private void SetUpSettings() { settings = MinesweeperGame.Settings; operators = settings.Operators; FirstGuess = settings.FirstGuess; x = settings.x; y = settings.y; numberofmines = settings.NumberOfMines; firststeprule = settings.FirstStepRule; rendering = settings.Rendering; usagemode = settings.usageMode; // if (usagemode == MinesweeperUsageMode.NoAI) { ClickToStep = false; useai = false; } originally the user could player but this functionality was removed if (usagemode == MinesweeperUsageMode.ClickToStepAI) { ClickToStep = true; useai = true; } else { ClickToStep = false; useai = true; } samplesize = settings.SampleSize; sleeptime = settings.SleepTime; solvertype = settings.SolverType; guessor = settings.guessorType; MGDSSP_UncoverMax = settings.MGDSSP_UncoverMax; updatetime = settings.DefaultSolvingSpeed; thinkingtime.text = updatetime.ToString(); gamestate = MinesweeperGame.Gamestate; relativenumberofmines = (float)settings.NumberOfMines / (settings.x * settings.y); MaxSolvingLength = settings.MaxSolvingLength; }
public MinesweeperSettings(Vector2Int FirstGuess, int lengthX = 9, int lengthY = 9, int numberOfMines = 10, MinesweeperFirstStepRule firstStepRule = MinesweeperFirstStepRule.SafeSouranding, bool rendering = true, MinesweeperUsageMode usageMode = MinesweeperUsageMode.NormalAI, int sampleSize = 0, int sleepTime = 0, MinesweeperSolverType solverType = MinesweeperSolverType.Standard_DSSP, GuessorType guessorType = GuessorType.Random, float MGDSSP_UncoverMax = 0, float DefaultSolvingSpeed = 0, int MaxSolvingLength = 10 ) { x = lengthX; y = lengthY; NumberOfMines = numberOfMines; FirstStepRule = firstStepRule; Rendering = rendering; this.usageMode = usageMode; SampleSize = sampleSize; SleepTime = sleepTime; this.SolverType = solverType; this.guessorType = guessorType; this.Operators = new Vector2Int[8] { new Vector2Int(0, 1), new Vector2Int(1, 1), new Vector2Int(1, 0), new Vector2Int(1, -1), new Vector2Int(0, -1), new Vector2Int(-1, -1), new Vector2Int(-1, 0), new Vector2Int(-1, 1) }; this.MGDSSP_UncoverMax = MGDSSP_UncoverMax; this.FirstGuess = FirstGuess; this.DefaultSolvingSpeed = DefaultSolvingSpeed; this.MaxSolvingLength = MaxSolvingLength; }