protected override void CheckingNewRevealed(Vector2Int currentnewrevealed) { //count the number of neighbores of this tile List <Vector2Int> newClosedHiddenNeighbors = new List <Vector2Int>(); ClosedHiddenNeighbores.Add(currentnewrevealed, newClosedHiddenNeighbors); for (int j = 0; j < Operators.Length; j++) { Vector2Int current = currentnewrevealed + Operators[j]; if (Flaged.Contains(current)) { Closed[currentnewrevealed]--; } else if (MinesweeperElementInfo.InBounds(current, BoardSize.x, BoardSize.y)) { if (Open.ContainsKey(current) || Safe.Contains(current) || Mine.Contains(current)) { newClosedHiddenNeighbors.Add(current); List <Vector2Int> clist = HiddenClosedRelations[current]; clist.Add(currentnewrevealed); } else if (!InvalidTiles[current.x, current.y] && !Closed.ContainsKey(current)) { Open.Add(current, 0); newClosedHiddenNeighbors.Add(current); List <Vector2Int> clist = new List <Vector2Int>(); HiddenClosedRelations.Add(current, clist); clist.Add(currentnewrevealed); } } } }
/// <summary> /// Iterates through 'currentnewrevealed', checking if 'currentnewrevealed' can be discarded, /// while adding new open tile /// </summary> /// <param name="currentnewrevealed"></param> protected virtual void CheckingNewRevealed(Vector2Int currentnewrevealed) { for (int j = 0; j < Operators.Length; j++) { Vector2Int current = currentnewrevealed + Operators[j]; if (Flaged.Contains(current)) { Closed[currentnewrevealed]--; } else if (MinesweeperElementInfo.InBounds(current, BoardSize.x, BoardSize.y)) { //i wanted to make the minesweeper and the solver independent from eachother, thats why i didn't simply passed the minesweeperelementinfo object at 'current' tile if (!InvalidTiles[current.x, current.y] && !Open.ContainsKey(current) && !Closed.ContainsKey(current) && !Safe.Contains(current) && !Mine.Contains(current)) { Open.Add(current, 0); } } } }