import React, { useState, useEffect } from "react"; import Grid from "@mui/material/Grid"; import { IMinigameProps } from "./IMinigameProps"; import { KeyHandler } from "./KeyHandler"; import { GameTimer } from "./GameTimer"; import { interpolate } from "./Difficulty"; import { downArrowSymbol, getArrow, leftArrowSymbol, rightArrowSymbol, upArrowSymbol } from "../utils"; import Typography from "@mui/material/Typography"; import { KEY } from "../../utils/helpers/keyCodes"; import { AugmentationNames } from "../../Augmentation/data/AugmentationNames"; import { Player } from "../../Player"; 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); const hasAugment = Player.hasAugmentation(AugmentationNames.HuntOfArtemis, true); function press(this: Document, event: KeyboardEvent): void { event.preventDefault(); if (memoryPhase) return; const move = [0, 0]; const arrow = getArrow(event); switch (arrow) { case upArrowSymbol: move[1]--; break; case leftArrowSymbol: move[0]--; break; case downArrowSymbol: move[1]++; break; case rightArrowSymbol: 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.key == KEY.SPACE) { 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 ( {memoryPhase ? "Remember all the mines!" : "Mark all the mines!"} {minefield.map((line, y) => (
{line.map((cell, x) => { if (memoryPhase) { if (minefield[y][x]) return [?] ; return [ ] ; } else { if (x == pos[0] && y == pos[1]) return [X] ; if (answer[y][x]) return [.] ; if (hasAugment && minefield[y][x]) return [?] ; return [ ] ; } })}
))}
); } 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; }