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Minesweeper.java
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Minesweeper.java
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/* (C) 2024 YourCompanyName */
package depth_first_search;
/**
* Created by pradhang on 3/28/2017. You are given a 2D char matrix representing the game board. 'M'
* represents an unrevealed mine, 'E' represents an unrevealed empty square, 'B' represents a
* revealed blank square that has no adjacent (above, below, left, right, and all 4 diagonals)
* mines, digit ('1' to '8') represents how many mines are adjacent to this revealed square, and
* finally 'X' represents a revealed mine.
*
* <p>Now given the next click position (row and column indices) among all the unrevealed squares
* ('M' or 'E'), return the board after revealing this position according to the following rules:
*
* <p>If a mine ('M') is revealed, then the game is over - change it to 'X'. If an empty square
* ('E') with no adjacent mines is revealed, then change it to revealed blank ('B') and all of its
* adjacent unrevealed squares should be revealed recursively. If an empty square ('E') with at
* least one adjacent mine is revealed, then change it to a digit ('1' to '8') representing the
* number of adjacent mines. Return the board when no more squares will be revealed. Example 1:
* Input:
*
* <p>[['E', 'E', 'E', 'E', 'E'], ['E', 'E', 'M', 'E', 'E'], ['E', 'E', 'E', 'E', 'E'], ['E', 'E',
* 'E', 'E', 'E']]
*
* <p>Click : [3,0]
*
* <p>Output:
*
* <p>[['B', '1', 'E', '1', 'B'], ['B', '1', 'M', '1', 'B'], ['B', '1', '1', '1', 'B'], ['B', 'B',
* 'B', 'B', 'B']]
*
* <p>Example 2: Input:
*
* <p>[['B', '1', 'E', '1', 'B'], ['B', '1', 'M', '1', 'B'], ['B', '1', '1', '1', 'B'], ['B', 'B',
* 'B', 'B', 'B']]
*
* <p>Click : [1,2]
*
* <p>Output:
*
* <p>[['B', '1', 'E', '1', 'B'], ['B', '1', 'X', '1', 'B'], ['B', '1', '1', '1', 'B'], ['B', 'B',
* 'B', 'B', 'B']]
*
* <p>Note: The range of the input matrix's height and width is [1,50]. The click position will only
* be an unrevealed square ('M' or 'E'), which also means the input board contains at least one
* clickable square. The input board won't be a stage when game is over (some mines have been
* revealed). For simplicity, not mentioned rules should be ignored in this problem. For example,
* you don't need to reveal all the unrevealed mines when the game is over, consider any cases that
* you will win the game or flag any squares.
*/
public class Minesweeper {
private static final int[] R = {1, 1, 1, 0, 0, -1, -1, -1};
private static final int[] C = {-1, 0, 1, -1, 1, -1, 0, 1};
/**
* Main method
*
* @param args
* @throws Exception
*/
public static void main(String[] args) throws Exception {
char[][] board = {
{'E', 'E', 'E', 'E', 'E'},
{'E', 'E', 'M', 'E', 'E'},
{'E', 'E', 'E', 'E', 'E'},
{'E', 'E', 'E', 'E', 'E'}
};
int[] click = {3, 0};
new Minesweeper().updateBoard(board, click);
for (int i = 0; i < board.length; i++) System.out.println(board[i]);
}
public char[][] updateBoard(char[][] board, int[] click) {
int r = click[0];
int c = click[1];
dfs(board, r, c);
return board;
}
private void dfs(char[][] board, int r, int c) {
if (board[r][c] == 'M') {
board[r][c] = 'X';
} else {
int mineCount = 0;
for (int i = 0; i < 8; i++) {
int newR = r + R[i];
int newC = c + C[i];
if (newR >= 0
&& newC >= 0
&& newR < board.length
&& newC < board[0].length
&& board[newR][newC] == 'M') // boundary check
mineCount++;
}
if (mineCount > 0) board[r][c] = (char) (mineCount + '0');
else {
board[r][c] = 'B';
for (int i = 0; i < 8; i++) {
int newR = r + R[i];
int newC = c + C[i];
if (newR >= 0
&& newC >= 0
&& newR < board.length
&& newC < board[0].length
&& board[newR][newC] == 'E') // boundary check
{
dfs(board, newR, newC);
}
}
}
}
}
}