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Minesweeper.elm
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Minesweeper.elm
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module Minesweeper exposing (..)
import Html exposing (..)
import Html.Attributes exposing (id, class)
import Html.Events exposing (onClick, onWithOptions, Options)
import Random exposing (Generator)
import Random.List exposing (shuffle)
import List.Extra
import Json.Decode as Json
-- msg
type Msg
= BeginGame Size
| NewBoard Board
| RevealCell Cell
| ChangeCellStatus Cell CellStatus
| UpdateState GameState
type alias Cell =
{ status : CellStatus
, cellType : CellType
, point : Point
, adjacent : Adjacent
}
type CellStatus
= Open
| Closed
| Flag
| FlaggedMine
type CellType
= Mine
| Clear
type Point
= Point ( X, Y )
| InvalidPoint
type alias X =
Int
type alias Y =
Int
type alias Adjacent =
Int
-- generators
generateBoard : Size -> Generator Board
generateBoard size =
let
numMines =
case size of
Small ->
15
Medium ->
90
Large ->
150
listOfClear =
List.repeat (((upperLimit size) ^ 2) - numMines) <| Cell Closed Clear InvalidPoint 0
listOfMines =
List.repeat numMines <| Cell Closed Mine InvalidPoint 0
in
listOfClear
++ listOfMines
|> shuffle
-- model
type alias Model =
{ board : Board
, gameState : GameState
, boardSize : Size
}
type alias Board =
List Cell
type GameState
= Playing
| Waiting
| GameOver
| Victory
type Size
= Small
| Medium
| Large
initialModel : Model
initialModel =
{ board = []
, gameState = Waiting
, boardSize = Medium
}
upperLimit : Size -> Int
upperLimit size =
case size of
Small ->
15
Medium ->
30
Large ->
45
gameBoard : Size -> List Int
gameBoard size =
size
|> upperLimit
|> (-) 1
|> List.range 0
init : ( Model, Cmd Msg )
init =
( initialModel, Cmd.none )
-- update
update : Msg -> Model -> ( Model, Cmd Msg )
update msg model =
case msg of
BeginGame size ->
( { model | gameState = Playing, boardSize = size }
, Random.generate NewBoard (generateBoard size)
)
NewBoard b ->
( { model | board = newBoard model.boardSize b }, Cmd.none )
RevealCell c ->
let
updatedBoard =
if c.adjacent == 0 then
revealAllCells [ c ] model.board
else
updateCellStatus c Open model.board
updatedModel =
{ model | board = updatedBoard }
cellsWithoutMines =
List.filter (\c -> c.cellType == Clear) updatedBoard
in
if List.all (\c -> c.status == Open) cellsWithoutMines then
update (UpdateState Victory) updatedModel
else
case c.cellType of
Clear ->
( updatedModel, Cmd.none )
Mine ->
update (UpdateState GameOver) { model | board = revealMines updatedBoard }
ChangeCellStatus cell status ->
( { model | board = updateCellStatus cell status model.board }, Cmd.none )
UpdateState gs ->
( { model | gameState = gs }, Cmd.none )
revealMines : Board -> Board
revealMines =
List.map revealMine
revealMine : Cell -> Cell
revealMine cell =
if cell.cellType == Mine && cell.status == Flag then
{ cell | status = FlaggedMine }
else if cell.cellType == Mine then
{ cell | status = Open }
else
cell
revealAllCells : List Cell -> Board -> Board
revealAllCells cellsToProcess board =
case cellsToProcess of
[] ->
board
head :: remainder ->
let
cellsToAdd =
List.filterMap (addCellToRemainder remainder) <| adjacentInBoardToCell (updateCellStatus head Open board) head
in
if head.adjacent == 0 then
revealAllCells (remainder ++ cellsToAdd) (updateCellStatus head Open board)
else
revealAllCells remainder (updateCellStatus head Open board)
updateCellStatus : Cell -> CellStatus -> Board -> Board
updateCellStatus cell status board =
List.Extra.replaceIf ((==) cell) { cell | status = status } board
addCellToRemainder : List Cell -> Cell -> Maybe Cell
addCellToRemainder remainder cell =
if List.member cell remainder then
Nothing
else if cell.status == Open then
Nothing
else
Just cell
newBoard : Size -> Board -> Board
newBoard size board =
board
|> updateBoardWithPoints size
|> updateAdjacent
updateBoardWithPoints : Size -> Board -> Board
updateBoardWithPoints size board =
List.map2 transferPoint board (boardWithPoints size)
boardWithPoints : Size -> Board
boardWithPoints size =
List.concatMap (generateBoardRow size) (gameBoard size)
updateAdjacent : Board -> Board
updateAdjacent board =
List.map (calculateAdjacent board) board
calculateAdjacent : Board -> Cell -> Cell
calculateAdjacent board cell =
{ cell | adjacent = numMinesAdjacent cell board }
numMinesAdjacent : Cell -> Board -> Int
numMinesAdjacent cell board =
cell
|> adjacentInBoardToCell board
|> List.foldr sumMines 0
sumMines : Cell -> Int -> Int
sumMines cell total =
if cell.cellType == Mine then
total + 1
else
total
adjacentInBoardToCell : Board -> Cell -> List Cell
adjacentInBoardToCell board cell =
List.filterMap (cellFromPoint board) <| pointsAdjacentTo cell
pointsAdjacentTo : Cell -> List Point
pointsAdjacentTo { point } =
case point of
Point ( x, y ) ->
List.map Point [ ( x - 1, y - 1 ), ( x - 1, y ), ( x - 1, y + 1 ), ( x, y - 1 ), ( x, y + 1 ), ( x + 1, y - 1 ), ( x + 1, y ), ( x + 1, y + 1 ) ]
InvalidPoint ->
[]
cellFromPoint : Board -> Point -> Maybe Cell
cellFromPoint board point =
case List.filter (cellHasPoint point) board of
[] ->
Nothing
[ a ] ->
Just a
_ ->
Nothing
cellHasPoint : Point -> Cell -> Bool
cellHasPoint p { point } =
p == point
transferPoint : Cell -> Cell -> Cell
transferPoint oldCell newCell =
{ oldCell | point = newCell.point }
generateBoardRow : Size -> X -> List Cell
generateBoardRow size x =
List.map (mapCell x) (gameBoard size)
mapCell : X -> Y -> Cell
mapCell x y =
{ status = Closed, cellType = Clear, point = (Point ( x, y )), adjacent = 0 }
-- view
view : Model -> Html Msg
view model =
case model.gameState of
Waiting ->
waitingView model.boardSize "Click to begin" "Please click to begin"
Playing ->
div [ id "playing-area" ]
[ button [ onClick (BeginGame Small) ] [ text "New Game (Small)" ]
, button [ onClick (BeginGame Medium) ] [ text "New Game (Medium)" ]
, button [ onClick (BeginGame Large) ] [ text "New Game (Large)" ]
, playingGameView model
]
GameOver ->
finishedView model "Play Again?" "Game Over!"
Victory ->
finishedView model "Play Again?" "You Won!"
onRightClick : Msg -> Attribute Msg
onRightClick message =
onWithOptions "contextmenu" (Options True True) (Json.succeed message)
waitingView : Size -> String -> String -> Html Msg
waitingView size buttonText headerText =
div []
[ button [ onClick (BeginGame size) ] [ text buttonText ]
, div [ id "waiting" ] [ h1 [] [ text headerText ] ]
]
finishedView : Model -> String -> String -> Html Msg
finishedView model buttonText headerText =
div []
[ button [ onClick (BeginGame model.boardSize) ] [ text buttonText ]
, div [ id "waiting" ] [ h1 [] [ text headerText ] ]
, playingGameView model
]
playingGameView : Model -> Html Msg
playingGameView model =
model.gameState
== Playing
|> listBoard model.board
|> div [ id "playing-area", class (gridClassName model.boardSize) ]
gridClassName : Size -> String
gridClassName size =
case size of
Small ->
"grid-15"
Medium ->
"grid-30"
Large ->
"grid-45"
listBoard : Board -> Bool -> List (Html Msg)
listBoard board clickable =
List.map (cellView clickable) board
cellView : Bool -> Cell -> Html Msg
cellView clickable cell =
case cell.status of
Closed ->
if clickable then
div [ class "cell", onClick (RevealCell cell), onRightClick (ChangeCellStatus cell Flag) ] []
else
div [ class "cell" ] []
Open ->
let
adjacentString =
intToClass cell.adjacent
className =
case cell.cellType of
Mine ->
"mine"
Clear ->
if cell.adjacent == 0 then
"revealed"
else
adjacentString
in
div [ class ("cell " ++ className) ] [ text adjacentString ]
Flag ->
div [ class "cell flag", onRightClick (ChangeCellStatus cell Closed) ] []
FlaggedMine ->
div [ class "cell flagged" ] []
intToClass : Int -> String
intToClass num =
case num of
1 ->
"one"
2 ->
"two"
3 ->
"three"
4 ->
"four"
5 ->
"five"
6 ->
"six"
7 ->
"seven"
8 ->
"eight"
_ ->
""
-- subscriptions
subscriptions : Model -> Sub Msg
subscriptions =
always Sub.none
-- main
main : Program Never Model Msg
main =
Html.program
{ init = init
, view = view
, update = update
, subscriptions = subscriptions
}