minesweeper/src/GameState.ts

395 lines
11 KiB
TypeScript

import { create } from "zustand";
import { newGame } from "./ws";
interface GameState {
mines: boolean[][];
minesCount: number;
isRevealed: boolean[][];
isFlagged: boolean[][];
isGameOver: boolean;
startTime: number;
width: number;
height: number;
stage: number;
name: string;
initializeGame: (width: number, height: number, mines: number) => void;
flag: (x: number, y: number) => void;
reveal: (x: number, y: number) => boolean;
getValue: (x: number, y: number) => number;
getHasWon: () => boolean;
getMinesLeft: () => number;
quickStart: () => void;
isValid: (x: number, y: number) => boolean;
resetGame: (width: number, height: number, mines: number) => void;
isMine: (x: number, y: number) => boolean;
getNeighborMines: (x: number, y: number) => boolean[];
getNeighborFlags: (x: number, y: number) => boolean[];
getWidth: () => number;
getHeight: () => number;
isTouched: () => boolean;
triggerPostGame: () => boolean;
expandBoard: () => void;
setName: (name: string) => void;
}
const useGameStore = create<GameState>((set, get) => ({
mines: [[]],
minesCount: 0,
isRevealed: [[]],
isFlagged: [[]],
isGameOver: false,
startTime: Date.now(),
width: 0,
height: 0,
stage: 1,
name: localStorage.getItem("name") || "No Name",
initializeGame: (width, height, mines) => {
mines = Math.min(mines, width * height);
const minesArray = Array.from({ length: width }, () =>
new Array(height).fill(false),
);
const isRevealedArray = Array.from({ length: width }, () =>
new Array(height).fill(false),
);
const isFlaggedArray = Array.from({ length: width }, () =>
new Array(height).fill(false),
);
let remainingMines = mines;
while (remainingMines > 0) {
const x = Math.floor(Math.random() * width);
const y = Math.floor(Math.random() * height);
if (!minesArray[x][y]) {
minesArray[x][y] = true;
remainingMines--;
}
}
set({
width,
height,
mines: minesArray,
isRevealed: isRevealedArray,
isFlagged: isFlaggedArray,
minesCount: mines,
isGameOver: false,
startTime: Date.now(),
});
},
flag: (x, y) => {
set((state) => {
const isFlagged = [...state.isFlagged];
isFlagged[x][y] = !isFlagged[x][y];
return { isFlagged };
});
const { triggerPostGame } = get();
triggerPostGame();
},
reveal: (x, y) => {
const { mines, isRevealed, isGameOver, getValue, triggerPostGame } = get();
if (isGameOver || !get().isValid(x, y) || isRevealed[x][y]) return false;
const newRevealed = [...isRevealed];
newRevealed[x][y] = true;
if (mines[x][y]) {
set({ isGameOver: true, isRevealed: newRevealed });
return true;
} else {
set({ isRevealed: newRevealed });
const value = getValue(x, y);
const neighborFlagCount = get()
.getNeighborFlags(x, y)
.filter((n) => n).length;
if (value === 0 && neighborFlagCount === 0) {
const revealNeighbors = (nx: number, ny: number) => {
if (get().isValid(nx, ny) && !isRevealed[nx]?.[ny]) {
get().reveal(nx, ny);
}
};
revealNeighbors(x - 1, y - 1);
revealNeighbors(x, y - 1);
revealNeighbors(x + 1, y - 1);
revealNeighbors(x - 1, y);
revealNeighbors(x + 1, y);
revealNeighbors(x - 1, y + 1);
revealNeighbors(x, y + 1);
revealNeighbors(x + 1, y + 1);
}
}
return triggerPostGame();
},
getValue: (x, y) => {
const { mines } = get();
const neighbors = [
mines[x - 1]?.[y - 1],
mines[x]?.[y - 1],
mines[x + 1]?.[y - 1],
mines[x - 1]?.[y],
mines[x + 1]?.[y],
mines[x - 1]?.[y + 1],
mines[x]?.[y + 1],
mines[x + 1]?.[y + 1],
];
return neighbors.filter((n) => n).length;
},
getHasWon: () => {
const { mines, isRevealed, isFlagged, isGameOver, width, height } = get();
if (isGameOver) return false;
for (let i = 0; i < width; i++) {
for (let j = 0; j < height; j++) {
if (!isRevealed[i][j] && !isFlagged[i][j]) return false;
if (mines[i][j] && !isFlagged[i][j]) return false;
if (isFlagged[i][j] && !mines[i][j]) return false;
}
}
return true;
},
getMinesLeft: () => {
const { minesCount, isFlagged } = get();
return minesCount - isFlagged.flat().filter((flag) => flag).length;
},
quickStart: () => {
const { width, height, mines, getValue, reveal } = get();
for (let i = 0; i < width; i++) {
for (let j = 0; j < height; j++) {
const value = getValue(i, j);
if (value === 0 && !mines[i][j]) {
reveal(i, j);
return;
}
}
}
},
isValid: (x: number, y: number) => {
const { width, height } = get();
return x >= 0 && x < width && y >= 0 && y < height;
},
resetGame: (width: number, height: number, mines: number) => {
const { name } = get();
newGame(name);
if (mines > width * height) {
throw new Error("Too many mines");
}
const minesArray = Array.from({ length: width }, () =>
new Array(height).fill(false),
);
const isRevealedArray = Array.from({ length: width }, () =>
new Array(height).fill(false),
);
const isFlaggedArray = Array.from({ length: width }, () =>
new Array(height).fill(false),
);
let remainingMines = mines;
while (remainingMines > 0) {
const x = Math.floor(Math.random() * width);
const y = Math.floor(Math.random() * height);
if (!minesArray[x][y]) {
minesArray[x][y] = true;
remainingMines--;
}
}
set({
width,
height,
mines: minesArray,
isRevealed: isRevealedArray,
isFlagged: isFlaggedArray,
minesCount: mines,
isGameOver: false,
startTime: Date.now(),
stage: 1,
});
},
isMine: (x: number, y: number) => {
const { mines } = get();
return mines[x][y];
},
getNeighborMines: (x: number, y: number) => {
const { mines } = get();
const neighbors = [
mines[x - 1]?.[y - 1],
mines[x]?.[y - 1],
mines[x + 1]?.[y - 1],
mines[x - 1]?.[y],
mines[x + 1]?.[y],
mines[x - 1]?.[y + 1],
mines[x]?.[y + 1],
mines[x + 1]?.[y + 1],
];
return neighbors;
},
getNeighborFlags: (x: number, y: number) => {
const { isFlagged } = get();
const neighbors = [
isFlagged[x - 1]?.[y - 1],
isFlagged[x]?.[y - 1],
isFlagged[x + 1]?.[y - 1],
isFlagged[x - 1]?.[y],
isFlagged[x + 1]?.[y],
isFlagged[x - 1]?.[y + 1],
isFlagged[x]?.[y + 1],
isFlagged[x + 1]?.[y + 1],
];
return neighbors;
},
getWidth: () => {
const { width } = get();
return width;
},
getHeight: () => {
const { height } = get();
return height;
},
isTouched: () => {
const { isRevealed, isFlagged } = get();
return (
isRevealed.flat().filter((flag) => flag).length > 0 ||
isFlagged.flat().filter((flag) => flag).length > 0
);
},
triggerPostGame: () => {
const { getHasWon, expandBoard } = get();
if (getHasWon()) {
expandBoard();
return true;
}
return false;
},
expandBoard: () => {
const { width, height, stage, mines, isFlagged, isRevealed } = get();
let dir = stage % 2 === 0 ? "down" : "right";
if (stage > 11) {
dir = "down";
}
// Expand the board by the current board size 8x8 -> 16x8
if (dir === "down") {
const newHeight = Math.floor(height * 1.5);
const newWidth = width;
const newMinesCount = Math.floor(
width * height * 0.5 * (0.2 + 0.003 * stage),
);
// expand mines array
const newMines = Array.from({ length: newWidth }, () =>
new Array(newHeight).fill(false),
);
const newIsRevealed = Array.from({ length: newWidth }, () =>
new Array(newHeight).fill(false),
);
const newIsFlagged = Array.from({ length: newWidth }, () =>
new Array(newHeight).fill(false),
);
for (let i = 0; i < newWidth; i++) {
for (let j = 0; j < newHeight; j++) {
const x = i;
const y = j;
if (mines[x]?.[y]) {
newMines[i][j] = true;
}
if (isRevealed[x]?.[y]) {
newIsRevealed[i][j] = true;
}
if (isFlagged[x]?.[y]) {
newIsFlagged[i][j] = true;
}
}
}
// generate new mines
let remainingMines = newMinesCount;
while (remainingMines > 0) {
const x = Math.floor(Math.random() * width);
const y = height + Math.floor(Math.random() * (newHeight - height));
if (!newMines[x][y]) {
newMines[x][y] = true;
remainingMines--;
}
}
set({
width: newWidth,
height: newHeight,
mines: newMines,
minesCount: newMinesCount,
stage: stage + 1,
isRevealed: newIsRevealed,
isFlagged: newIsFlagged,
});
}
if (dir === "right") {
const newWidth = Math.floor(width * 1.5);
const newHeight = height;
const newMinesCount = Math.floor(
width * height * 0.5 * (0.2 + 0.003 * stage),
);
// expand mines array
const newMines = Array.from({ length: newWidth }, () =>
new Array(newHeight).fill(false),
);
const newIsRevealed = Array.from({ length: newWidth }, () =>
new Array(newHeight).fill(false),
);
const newIsFlagged = Array.from({ length: newWidth }, () =>
new Array(newHeight).fill(false),
);
for (let i = 0; i < newWidth; i++) {
for (let j = 0; j < newHeight; j++) {
const x = i;
const y = j;
if (mines[x]?.[y]) {
newMines[i][j] = true;
}
if (isRevealed[x]?.[y]) {
newIsRevealed[i][j] = true;
}
if (isFlagged[x]?.[y]) {
newIsFlagged[i][j] = true;
}
}
}
// generate new mines
let remainingMines = newMinesCount;
while (remainingMines > 0) {
const x = width + Math.floor(Math.random() * (newWidth - width));
const y = Math.floor(Math.random() * height);
if (!newMines[x][y]) {
newMines[x][y] = true;
remainingMines--;
}
}
set({
width: newWidth,
height: newHeight,
mines: newMines,
minesCount: newMinesCount,
stage: stage + 1,
isRevealed: newIsRevealed,
isFlagged: newIsFlagged,
});
}
const newMinesCount = get()
.mines.flat()
.filter((m) => m).length;
set({ minesCount: newMinesCount });
},
setName: (name) => {
localStorage.setItem("name", name);
set({ name });
},
}));
export default useGameStore;