private List <ActionResult> FlagTile(GameAction action) { List <ActionResult> actionResults = new List <ActionResult>(); int index = GetIndex(action.x, action.y); MinesweeperTile tile = this.tiles[index]; // if the tile is covered then toggle the flag and return it's new state if (tile.IsCovered()) { tile.ToggleFlagged(); if (tile.IsFlagged()) { actionResults.Add(new ActionResult(action.x, action.y, ResultType.Flagged)); minesLeft--; } else { if (tile.GetExploded()) { actionResults.Add(new ActionResult(action.x, action.y, ResultType.Exploded)); } else { actionResults.Add(new ActionResult(action.x, action.y, ResultType.Hidden)); } minesLeft++; } } return(actionResults); }
// builds all the tiles and assigns bombs to them private void PlaceMines(int firstIndex) { //long start = DateTime.Now.Ticks; // hold the tiles to exclude from being a mine HashSet <int> excludedIndices = new HashSet <int>(); excludedIndices.Add(firstIndex); // for a zero start game all the adjacent tile can't be mines either if (this.description.gameType == GameType.Zero) { foreach (int adjIndex in GetAdjacentIndex(firstIndex)) { excludedIndices.Add(adjIndex); } } // create a list of all included indices List <int> indices = new List <int>(); for (int y = 0; y < this.description.height; y++) { for (int x = 0; x < this.description.width; x++) { int i = GetIndex(x, y); if (!excludedIndices.Contains(i)) { indices.Add(i); } } } // shuffle the indices using a seed indices.Shuffle(seed); // allocate the mines and calculate the values for (int i = 0; i < description.mines; i++) { int index = indices[i]; MinesweeperTile tile = tiles[index]; //Utility.Write("Setting " + tile.AsText() + " to be a mine"); tile.SetMine(true); // this is set to be a mine // set each affected tile to have an increased 'value' foreach (int adjIndex in GetAdjacentIndex(tile.GetIndex())) { tiles[adjIndex].IncrementValue(); } } this.gameStatus = GameStatus.InPlay; //Write("Ticks to place mines on MinesweeperTiles " + (DateTime.Now.Ticks - start)); }
// clicks the assigned tile and returns an object containing a list of tiles cleared private List <ActionResult> ClearTile(GameAction action) { List <ActionResult> actionResults = new List <ActionResult>(); int index = GetIndex(action.x, action.y); // if this is the first click then create the tiles and place the mines if (this.gameStatus == GameStatus.NotStarted) { PlaceMines(index); } MinesweeperTile tile = this.tiles[index]; // are we clicking on a flag if (tile.IsFlagged()) { Write("Unable to Clear: Clicked on a Flag"); } else if (tile.GetExploded()) { Write("Unable to Clear: Clicked on an exploded Mine"); } else if (tile.IsMine()) { //Write("Gameover: Clicked on a mine"); deaths++; if (hardcore) { this.gameStatus = GameStatus.Lost; } tile.SetExploded(true); actionResults.Add(new ActionResult(action.x, action.y, ResultType.Exploded)); } else { if (tile.IsCovered()) // make sure the tile is clickable { List <MinesweeperTile> tilesToReveal = new List <MinesweeperTile>(); tilesToReveal.Add(tile); actionResults.AddRange(Reveal(tilesToReveal)); } } return(actionResults); }
public GameResult ProcessActions <T>(IList <T> actions) where T : GameAction // accept any Array of classes extending GameAction //long start = DateTime.Now.Ticks; { List <ActionResult> actionResults = new List <ActionResult>(); foreach (GameAction action in actions) { if (gameStatus != GameStatus.Lost && gameStatus != GameStatus.Won) // only process actions while the game is in play { if (action.action == ActionType.Clear) { actionResults.AddRange(ClearTile(action)); } else if (action.action == ActionType.Flag) { actionResults.AddRange(FlagTile(action)); } else if (action.action == ActionType.Chord) { actionResults.AddRange(ChordTile(action)); } } } GameStatus finalStatus = gameStatus; // take the game status for the game if (gameStatus == GameStatus.Lost) { for (var i = 0; i < this.tiles.Length; i++) { MinesweeperTile tile = this.tiles[i]; if (tile.IsMine() && !tile.IsFlagged() && !tile.GetExploded()) { actionResults.Add(new ActionResult(tile.GetX(), tile.GetY(), ResultType.Mine)); // show remaining mines } if (!tile.IsMine() && tile.IsFlagged()) { actionResults.Add(new ActionResult(tile.GetX(), tile.GetY(), ResultType.FlaggedWrong)); // show flags placed wrong } } } //Write("Game processing actions took " + (DateTime.Now.Ticks - start) + " ticks"); return(new GameResult(finalStatus, actionResults)); }
// create the tiles private void CreateTiles() { //long start = DateTime.Now.Ticks; tiles = new MinesweeperTile[this.description.width * this.description.height]; // create the tiles and store non-excluded indices into a list for (int y = 0; y < this.description.height; y++) { for (int x = 0; x < this.description.width; x++) { int i = GetIndex(x, y); tiles[i] = new MinesweeperTile(i, x, y); } } //Write("Ticks to create MinesweeperTiles " + (DateTime.Now.Ticks - start)); }
// takes a list of tiles and reveals them and expands any zeros private List <ActionResult> Reveal(List <MinesweeperTile> firstTiles) { List <ActionResult> actionResults = new List <ActionResult>(); var soFar = 0; foreach (MinesweeperTile firstTile in firstTiles) { firstTile.SetCovered(false); } int safety = 1000000; while (soFar < firstTiles.Count) { MinesweeperTile tile = firstTiles[soFar]; actionResults.Add(new ActionResult(tile.GetX(), tile.GetY(), ResultType.Cleared, tile.GetValue())); this.tilesLeft--; // if the value is zero then for each adjacent tile not yet revealed add it to the list if (tile.GetValue() == 0) { foreach (int adjIndex in GetAdjacentIndex(tile.GetIndex())) { MinesweeperTile adjTile = this.tiles[adjIndex]; if (adjTile.IsCovered() && !adjTile.IsFlagged()) // if not covered and not a flag { adjTile.SetCovered(false); // it will be uncovered in a bit firstTiles.Add(adjTile); } } } soFar++; if (safety-- < 0) { Write("MinesweeperGame: Reveal Safety limit reached !!"); break; } } // if there are no tiles left to find then set the remaining tiles to flagged and we've won if (this.tilesLeft == 0) { for (var i = 0; i < this.tiles.Length; i++) { MinesweeperTile tile = this.tiles[i]; if (tile.IsMine() && !tile.IsFlagged()) { minesLeft--; tile.ToggleFlagged(); actionResults.Add(new ActionResult(tile.GetX(), tile.GetY(), ResultType.Flagged)); // auto set remaining flags } } this.gameStatus = GameStatus.Won; } return(actionResults); }
// chord the assigned tile and returns an object containing a list of tiles cleared private List <ActionResult> ChordTile(GameAction action) { List <ActionResult> actionResults = new List <ActionResult>(); int index = GetIndex(action.x, action.y); // if this is the first click then create the tiles and place the mines if (this.gameStatus == GameStatus.NotStarted) { PlaceMines(index); } MinesweeperTile tile = this.tiles[index]; int flagCount = 0; int hiddenCount = 0; foreach (int adjIndex in GetAdjacentIndex(index)) { if (tiles[adjIndex].IsFlagged()) { flagCount++; } else if (tiles[adjIndex].IsCovered()) { hiddenCount++; } } // If the hidden count is zero then there is nothing to do if (hiddenCount == 0) { Write("Unable to Chord: Nothing to clear"); return(actionResults); } // nothing to do if the tile is not yet surrounded by the correct number of flags if (tile.GetValue() != flagCount) { Write("Unable to Chord: value=" + tile.GetValue() + " flags=" + flagCount); return(actionResults); } // see if there are any unflagged bombs in the area to be chorded - this loses the game var bombCount = 0; foreach (int adjIndex in GetAdjacentIndex(index)) { MinesweeperTile adjTile = tiles[adjIndex]; if (adjTile.IsMine() && !adjTile.IsFlagged()) { adjTile.SetExploded(true); actionResults.Add(new ActionResult(adjTile.GetX(), adjTile.GetY(), ResultType.Exploded)); // mark the tile as exploded bombCount++; } } // if we have triggered a bomb then return if (bombCount != 0) { deaths = deaths + bombCount; if (hardcore) { this.gameStatus = GameStatus.Lost; } return(actionResults); } // seems okay, so do the chording List <MinesweeperTile> tilesToReveal = new List <MinesweeperTile>(); // determine which tiles need revealing foreach (int adjIndex in this.GetAdjacentIndex(index)) { MinesweeperTile adjTile = tiles[adjIndex]; if (adjTile.IsCovered() && !adjTile.IsFlagged()) // covered and not flagged { tilesToReveal.Add(adjTile); } } actionResults.AddRange(Reveal(tilesToReveal)); return(actionResults); }