bitburner-src/src/Infiltration/ui/MinesweeperGame.tsx

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import React, { useState, useEffect } from 'react';
import Grid from '@material-ui/core/Grid';
import { IMinigameProps } from "./IMinigameProps";
import { KeyHandler } from "./KeyHandler";
import { GameTimer } from "./GameTimer";
import { interpolate } from "./Difficulty";
import { getArrow } from "../utils";
interface Difficulty {
[key: string]: number;
timer: number;
width: number;
height: number;
mines: number;
}
const difficulties: {
Trivial: Difficulty;
Normal: Difficulty;
Hard: Difficulty;
Impossible: Difficulty;
} = {
Trivial: {timer: 15000, width: 3, height: 3, mines: 4},
Normal: {timer: 15000, width: 4, height: 4, mines: 7},
Hard: {timer: 15000, width: 5, height: 5, mines: 11},
Impossible: {timer: 15000, width: 6, height: 6, mines: 15},
}
export function MinesweeperGame(props: IMinigameProps): React.ReactElement {
const difficulty: Difficulty = {timer: 0, width: 0, height: 0, mines: 0};
interpolate(difficulties, props.difficulty, difficulty);
const timer = difficulty.timer;
const [minefield] = useState(generateMinefield(difficulty));
const [answer, setAnswer] = useState(generateEmptyField(difficulty));
const [pos, setPos] = useState([0, 0]);
const [memoryPhase, setMemoryPhase] = useState(true);
function press(event: React.KeyboardEvent<HTMLElement>): void {
event.preventDefault();
if(memoryPhase) return;
const move = [0, 0];
const arrow = getArrow(event);
switch(arrow) {
case "↑":
move[1]--;
break;
case "←":
move[0]--;
break;
case "↓":
move[1]++;
break;
case "→":
move[0]++;
break;
}
const next = [pos[0]+move[0], pos[1]+move[1]];
next[0] = (next[0]+minefield[0].length)%minefield[0].length;
next[1] = (next[1]+minefield.length)%minefield.length;
setPos(next);
if(event.keyCode == 32) {
if(!minefield[pos[1]][pos[0]]) {
props.onFailure();
return;
}
setAnswer(old => {
old[pos[1]][pos[0]] = true;
if(fieldEquals(minefield, old)) props.onSuccess();
return old;
});
}
}
useEffect(() => {
const id = setTimeout(() => setMemoryPhase(false), 2000);
return () => clearInterval(id);
}, []);
return (<Grid container spacing={3}>
<GameTimer millis={timer} onExpire={props.onFailure} />
<Grid item xs={12}>
<h1 className={"noselect"}>{memoryPhase?"Remember all the mines!": "Mark all the mines!"}</h1>
{minefield.map((line, y) => <div key={y}><pre>{line.map((cell, x) => {
if(memoryPhase) {
if(minefield[y][x])
return <span key={x}>[?]&nbsp;</span>
return <span key={x}>[&nbsp;]&nbsp;</span>
} else {
if(x == pos[0] && y == pos[1])
return <span key={x}>[X]&nbsp;</span>
if(answer[y][x])
return <span key={x}>[.]&nbsp;</span>
return <span key={x}>[&nbsp;]&nbsp;</span>
}
})}</pre><br /></div>)}
<KeyHandler onKeyDown={press} />
</Grid>
</Grid>)
}
function fieldEquals(a: boolean[][], b: boolean[][]): boolean {
function count(field: boolean[][]): number {
return field.flat().reduce((a, b) => a + (b?1:0), 0);
}
return count(a) === count(b);
}
function generateEmptyField(difficulty: Difficulty): boolean[][] {
const field = [];
for(let i = 0; i < difficulty.height; i++) {
field.push((new Array(Math.round(difficulty.width))).fill(false));
}
return field;
}
function generateMinefield(difficulty: Difficulty): boolean[][] {
const field = generateEmptyField(difficulty);
for(let i = 0; i < difficulty.mines; i++) {
const x = Math.floor(Math.random()*field.length);
const y = Math.floor(Math.random()*field[0].length);
if (field[x][y]) {
i--;
continue;
}
field[x][y] = true;
}
return field;
}