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minesweeper.py
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from collections import namedtuple
from enum import Enum
from itertools import chain, product
from random import shuffle
import sys
import time
import typing
from asciimatics.event import KeyboardEvent, MouseEvent
from asciimatics.exceptions import ResizeScreenError, StopApplication
from asciimatics.scene import Scene
from asciimatics.screen import Screen
from asciimatics.widgets import Frame, Label, Layout, Button, Widget
import click
import z3
Position = namedtuple("Position", ["x", "y"])
# Game Statuses
class GameState(Enum):
NOT_STARTED = "Not Started"
IN_PROGRESS = "In Progress"
WON = "Won!"
LOST = "Lost!"
# Adjacency Types
class AdjacencyType(Enum):
STANDARD = "standard"
KNIGHTS = "knights"
NEIGHBORS = {
AdjacencyType.STANDARD: list(product([-1, 0, 1], [-1, 0, 1])),
AdjacencyType.KNIGHTS: list(
chain(product([-1, 1], [-2, 2]), product([-2, 2], [-1, 1]))
),
}
# Niceness
class NiceMode(Enum):
# Any click that could result in an empty tile is an empty tile.
NICE = "nice"
# If guessing is the only move available, you will not guess wrong.
FAIR = "fair"
# Traditional minesweeper.
NORMAL = "normal"
# Any click that could result in a mine is a mine. (Except when guessing is the only move available.)
CRUEL = "cruel"
STYLES = {
"single": {
"width": 1,
"flag": "#",
"wrong_flag": "X",
"mine": "*",
"exploded": "+",
"unrevealed": " ",
0: " ",
1: "1",
2: "2",
3: "3",
4: "4",
5: "5",
6: "6",
7: "7",
8: "8",
9: "9",
},
"double": {
"width": 2,
# All of these characters are 'full width'
"flag": "🚩",
"wrong_flag": "X",
"mine": "💣",
"exploded": "💥",
"unrevealed": " ",
0: " ",
1: "1",
2: "2",
3: "3",
4: "4",
5: "5",
6: "6",
7: "7",
8: "8",
9: "9",
}
}
class Tile:
def __init__(self, pos: Position, board: "Board"):
self.pos = pos
self.board = board
self.determined = False
self.mine = False
self.revealed = False
self.marked = False
self.num_adjacent_mines = None
@property
def undetermined(self) -> bool:
return not self.determined
@property
def neighbors(self) -> typing.Iterable["Tile"]:
return self.board.in_range(self.pos)
@property
def on_boundary(self) -> bool:
return any(n.revealed != self.revealed for n in self.neighbors)
@property
def var(self):
return z3.Bool(f"t{self.pos.x},{self.pos.y}")
def __repr__(self):
return f"Tile(pos={self.pos})"
class Board:
def __init__(
self,
width: int,
height: int,
num_mines: int,
adjacency: AdjacencyType = AdjacencyType.STANDARD,
niceness: NiceMode = NiceMode.CRUEL,
):
assert num_mines < width * height
self.field = {}
self.width = width
self.height = height
self.total_mines = num_mines
self.start_time = 0.0
self.end_time = 0.0
self.cursor = Position(0, 0)
self.adjacency_mode = adjacency
self.nice_mode = niceness
self.status = GameState.NOT_STARTED
self.place_tiles()
self.replace_mines()
def new(self):
self.place_tiles()
self.replace_mines()
@property
def num_determined_mines(self) -> int:
return sum(1 for t in self.tiles(determined=True, mine=True))
@property
def num_undetermined_mines(self) -> int:
return self.total_mines - self.num_determined_mines
@property
def all_tiles(self) -> typing.Iterable[Tile]:
return self.field.values()
def tiles(
self, revealed=None, determined=None, on_boundary=None, mine=None
) -> typing.Iterable[Tile]:
for tile in self.all_tiles:
if revealed is not None and tile.revealed != revealed:
continue
if determined is not None and tile.determined != determined:
continue
if on_boundary is not None and tile.on_boundary != on_boundary:
continue
if mine is not None and tile.mine != mine:
continue
yield tile
def place_tiles(self):
self.field.clear()
for row_num in range(self.height):
for col_num in range(self.width):
pos = Position(col_num, row_num)
self.field[pos] = Tile(pos=pos, board=self)
self.status = GameState.IN_PROGRESS
def solver(self):
solver = z3.Solver()
# Cheat a bit to randomize possible solution by adding constraints in a random order
undetermined = list(self.tiles(determined=False))
revealed_boundary = list(self.tiles(revealed=True, on_boundary=True))
shuffle(undetermined)
shuffle(revealed_boundary)
# The sum of all undetermined tiles that are a mine must equal the number of unplaced mines
solver.add(
z3.PbEq([(t.var, 1) for t in undetermined], self.num_undetermined_mines)
)
# The sum of all undetermined tiles touching a revealed number must equal that number
for t in revealed_boundary:
known_mine_neighbors = sum(
1 for n in t.neighbors if n.determined and n.mine
)
solver.add(
z3.PbEq(
[(n.var, 1) for n in t.neighbors if n.undetermined],
t.num_adjacent_mines - known_mine_neighbors,
)
)
return solver
def replace_mines(self):
"""Places all mines on tiles randomly, but in accordance with revealed hints."""
solver = self.solver()
assert solver.check() == z3.sat
model = solver.model()
for t in self.tiles(determined=False):
t.mine = bool(model[t.var])
def recalc(self):
"""Determine any tiles that should no longer be variable."""
solver = self.solver()
# Lock in certain tiles that must/must not be mines.
for t in self.tiles(revealed=False, determined=False, on_boundary=True):
can_be_mine = solver.check(t.var) == z3.sat
can_be_open = solver.check(z3.Not(t.var)) == z3.sat
if not (can_be_mine and can_be_open):
t.determined = True
def reveal(self, pos: Position, cascade=False):
if self.status != GameState.IN_PROGRESS:
return
tile = self[pos]
if tile.marked or tile.revealed:
return
changed = False
# First click, prevent hitting mine, start the timer
if not any(self.tiles(determined=True)):
self.start_time = time.time()
changed = tile.mine
tile.mine = False
# Tile can still be changed, figure out if we'll change it
elif not tile.determined and not cascade and self.nice_mode != NiceMode.NORMAL:
safe_moves = any(
self.tiles(on_boundary=True, mine=False, determined=True, revealed=False)
)
boundary_moves = list(self.tiles(on_boundary=True, revealed=False))
if safe_moves and self.nice_mode == NiceMode.CRUEL:
changed = not tile.mine
tile.mine = True
# If there are no safe moves, guarantee next boundary move is safe.
# Or, if there are no boundary moves, guarantee any guess is safe.
elif NiceMode.NICE or not boundary_moves or tile in boundary_moves:
changed = tile.mine
tile.mine = False
tile.determined = True
# If we changed the state of a mine, recalculate all mines into valid positions
if changed:
self.replace_mines()
tile.revealed = True
if tile.mine:
self.status = GameState.LOST
self.end_time = time.time()
return
tile.num_adjacent_mines = sum(1 for n in tile.neighbors if n.mine)
if not tile.num_adjacent_mines:
self.reveal_all(tile.pos, cascade=True)
# Once all new tiles have been revealed, lock in any tiles which can no longer be changed
if not cascade:
self.recalc()
if self.is_win():
self.status = GameState.WON
self.end_time = time.time()
@property
def play_duration(self) -> float:
if not self.start_time:
return 0
if self.end_time:
return self.end_time - self.start_time
return time.time() - self.start_time
@property
def unmarked_mines(self) -> int:
return self.total_mines - sum(1 if t.marked else 0 for t in self.all_tiles)
def reveal_all(self, pos: Position, cascade=False):
self.reveal(pos)
for neighbor in self.in_range(pos):
if neighbor.marked:
continue
self.reveal(neighbor.pos, cascade=cascade)
def mark(self, pos: Position):
if self.status != GameState.IN_PROGRESS:
return
tile = self[pos]
if tile.revealed:
return
tile.marked = not tile.marked
def is_win(self) -> bool:
return all(t.mine or t.revealed for t in self.all_tiles)
def is_loss(self) -> bool:
return any(t.mine and t.revealed for t in self.all_tiles)
def in_range(self, pos: Position):
for offset in NEIGHBORS[self.adjacency_mode]:
new_pos = Position(*[sum(v) for v in zip(offset, pos)])
if self.in_bounds(new_pos):
yield self[new_pos]
def in_bounds(self, pos: Position):
return pos in self.field
def __getitem__(self, pos: Position) -> Tile:
return self.field[pos]
class MineField(Widget):
def __init__(self, board, style):
super().__init__("MineField")
self._board = board
self._style = style
def update(self, frame_no):
adjacent = list(self._board.in_range(self._board.cursor))
cursor = self._board[self._board.cursor]
for tile in self._board.all_tiles:
color = Screen.COLOUR_WHITE
bg = Screen.COLOUR_BLACK
if tile.marked:
color = Screen.COLOUR_RED
char = self._style["flag"]
elif not tile.revealed:
bg = Screen.COLOUR_WHITE
char = self._style["unrevealed"]
elif tile.mine:
char = self._style["mine"]
else:
char = self._style[tile.num_adjacent_mines]
if self._board.status in [GameState.WON, GameState.LOST]:
if self._board.status == GameState.WON:
bg = Screen.COLOUR_CYAN
if tile.mine:
color = Screen.COLOUR_GREEN
if not tile.marked:
char = self._style["mine"]
if tile.revealed:
color = Screen.COLOUR_RED
char = self._style["exploded"]
elif tile.marked:
color = Screen.COLOUR_RED
char = self._style["wrong_flag"]
if tile.determined and not tile.mine and not tile.revealed:
bg = Screen.COLOUR_YELLOW
else:
# Debug (cheater) coloring
# if not tile.revealed and tile.determined:
# if tile.mine:
# color = Screen.COLOUR_RED
# else:
# color = Screen.COLOUR_GREEN
if tile is cursor:
bg = Screen.COLOUR_YELLOW
if cursor.revealed:
if tile in adjacent and not tile.revealed:
bg = Screen.COLOUR_CYAN
self._frame.canvas.paint(
char,
self._x + (tile.pos.x * self._style["width"]),
self._y + tile.pos.y,
color,
bg=bg,
attr=Screen.A_BOLD,
)
def reset(self):
pass
def process_event(self, event):
if self._has_focus and isinstance(event, KeyboardEvent):
if event.key_code in (
Screen.KEY_RIGHT,
Screen.KEY_UP,
Screen.KEY_LEFT,
Screen.KEY_DOWN,
Screen.KEY_PAGE_DOWN,
Screen.KEY_PAGE_UP,
Screen.KEY_END,
Screen.KEY_HOME,
):
new_x, new_y = self._board.cursor
if event.key_code == Screen.KEY_DOWN:
new_y += 1
elif event.key_code == Screen.KEY_UP:
new_y -= 1
elif event.key_code == Screen.KEY_RIGHT:
new_x += 1
elif event.key_code == Screen.KEY_LEFT:
new_x -= 1
elif event.key_code == Screen.KEY_PAGE_UP:
new_y = 0
elif event.key_code == Screen.KEY_PAGE_DOWN:
new_y = self._board.height - 1
elif event.key_code == Screen.KEY_HOME:
new_x = 0
elif event.key_code == Screen.KEY_END:
new_x = self._board.width - 1
new_pos = Position(new_x, new_y)
if self._board.in_bounds(new_pos):
self._board.cursor = new_pos
elif event.key_code == ord(" "):
if self._board[self._board.cursor].revealed:
self._board.reveal_all(self._board.cursor)
else:
self._board.reveal(self._board.cursor)
elif event.key_code in (ord("M"), ord("m")):
if self._board[self._board.cursor].revealed:
for tile in self._board.in_range(self._board.cursor):
if not tile.marked:
self._board.mark(tile.pos)
else:
self._board.mark(self._board.cursor)
else:
return event
elif isinstance(event, MouseEvent):
if not self.is_mouse_over(event, include_label=False):
return event
if self._board.status in [GameState.WON, GameState.LOST]:
return
self.focus()
pos = Position(int(event.x / self._style["width"]) - self._x, event.y - self._y)
if not self._board.in_bounds(pos):
return
self._board.cursor = pos
if event.buttons & event.LEFT_CLICK:
self._board.reveal(pos)
elif event.buttons & event.RIGHT_CLICK:
if self._board[pos].revealed:
for tile in self._board.in_range(pos):
if not tile.marked:
self._board.mark(tile.pos)
else:
self._board.mark(pos)
elif event.buttons & event.DOUBLE_CLICK:
self._board.reveal_all(pos)
else:
return event
def required_height(self, offset, width):
return self._board.height
@property
def value(self):
return self._value
@value.setter
def value(self, val):
self._value = val
class GameBoard(Frame):
def __init__(self, screen, board: Board, style):
self._style = style
super().__init__(
screen,
board.height + 4,
(board.width * self._style['width']) + 2,
title="Minesweeper",
hover_focus=False,
)
self._board = board
layout1 = Layout([1, 1])
self.add_layout(layout1)
self._time_label = Label("0")
self._mine_label = Label(str(self._board.total_mines))
layout1.add_widget(self._time_label, 0)
layout1.add_widget(self._mine_label, 1)
self._mine_field = MineField(board, style)
self._layout2 = Layout([100])
self.add_layout(self._layout2)
self._layout2.add_widget(self._mine_field)
layout3 = Layout([1, 1, 1])
self.add_layout(layout3)
layout3.add_widget(Button("New", self.new_game), 0)
layout3.add_widget(Button("Quit", self.quit), 2)
self.fix()
def new_game(self):
self._board.new()
def quit(self):
raise StopApplication("User Quit")
def process_event(self, event):
if isinstance(event, KeyboardEvent):
if event.key_code in (ord("Q"), ord("q")):
self.quit()
elif event.key_code in (ord("N"), ord("n")):
self.new_game()
return
elif isinstance(event, MouseEvent):
new_event = self.rebase_event(event)
if self._mine_field.is_mouse_over(new_event):
self.switch_focus(self._layout2, 0, 0)
super().process_event(event)
def _update(self, frame_no):
self._time_label.text = str(round(self._board.play_duration))
self._mine_label.text = str(self._board.unmarked_mines)
super()._update(frame_no)
def run_scene(screen, board, style):
scenes = [Scene([GameBoard(screen, board, style)], -1, name="Main")]
screen.play(scenes, stop_on_resize=True)
class EnumChoice(click.Choice):
"""Allows enum to be used as a click choice."""
def __init__(self, enum, case_sensitive=False, use_value=True):
self.enum = enum
self.use_value = use_value
choices = [str(e.value) if use_value else e.name for e in self.enum]
super().__init__(choices, case_sensitive)
def convert(self, value, param, ctx):
if isinstance(value, self.enum) and value in self.enum:
return value
result = super().convert(value, param, ctx)
# Find the original case in the enum
if not self.case_sensitive and result not in self.choices:
result = next(c for c in self.choices if result.lower() == c.lower())
if self.use_value:
return next(e for e in self.enum if str(e.value) == result)
return self.enum[result]
@click.command()
@click.option("--size", default=(30, 20), nargs=2, type=int)
@click.option("--mines", default=0.2, type=float)
@click.option(
"--adjacency", default=AdjacencyType.STANDARD, type=EnumChoice(AdjacencyType)
)
@click.option("--niceness", default=NiceMode.CRUEL, type=EnumChoice(NiceMode))
@click.option("--style", default="double", type=click.Choice(STYLES.keys()))
def main(size, mines, adjacency, niceness, style):
if mines < 1:
mines = int(size[0] * size[1] * mines)
else:
mines = int(mines)
style = STYLES[style]
board = Board(size[0], size[1], mines, adjacency, niceness)
while True:
try:
Screen.wrapper(run_scene, arguments=[board, style], unicode_aware=True)
sys.exit(0)
except ResizeScreenError as e:
pass
if __name__ == "__main__":
main()