Hello all, Rosetta Code does not have a minesweeper implementation in Racket. I have created the one shown below. Before I post it to Rosetta, I was looking for possible feedback to shorten, make clearer, make "safer" in some way, make more use of library functions, etc. I would hate to give Racket a bad name in the official show-what-your-language-can-do repository.
I believe it's not an unreasonable implementation, and I understand this request may not sound exhilarating, so I do not expect any replies! After however long I feel I will simply post this solution! With comments and a bit of utility function groundwork it's 131 lines, 82 with that removed. To test, run "(run)" and enter "! <row> <col>" to clear @ (row,col) or "? <row> <col>" to assume a mine @ (row,col). #lang racket ;turns list into list of lists each of size n (define (group-n n l) (let group-n ([l l] [acc '()]) (if (null? l) (reverse acc) (let-values ([(takes drops) (split-at l n)]) (group-n drops (cons takes acc)))))) ;small 2d vector library ;uses built-in vector with minor size stored at index 0 (define (build-vector2 maj min [f (const 0)]) (let ([v (build-vector (add1 (* maj min)) (λ (n) (let-values ([(i j) (quotient/remainder (sub1 n) min)]) (f i j))))]) (vector-set! v 0 min) v)) (define (vector2-maj v) (quotient (sub1 (vector-length v)) (vector2-min v))) (define (vector2-min v) (vector-ref v 0)) (define (vector2-in-range? v i j) (and (<= 0 i (sub1 (vector2-maj v))) (<= 0 j (sub1 (vector2-min v))))) (define (vector2-index v i j) (+ 1 j (* i (vector2-min v)))) (define (vector2-ref v i j) (vector-ref v (vector2-index v i j))) (define (vector2-set! v i j x) (vector-set! v (vector2-index v i j) x)) (define (vector2->immutable-vector2 v) (vector->immutable-vector v)) (define (vector2->lists v) (group-n (vector2-min v) (cdr (vector->list v)))) ;board uses vector2's directly, but maintaining an abstraction is nice (define (board-ref b row col) (vector2-ref b row col)) (define (board-rows b) (vector2-maj b)) (define (board-cols b) (vector2-min b)) (define (on-board? b row col) (vector2-in-range? b row col)) (define (board->lists b) (vector2->lists b)) ;run on adjacent board positions (define-syntax-rule (for-adj b (r row) (c col) body ...) (for ([i '(0 0 1 1 1 -1 -1 -1)] [j '(1 -1 0 -1 1 0 -1 1)]) (let ([r (+ row i)] [c (+ col j)]) (when (on-board? b r c) body ...)))) ;mark is either hidden, assume-mine, or clear ;n is int equal to # adj mines or -1 for mine (struct pos ([mark #:mutable] n)) (define (mine? p) (= (pos-n p) -1)) ;hidden0? is needed because only spaces with no mines in them and no mines adjacent to them are cleared (define (hidden0? p) (and (symbol=? (pos-mark p) 'hidden) (zero? (pos-n p)))) (define (show-pos p) (match-let ([(pos m n) p]) (case m [(hidden) "."] [(assume-mine) "?"] [(clear) (if (zero? n) " " (number->string n))] [else (error "illegal mark" m)]))) ;put "|" around positions (define (show-board b) (for ([row (board->lists b)]) (displayln (format "|~a|" (string-join (map show-pos row) "|"))))) ;winning = every position is either cleared or a hidden mine (define (win? b) (for*/and ([r (range 0 (board-rows b))] [c (range 0 (board-cols b))]) (let ([p (board-ref b r c)]) (or (symbol=? (pos-mark p) 'clear) (mine? p))))) ;the board is immutable even though its individual positions can mutate their mark field (define (init-board rows cols) (let ([chance (+ (/ (random) 10) 0.1)] ;empty board [b (build-vector2 rows cols (λ (r c) (pos 'hidden 0)))]) ;loop whole board (for* ([row (range 0 rows)] [col (range 0 cols)]) (when (< (random) chance) ;put a mine (vector2-set! b row col (pos 'hidden -1)) ;increment adjacent mine counts unless that adjacent position is a mine (for-adj b (r row) (c col) (let ([p (board-ref b r c)]) (unless (mine? p) (vector2-set! b r c (pos 'hidden (add1 (pos-n p))))))))) (vector2->immutable-vector2 b))) ;only clear position if its hidden and isn't adjacent to a mine (define (try-clear! p) (when (hidden0? p) (set-pos-mark! p 'clear))) ;the following player move functions return boolean where #f = lose, #t = still going ;assuming can never directly lose ((void) == #t) (define (assume! b row col) (set-pos-mark! (board-ref b row col) 'assume-mine)) ;clearing loses when the chosen position is a mine ;void = #t as far as if works, so no need to return #t (define (clear! b row col) (let ([p (board-ref b row col)]) (and (not (mine? p)) ;not a mine, so recursively check adjacents, and maintain list of visited positions ;to avoid infinite loops (let ([seen '()]) ;clear the chosen position first (set-pos-mark! p 'clear) (let clear-adj ([row row] [col col]) (for-adj b (r row) (c col) ;make sure its not seen (when (and (not (member (list r c) seen)) (try-clear! (board-ref b r c))) ;it was cleared, so loop after saving this position as being seen (set! seen (cons (list r c) seen)) (clear-adj r c)))))))) (define (parse-and-do-move! b s) (match-let* ([(list type row col) (string-split s)] [row (string->number row)] [col (string->number col)]) (case type [("?") (assume! b row col)] [("!") (clear! b row col)] [else (error "invalid move command" type)]))) (define (run) (let ([b (init-board 4 6)]) (let run () (show-board b) (display "enter move: ") (if (parse-and-do-move! b (read-line)) (if (win? b) (displayln "CLEAR!") (run)) (displayln "BOOM!")))))
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