Files
BH2023-Minesweeper/references/Minesweeper2/MinesweeperGame/MinesweeperGame.cs
2023-09-28 20:24:18 +08:00

507 lines
17 KiB
C#

using System;
using System.Collections.Generic;
using static MinesweeperControl.GameDescription;
namespace MinesweeperControl {
/*
* This class describes a game of minesweeper
*/
public class MinesweeperGame {
public enum ActionType { Clear, Flag, Chord, Dead };
public enum GameStatus { NotStarted, InPlay, Won, Lost };
public enum ResultType { Cleared, Flagged, Hidden, Exploded, Mine, FlaggedWrong };
// describes the actions being perform in the gane
public class GameAction {
public readonly int x;
public readonly int y;
public readonly ActionType action;
public GameAction(int x, int y, ActionType action) {
this.x = x;
this.y = y;
this.action = action;
}
public String AsText() {
return "(" + x + "," + y + ") " + action;
}
}
// describes the result of the actions on the game
public class GameResult {
public readonly GameStatus status;
public readonly List<ActionResult> actionResults;
public GameResult(GameStatus status, List<ActionResult> actionResults) {
this.status = status;
this.actionResults = actionResults;
}
}
// describes the result of actions being perform in the gane
public class ActionResult {
public readonly int x;
public readonly int y;
public readonly ResultType resultType;
public readonly int value;
internal ActionResult(int x, int y, ResultType resultType) : this(x, y, resultType, 0) {
}
internal ActionResult(int x, int y, ResultType resultType, int value) {
this.x = x;
this.y = y;
this.resultType = resultType;
this.value = value;
}
}
// game variables
public readonly GameDescription description;
public readonly int seed; // seed to use to build the game
private readonly int[] adjacentOffset = new int[8];
private GameStatus gameStatus = GameStatus.NotStarted;
private int tilesLeft;
private MinesweeperTile[] tiles;
private int minesLeft;
private readonly bool hardcore;
private int deaths = 0;
public MinesweeperGame(GameDescription description, int seed) : this(description, seed, true) {
}
public MinesweeperGame(GameDescription description, int seed, bool hardcore) {
if (seed == 0) {
this.seed = new Random().Next(1, Int32.MaxValue);
} else {
this.seed = seed;
}
this.description = description;
this.hardcore = hardcore;
// create adjacent offsets
adjacentOffset[0] = -description.width - 1;
adjacentOffset[1] = -description.width;
adjacentOffset[2] = -description.width + 1;
adjacentOffset[3] = -1;
adjacentOffset[4] = 1;
adjacentOffset[5] = +description.width - 1;
adjacentOffset[6] = +description.width;
adjacentOffset[7] = +description.width + 1;
tilesLeft = this.description.height * this.description.width - this.description.mines;
minesLeft = description.mines;
// create all the tiles. the mines get placed at the first clear.
CreateTiles();
}
public int GetMinesLeft() {
return minesLeft;
}
public int GetDeaths() {
return deaths;
}
public GameStatus GetGameStatus() {
return this.gameStatus;
}
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);
}
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;
}
// 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;
}
// 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;
}
// 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;
}
// converts X and Y position to an Index
private int GetIndex(int x, int y) {
return y * this.description.width + x;
}
// 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));
}
// 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));
}
// returns all the indices adjacent to this index
private List<int> GetAdjacentIndex(int index) {
int col = index % description.width;
int row = index / description.width;
int first_row = Math.Max(0, row - 1);
int last_row = Math.Min(description.height - 1, row + 1);
int first_col = Math.Max(0, col - 1);
int last_col = Math.Min(description.width - 1, col + 1);
List<int> result = new List<int>();
for (int r = first_row; r <= last_row; r++) {
for (int c = first_col; c <= last_col; c++) {
int i = description.width * r + c;
if (i != index) {
result.Add(i);
}
}
}
return result;
}
private void Write(String text) {
Console.WriteLine(text);
}
}
public static class Shuffler {
// shuffle a given array
public static void Shuffle<T>(this IList<T> list, int seed) {
Random rng = new Random(seed);
int n = list.Count;
while (n > 1) {
n--;
int k = rng.Next(n + 1);
T value = list[k];
list[k] = list[n];
list[n] = value;
}
}
}
}