Absolutely! Implementing a hint system can greatly enhance the player experience, especially for beginners or when facing particularly challenging board configurations. Let's explore how we can add this feature to our Minesweeper game.
Our hint system will reveal a safe cell that is adjacent to an already revealed cell. This approach ensures that the hint is always useful and doesn't just reveal a random safe cell that might be disconnected from the current game state.
Here's how we can implement this:
Let's modify our MinesweeperGrid
class to include this hint system:
#include <algorithm>
#include <iostream>
#include <random>
#include <vector>
class MinesweeperCell {
public:
bool hasBomb{false};
bool isRevealed{false};
int adjacentBombs{0};
};
class MinesweeperGrid {
public:
MinesweeperGrid(int rows, int cols,
int bombs) :
rows{rows},
cols{cols}, bombCount{bombs},
grid(rows,
std::vector<MinesweeperCell>(cols)) {
placeBombs();
calculateAdjacentBombs();
}
bool revealCell(int row, int col) {
if (row < 0 || row >= rows || col < 0 ||
col >= cols)
return false;
if (grid[row][col].isRevealed) return false;
grid[row][col].isRevealed = true;
return !grid[row][col].hasBomb;
}
std::pair<int, int> getHint() {
std::vector<std::pair<int, int>> safeCells;
for (int i = 0; i < rows; ++i) {
for (int j = 0; j < cols; ++j) {
if (grid[i][j].isRevealed &&
hasUnrevealedNeighbors(i, j)) {
auto neighbors =
getSafeUnrevealedNeighbors(i, j);
safeCells.insert(safeCells.end(),
neighbors.begin(),
neighbors.end());
}
}
}
if (safeCells.empty())
return {-1, -1}; // No hint available
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_int_distribution<> dis(
0, safeCells.size() - 1);
return safeCells[dis(gen)];
}
void printGrid() {
for (const auto &row : grid) {
for (const auto &cell : row) {
if (cell.isRevealed) {
std::cout
<< (cell.hasBomb
? "*"
: std::to_string(
cell.adjacentBombs))
<< " ";
} else {
std::cout << ". ";
}
}
std::cout << "\n";
}
}
private:
int rows, cols, bombCount;
std::vector<std::vector<MinesweeperCell>>
grid;
void placeBombs() {
std::vector<int> cells(rows * cols);
std::iota(cells.begin(), cells.end(), 0);
std::random_device rd;
std::mt19937 g(rd());
std::shuffle(cells.begin(), cells.end(), g);
for (int i = 0; i < bombCount; ++i) {
int row = cells[i] / cols;
int col = cells[i] % cols;
grid[row][col].hasBomb = true;
}
}
void calculateAdjacentBombs() {
for (int i = 0; i < rows; ++i) {
for (int j = 0; j < cols; ++j) {
if (!grid[i][j].hasBomb) {
grid[i][j].adjacentBombs =
countAdjacentBombs(i, j);
}
}
}
}
int countAdjacentBombs(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 (grid[i][j].hasBomb) ++count;
}
}
return count;
}
bool hasUnrevealedNeighbors(int row,
int col) {
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 (!grid[i][j].isRevealed) return true;
}
}
return false;
}
std::vector<std::pair<int, int>>
getSafeUnrevealedNeighbors(int row,
int col) {
std::vector<std::pair<int, int>>
safeNeighbors;
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 (!grid[i][j].isRevealed &&
!grid[i][j].hasBomb) {
safeNeighbors.emplace_back(i, j);
}
}
}
return safeNeighbors;
}
};
int main() {
MinesweeperGrid game(8, 8, 10);
// Simulate some gameplay
game.revealCell(0, 0);
game.revealCell(1, 1);
game.printGrid();
std::cout << "\nGetting a hint...\n";
auto [hintRow, hintCol] = game.getHint();
if (hintRow != -1 && hintCol != -1) {
std::cout << "Hint: Try cell (" << hintRow
<< ", " << hintCol << ")\n";
game.revealCell(hintRow, hintCol);
game.printGrid();
} else {
std::cout << "No hint available.\n";
}
}
This implementation adds a getHint()
method to our MinesweeperGrid
class. When called, it searches for a safe cell to reveal and returns its coordinates. The main function demonstrates how to use this hint system in the game loop.
Remember to integrate this hint system with your existing game logic and UI. You might want to limit the number of hints available to maintain the game's challenge level.
Answers to questions are automatically generated and may not have been reviewed.
Implement the techniques for detecting nearby bombs and clearing empty cells automatically.