Initial commit.

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2026-03-06 09:49:23 +01:00
commit cea3cdad37
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#include <Arduino.h>
#include <FastLED.h>
#include <Encoder.h>
#define NUM_LEDS 64
const int COLS = 7;
const int ROWS = 6;
const int LOOK_AHEAD = 6; // Depth 6 is very stable and tough for C3
CRGB leds[NUM_LEDS];
Encoder *myEnc;
int8_t board[COLS][ROWS];
bool winMask[NUM_LEDS];
enum State { MENU, PLAYING, FINISHED_WIN, FINISHED_DRAW };
State gameState = MENU;
int8_t menuMode = 0; // 0: P1-Yellow, 1: P1-Red, 2: PvP
int8_t currentPlayer = 1; // 1: Yellow, 2: Red
int8_t activeCol = 3;
long oldEncPos = -999;
uint8_t aiBrightness = 0;
bool aiFadeUp = true;
// --- Helper Functions ---
int getIdx(int x, int y) { return (y * 8) + x; }
void drawStaticUI() {
FastLED.clear();
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;
}
void renderBoard() {
drawStaticUI();
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 r = 0; r < ROWS; r++) { if (board[col][r] == 0) return r; }
return -1;
}
bool isBoardFull() {
for (int c = 0; c < COLS; c++) if (board[c][5] == 0) return false;
return true;
}
// Scans board and fills winMask if 4+ connected
bool scanBoard(int8_t p) {
bool found = false;
memset(winMask, 0, sizeof(winMask));
auto checkLine = [&](int x, int y, int dx, int dy) {
int count = 0;
for (int i = 0; i < 7; i++) {
int nx = x + i * dx; int ny = y + i * dy;
if (nx >= 0 && nx < COLS && ny >= 0 && ny < ROWS && board[nx][ny] == p) {
count++;
} else {
if (count >= 4) {
for (int j = 1; j <= count; j++)
winMask[getIdx(nx - j * dx, 7 - (ny - j * dy))] = true;
found = true;
}
count = 0;
}
}
};
for (int i = 0; i < ROWS; i++) checkLine(0, i, 1, 0);
for (int i = 0; i < COLS; i++) checkLine(i, 0, 0, 1);
for (int i = -5; i < 7; i++) { checkLine(i, 0, 1, 1); checkLine(i, 5, 1, -1); }
return found;
}
// --- AI Thinking Visualization ---
void updateThinkingLED() {
static uint32_t lastCycle = 0;
if (millis() - lastCycle < 20) return;
lastCycle = millis();
if (aiFadeUp) { aiBrightness += 15; if (aiBrightness >= 240) aiFadeUp = false; }
else { aiBrightness -= 15; if (aiBrightness <= 15) aiFadeUp = true; }
// Pulse in the computer's color
CRGB compColor = (menuMode == 0) ? CRGB::Red : CRGB::Yellow;
leds[getIdx(7, 0)] = compColor.nscale8(aiBrightness);
FastLED.show();
}
// --- Minimax Logic ---
int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiP, int8_t huP) {
// Check wins within the simulation
if (scanBoard(aiP)) return 1000 + depth;
if (scanBoard(huP)) return -1000 - depth;
if (depth == 0 || isBoardFull()) return 0;
int order[] = {3, 2, 4, 1, 5, 0, 6};
if (isMax) {
int maxEval = -2000;
for (int c : order) {
int r = getFirstEmptyRow(c);
if (r != -1) {
board[c][r] = aiP;
int eval = minimax(depth - 1, alpha, beta, false, aiP, huP);
board[c][r] = 0;
maxEval = max(maxEval, eval);
alpha = max(alpha, eval);
if (beta <= alpha) break;
}
}
return maxEval;
} else {
int minEval = 2000;
for (int c : order) {
int r = getFirstEmptyRow(c);
if (r != -1) {
board[c][r] = huP;
int eval = minimax(depth - 1, alpha, beta, true, aiP, huP);
board[c][r] = 0;
minEval = min(minEval, eval);
beta = min(beta, eval);
if (beta <= alpha) break;
}
}
return minEval;
}
}
void performAiMove() {
int8_t aiP = (menuMode == 0) ? 2 : 1; // AI is Red if player chose Yellow
int8_t huP = (menuMode == 0) ? 1 : 2;
aiBrightness = 0; aiFadeUp = true;
int bestScore = -30000;
int bestCol = -1;
// 1. Immediate Win/Block Check
for(int c=0; c<COLS; c++) {
int r = getFirstEmptyRow(c);
if(r != -1) {
board[c][r] = aiP; if(scanBoard(aiP)) { leds[getIdx(7, 0)] = CRGB::Black; return; }
board[c][r] = huP; if(scanBoard(huP)) { board[c][r] = aiP; leds[getIdx(7, 0)] = CRGB::Black; return; }
board[c][r] = 0;
}
}
// 2. Recursive Search
for (int c : {3, 2, 4, 1, 5, 0, 6}) {
int r = getFirstEmptyRow(c);
if (r != -1) {
board[c][r] = aiP;
int score = minimax(LOOK_AHEAD, -30000, 30000, false, aiP, huP);
board[c][r] = 0;
updateThinkingLED(); // Visual feedback
if (score > bestScore) { bestScore = score; bestCol = c; }
}
}
if (bestCol != -1) board[bestCol][getFirstEmptyRow(bestCol)] = aiP;
leds[getIdx(7, 0)] = CRGB::Black;
}
void showMenu() {
drawStaticUI();
if (menuMode < 2) {
CRGB p1Col = (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;
} 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(1, 6)] = CRGB::Yellow;
leds[getIdx(5, 3)] = CRGB::Red; leds[getIdx(5, 6)] = CRGB::Red;
leds[getIdx(3, 3)] = CRGB::Red; leds[getIdx(3, 6)] = CRGB::Yellow;
}
FastLED.show();
}
void setup() {
Serial.begin(115200);
myEnc = new Encoder(ENC_A, ENC_B);
FastLED.addLeds<WS2812B, LED_PIN, GRB>(leds, NUM_LEDS);
FastLED.setBrightness(BRIGHTNESS);
pinMode(ENC_SW, INPUT_PULLUP);
showMenu();
}
void loop() {
long newPos = myEnc->read() / SENSITIVITY;
bool pressed = (digitalRead(ENC_SW) == LOW);
if (gameState == MENU) {
if (newPos != oldEncPos) {
menuMode = (newPos % 3 + 3) % 3;
oldEncPos = newPos;
showMenu();
}
if (pressed) {
memset(board, 0, sizeof(board));
gameState = PLAYING;
// If Single Player RED, computer (1/Yellow) starts
if (menuMode == 1) {
currentPlayer = 1;
renderBoard(); FastLED.show();
performAiMove();
currentPlayer = 2; // Set back to player
} else {
currentPlayer = 1; // Human starts
}
delay(300);
}
}
else if (gameState == PLAYING) {
if (newPos != oldEncPos) {
activeCol = (newPos % 7 + 7) % 7;
oldEncPos = newPos;
}
renderBoard();
leds[getIdx(activeCol, 0)] = (currentPlayer == 1) ? CRGB::Yellow : CRGB::Red;
FastLED.show();
if (pressed) {
int row = getFirstEmptyRow(activeCol);
if (row != -1) {
board[activeCol][row] = currentPlayer;
renderBoard(); FastLED.show();
// 1. Check if the move just made ended the game
if (scanBoard(currentPlayer)) {
gameState = FINISHED_WIN;
} else if (isBoardFull()) {
gameState = FINISHED_DRAW;
} else {
// 2. Handle Turn Switching
if (menuMode < 2) { // Single Player
int8_t aiP = (menuMode == 0) ? 2 : 1;
performAiMove();
if (scanBoard(aiP)) {
currentPlayer = aiP; // For the flashing color
gameState = FINISHED_WIN;
} else if (isBoardFull()) {
gameState = FINISHED_DRAW;
}
} else { // PvP
currentPlayer = (currentPlayer == 1) ? 2 : 1;
}
}
} else {
for(int i=0; i<3; i++) {
leds[getIdx(activeCol, 0)] = CRGB::Black; FastLED.show(); delay(80);
leds[getIdx(activeCol, 0)] = (currentPlayer == 1) ? CRGB::Yellow : CRGB::Red; FastLED.show(); delay(80);
}
}
delay(300);
}
}
else {
static unsigned long lastFlash = 0;
static bool toggle = true;
if (millis() - lastFlash > 300) {
lastFlash = millis(); toggle = !toggle;
renderBoard();
for (int i = 0; i < NUM_LEDS; i++) {
if (gameState == FINISHED_WIN) {
if (winMask[i]) leds[i] = toggle ? (currentPlayer == 1 ? CRGB::Yellow : CRGB::Red) : CRGB::Black;
else if (leds[i] && leds[i] != CRGB::Blue) leds[i].nscale8(40);
} else {
if (leds[i] && leds[i] != CRGB::Blue) leds[i] = toggle ? leds[i] : CRGB::Black;
}
}
FastLED.show();
}
if (pressed) { gameState = MENU; showMenu(); delay(300); }
}
}