// 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)); }
// 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); }