamicPly();
int getIdx(int x, int y) { return (y * 8) + x; }
void drawStaticUI()
{
void drawStaticUI() {
FastLED.clear();
#if SHOW_BORDER == 1
CRGB borderColor = CRGB::Blue;
if (gameState == DEMO || gameState >= 2)
{
if (gameState == DEMO || gameState >= 3) {
uint8_t glow = beat8(15);
borderColor = blend(CRGB::Blue, CRGB::White, glow / 4);
}
for (int x = 0; x < 7; x++)
leds[getIdx(x, 1)] = borderColor;
for (int y = 1; y < 8; y++)
leds[getIdx(7, y)] = borderColor;
for (int x = 0; x < 7; x++) leds[getIdx(x, 1)] = borderColor;
for (int y = 1; y < 8; y++) leds[getIdx(7, y)] = borderColor;
#endif
}
void renderBoard()
{
void renderBoard() {
drawStaticUI();
for (int column = 0; column < COLS; column++)
{
for (int row = 0; row < ROWS; row++)
{
if (board[column][row] == 1)
leds[getIdx(column, 7 - row)] = CRGB::Yellow;
if (board[column][row] == 2)
leds[getIdx(column, 7 - row)] = CRGB::Red;
for (int c = 0; c < COLS; c++) {
for (int r = 0; r < ROWS; r++) {
if (board[c][r] == 1) leds[getIdx(c, 7 - r)] = CRGB::Yellow;
if (board[c][r] == 2) leds[getIdx(c, 7 - r)] = CRGB::Red;
}
}
}
int getFirstEmptyRow(int col)
{
for (int row = 0; row < ROWS; row++)
{
if (board[col][row] == 0)
return row;
}
int getFirstEmptyRow(int col) {
for (int r = 0; r < ROWS; r++) if (board[col][r] == 0) return r;
return -1;
}
bool isBoardFull()
{
for (int column = 0; column < COLS; column++)
{
if (board[column][ROWS - 1] == 0)
return false;
}
bool isBoardFull() {
for (int c = 0; c < COLS; c++) if (board[c][ROWS-1] == 0) return false;
return true;
}
int getDynamicPly()
{
if (!progressive_difficulty && gameState != DEMO)
return current_look_ahead;
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);
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);
}
void updateThinkingVisuals(int8_t playerColor, int8_t column)
{
void updateThinkingVisuals(int8_t pColor, int8_t column) {
static uint32_t lastCycle = 0;
if (millis() - lastCycle < 25)
return;
if (millis() - lastCycle < 20) return;
lastCycle = millis();
if (aiFadeUp)
{
aiBrightness += 15;
if (aiBrightness >= 240)
aiFadeUp = false;
}
else
{
aiBrightness -= 15;
if (aiBrightness <= 15)
aiFadeUp = true;
}
for (int x = 0; x < COLS; x++)
leds[getIdx(x, 0)] = CRGB::Black;
CRGB aiColor = (playerColor == 1) ? CRGB::Yellow : CRGB::Red;
leds[getIdx(column, 0)] = aiColor.nscale8(aiBrightness);
if (aiFadeUp) { aiBrightness += 25; if (aiBrightness >= 230) aiFadeUp = false; }
else { aiBrightness -= 25; if (aiBrightness <= 25) aiFadeUp = true; }
for (int x = 0; x < COLS; x++) leds[getIdx(x, 0)] = CRGB::Black;
CRGB aiColor = (pColor == 1) ? CRGB(CRGB::Yellow) : CRGB(CRGB::Red);
aiColor.nscale8(aiBrightness);
leds[getIdx(column, 0)] = aiColor;
FastLED.show();
}
void animateDrop(int col, int player)
{
void animateDrop(int col, int player) {
int targetRow = getFirstEmptyRow(col);
if (targetRow == -1)
return;
for (int row = 5; row >= targetRow; row--)
{
if (targetRow == -1) return;
for (int r = 5; r >= targetRow; r--) {
renderBoard();
leds[getIdx(col, 7 - row)] = (player == 1) ? CRGB::Yellow : CRGB::Red;
leds[getIdx(col, 7 - r)] = (player == 1) ? CRGB::Yellow : CRGB::Red;
FastLED.show();
delay(max(20, 80 - (5 - row) * 15));
delay(max(10, 60 - (5 - r) * 10));
}
board[col][targetRow] = player;
renderBoard();
FastLED.show();
}
void moveDiscToCol(int startCol, int targetCol, int player, int speed)
{
void moveDiscToCol(int startCol, int targetCol, int player, int speed) {
int current = startCol;
CRGB pColor = (player == 1) ? CRGB::Yellow : CRGB::Red;
while (current != targetCol && !abortAi)
{
CRGB colr = (player == 1) ? CRGB::Yellow : CRGB::Red;
while (current != targetCol && !abortAi) {
if (gameState == DEMO && digitalRead(ENC_SW) == LOW) { abortAi = true; break; }
leds[getIdx(current, 0)] = CRGB::Black;
current += (targetCol > current) ? 1 : -1;
renderBoard();
leds[getIdx(current, 0)] = pColor;
leds[getIdx(current, 0)] = colr;
FastLED.show();
delay(speed);
if (digitalRead(ENC_SW) == LOW)
abortAi = true;
}
activeCol = targetCol;
}
int8_t scanBoard()
{
int8_t scanBoard() {
memset(winMask, 0, sizeof(winMask));
auto checkMatch = [&](int col, int row, int dCol, int dRow)
{
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 i = 0; i < 4; i++)
winMask[getIdx(col + i * dCol, 7 - (row + i * dRow))] = true;
return pAtPos;
auto check = [&](int c, int r, int dc, int dr) {
int8_t p = board[c][r];
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) {
for (int i = 0; i < 4; i++) winMask[getIdx(c+i*dc, 7-(r+i*dr))] = true;
return p;
}
return (int8_t)0;
};
for (int r = 0; r < 6; r++)
for (int c = 0; c < 4; c++)
{
int8_t res = checkMatch(c, r, 1, 0);
if (res)
return res;
}
for (int r = 0; r < 3; r++)
for (int c = 0; c < 7; c++)
{
int8_t res = checkMatch(c, r, 0, 1);
if (res)
return res;
}
for (int r = 0; r < 3; r++)
for (int c = 0; c < 4; c++)
{
int8_t res = checkMatch(c, r, 1, 1);
if (res)
return res;
}
for (int r = 3; r < 6; r++)
for (int c = 0; c < 4; c++)
{
int8_t res = checkMatch(c, r, 1, -1);
if (res)
return res;
}
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; }
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; }
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; }
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; }
return 0;
}
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;
int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiP, int8_t huP, int8_t rootCol) {
if (gameState == DEMO && digitalRead(ENC_SW) == LOW) { abortAi = true; return 0; }
if (depth >= current_look_ahead - 1) updateThinkingVisuals(aiP, rootCol);
else yield();
if (abortAi) return 0;
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;
int8_t win = scanBoard();
if (win == aiP) return 1000 + depth;
if (win == huP) return -1000 - depth;
if (depth == 0 || isBoardFull()) return 0;
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 score = minimax(depth - 1, alpha, beta, !isMax, aiPlayer, humanPlayer, (depth == current_look_ahead ? column : rootCol));
board[column][row] = 0;
if (isMax)
{
bestScore = max(bestScore, score);
alpha = max(alpha, bestScore);
}
else
{
bestScore = min(bestScore, score);
beta = min(beta, bestScore);
}
if (beta <= alpha)
break;
int best = isMax ? -10000 : 10000;
for (int c : colOrder) {
if (abortAi) return 0;
int r = getFirstEmptyRow(c);
if (r != -1) {
board[c][r] = isMax ? aiP : huP;
int score = minimax(depth - 1, alpha, beta, !isMax, aiP, huP, (depth == current_look_ahead ? c : rootCol));
board[c][r] = 0;
if (isMax) { if (score > best) best = score; if (best > alpha) alpha = best; }
else { if (score < best) best = score; if (best < beta) beta = best; }
if (beta <= alpha) break;
}
}
return bestScore;
return best;
}
void performAiMove(int8_t aiPlayer)
{
void performAiMove(int8_t aiP) {
abortAi = false;
int humanPlayer = (aiPlayer == 1) ? 2 : 1;
int bestScore = -30000;
int bestCol = 3;
int huP = (aiP == 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);
if (row != -1)
{
board[column][row] = aiPlayer;
if (scanBoard() == aiPlayer)
{
board[column][row] = 0;
bestCol = column;
goto finalizeMove; // TAKE THE WIN IMMEDIATELY
}
board[column][row] = 0;
for (int c=0; c<COLS; c++) {
int r = getFirstEmptyRow(c);
if (r != -1) {
board[c][r] = aiP; if (scanBoard() == aiP) { board[c][r]=0; bestCol=c; goto finalizeMove; }
board[c][r] = huP; if (scanBoard() == huP) { board[c][r]=0; bestCol=c; goto finalizeMove; }
board[c][r] = 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;
for (int c : {3, 2, 4, 1, 5, 0, 6}) {
if (abortAi) goto finalizeMove;
int r = getFirstEmptyRow(c);
if (r != -1) {
board[c][r] = aiP;
int score = minimax(current_look_ahead, -30000, 30000, false, aiP, huP, c);
board[c][r] = 0;
if (score > bestScore) { bestScore = score; bestCol = c; }
}
}
// 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)
{
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
}
}
}
}