Example #1
0
        public void FirstMove(int x, int y, Random rand, GameBoard gameBoard)
        {
            //For any board, take the user's first revealed panel + any neighbors of that panel to X depth, and mark them as unavailable for mine placement.
            var depth     = 0.125 * Width;                                               //12.5% (1/8th) of the board width becomes the depth of unavailable panels
            var neighbors = GetNeighbors(x, y, (int)depth);                              //Get all neighbors to specified depth

            neighbors.Add(GameBoardPanels.First(panel => panel.X == x && panel.Y == y)); //Don't place a mine in the user's first move!

            //Select random panels from set of panels which are not excluded by the first-move rule
            var mineList  = GameBoardPanels.Except(neighbors).OrderBy(user => rand.Next());
            var mineSlots = mineList.Take(gameBoard.MineCount).ToList().Select(z => new { z.X, z.Y });

            //Place the mines
            foreach (var mineCoord in mineSlots)
            {
                GameBoardPanels.Single(panel => panel.X == mineCoord.X && panel.Y == mineCoord.Y).IsMine = true;
            }

            //For every panel which is not a mine, determine and save the adjacent mines.
            foreach (var openPanel in GameBoardPanels.Where(panel => !panel.IsMine))
            {
                var nearbyPanels = GetNeighbors(openPanel.X, openPanel.Y);
                openPanel.AdjacentMines = nearbyPanels.Count(z => z.IsMine);
            }
        }
Example #2
0
 public Panel GetPanel(int x, int y)
 {
     try
     {
         return(GameBoardPanels.First(panel => panel.X == x && panel.Y == y));
     }
     catch (Exception e)
     {
         Console.WriteLine($"X: {x}, Y: {y}");
         Console.WriteLine(e);
         throw;
     }
 }