use cursive::Vec2; use rand::{thread_rng, Rng}; // use std::cmp::max; #[derive(Clone, Copy)] pub struct Options { pub size: Vec2, pub mines: usize, } #[derive(Clone, Copy)] pub enum Cell { Bomb, Free(usize), } pub struct Board { pub size: Vec2, pub cells: Vec, } impl Board { pub fn new(options: Options) -> Self { let n_cells = options.size.x * options.size.y; if options.mines > n_cells { // Something is wrong here... // Use different options instead. return Board::new(Options { size: options.size, mines: n_cells, }); } let mut board = Board { size: options.size, cells: vec![Cell::Free(0); n_cells], }; for _ in 0..options.mines { // Find a free cell to put a bomb let i = loop { let i = thread_rng().gen_range(0..n_cells); if let Cell::Bomb = board.cells[i] { continue; } break i; }; // We know we'll go through since that's how we picked i... board.cells[i] = Cell::Bomb; // Increase count on adjacent cells let pos = Vec2::new(i % options.size.x, i / options.size.x); for p in board.neighbours(pos) { if let Some(&mut Cell::Free(ref mut n)) = board.get_mut(p) { *n += 1; } } } board } fn get_mut(&mut self, pos: Vec2) -> Option<&mut Cell> { self.cell_id(pos).map(move |i| &mut self.cells[i]) } pub fn cell_id(&self, pos: Vec2) -> Option { if pos < self.size { Some(pos.x + pos.y * self.size.x) } else { None } } pub fn neighbours(&self, pos: Vec2) -> Vec { let pos_min = pos.saturating_sub((1, 1)); let pos_max = (pos + (2, 2)).or_min(self.size); (pos_min.x..pos_max.x) .flat_map(|x| (pos_min.y..pos_max.y).map(move |y| Vec2::new(x, y))) .filter(|&p| p != pos) .collect() } }