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@ -1,5 +1,5 @@
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#!/usr/bin/env python3
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#TODO: highscore
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#TODO: highscore, monochrome, expect ctrl c, flags red if too many
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import random, io, sys, time, os
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import curses
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@ -12,6 +12,8 @@ UNKNOWN = -3
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FLAG_MINE = -4
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score_x, score_y = 0, 0
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CURSOR_POSITION=[0,0]
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OFFSET = 11
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STARTTIME = 0
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@ -21,13 +23,14 @@ SCREEN = 0
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firstmove = False
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FIELD_GENERATED = False
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CURSOR_POSITION=[0,0]
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FIELDS_CLEARED = 0
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width, height = 9, 9
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MINECOUNT = 10
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FLAGCOUNT = 0
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clWhite, clRed, clCyan, clBlue, clYellow, clGreen, clInverted = None, None, None, None, None, None, None #can only be setup after curses has loaded
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difficulty = 'medium'
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param_error = 'minebash: Invalid parameters. See \'minebash.py ?\' for help '
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@ -81,17 +84,13 @@ if len(sys.argv) > 1:
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print(param_error)
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sys.exit(0)
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playfield = [[UNKNOWN for x in range(width)] for y in range(height)]
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#playfield = 0
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#stdscr = curses.initscr()
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#curses.noecho()
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#curses.cbreak()
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headline = '┌'
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midline = '├'
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tailline = '└'
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def setup_strings(colcount):
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#setup lines to print
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#setup lines to print at the end and start of the matrix, aswell as between rows
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global headline, midline, tailline
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for i in range(colcount):
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if i == width-1:
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@ -111,25 +110,27 @@ def endgame(msg=''):
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def calculate_hint(col, row):
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hint = 0
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if playfield[row][col] != MINE:
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#step through the surrounding 8 (or less) fields
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for x in range(col-1, col+2):
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if x >= 0 and x < len(playfield):
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for y in range(row-1, row+2):
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if y >= 0 and y < len(playfield[0]):
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if playfield[y][x] == MINE or playfield[y][x] == FLAG_MINE:
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#add the mines together
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hint+=1
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else:
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hint = MINE
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return hint
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def setup_playfield(w, h, x, y):
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#do this only once [AFTER THE FIRST GUESS] -> Done
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#randomly distribute mines across the field
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global playfield, FIELD_GENERATED, STARTTIME
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minesleft = MINECOUNT
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#randomly distribute mines across the field
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while minesleft > 0:
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randx = random.randint(0, width-1)
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randy = random.randint(0, height-1)
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#make sure the users first guess isn't a mine
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if playfield[randy][randx] != MINE and ([randx, randy] != CURSOR_POSITION):
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playfield[randy][randx] = MINE
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minesleft -= 1
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@ -183,75 +184,100 @@ def gameover(win):
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key = SCREEN.getch()
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if key == ord('q'): return False
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elif key == ord('r'): return True
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# os.execl(sys.executable, sys.executable, *sys.argv)
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def getTileLeft(x, y):
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cell = playfield[y][x]
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s = ''
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if [x, y] == CURSOR_POSITION:
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s += '['
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color = clGreen
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else:
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s += ' '
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color = clWhite
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return s, color
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def getTileMiddle(x,y):
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cell = playfield[y][x]
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s = ''
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if cell == 0:
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s += ' '
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color = clWhite
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elif cell == UNKNOWN or cell == MINE:
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s += ' '
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color = clInverted
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elif cell == FLAG_MINE or cell == FLAG:
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s += 'P'
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color = clRed
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else:
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# coloring the hints
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if cell == 1: color = clCyan #cyan
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elif cell == 2: color = clBlue #blue
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else: color = clYellow #yellow
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s += str(cell)
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return s, color
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def getTileRight(x, y):
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cell = playfield[y][x]
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selected = False
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s = ''
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if [x, y] == CURSOR_POSITION:
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s += ']'
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color = clGreen
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else:
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s += ' '
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color = clWhite
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return s, color
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def print_playfield(playfield, screen):
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global score_x, score_y
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#print the matrix
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currentline = 0
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screen.addstr(currentline, 10, headline, curses.color_pair(1))
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screen.addstr(currentline, OFFSET-1, headline, clWhite)
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currentline +=1
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#print headline
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for rowindex, row in enumerate(playfield):
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screen.addstr(currentline, 10, '│')
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screen.addstr(currentline, OFFSET-1, '│')
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pos = OFFSET
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for colindex, cell in enumerate(row):
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# is the cell selected?
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selected = False
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if [colindex, rowindex] == CURSOR_POSITION:
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screen.addstr(currentline, pos, '[')
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selected = True
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else:
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screen.addstr(currentline, pos, ' ')
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part, color = getTileLeft(colindex, rowindex)
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screen.addstr(currentline, pos, part, color)
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pos += 1
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part, color = getTileMiddle(colindex, rowindex)
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screen.addstr(currentline, pos, part, color)
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pos += 1
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# did we find a hint?
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if cell > 0:
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if cell == 1: color = curses.color_pair(3) #cyan
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elif cell == 2: color = curses.color_pair(4) #blue
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else: color = curses.color_pair(5) #yellow
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screen.addstr(currentline, pos, str(cell), color)
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elif cell == 0:
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screen.addstr(currentline, pos, ' ')
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elif cell == UNKNOWN or cell == MINE:
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screen.addstr(currentline, pos, '#', curses.color_pair(7)) #rowstring+= '#'
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elif cell == FLAG_MINE or cell == FLAG:
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screen.addstr(currentline, pos, 'P', curses.color_pair(2)) #rowstring += 'P'
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#elif cell == MINE:
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# rowstring += 'X'
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part, color = getTileRight(colindex, rowindex)
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screen.addstr(currentline, pos, part, color)
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pos += 1
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screen.addstr(currentline, pos, '│')
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pos += 1
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if selected:
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screen.addstr(currentline, pos, ']│')
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else:
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screen.addstr(currentline, pos, ' │')
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pos += 2
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currentline +=1
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if(rowindex < len(row)-1):
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screen.addstr(currentline, 10, midline)
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currentline +=1
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screen.addstr(currentline, 10, tailline)
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currentline +=1
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#get a centered position below the playfield:
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score_y = currentline
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score_x = int(pos/2)
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#print tailline
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def hit(x, y, recursive_call=False):
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def hit(x, y):
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global playfield, FIELDS_CLEARED
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if playfield[y][x] == UNKNOWN:
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#get the number that should be printed in the cell
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hint = calculate_hint(x, y)
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playfield[y][x] = hint
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FIELDS_CLEARED += 1
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if not recursive_call and hint == NOTHING:
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if hint == NOTHING:
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#we hit a 0 or empty field, so we need to hit all the fields around it
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#first, step through the 8 or less surrounding fields
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for i in range(x-1, x+2):
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for j in range(y-1, y+2):
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if i >= 0 and i < width:
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if j >= 0 and j< height:
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if playfield[j][i] == UNKNOWN:
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hint = calculate_hint(i, j)
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if hint > 0 and hint<3:
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hit(i,j, True)
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if hint == 0:
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hit(i,j)
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#player has not opened this field yet
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hit(i,j)
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elif playfield[y][x] == MINE:
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#gameover(False)
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return True
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def check_score():
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@ -260,7 +286,6 @@ def check_score():
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def place_flag(x, y):
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global playfield, FLAGCOUNT
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#playfield[y][x] = playfield[y][x]
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if playfield[y][x] == MINE:
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playfield[y][x] = FLAG_MINE
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FLAGCOUNT += 1
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@ -297,6 +322,7 @@ def handle_input(k):
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else:
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CURSOR_POSITION[1] = 0
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elif k == ord('f'):
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# only place flags after placing mines
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if FIELD_GENERATED:
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place_flag(CURSOR_POSITION[0], CURSOR_POSITION[1])
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elif k == ord(' '):
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@ -306,26 +332,33 @@ def handle_input(k):
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return hit(CURSOR_POSITION[0], CURSOR_POSITION[1])
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return False
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def print_score(screen):
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def print_footer(screen):
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scorestr = 'Mines: {} Flags: {} Difficulty: {}'.format(MINECOUNT, FLAGCOUNT, difficulty)
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xpos = int((score_x) - (len(scorestr)/2)) + int(OFFSET/2)
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if xpos < 0: xpos = 0
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screen.addstr(score_y, xpos, scorestr)
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def print_controls(screen):
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controlstr = 'Arrow Keys: Move F: Place flag Space: Open field'
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xpos = int((score_x) - len(controlstr)/2) + int(OFFSET/2)
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if xpos < 0: xpos = 0
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screen.addstr(score_y +1, xpos, controlstr)
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score_xpos = int((score_x) - (len(scorestr)/2)) + int(OFFSET/2)
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control_xpos = int((score_x) - len(controlstr)/2) + int(OFFSET/2)
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if score_xpos < 0: score_xpos = 0
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if control_xpos < 0: control_xpos = 0
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screen.addstr(score_y, score_xpos, scorestr)
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screen.addstr(score_y+1, control_xpos, controlstr)
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def setup_colors():
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global clWhite, clRed, clCyan, clBlue, clYellow, clGreen, clInverted
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curses.start_color()
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curses.init_pair(1, curses.COLOR_WHITE, curses.COLOR_BLACK)
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#curses.init_pair(1, curses.COLOR_WHITE, curses.COLOR_BLACK)
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curses.init_pair(2, curses.COLOR_RED, curses.COLOR_BLACK)
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curses.init_pair(3, curses.COLOR_CYAN, curses.COLOR_BLACK)
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curses.init_pair(4, curses.COLOR_BLUE, curses.COLOR_BLACK)
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curses.init_pair(5, curses.COLOR_YELLOW, curses.COLOR_BLACK)
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curses.init_pair(6, curses.COLOR_GREEN, curses.COLOR_BLACK)
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curses.init_pair(7, curses.COLOR_WHITE, curses.COLOR_WHITE)
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clWhite = curses.color_pair(0) #hardwired
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clRed = curses.color_pair(2)
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clCyan = curses.color_pair(3)
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clBlue = curses.color_pair(4)
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clYellow = curses.color_pair(5)
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clGreen = curses.color_pair(6)
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clInverted = curses.color_pair(7)
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def reset():
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global firstmove, playfield, FIELD_GENERATED, FIELDS_CLEARED, CURSOR_POSITION
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@ -335,15 +368,12 @@ def reset():
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FIELDS_CLEARED = 0
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CURSOR_POSITION = [0,0]
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def main(stdscr):
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global SCREEN, firstmove, FIELD_GENERATED, FIELDS_CLEARED, playfield, CURSOR_POSITION
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SCREEN = stdscr
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stdscr.clear()
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setup_strings(width)
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setup_colors()
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#generate mines:
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#TODO: user input
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while(True):
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reset()
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while(True): #game loop
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@ -356,18 +386,19 @@ def main(stdscr):
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break
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else: endgame()
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if (firstmove) and not (FIELD_GENERATED):
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#generate the field
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setup_playfield(width, height, CURSOR_POSITION[0], CURSOR_POSITION[1])
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#do this a second time, because we didn't know what the field would be the first time
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handle_input(key)
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STARTTIME = time.time()
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if check_score():
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#player wins!
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restart = gameover(True) # does user want restart?
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if restart:
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stdscr.clear()
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break
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else: endgame()
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print_score(stdscr)
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print_controls(stdscr)
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print_footer(stdscr)
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stdscr.refresh()
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#stdscr.getkey()
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if __name__ == "__main__":
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|
|
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wrapper(main)
|