Jeremy O'Brien e8f31beb70
Smallchess face (#272)
* smallchess face

* use correct game-state modifying board move function

* make show last work after undo

* use SCL_Game->ply instead of board[ply_byte]

* beep when cpu is done computing a move

* increase engine strength to ply 3

* match ply type and use the local variable where available

* fix warnings

* add doc to smallchess face

* smallchess: fix compile warnings

* smallchess: move smallchesslib.h to movement/lib
2024-09-17 22:36:34 -04:00

91 lines
3.2 KiB
C

/*
* MIT License
*
* Copyright (c) 2023 Jeremy O'Brien
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#ifndef SMALLCHESS_FACE_H_
#define SMALLCHESS_FACE_H_
#include "movement.h"
/*
* Chess watchface
*
* Implements a (very) simple chess engine.
* Uses smallchesslib for the engine: https://codeberg.org/drummyfish/smallchesslib
*
* When moving a piece, only valid pieces and moves are presented.
*
* Interaction is done through a simple menu/submenu system:
* - Light button: navigate backwards through the current menu
* - Alarm button: navigate forwards through the current menu
* - Light button (long press): navigate up to the parent menu
* - Alarm button (long press): select the current item or submenu
*/
enum smallchess_state {
/* main menu */
SMALLCHESS_MENU_RESUME,
SMALLCHESS_MENU_SHOW_LAST_MOVE,
SMALLCHESS_MENU_UNDO,
SMALLCHESS_MENU_NEW_WHITE,
SMALLCHESS_MENU_NEW_BLACK,
SMALLCHESS_PLAYING_SPLIT,
/* playing game submenu */
SMALLCHESS_SHOW_LAST_MOVE,
SMALLCHESS_SHOW_CPU_MOVE,
SMALLCHESS_SELECT_PIECE,
SMALLCHESS_SELECT_DEST,
};
#define NUM_ELEMENTS(a) (sizeof(a) / sizeof(a[0]))
#define SMALLCHESS_NUM_PIECES 16 // number of pieces each player has
typedef struct {
void *game;
enum smallchess_state state;
uint8_t moveable_pieces[SMALLCHESS_NUM_PIECES + 1];
uint8_t moveable_pieces_idx;
uint8_t moveable_dests[29]; // this magic number represents the maximum number of moves a piece can make (queen in center of board)
// plus one for the end list marker
uint8_t moveable_dests_idx;
char last_move_str[7];
uint8_t ai_from_square, ai_to_square;
} smallchess_face_state_t;
void smallchess_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr);
void smallchess_face_activate(movement_settings_t *settings, void *context);
bool smallchess_face_loop(movement_event_t event, movement_settings_t *settings, void *context);
void smallchess_face_resign(movement_settings_t *settings, void *context);
#define smallchess_face ((const watch_face_t){ \
smallchess_face_setup, \
smallchess_face_activate, \
smallchess_face_loop, \
smallchess_face_resign, \
NULL, \
})
#endif // SMALLCHESS_FACE_H_