Adjacent Cells and Bomb Counting

Generating Solvable Minesweeper Boards

Is it possible to generate guaranteed solvable Minesweeper boards?

Abstract art representing computer programming

Yes, it's possible to generate guaranteed solvable Minesweeper boards. This is an important feature for ensuring a fair and enjoyable player experience. Let's explore how we can modify our current implementation to achieve this.

The Challenge

The main challenge in generating a solvable Minesweeper board is ensuring that the player never has to guess. Every move should be logically deducible from the information available on the board.

Solution Approach

To generate a solvable board, we can use a combination of techniques:

  1. Start with an empty board and place mines after the first click.
  2. Ensure the first clicked cell and its neighbors are free of mines.
  3. Use a solver algorithm to verify the board's solvability.

Let's implement a simple version of this approach:

#include <algorithm>
#include <iostream>
#include <random>
#include <vector>

class MinesweeperBoard {
public:
  MinesweeperBoard(int rows, int cols,
                   int mines) :
      rows{rows},
      cols{cols}, mineCount{mines},
      board(rows, std::vector<int>(cols, 0)) {}

  void generateSolvableBoard(int startRow,
                             int startCol) {
    // Clear the 3x3 area around the first click
    for (int i = std::max(0, startRow - 1);
         i <= std::min(rows - 1, startRow + 1);
         ++i) {
      for (int j = std::max(0, startCol - 1);
           j <=
           std::min(cols - 1, startCol + 1);
           ++j) {
        board[i][j] = -1; // Mark as safe
      }
    }

    // Place mines randomly on the remaining
    // cells
    std::vector<std::pair<int, int>>
      availableCells;
    for (int i = 0; i < rows; ++i) {
      for (int j = 0; j < cols; ++j) {
        if (board[i][j] != -1) {
          availableCells.emplace_back(i, j);
        }
      }
    }

    std::random_device rd;
    std::mt19937 g(rd());
    std::shuffle(availableCells.begin(),
                 availableCells.end(), g);

    for (int i = 0; i < mineCount &&
         i < availableCells.size();
         ++i) {
      auto [row, col] = availableCells[i];
      board[row][col] =
        9; // 9 represents a mine
    }

    // Calculate adjacent mine counts
    for (int i = 0; i < rows; ++i) {
      for (int j = 0; j < cols; ++j) {
        if (board[i][j] != 9) {
          board[i][j] =
            countAdjacentMines(i, j);
        }
      }
    }
  }

  void printBoard() {
    for (const auto &row : board) {
      for (int cell : row) {
        if (cell == 9) {
          std::cout << "* ";
        } else {
          std::cout << cell << " ";
        }
      }
      std::cout << "\n";
    }
  }

private:
  int rows, cols, mineCount;
  std::vector<std::vector<int>> board;

  int countAdjacentMines(int row, int col) {
    int count = 0;
    for (int i = std::max(0, row - 1);
         i <= std::min(rows - 1, row + 1);
         ++i) {
      for (int j = std::max(0, col - 1);
           j <= std::min(cols - 1, col + 1);
           ++j) {
        if (board[i][j] == 9) { ++count; }
      }
    }
    return count;
  }
};

int main() {
  MinesweeperBoard board(8, 8, 10);
  // Assume first click at (3,3)
  board.generateSolvableBoard(3, 3);
  board.printBoard();
}

This implementation ensures that the first click and its surrounding cells are safe, which gives the player a good starting point. However, this doesn't guarantee full solvability for complex boards.

For a more robust solution, you'd need to implement a solver algorithm and regenerate the board if it's not solvable.

Remember, generating perfectly solvable boards can be computationally expensive, especially for larger grids. You might need to balance between generation time and perfect solvability based on your game's requirements.

This Question is from the Lesson:

Adjacent Cells and Bomb Counting

Implement the techniques for detecting nearby bombs and clearing empty cells automatically.

Answers to questions are automatically generated and may not have been reviewed.

This Question is from the Lesson:

Adjacent Cells and Bomb Counting

Implement the techniques for detecting nearby bombs and clearing empty cells automatically.

sdl2-promo.jpg
Part of the course:

Game Dev with SDL2

Learn C++ and SDL development by creating hands on, practical projects inspired by classic retro games

Free, unlimited access

This course includes:

  • 67 Lessons
  • 100+ Code Samples
  • 91% Positive Reviews
  • Regularly Updated
  • Help and FAQ
Free, Unlimited Access

Professional C++

Comprehensive course covering advanced concepts, and how to use them on large-scale projects.

Screenshot from Warhammer: Total War
Screenshot from Tomb Raider
Screenshot from Jedi: Fallen Order
Contact|Privacy Policy|Terms of Use
Copyright © 2024 - All Rights Reserved