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| 1 | +package game |
| 2 | + |
| 3 | +// Cell - 單一格子 |
| 4 | +type Cell struct { |
| 5 | + IsMine bool // 是否為地雷 |
| 6 | + Revealed bool // 是否被翻開 |
| 7 | + Flagged bool // 是否被插旗 |
| 8 | + AdjacenetMines int // 周圍地雷數 |
| 9 | +} |
| 10 | + |
| 11 | +// Board - 棋盤 |
| 12 | +type Board struct { |
| 13 | + rows int // 總共格數 |
| 14 | + cols int // 總共列數 |
| 15 | + cells [][]*Cell // 整格棋盤狀態 |
| 16 | +} |
| 17 | + |
| 18 | +// Game - 遊戲物件 |
| 19 | +type Game struct { |
| 20 | + board *Board // 棋盤物件 |
| 21 | + isGameOver bool // 是否遊戲結束 |
| 22 | + isPlayerWin bool // 玩家是否獲勝 |
| 23 | + remaining int // 剩餘需要翻開的格子數 |
| 24 | +} |
| 25 | + |
| 26 | +func NewGame(rows, cols, mineNumbers int) *Game { |
| 27 | + board := createBoard(rows, cols) |
| 28 | + return &Game{ |
| 29 | + board: board, |
| 30 | + remaining: rows*cols - mineNumbers, |
| 31 | + isGameOver: false, |
| 32 | + isPlayerWin: false, |
| 33 | + } |
| 34 | +} |
| 35 | + |
| 36 | +func createBoard(rows, cols int) *Board { |
| 37 | + board := &Board{ |
| 38 | + rows: rows, |
| 39 | + cols: cols, |
| 40 | + } |
| 41 | + board.cells = make([][]*Cell, rows) |
| 42 | + for row := range board.cells { |
| 43 | + board.cells[row] = make([]*Cell, cols) |
| 44 | + for col := range board.cells[row] { |
| 45 | + board.cells[row][col] = &Cell{} |
| 46 | + } |
| 47 | + } |
| 48 | + return board |
| 49 | +} |
| 50 | +func (g *Game) Init(board *Board) { |
| 51 | + // 無效的設定 |
| 52 | + if board == nil || len(board.cells) != board.rows || len(board.cells[0]) != board.cols { |
| 53 | + return |
| 54 | + } |
| 55 | + // 設定資料 |
| 56 | + for row := range board.cells { |
| 57 | + for col := range board.cells[row] { |
| 58 | + sourceCell := board.cells[row][col] |
| 59 | + g.board.cells[row][col].AdjacenetMines = sourceCell.AdjacenetMines |
| 60 | + g.board.cells[row][col].IsMine = sourceCell.IsMine |
| 61 | + g.board.cells[row][col].Revealed = sourceCell.Revealed |
| 62 | + g.board.cells[row][col].Flagged = sourceCell.Flagged |
| 63 | + } |
| 64 | + } |
| 65 | +} |
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