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MINESWEEPER GENERATOR ALGORITHM MYSQL CODE
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If you enable -fdefer-typed-holes, you can put things like _wut in place of. I am also going to leave some blanks in the code, so that it is less boring for the reader.
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There are advanced devices for this, such as comonads and arrays, but for the purpose of this post I will keep things simple, so we are going to draft everything by hand, in the simplest types. Once we apply this operation to the whole board, we are basically done. How many 1s overlay mines, that number we should display in this tile. Pick a tile on the playing board and place the stencil on top of that tile. What you need here is called "stencil convolution". Update: Did a bit different yet similar solution. I'm incredibly glad for any guidance as I'm unable of any real progress. import Data.Char type Result = pp :: Result -> IO () pp x = putStr (concat (map (++"\n") x)) -prints strings in a column.
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This is what the beginning of the code should look like. It would be great if this could be solved without advanced functions, so I can understand it, but any solution or at least idea of solution will do. I also had a problem with zeroes being of Char type, which made me unable to add for example +1 to it. I was unable of making any real progress, except for removing all spaces with zeroes, which is probably not even useful in any way. What we need is to create a function, that replaces all blank spaces with numbers, which are equal to number of adjecent mines. Also, there are no validation as to how many mines there are in the grid, so you can actually create a 2 by 2 grid with 1000 mines.We were given a homework, where we get a sample minesweeper-like board, with blank spaces instead of numbers (board is in form) and already placed mines. I did not optimize the randomness of the generated mine position, therefore some games could be impossible or too easy. This is simply to demonstrate the algorithm described in this answer. I've taken the liberty of playing a little with JS bin here came up with a functional Minesweeper game demo. For example, to ensure that at least 3 neighboring cells are not mines, or even perhaps favor limiting the number of mines that are too far from each other, etc. Increment grid by 1īecause this algorithm could lead into creating a board with some mines grouped too much together, or worse very dispersed (thus boring to solve), you can then add extra validation when generating mine_x and mine_y number. Grid = -number_of_mines // negative value = mine Get random mine_x and mine_y where grid(mine_x, mine_y) is not a mine Perhaps something in the lines of : grid = // initialize all cells to 0