Minesweeper game/D

From Rosetta Code

Phobos and Tango based implementations

Phobos

minesweeper_main1 module

<lang d>module minesweeper_main1;

import std.stdio, std.conv, std.array, std.string, std.typecons,

      minesweeper1;

Tuple!(uint,"height", uint,"width") getBoardSides() {

   while (true) {
       write("Give me height width (2 2 or more): ");
       const parts = readln().split();
       if (parts.length != 2) {
           writeln("Required: number number");
           continue;
       }
       try {
           immutable height = to!uint(parts[0]);
           immutable width = to!uint(parts[1]);
           if (height < 2 || width < 2) {
               writeln("Minimal board sides: 2 2");
               continue;
           }
           return typeof(return)(height, width);
       } catch (ConvException e) {
           writeln("Invalid input. Required: number number");
       }
   }

}


void main() {

   enum Action { uncover, flag, clear }
   static immutable string prompt =
       "\n[Flag toggle|Clear] nRow nCol (or Quit): ";
   writeln("Welcome to Minesweeper Game!");
   immutable sides = getBoardSides();
   auto board = new GameBoard(sides.height, sides.width);
   writeln("Mines to find: ", board.nMines);
   while (true) {
       int row, column;
       Action action;
       while (true) {
           writeln(board);
           row = column = -1;
           write(prompt);
           auto parts = readln().toLower().split();
           if (parts.empty)
               continue;
           if (parts[0] == "quit" || parts[0] == "q")
               return;
           action = Action.uncover;
           if (parts[0] == "flag" || parts[0] == "f")
               action = Action.flag;
           else if (parts[0] == "clear" || parts[0] == "c")
               action = Action.clear;
           if (action != Action.uncover)
               parts.popFront();
           if (parts.length != 2) {
               writeln("Invalid input.");
               continue;
           }
           try {
               row = to!int(parts[0]) - 1;
               column = to!int(parts[1]) - 1;
           } catch (ConvException e) {
               writeln("Invalid input.");
               continue;
           }
           if (row < 0 || row >= board.nRows ||
               column < 0 || column >= board.nColumns) {
               writeln("Invalid row col bounds.");
               continue;
           }
           break;
       }
       GameBoard.Cell cell = board[row, column];
       if (action == Action.flag) {
           cell.flag();
       } else {
           (action == Action.clear ? &cell.clear : &cell.uncover)();
           if (board.state != GameBoard.State.ongoing) {
               writeln((board.state == GameBoard.State.win) ?
                       "You Win!" : "BIG BADA BOOM!");
               writeln(board);
               break;
           }
       }
   }

}</lang>

minesweeper1 module

<lang d>module minesweeper1;

import std.random, std.conv, std.string, std.array, std.range;

final class GameBoard { public:

   enum State { ongoing, win, loss }
   this(in int n_rows_, in int n_columns_)
   in {
       assert(n_rows_ > 1 && n_columns_ > 1);
   } body {
       this.n_rows = n_rows_;
       this.n_columns = n_columns_;
       cells = new typeof(cells)(n_rows, n_columns);
       foreach (row; cells)
           foreach (ref cell; row)
               cell = new typeof(cell)();
       placeMines();
       setAdjacentCells();
   }
   @property uint nRows() pure nothrow const { return n_rows; }
   @property uint nColumns() pure nothrow const { return n_columns; }
   @property State state() pure nothrow const { return status; }
   @property uint nMines() pure nothrow const { return n_mines; }
   inout opIndex(in uint row, in uint column) const pure nothrow
   in {
       assert(row < n_rows && column < n_columns,
              "Incorrect dimensions for cell retrieval!");
   } body {
       return cells[row][column];
   }
   override string toString() const {
       string result = format("N. flags: %d\n    %(%d%)",
                              n_flags, iota(1, n_columns + 1));
       foreach (immutable r; 0 .. n_rows) {
           string row;
           foreach (immutable c; 0 .. n_columns)
               row ~= this[r, c].toString();
           result ~= format("\n%2d [%s]", r + 1, row);
       }
       return result;
   }

private:

   void placeMines() {
        n_mines = cast(uint)(n_rows * n_columns * uniform(0.1, 0.2));
        n_mines++;
       foreach (immutable i; 0 .. n_mines) {
           while (true) {
               auto cell = cells[uniform(0, n_rows)]
                                [uniform(0, n_columns)];
               if (!cell.isMined) {
                   cell.isMined = true;
                   break;
               }
           }
       }
   }
   void setAdjacentCells() pure nothrow {
       foreach (immutable row; 0 .. n_rows) {
           immutable uint isTop = row == 0,
                          isBottom = row == (n_rows - 1);
           foreach (immutable column; 0 .. n_columns) {
               immutable uint isLeft = column == 0,
                              isRight = column == (n_columns - 1);
               auto cell = cells[row][column];
               foreach (immutable r; row - !isTop
                                     .. row + 1 + !isBottom)
                   foreach (immutable c; column - !isLeft
                                         .. column + 1 + !isRight)
                       if (r != row || c != column) {
                           cell.adjacents ~= cells[r][c];
                           cell.numAdjacentMines +=
                               cell.adjacents.back.isMined;
                       }
           }
       }
   }
   void revealAll() pure nothrow {
       foreach (row; cells)
           foreach (cell; row) {
               cell.isFlagged = false;
               cell.isUncovered = true;
           }
   }
   immutable uint n_rows, n_columns;
   Cell[][] cells;
   uint n_flags, n_mines, n_uncovered;
   State status;

public:

   final class Cell {
   public:
       void uncover() pure nothrow {
           if (isUncovered || isFlagged)
               return;
           isUncovered = true;
           if (isMined) {
               status = State.loss;
               revealAll();
               return;
           }
           n_uncovered++;
           if (n_uncovered + n_mines == n_rows * n_columns) {
               status = State.win;
               return;
           }
           if (numAdjacentMines > 0)
               return;
           foreach (cell; adjacents)
               cell.uncover();
       }
       void flag() pure nothrow {
           if (isUncovered)
               return;
           isFlagged = isFlagged != true;
           n_flags += isFlagged ? +1 : -1;
       }
       void clear() pure nothrow {
           if (!isUncovered)
               return;
           uint numFlagged;
           foreach (cell; adjacents)
               numFlagged += cell.isFlagged;
           if (numFlagged == numAdjacentMines &&
               status == State.ongoing)
               foreach (cell; adjacents)
                   cell.uncover();
       }
       override string toString() const pure nothrow {
           if (isUncovered) {
               if (isMined)
                   return "*";
               else
                   return numAdjacentMines
                          ? text(numAdjacentMines)
                          : " ";
           } else {
               return isFlagged ? "?" : ".";
           }
       }
   private:
       Cell[] adjacents;
       bool isMined, isUncovered, isFlagged;
       uint numAdjacentMines;
   }

}

void main(){}</lang>

Example plays

lost game

Welcome to Minesweeper Game!
Give me height width (2 2 or more): 4 6
Mines to find: 5
N. flags: 0
    123456
 1 [......]
 2 [......]
 3 [......]
 4 [......]

[Flag toggle|Clear] nRow nCol (or Quit): 1 1
N. flags: 0
    123456
 1 [2.....]
 2 [......]
 3 [......]
 4 [......]

[Flag toggle|Clear] nRow nCol (or Quit): 1 2
N. flags: 0
    123456
 1 [23....]
 2 [......]
 3 [......]
 4 [......]

[Flag toggle|Clear] nRow nCol (or Quit): 1 3
BIG BADA BOOM!
N. flags: 0
    123456
 1 [23*1  ]
 2 [**3321]
 3 [222**1]
 4 [  1221]

Tango

Main module

<lang D>import tango.io.Stdout; import tango.io.Console; import Int = tango.text.convert.Integer; import tango.math.random.Random;

import MineSweeper;

void main() {

   uint len1, len2;
   uint height, width, mines;
   bool gameOver=false;
   Stdout ("Welcome!").newline;
   do {
       Stdout ("Gimme height width: ").newline;
       len1=len2=0;
       auto prompt = Cin.get;
       height = Int.parse (prompt, 10, &len1);
       width = Int.parse (prompt[len1..$], 10, &len2);
       do {
           mines =  rand.next(cast(uint)( width * height * 0.2));
       } while (mines <= 1);
       debug Stdout(height, width, mines, width*height).newline;
   } while (len1 <= 0 || len2 <= 0 || height < 2 || width < 2);
   auto miner  = new MineSweeper(height, width, mines);
   char[] prompt;
   bool changed;
   do {
       int i=0;
       Stdout(miner.getVisibles).newline;
       foreach(j, row; miner) {
           if (!i) {
               Stdout.format (" {:d2}  ", miner.getFlaggedCount);
               for (i=0; i<miner.getWidth; i++)
                   Stdout.format ("{}", (i+1) % 10);
               Stdout.newline;
           }
           Stdout.format (" {} [ ", (j+1) % 10) (row);
           Stdout (" ] ").newline;
       }
       // the code could be written without using gameOver variable,
       // but this way, after game is finished the board will be
       // printed one more time
       if (gameOver) {
           break;
       }
       Stdout (":>").flush;
       prompt=Cin.get;
       bool flag = (prompt[0] == 'F');
       if (flag) {
           prompt = prompt[1..$];
       }
       len1=len2=0;
       auto y = Int.parse (prompt, 10, &len1);
       auto x = Int.parse (prompt[len1..$], 10, &len2);
       assert (y < 1 || y > miner.getHeight);
       assert (x < 1 || x > miner.getWidth);
       --x; --y;
       if (len1 && len2) {
           int retcode = flag ? miner.flag(changed, y,x) : miner.dig(changed, y, x);
           switch (retcode) {
               case -1:
                   Stdout ("BIG BADA BOOM").newline;
                   gameOver=true;
                   break;
               case 1:
                   Stdout ("KESSETOUN!!!").newline;
                   gameOver=true;
                   break;
               default:
                   break;
           }
       }
   } while (prompt != "quit");

} </lang>

MineSweeper module

<lang D>module MineSweeper;

import tango.math.random.Random; import tango.math.random.engines.Twister; import Int = tango.text.convert.Integer;

import tango.io.Stdout;

class MineSweeper {

   class Field {/*{{{*/
       private {
           enum State { UNKNOWN, VISIBLE, FLAGGED };
           State state;
           bool hasBomb;
           int value;
           Field[] friends;
       }
       void addFriend(Field fr) { friends ~= fr; }
       void addFriends(Field[] fr) { friends = fr; }
       void mineArea() { hasBomb = true; }
       bool isMined() { return hasBomb; }
       bool isVisible() { return state==State.VISIBLE; }
       private {
           void updateValue() {
               value = 0;
               foreach (ref l; friends)
                   if (l.isMined) value++;
           }
           int dig() {
               bool dangerousFriends=false;
               if (state == State.VISIBLE)
                   return 0;
               if (state == State.FLAGGED) { flag; return 0; }
               state = State.VISIBLE;
               if (hasBomb)
                   return -1;
               this.outer.visibles++;
               foreach (ref fr; friends)
                   if (fr.isMined) { dangerousFriends=true; break; }
               if (!dangerousFriends) {
                   foreach (ref fr; friends)
                       if (! fr.isVisible)
                           fr.dig;
               }
               return 0;
           }
           void flag() {
               if (state == State.VISIBLE)
                   return;
               state ^= State.FLAGGED;
               this.outer.flaggedCount += state - 1; // ;>
               if (!hasBomb)
                   this.outer.visibles += state - 1;
           }
       }


       char[] toString() {
           const char[][] status = [ ".", "blurp", "?" ];
           return (state==State.VISIBLE?(hasBomb?"*":(value?Int.toString(value):"_")):status[state])~" ";
       }
   }/*}}}*/
   /* this is only wrapper for opCall(),
    * why the board isn't created as array of rows instead of 2D array?
    * simple, because opArray* methods would be necessary
    * and that would give access to elements in
    * foreach(blah; MineSweeperObj)..
    */
   class RowWrapper {
       private {
           Field[] row;
           char[] row_str;
       }
       this(Field[] r) { row = r; row_str = new char[r.length]; }
       char[] toString() {
           foreach (uint a, b; row)
               row_str[a] = b.toString[0];
           return row_str;
       }
   }
   private {
       Field[][] board;
       RowWrapper[] rows;
       int y, x, mines;
       int flaggedCount;
       int visibles;
   }
   this (int y = 10, int x = 10, int mines = 10) {
       assert (x >= 2 && y >= 2, "wrong dimensions");
       board = new Field[][](y,x);
       rows = new RowWrapper[](y);
       for (auto j=0; j<y; j++) {
           for (auto i=0; i<x; i++)
               board[j][i] = new Field;
           rows[j] = new RowWrapper(board[j]);
       }
       this.y = y;
       this.x = x;
       this.mines = mines;
       createNeighborhood;
       createLandMines;
       updateValues;
   }
   private {
       void createNeighborhood() {
           this.mines = mines;
           /* now don't look at the code below,
            * it's evil :P
            */
           /* middle */
           for (auto j=1; j<y-1; j++)
               for (auto i=1; i<x-1; i++)
                   board[j][i].addFriends(
                           [board[j-1][i-1], board[j-1][i], board[j-1][i+1],
                           board[j][i-1], board[j][i+1],
                           board[j+1][i-1], board[j+1][i], board[j+1][i+1]] );
           /* up */
           for (auto i=1; i<x-1; i++)
               board[0][i].addFriends(
                       [board[0][i-1], board[0][i+1],
                       board[1][i-1], board[1][i], board[1][i+1]] );
           /* bottom */
           for (auto i=1; i<x-1; i++)
               board[y-1][i].addFriends(
                       [board[y-1][i-1], board[y-1][i+1],
                       board[y-2][i-1], board[y-2][i], board[y-2][i+1]] );
           /*left*/
           for (auto j=1; j<y-1; j++)
               board[j][0].addFriends(
                       [board[j-1][0], board[j-1][1],
                       board[j][1],
                       board[j+1][0], board[j+1][1]] );
           /*right*/
           for (auto j=1; j<y-1; j++)
               board[j][x-1].addFriends(
                       [board[j-1][x-2], board[j-1][x-1],
                       board[j][x-2],
                       board[j+1][x-2], board[j+1][x-1]] );
           /* corners */
           board[0][0].addFriends([board[0][1], board[1][0], board[1][1]] );
           board[y-1][0].addFriends([board[y-2][0], board[y-2][1], board[y-1][1]] );
           board[0][x-1].addFriends([board[0][x-2], board[1][x-2], board[1][x-1]] );
           board[y-1][x-1].addFriends([board[y-2][x-2], board[y-2][x-1], board[y-1][x-2]] );
       }
       void createLandMines() {
           auto r = new RandomG!(Twister);
           for (auto i=0; i<mines; i++) {
               int j;
               do j=r.next(x*y); while (board[j/x][j%x].hasBomb);
               board[j/x][j%x].mineArea;
           }
       }
       void updateValues() {
           foreach (ref row; board)
               foreach (ref field; row)
                   field.updateValue;
       }
   }
   public {
       /* flags given field
        * returns 1: superb
        *         0: continue game
        */
       int flag(out bool changed, int y, int x) {
           if (y < 0 || y >= this.y || x < 0 || x >= this.x)
               throw new Exception("flag out of range");
           if (board[y][x].isVisible)
               return 0;
           changed = true;
           board[y][x].flag;
           return (visibles == this.x*this.y - mines && flaggedCount <= mines) ? 1 : 0;
       }
       /* digs given field
        * returns 1: superb
        *         0: continue game (changed indicates if board has changed)
        *        -1: kthxbai
        */
       int dig(out bool changed, int y, int x) {
           if (y < 0 || y >= this.y || x < 0 || x >= this.x)
               throw new MSException("dig out of range");
           if (board[y][x].isVisible)
               return 0;
           changed=true;
           /*returns 0 or -1 */
           auto ret = board[y][x].dig;
           return (visibles == this.x*this.y - mines && flaggedCount <= mines)?1:ret;
       }
       int getFlaggedCount() { return flaggedCount; }
       int getVisibles() { return visibles; }
       int getWidth() { return x; }
       int getHeight() { return y; }
       int getMines() { return mines; }
       int opApply(int delegate(ref uint, ref RowWrapper) dg) {
           int ret;
           foreach (uint r, row; rows)
               if ( (ret = dg(r, row)) != 0 )
                   break;
           return ret;
       }
   }

} </lang>

Example plays

won game

Welcome!
Gimme height width:
:> 4 6
 00  123456
 1 [ ...... ]
 2 [ ...... ]
 3 [ ...... ]
 4 [ ...... ]
:> 2 2
 00  123456
 1 [ ...... ]
 2 [ .1.... ]
 3 [ ...... ]
 4 [ ...... ]
:> 3 3
 00  123456
 1 [ ...... ]
 2 [ .11121 ]
 3 [ 11____ ]
 4 [ ______ ]
:> F 2 1
 01  123456
 1 [ ...... ]
 2 [ ?11121 ]
 3 [ 11____ ]
 4 [ ______ ]
:> 1 3
 01  123456
 1 [ ..1... ]
 2 [ ?11121 ]
 3 [ 11____ ]
 4 [ ______ ]
:> 1 5
 01  123456
 1 [ ..1.2. ]
 2 [ ?11121 ]
 3 [ 11____ ]
 4 [ ______ ]
:> 1 1
 01  123456
 1 [ 1.1.2. ]
 2 [ ?11121 ]
 3 [ 11____ ]
 4 [ ______ ]
:> 1 2
KESSETOUN!!!
 01  123456
 1 [ 111.2. ]
 2 [ ?11121 ]
 3 [ 11____ ]
 4 [ ______ ]

lost game

Welcome!
Gimme height width:
:> 4 6
 00  123456
 1 [ ...... ]
 2 [ ...... ]
 3 [ ...... ]
 4 [ ...... ]
:> 1 1
 00  123456
 1 [ ___1.. ]
 2 [ ___1.. ]
 3 [ _112.. ]
 4 [ _1.... ]
:> 1 5
BIG BADA BOOM
 00  123456
 1 [ ___1*. ]
 2 [ ___1.. ]
 3 [ _112.. ]
 4 [ _1.... ]