| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382 |
- #include "minefield.hpp"
- #include <ctime>
- #include <random>
- #include <algorithm>
- #include <iostream>
- // Define difficulty presets
- const GameDifficulty MineField::DIFFICULTY_EASY = {"Beginner", 9, 9, 10};
- const GameDifficulty MineField::DIFFICULTY_MEDIUM = {"Intermediate", 16, 16, 40};
- const GameDifficulty MineField::DIFFICULTY_HARD = {"Expert", 30, 16, 99};
- const GameDifficulty MineField::DIFFICULTY_EXPERT = {"Master", 30, 20, 145};
- MineField::MineField(int cols, int rows, int mines) :
- m_rows(rows),
- m_cols(cols),
- m_totalMines(mines),
- m_remainingFlags(mines),
- m_openCells(0),
- m_gameState(GameState::READY),
- m_timerRunning(false)
- {
- // Create cells
- m_cells.reserve(m_cols * m_rows);
- for (int i = 0; i < m_cols * m_rows; i++)
- {
- std::shared_ptr<Cell> cell = std::make_shared<Cell>();
- m_cells.push_back(cell);
- }
- }
- MineField::~MineField()
- {
- m_cells.clear();
- }
- void MineField::startTimer()
- {
- if (!m_timerRunning)
- {
- m_startTime = std::chrono::steady_clock::now();
- m_timerRunning = true;
- }
- }
- void MineField::stopTimer()
- {
- if (m_timerRunning)
- {
- m_endTime = std::chrono::steady_clock::now();
- m_timerRunning = false;
- }
- }
- int MineField::getElapsedTime() const
- {
- if (m_timerRunning)
- {
- auto now = std::chrono::steady_clock::now();
- return std::chrono::duration_cast<std::chrono::milliseconds>(now - m_startTime).count();
- }
- else if (m_gameState == GameState::WON || m_gameState == GameState::LOST)
- {
- return std::chrono::duration_cast<std::chrono::milliseconds>(m_endTime - m_startTime).count();
- }
- return 0;
- }
- void MineField::timerTick()
- {
- if (m_timerRunning)
- {
- timerSignal.emit(getElapsedTime());
- }
- }
- void MineField::reset()
- {
- // Reset all cells
- for (auto& cell : m_cells)
- {
- cell->isBomb = false;
- cell->isFlagged = false;
- cell->isCleared = false;
- cell->bombsNearby = -1;
- }
-
- // Reset game state
- m_openCells = 0;
- m_remainingFlags = m_totalMines;
- m_gameState = GameState::READY;
- m_timerRunning = false;
-
- // Emit signals
- resetSignal.emit();
- remainingFlagsSignal.emit(m_remainingFlags);
- }
- void MineField::startNewGame(int cols, int rows, int mines)
- {
- // Store new dimensions
- m_cols = cols;
- m_rows = rows;
- m_totalMines = mines;
- m_remainingFlags = mines;
-
- // Create new cells
- m_cells.clear();
- m_cells.reserve(m_cols * m_rows);
- for (int i = 0; i < m_cols * m_rows; i++)
- {
- std::shared_ptr<Cell> cell = std::make_shared<Cell>();
- m_cells.push_back(cell);
- }
-
- // Reset game state
- m_openCells = 0;
- m_gameState = GameState::READY;
- m_timerRunning = false;
-
- // Emit signals
- resetSignal.emit();
- remainingFlagsSignal.emit(m_remainingFlags);
- }
- void MineField::initBombs(int firstX, int firstY)
- {
- if (m_gameState != GameState::READY)
- {
- return;
- }
- // Start timer when first cell is clicked
- startTimer();
- m_gameState = GameState::PLAYING;
- // Create a vector of all possible positions
- std::vector<int> positions;
- positions.reserve(m_cols * m_rows);
-
- for (int i = 0; i < m_cols * m_rows; i++)
- {
- positions.push_back(i);
- }
-
- // Remove first clicked position and surrounding cells from available positions
- positions.erase(
- std::remove_if(positions.begin(), positions.end(),
- [this, firstX, firstY](int pos) {
- int x = pos % m_cols;
- int y = pos / m_cols;
- return std::abs(x - firstX) <= 1 && std::abs(y - firstY) <= 1;
- }
- ),
- positions.end()
- );
-
- // Use modern random generator
- std::random_device rd;
- std::mt19937 gen(rd());
- // Shuffle positions
- std::shuffle(positions.begin(), positions.end(), gen);
-
- // Place mines
- int minesToPlace = std::min(m_totalMines, static_cast<int>(positions.size()));
- for (int i = 0; i < minesToPlace; i++)
- {
- m_cells.at(positions[i])->isBomb = true;
- }
- }
- bool MineField::openCell(int x, int y)
- {
- // Ignore if game is over or cell is already open/flagged
- if (m_gameState != GameState::PLAYING && m_gameState != GameState::READY)
- {
- return false;
- }
-
- if (isOpened(x, y) || isFlagged(x, y))
- {
- return false;
- }
-
- // Start timer on first click if not already started
- if (m_gameState == GameState::READY)
- {
- initBombs(x, y);
- }
-
- // Check if bomb
- if (isBomb(x, y))
- {
- // Only emit the game over signal if we haven't already
- if (m_gameState != GameState::LOST) {
- m_gameState = GameState::LOST;
- stopTimer();
- gameOverSignal.emit();
- }
- return false;
- }
-
- // Open cell
- setOpenCell(x, y);
-
- // If no bombs nearby, open surrounding cells
- if (bombsNearby(x, y) == 0)
- {
- openNeighboorhood(x, y);
- }
-
- return true;
- }
- void MineField::computeBombsNearby(int x, int y)
- {
- int total = 0;
- // Check all 8 neighboring cells
- for (int i = -1; i <= 1; i++)
- {
- for (int j = -1; j <= 1; j++)
- {
- // Skip the cell itself
- if (i == 0 && j == 0)
- {
- continue;
- }
-
- int nx = x + i;
- int ny = y + j;
-
- // Check if within bounds
- if (nx >= 0 && nx < m_cols && ny >= 0 && ny < m_rows)
- {
- if (isBomb(nx, ny))
- {
- ++total;
- }
- }
- }
- }
-
- m_cells.at(x + y * m_cols)->bombsNearby = total;
- }
- void MineField::openNeighboorhood(int x, int y)
- {
- // Check all 8 neighboring cells
- for (int i = -1; i <= 1; i++)
- {
- for (int j = -1; j <= 1; j++)
- {
- // Skip the cell itself
- if (i == 0 && j == 0)
- {
- continue;
- }
-
- int nx = x + i;
- int ny = y + j;
-
- // Check if within bounds
- if (nx >= 0 && nx < m_cols && ny >= 0 && ny < m_rows)
- {
- // If cell is not opened and not a bomb, open it
- if (!isOpened(nx, ny) && !isBomb(nx, ny))
- {
- setOpenCell(nx, ny);
-
- // If no bombs nearby, recursively open surrounding cells
- if (bombsNearby(nx, ny) == 0)
- {
- openNeighboorhood(nx, ny);
- }
- }
- }
- }
- }
- }
- bool MineField::isOpened(int x, int y)
- {
- return m_cells.at(x + y * m_cols)->isCleared;
- }
- bool MineField::isFlagged(int x, int y)
- {
- return m_cells.at(x + y * m_cols)->isFlagged;
- }
- bool MineField::isBomb(int x, int y)
- {
- return m_cells.at(x + y * m_cols)->isBomb;
- }
- int MineField::bombsNearby(int x, int y)
- {
- // Calculate bombs nearby if not already calculated
- if (m_cells.at(x + y * m_cols)->bombsNearby == -1)
- {
- computeBombsNearby(x, y);
- }
-
- return m_cells.at(x + y * m_cols)->bombsNearby;
- }
- void MineField::setOpenCell(int x, int y)
- {
- m_cells.at(x + y * m_cols)->isCleared = true;
- openCellSignal.emit(x, y);
- ++m_openCells;
- checkGameWon();
- }
- void MineField::checkGameWon()
- {
- // Win condition: All non-bomb cells are opened
- if (m_openCells == (m_cols * m_rows - m_totalMines) && m_gameState == GameState::PLAYING)
- {
- m_gameState = GameState::WON;
- stopTimer();
-
- // Auto-flag all remaining bombs
- for (int i = 0; i < m_cols * m_rows; i++)
- {
- int x = i % m_cols;
- int y = i / m_cols;
-
- if (isBomb(x, y) && !isFlagged(x, y))
- {
- m_cells.at(i)->isFlagged = true;
- }
- }
-
- m_remainingFlags = 0;
- remainingFlagsSignal.emit(m_remainingFlags);
-
- // Emit game won signal with elapsed time
- gameWonSignal.emit(getElapsedTime());
- }
- }
- bool MineField::toggleFlag(int x, int y)
- {
- // Ignore if game is over or cell is already open
- if (m_gameState != GameState::PLAYING && m_gameState != GameState::READY)
- {
- return false;
- }
-
- if (isOpened(x, y))
- {
- return false;
- }
-
- if (m_gameState == GameState::READY)
- {
- // Start timer on first action
- startTimer();
- m_gameState = GameState::PLAYING;
- }
-
- // Toggle flag state
- if (m_cells.at(x + y * m_cols)->isFlagged)
- {
- m_cells.at(x + y * m_cols)->isFlagged = false;
- ++m_remainingFlags;
- }
- else if (m_remainingFlags > 0)
- {
- m_cells.at(x + y * m_cols)->isFlagged = true;
- --m_remainingFlags;
- }
- else
- {
- // No remaining flags
- return false;
- }
-
- remainingFlagsSignal.emit(m_remainingFlags);
- return true;
- }
|