Minesweeper game/D: Difference between revisions
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main module:
<lang D>import tango.io.Stdout;
import tango.io.Console;
import Int = tango.text.convert.Integer;
Line 39 ⟶ 38:
int i=0;
Stdout(miner.getVisibles).newline;
foreach(j, row; miner) {
if (!i) {
Stdout.format (" {:d2} ", miner.getFlaggedCount);
Line 87 ⟶ 85:
} 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>
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Revision as of 16:41, 28 August 2010
Minesweeper game in D
Tango based implementation
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..$], 10, &len2); do { mines = rand.next(cast(uint)( width * height * 0.2)); } while (mines <= 1);
debug Stdout(height, width, mines, width*height).newline; } while (len1 <= 0 || len2 <= 0 || height < 2 || width < 2);
auto miner = new MineSweeper(height, width, mines); char[] prompt; bool changed; do { int i=0; Stdout(miner.getVisibles).newline; foreach(j, row; miner) { if (!i) { Stdout.format (" {:d2} ", miner.getFlaggedCount); for (i=0; i<miner.getWidth; i++) Stdout.format ("{}", (i+1) % 10); Stdout.newline; } Stdout.format (" {} [ ", (j+1) % 10) (row); Stdout (" ] ").newline; } // the code could be written without using gameOver variable, // but this way, after game is finished the board will be // printed one more time if (gameOver) { break; } prompt=Cin.get;
bool flag = (prompt[0] == 'F'); if (flag) { prompt = prompt[1..$]; }
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>