Minesweeper game/D

From Rosetta Code

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

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.... ]

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>