// 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); }