mirror of
https://github.com/bitburner-official/bitburner-src.git
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19f51b684b
Infiltration 2
130 lines
4.2 KiB
TypeScript
130 lines
4.2 KiB
TypeScript
import React, { useState, useEffect } from 'react';
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import Grid from '@material-ui/core/Grid';
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import { IMinigameProps } from "./IMinigameProps";
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import { KeyHandler } from "./KeyHandler";
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import { GameTimer } from "./GameTimer";
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import { interpolate } from "./Difficulty";
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import { getArrow } from "../utils";
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interface Difficulty {
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[key: string]: number;
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timer: number;
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width: number;
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height: number;
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mines: number;
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}
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const difficulties: {
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Trivial: Difficulty;
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Normal: Difficulty;
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Hard: Difficulty;
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Impossible: Difficulty;
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} = {
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Trivial: {timer: 15000, width: 3, height: 3, mines: 4},
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Normal: {timer: 15000, width: 4, height: 4, mines: 7},
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Hard: {timer: 15000, width: 5, height: 5, mines: 11},
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Impossible: {timer: 15000, width: 6, height: 6, mines: 15},
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}
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export function MinesweeperGame(props: IMinigameProps): React.ReactElement {
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const difficulty: Difficulty = {timer: 0, width: 0, height: 0, mines: 0};
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interpolate(difficulties, props.difficulty, difficulty);
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const timer = difficulty.timer;
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const [minefield] = useState(generateMinefield(difficulty));
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const [answer, setAnswer] = useState(generateEmptyField(difficulty));
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const [pos, setPos] = useState([0, 0]);
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const [memoryPhase, setMemoryPhase] = useState(true);
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function press(event: React.KeyboardEvent<HTMLElement>): void {
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event.preventDefault();
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if(memoryPhase) return;
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const move = [0, 0];
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const arrow = getArrow(event);
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switch(arrow) {
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case "↑":
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move[1]--;
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break;
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case "←":
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move[0]--;
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break;
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case "↓":
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move[1]++;
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break;
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case "→":
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move[0]++;
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break;
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}
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const next = [pos[0]+move[0], pos[1]+move[1]];
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next[0] = (next[0]+minefield[0].length)%minefield[0].length;
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next[1] = (next[1]+minefield.length)%minefield.length;
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setPos(next);
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if(event.keyCode == 32) {
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if(!minefield[pos[1]][pos[0]]) {
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props.onFailure();
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return;
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}
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setAnswer(old => {
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old[pos[1]][pos[0]] = true;
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if(fieldEquals(minefield, old)) props.onSuccess();
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return old;
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});
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}
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}
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useEffect(() => {
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const id = setTimeout(() => setMemoryPhase(false), 2000);
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return () => clearInterval(id);
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}, []);
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return (<Grid container spacing={3}>
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<GameTimer millis={timer} onExpire={props.onFailure} />
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<Grid item xs={12}>
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<h1 className={"noselect"}>{memoryPhase?"Remember all the mines!": "Mark all the mines!"}</h1>
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{minefield.map((line, y) => <div key={y}><pre>{line.map((cell, x) => {
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if(memoryPhase) {
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if(minefield[y][x])
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return <span key={x}>[?] </span>
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return <span key={x}>[ ] </span>
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} else {
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if(x == pos[0] && y == pos[1])
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return <span key={x}>[X] </span>
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if(answer[y][x])
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return <span key={x}>[.] </span>
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return <span key={x}>[ ] </span>
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}
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})}</pre><br /></div>)}
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<KeyHandler onKeyDown={press} />
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</Grid>
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</Grid>)
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}
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function fieldEquals(a: boolean[][], b: boolean[][]): boolean {
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function count(field: boolean[][]): number {
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return field.flat().reduce((a, b) => a + (b?1:0), 0);
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}
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return count(a) === count(b);
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}
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function generateEmptyField(difficulty: Difficulty): boolean[][] {
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const field = [];
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for(let i = 0; i < difficulty.height; i++) {
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field.push((new Array(Math.round(difficulty.width))).fill(false));
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}
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return field;
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}
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function generateMinefield(difficulty: Difficulty): boolean[][] {
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const field = generateEmptyField(difficulty);
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for(let i = 0; i < difficulty.mines; i++) {
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const x = Math.floor(Math.random()*field.length);
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const y = Math.floor(Math.random()*field[0].length);
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if (field[x][y]) {
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i--;
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continue;
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}
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field[x][y] = true;
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}
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return field;
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}
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