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@ -45,7 +45,7 @@
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\begin{document}
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\begin{document}
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\maketitle
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\maketitle
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\includegraphics[width=12cm]{screenshot.png}
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\includegraphics[width=12cm]{screenshot.png} \qquad \includegraphics[width=4cm]{autoplay.png}
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\tableofcontents
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\tableofcontents
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@ -4,17 +4,15 @@ import Minesweeper
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data MoveType = Uncover | Flag | None deriving (Eq, Show)
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data MoveType = Uncover | Flag | None deriving (Eq, Show)
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probabilityOfMine :: Board -> Square -> Float
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playAutoMove :: Board -> Board
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probabilityOfMine _ _ = 1.0
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playAutoMove b | fst (nextMove b) == Uncover = uncover b $ snd (nextMove b)
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| fst (nextMove b) == Flag = flag b $ snd (nextMove b)
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autoplay :: Board -> Board
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| otherwise = b
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autoplay b | fst (nextMove b) == Uncover = uncover b $ snd (nextMove b)
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| fst (nextMove b) == Flag = flag b $ snd (nextMove b)
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| otherwise = b
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nextMove :: Board -> (MoveType, Square)
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nextMove :: Board -> (MoveType, Square)
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nextMove b | not . null $ uncoverStrat1 b = (Uncover, head $ uncoverStrat1 b)
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nextMove b | not . null $ uncoverStrat1 b = (Uncover, head $ uncoverStrat1 b)
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| not . null $ flagStrat1 b = (Flag, head $ flagStrat1 b)
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| not . null $ flagStrat1 b = (Flag, head $ flagStrat1 b)
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| not . null $ uncoverStratFallback b = (Uncover, head $ uncoverStratFallback b)
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| otherwise = (None, (0,0))
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| otherwise = (None, (0,0))
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-- filter:
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-- filter:
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@ -37,6 +35,14 @@ uncoverStrat1 b =
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filter (\s -> adjacentMines b s > 0) $
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filter (\s -> adjacentMines b s > 0) $
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uncoveredSquares b
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uncoveredSquares b
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-- filter: (first covered square)
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-- covered squares
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-- WHICH are not flagged
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uncoverStratFallback :: Board -> [Square]
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uncoverStratFallback b =
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filter (not. isFlagged b) $
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coveredSquares b
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-- filter:
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-- filter:
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-- uncovered squares
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-- uncovered squares
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-- WITH at least one adjacent mine
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-- WITH at least one adjacent mine
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21
src/Main.hs
21
src/Main.hs
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@ -30,25 +30,25 @@ setup w = void $ do
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UI.div #. "container" #+ [
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UI.div #. "container" #+ [
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UI.div #. "row" #+ [
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UI.div #. "row" #+ [
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UI.h1 #+ [string "Minesweeper"],
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UI.h1 #+ [string "Minesweeper"],
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UI.br,
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UI.h4 #+ [string "Jack Harley jharley@tcd.ie"]
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UI.p #+ [string "Jack Harley jharley@tcd.ie"]
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],
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],
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UI.div #. "row" #+ [
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UI.div #. "row" #+ [
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UI.div # set UI.id_ "gameCont" #+ [mkElement "table" # set UI.id_ "table" #+ rows iob b 0],
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UI.div # set UI.id_ "gameCont" #+ [mkElement "table" # set UI.id_ "table" #+ rows iob b 0],
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UI.div # set UI.id_ "infoCont" #+ [
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UI.div # set UI.id_ "infoCont" #+ [
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UI.p #+ [string "Instructions: Click on a square to uncover it. Right click a square to flag it."],
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UI.p #+ [string "Instructions: Click on a square to uncover it. Right click a square to flag/unflag it."],
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UI.p #+ [string "Flagged squares will turn yellow. If you hit a mine all mines will instantly be revealed as red squares."],
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UI.p #+ [string "Flagged squares will turn yellow."],
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UI.p #+ [string "You win the game once you have uncovered all squares that do not have mines. If this occurs, the entire board will turn green (except the bomb) to indicate your win!"],
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UI.p #+ [string "If you hit a mine, you lose and all mines will instantly be revealed as red squares."],
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UI.p #+ [string "You win the game once you have uncovered all squares that do not have mines. If this occurs, the board will turn green to indicate your win!"],
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UI.p #+ [string "At any time, you can refresh the page to start a new game."],
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UI.p #+ [string "At any time, you can refresh the page to start a new game."],
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UI.p #+ [string "Good luck!"]
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UI.p #+ [string "Good luck!"]
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]
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]
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],
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],
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UI.div #. "row" #+ [
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UI.div #. "row" #+ [
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UI.div #. "card" #+ [
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UI.div #. "panel panel-primary" # set UI.id_ "autoplay" #+ [
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UI.div #. "card-header" #+ [string "Autoplayer"],
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UI.div #. "panel-heading" #+ [string "Autoplayer"],
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UI.div #. "card-body" #+ [
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UI.div #. "panel-body" #+ [
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UI.p #+ [string "Not sure what to do? Click the Autoplay button below to let the computer make a move for you!"],
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UI.p #+ [string "Not sure what to do? Click the Autoplay button below to let the computer make a move for you!"],
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UI.p #+ [autoPlayButton iob]
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autoPlayButton iob
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]
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]
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]
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]
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]
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]
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@ -85,7 +85,7 @@ setup w = void $ do
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button <- UI.button #. "btn btn-primary" #+ [string "Autoplay"]
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button <- UI.button #. "btn btn-primary" #+ [string "Autoplay"]
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on UI.click button $ \_ -> do
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on UI.click button $ \_ -> do
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liftIO $ modifyIORef' iob $ \b -> autoplay b
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liftIO $ modifyIORef' iob $ \b -> playAutoMove b
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refresh iob
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refresh iob
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return button
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return button
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cont <- getElementById w "gameCont"
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cont <- getElementById w "gameCont"
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let cont' = return $ fromJust cont
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let cont' = return $ fromJust cont
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cont' #+ [mkElement "table" # set UI.id_ "table" #+ rows iob b 0]
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cont' #+ [mkElement "table" # set UI.id_ "table" #+ rows iob b 0]
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when (isJust table) $ delete (fromJust table)
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when (isJust table) $ delete (fromJust table)
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-- For some reason, ocassionally threepenny will fail to render the table after a change.
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-- For some reason, ocassionally threepenny will fail to render the table after a change.
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@ -12,7 +12,7 @@ data Board = Board { size :: Int
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}
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}
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instance Show Board where
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instance Show Board where
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show b = printBoard b
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show b = printBoardGrid (mines b)
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--
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--
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-- Functions related to creating and initialising a board
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-- Functions related to creating and initialising a board
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@ -101,7 +101,7 @@ adjacentCovereds b (r,c) = sum $ map (boolToInt . isCovered b) $ adjacentSquares
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-- returns true if the given square is adjacent to a covered square
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-- returns true if the given square is adjacent to a covered square
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adjacentToCovered :: Board -> Square -> Bool
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adjacentToCovered :: Board -> Square -> Bool
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adjacentToCovered b (r,c) = not $ all (isUncovered b) $ adjacentSquares (r,c)
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adjacentToCovered b (r,c) = adjacentCovereds b (r,c) > 0
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-- returns a list of all the squares directly adjacent to the given square (using arithmetic)
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-- returns a list of all the squares directly adjacent to the given square (using arithmetic)
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adjacentSquares :: Square -> [Square]
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adjacentSquares :: Square -> [Square]
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@ -114,26 +114,26 @@ boolToInt x | x = 1
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-- returns true if the game has been won (all remaining covered squares have a mine)
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-- returns true if the game has been won (all remaining covered squares have a mine)
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gameWon :: Board -> Bool
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gameWon :: Board -> Bool
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gameWon b = all (hasMine b) (coveredSquares b)
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gameWon b = all (hasMine b) (coveredSquares b) && not (any (hasMine b) (uncoveredSquares b))
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-- returns a list of all squares on a board currently still covered
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-- returns a list of all squares on a board currently still covered
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coveredSquares :: Board -> [Square]
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coveredSquares :: Board -> [Square]
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coveredSquares (Board _ _ u _) = booleanSquares 0 False u
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coveredSquares (Board _ _ u _) = matchingSquares 0 False u
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-- returns a list of all squares on a board currently uncovered
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-- returns a list of all squares on a board currently uncovered
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uncoveredSquares :: Board -> [Square]
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uncoveredSquares :: Board -> [Square]
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uncoveredSquares (Board _ _ u _) = booleanSquares 0 True u
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uncoveredSquares (Board _ _ u _) = matchingSquares 0 True u
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-- returns a list of all squares in a grid starting at the given row with the given boolean status
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-- returns a list of all squares in a grid starting at the given row with the given boolean status
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booleanSquares :: Int -> Bool -> Grid -> [Square]
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matchingSquares :: Int -> Bool -> Grid -> [Square]
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booleanSquares _ _ [] = []
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matchingSquares _ _ [] = []
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booleanSquares r status (row:rows) = booleanSquares' r 0 status row ++ booleanSquares (r+1) status rows
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matchingSquares r status (row:rows) = matchingSquares' r 0 status row ++ matchingSquares (r+1) status rows
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-- returns a list of all squares in an individual row of a grid with the given boolean status
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-- returns a list of all squares in an individual row of a grid with the given boolean status
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booleanSquares' :: Int -> Int -> Bool -> [Bool] -> [Square]
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matchingSquares' :: Int -> Int -> Bool -> [Bool] -> [Square]
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booleanSquares' _ _ _ [] = []
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matchingSquares' _ _ _ [] = []
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booleanSquares' r c status (col:cols) | col == status = (r,c) : booleanSquares' r (c+1) status cols
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matchingSquares' r c status (col:cols) | col == status = (r,c) : matchingSquares' r (c+1) status cols
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| otherwise = booleanSquares' r (c+1) status cols
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| otherwise = matchingSquares' r (c+1) status cols
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-- returns a list of all squares on a board
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-- returns a list of all squares on a board
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allSquares :: Board -> [Square]
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allSquares :: Board -> [Square]
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-- returns a string indicating the bg colour class for a given square for a UI render of the board
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-- returns a string indicating the bg colour class for a given square for a UI render of the board
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-- intended to be a used as a CSS class
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-- intended to be a used as a CSS class
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squareBgColour :: Board -> Square -> String
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squareBgColour :: Board -> Square -> String
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squareBgColour b (r,c) | gameWon b && hasMine b (r,c) = "bg-red"
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squareBgColour b (r,c) | gameWon b && hasMine b (r,c) = "bg-blue"
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| gameWon b = "bg-green"
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| gameWon b = "bg-green"
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| isUncovered b (r,c) && hasMine b (r,c) = "bg-red"
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| isUncovered b (r,c) && hasMine b (r,c) = "bg-red"
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| isUncovered b (r,c) = "bg-light"
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| isUncovered b (r,c) = "bg-light"
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@ -185,18 +185,14 @@ squareTextColour b (r,c) | hasMine b (r,c) || isFlagged b (r,c) = ""
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--
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--
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-- uncovers a square and recursively uncovers adjacent squares iff the square has zero adjacent mines
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-- uncovers a square and recursively uncovers adjacent squares iff the square has zero adjacent mines
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-- N.B. not very efficient due to lots of splitting and remerging
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-- if the uncovered square has a mine, uncovers the entire board (lost)
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uncover :: Board -> Square -> Board
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uncover :: Board -> Square -> Board
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uncover b (r,c) | not $ validSquare b (r,c) = b
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uncover b (r,c) | not $ validSquare b (r,c) = b
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| isUncovered b (r,c) = b
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| isUncovered b (r,c) = b
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| hasMine b (r,c) = let Board s m u f = b
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| hasMine b (r,c) = Board (size b) (mines b) (createGrid True (size b)) (flagged b)
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in Board s m (createGrid True s) f
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| otherwise = uncoverAdjacentsIfSafe
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| otherwise = let Board s m u f = b
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(Board (size b) (mines b) (modSquare (uncovered b) (r,c) True) (flagged b))
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(rowsA, row : rowsB) = splitAt r u
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(r,c)
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(cellsA, _ : cellsB) = splitAt c row
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newRow = cellsA ++ True : cellsB
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newRows = rowsA ++ newRow : rowsB
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in uncoverAdjacentsIfSafe (Board s m newRows f) (r,c)
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uncoverAdjacentsIfSafe :: Board -> Square -> Board
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uncoverAdjacentsIfSafe :: Board -> Square -> Board
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uncoverAdjacentsIfSafe b (r,c) | adjacentMines b (r,c) == 0 = uncoverAll b $ adjacentSquares (r,c)
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uncoverAdjacentsIfSafe b (r,c) | adjacentMines b (r,c) == 0 = uncoverAll b $ adjacentSquares (r,c)
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@ -207,25 +203,23 @@ uncoverAll :: Board -> [Square] -> Board
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uncoverAll b [] = b
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uncoverAll b [] = b
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uncoverAll b ((r,c):xs) = uncoverAll newB xs where newB = uncover b (r,c)
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uncoverAll b ((r,c):xs) = uncoverAll newB xs where newB = uncover b (r,c)
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-- marks a square as flagged
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-- toggles a square's flagged status
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flag :: Board -> Square -> Board
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flag :: Board -> Square -> Board
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flag b (r,c) | not $ validSquare b (r,c) = b
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flag b (r,c) | not $ validSquare b (r,c) = b
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| isUncovered b (r,c) = b
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| isUncovered b (r,c) = b
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| isFlagged b (r,c) = b
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| isFlagged b (r,c) = Board (size b) (mines b) (uncovered b) (modSquare (flagged b) (r,c) False)
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| otherwise = let Board s m u f = b
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| otherwise = Board (size b) (mines b) (uncovered b) (modSquare (flagged b) (r,c) True)
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(rowsA, row : rowsB) = splitAt r f
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(cellsA, _ : cellsB) = splitAt c row
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modSquare :: Grid -> Square -> Bool -> Grid
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newRow = cellsA ++ True : cellsB
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modSquare grid (r,c) newStatus = let (rowsA, row : rowsB) = splitAt r grid
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newRows = rowsA ++ newRow : rowsB
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(cellsA, _ : cellsB) = splitAt c row
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in Board s m u newRows
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newRow = cellsA ++ newStatus : cellsB
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in rowsA ++ newRow : rowsB
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--
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--
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-- Functions for turning a board into a string for debug purposes
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-- Functions for turning a board into a string for debug purposes
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--
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--
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printBoard :: Board -> String
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printBoard b = printBoardGrid (mines b)
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printBoardGrid :: Grid -> String
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printBoardGrid :: Grid -> String
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printBoardGrid [] = ""
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printBoardGrid [] = ""
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printBoardGrid (l:ls) = printBoardLine l ++ "\n" ++ printBoardGrid ls
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printBoardGrid (l:ls) = printBoardLine l ++ "\n" ++ printBoardGrid ls
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@ -11,6 +11,7 @@ td {
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font-weight: bold;
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font-weight: bold;
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}
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}
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.bg-blue { background-color: blue; }
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.bg-red { background-color: red; }
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.bg-red { background-color: red; }
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.bg-yellow { background-color: yellow; }
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.bg-yellow { background-color: yellow; }
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.bg-dark { background-color: darkgray; }
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.bg-dark { background-color: darkgray; }
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#gameCont {
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#gameCont {
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float: left;
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float: left;
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margin-left: 17px;
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}
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}
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#infoCont {
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#infoCont {
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font-size: 1.2em;
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font-size: 1.2em;
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max-width: 350px;
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max-width: 350px;
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}
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}
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#autoplay {
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max-width: 300px;
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}
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