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Minesweeper.py
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Minesweeper.py
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from math import ceil
import random
from ttk import Button, Frame, Style
import Tkinter as tk
class Cell(object):
def __init__(self, row, column):
self.__adjacent_mine_count = 0
self.__cleared = False
self.__coordinates = [row, column]
self.__flagged = False
self.__mine = None
def clear(self):
self.__cleared = True
def get_adjacent_count(self):
return self.__adjacent_mine_count
def get_coordinates(self):
return self.__coordinates
def get_mine(self):
return self.__mine
def has_mine(self):
return self.__mine is not None
def is_cleared(self):
return self.__cleared is True
def is_flagged(self):
return self.__flagged is True
def set_adjacent_count(self, mine_count):
if isinstance(mine_count, int):
self.__adjacent_mine_count = mine_count
def set_flagged_status(self, value=True):
self.__flagged = value
if self.has_mine():
mine = self.__mine
if value is True:
mine.disarm()
else:
mine.arm()
def set_mine(self, mine):
if not self.has_mine() and isinstance(mine, Mine):
self.__mine = mine
class Game(object):
def __init__(self):
self.__lost = False
self.interface = Interface()
def is_lost(self):
return self.__lost
def reset(self):
pass # @todo: re-initialize board
def set_lost(self):
self.__lost = True
class Interface(Frame):
def __init__(self, parent):
Frame.__init__(self, parent)
self.button_frame = None
self.__minefield = None
self.parent = parent
self.buttons = list()
self.initUI()
def click_action(self, event, coordinates, recursive=True):
minefield = self.__minefield
button = self.buttons[coordinates[0]][coordinates[1]]
cell = minefield.get_cell(coordinates)
if cell.is_cleared() or (cell.is_flagged() and self.is_left_click(event.num)):
return
if self.is_left_click(event.num):
minefield.action_triggered(coordinates)
else:
minefield.action_flagged(coordinates)
status = minefield.evaluate()
# continue playing condition
if status is None:
flag_style = 'TButton' if not cell.is_flagged() else 'Flagged.TButton'
selected_style = 'Cleared.TButton' if self.is_left_click(event.num) else flag_style
button.config(style=selected_style)
if self.is_left_click(event.num):
if cell.get_adjacent_count() > 0:
button.config(text=str(cell.get_adjacent_count()))
if recursive:
for adjacent_square in minefield.get_surrounding_cells(coordinates):
recursive = True if adjacent_square.get_adjacent_count() == 0 else False
adjacent_coordinates = adjacent_square.get_coordinates()
if not adjacent_square.has_mine():
self.click_action(event, [adjacent_coordinates[0], adjacent_coordinates[1]], recursive)
# failure playing condition
elif status is False:
button.config(style='Triggered.TButton')
for row in range(minefield.get_row_count()):
for column in range(minefield.get_column_count()):
if row == coordinates[0] and column == coordinates[1]:
continue
tmp_cell = minefield.get_cell([row, column])
if tmp_cell.has_mine():
mine_button = self.buttons[row][column]
mine_button.config(style='Revealed.TButton')
# @todo: handle complete playing condition
elif status is True:
selected_style = 'Cleared.TButton' if self.is_left_click(event.num) else 'Flagged.TButton'
button.config(style=selected_style)
# @todo: update minefield display to show success
def initUI(self):
self.parent.title("Minesweeper")
s = Style()
s.theme_use('classic')
s.configure('TButton', width=2, padding=(0, 0, 0, 0), background='#b9b9b9', relief=tk.FLAT)
s.map('TButton', background=[('disabled', '#555555'), ('pressed', '#777777'), ('active', '#a8a8a8')])
s.configure('Cleared.TButton', background='white')
s.map('Cleared.TButton', background=[('active', 'white')])
s.configure('Flagged.TButton', background='0066ff')
s.map('Flagged.TButton', background=[('active', '#0044dd')])
s.configure('Revealed.TButton', background='black')
s.map('Revealed.TButton', background=[('active', 'black')])
s.configure('Triggered.TButton', background='red')
s.map('Triggered.TButton', background=[('active', 'red')])
minefield = Minefield()
self.__minefield = minefield
# self.button_frame = Frame(self.parent)
for i in range(minefield.get_row_count()):
self.rowconfigure(i, pad=0)
for i in range(minefield.get_column_count()):
self.columnconfigure(i, pad=0)
for row in range(minefield.get_row_count()):
self.buttons.append(list())
for column in range(minefield.get_column_count()):
cell = minefield.get_cell([row, column])
coordinates = cell.get_coordinates()
button = Button(self, style='TButton')
def run(event, self=self, internal_coordinates=coordinates):
return self.click_action(event, internal_coordinates)
button.bind('<Button-1>', run)
button.bind('<Button-2>', run)
button.bind('<Button-3>', run)
button.grid(row=row, column=column)
self.buttons[row].append(button)
self.pack()
def is_left_click(self, button_id):
return button_id == 1
class Mine(object):
def __init__(self):
self.__armed = True
self.__triggered = False
def arm(self):
self.__armed = True
def disarm(self):
self.__armed = False
def is_disarmed(self):
return self.__armed is False
def is_triggered(self):
return self.__triggered is True
def trigger(self):
self.__triggered = True
class Minefield(object):
def __init__(self, rows=None, columns=None):
self.__columns = 9 if not (columns is not None and isinstance(columns, int) and columns > 0) else columns
self.__rows = 9 if not (rows is not None and isinstance(rows, int) and rows > 0) else rows
self.__flag_count = 0
self.__flag_limit = int(ceil((self.__columns * self.__rows) / 10.0))
self.__matrix = list()
self.__mine_limit = self.__flag_limit
self.__populated = False
for row in range(self.__rows):
self.__matrix.append(list())
for column in range(self.__columns):
self.__matrix[row].append(Cell(row, column))
def action_flagged(self, coordinates):
cell = self.get_cell(coordinates)
if not self.is_populated():
self.populate()
if cell.is_flagged():
cell.set_flagged_status(False)
self.__flag_count -= 1
elif self.__flag_count < self.__flag_limit and not cell.is_flagged():
cell.set_flagged_status()
self.__flag_count += 1
def action_triggered(self, coordinates):
cell = self.get_cell(coordinates)
if not self.is_populated():
cell.clear()
self.populate(coordinates)
elif cell.has_mine():
mine = cell.get_mine()
mine.trigger()
else:
cell.clear()
def evaluate(self):
result = True
for row in range(self.get_row_count()):
for column in range(self.get_column_count()):
cell = self.get_cell([row, column])
if cell.has_mine():
mine = cell.get_mine()
if mine.is_triggered():
return False
if not cell.is_flagged() or not mine.is_disarmed():
result = None
else:
if not cell.is_cleared():
result = None
# sanity check
if self.__flag_count != self.__flag_limit:
result = None
return result
def get_cell(self, coordinates):
row = coordinates[0]
column = coordinates[1]
return self.__matrix[row][column]
def get_column_count(self):
return self.__columns
def get_row_count(self):
return self.__rows
def get_surrounding_cells(self, coordinates):
adjacent = list()
if coordinates is None or not isinstance(coordinates, list) or len(coordinates) != 2:
return adjacent
row = coordinates[0]
column = coordinates[1]
for i_row in range(row - 1, row + 2):
for i_col in range(column - 1, column + 2):
if i_row >= 0 and i_col >= 0 and i_row < self.__rows and i_col < self.__columns:
cell = self.__matrix[i_row][i_col]
if i_row == row and i_col == column:
continue
adjacent.append(cell)
return adjacent
def is_populated(self):
return self.__populated is True
def populate(self, initial_coordinates=None):
mine_count = 0
while mine_count < self.__mine_limit:
for row in range(self.__rows):
for column in range(self.__columns):
if initial_coordinates is not None:
if row == initial_coordinates[0] and column == initial_coordinates[1]:
continue
if mine_count < self.__mine_limit and random.randint(1, 10) == random.randint(1, 10):
cell = self.get_cell([row, column])
cell.set_mine(Mine())
mine_count += 1
for row in range(self.__rows):
for column in range(self.__columns):
mine_count = 0
for cell in self.get_surrounding_cells([row, column]):
if cell.has_mine():
mine_count += 1
if mine_count > 0:
cell = self.get_cell([row, column])
cell.set_adjacent_count(mine_count)
self.__populated = True
if '__main__' == __name__:
root = tk.Tk()
app = Interface(root)
root.wm_attributes('-topmost', 1)
root.mainloop()