view react_games/public/games/main-QNFKFAB2.js @ 71:75de5903355c

Giagantic changes that update Dowa library to be more align with stb style array and hashmap. Updated Seobeo to be caching on server side instead of file level caching. Deleted bunch of things I don't really use.
author June Park <parkjune1995@gmail.com>
date Sun, 28 Dec 2025 20:34:22 -0800
parents fb9bcd3145cb
children
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import {
  __toESM,
  require_jsx_runtime,
  require_react
} from "./chunk-AX5M7HF6.js";

// src/Minesweeper/main.tsx
var import_react = __toESM(require_react());
var import_jsx_runtime = __toESM(require_jsx_runtime());
var MAX_SIZE_LEN = 10;
var N_BOMBS = 10;
var DIRECTION = [
  [0, 1],
  [1, 1],
  [1, 0],
  [1, -1],
  [0, -1],
  [-1, -1],
  [-1, 0],
  [-1, 1]
];
var constructGameState = () => {
  let board = Array.from(
    { length: MAX_SIZE_LEN },
    () => Array.from(
      { length: MAX_SIZE_LEN },
      () => ({
        value: 0 /* EMPTY */,
        numberOfAdjacentBomb: 0,
        isShown: false,
        isFlag: false
      })
    )
  );
  let placedBomb = 0;
  const bombPlacments = [];
  while (placedBomb < N_BOMBS) {
    const bombRowIdx = Math.floor(Math.random() * MAX_SIZE_LEN);
    const bombColIdx = Math.floor(Math.random() * MAX_SIZE_LEN);
    if (board[bombRowIdx][bombColIdx].value === 0 /* EMPTY */) {
      board[bombRowIdx][bombColIdx] = {
        ...board[bombRowIdx][bombColIdx],
        value: 1 /* BOMB */
      };
      placedBomb++;
      bombPlacments.push([bombRowIdx, bombColIdx]);
    }
  }
  for (const [bombR, bombC] of bombPlacments) {
    for (const [dr, dc] of DIRECTION) {
      if (board[bombR + dr]?.[bombC + dc]?.value === 0 /* EMPTY */) {
        board[bombR + dr][bombC + dc] = {
          ...board[bombR + dr][bombC + dc],
          numberOfAdjacentBomb: board[bombR + dr][bombC + dc].numberOfAdjacentBomb + 1
        };
      }
    }
  }
  return {
    board,
    status: "Reveal all the map while not clicking on mine" /* PLAYABLE */
  };
};
var gameStateReducer = (state, action) => {
  switch (action.type) {
    case 0 /* CHECK */:
      const { position } = action;
      const board = state.board.map((row) => row.map((col) => ({ ...col })));
      const start = board[position.row][position.col];
      if (start.value === 1 /* BOMB */) {
        for (const row of board) for (const cell of row) cell.isShown = true;
        return { board, status: "YOU LOST" /* LOST */ };
      }
      if (!start.isShown) start.isShown = true;
      if (start.numberOfAdjacentBomb === 0) {
        const q = [position];
        while (q.length) {
          const { row, col } = q.shift();
          for (const [dr, dc] of DIRECTION) {
            const r = row + dr, c = col + dc;
            const n = board[r]?.[c];
            if (!n || n.isShown || n.value === 1 /* BOMB */) continue;
            n.isShown = true;
            if (n.numberOfAdjacentBomb === 0) q.push({ row: r, col: c });
          }
        }
      }
      const hidden = board.flat().filter((c) => !c.isShown).length;
      const status = hidden === N_BOMBS ? "YOU WON" /* WON */ : "Reveal all the map while not clicking on mine" /* PLAYABLE */;
      return { board, status };
    case 2 /* FLAG */:
      const newBoard = state.board.map(
        (row, rowIdx) => rowIdx === action.position.row ? row.map(
          (col, colIdx) => colIdx === action.position.col ? { ...col, isFlag: true } : col
        ) : row
      );
      console.log(newBoard);
      return {
        ...state,
        board: newBoard
      };
    case 1 /* RESET */:
      return constructGameState();
  }
};
var styles = {
  board: {
    display: "grid",
    gridTemplateColumns: `repeat(${MAX_SIZE_LEN}, 1fr)`,
    width: 400
  },
  cell: {
    display: "flex",
    justifyContent: "center",
    alignItems: "center",
    width: "100%",
    aspectRatio: "1 / 1",
    border: "1px solid black",
    backgroundColor: "#e6e6e6"
  }
};
var CellComponent = (0, import_react.memo)(({
  cellValue,
  row,
  col,
  placeDispatch,
  flagDispatch
}) => {
  console.log("re-render");
  const handleOnClikck = (0, import_react.useCallback)(() => {
    placeDispatch(row, col);
  }, [row, col, placeDispatch]);
  const handleOnRightClikck = (0, import_react.useCallback)((event) => {
    event.preventDefault();
    flagDispatch(row, col);
  }, [row, col, placeDispatch]);
  return /* @__PURE__ */ (0, import_jsx_runtime.jsx)(
    "div",
    {
      style: {
        ...styles.cell,
        cursor: "pointer",
        backgroundColor: cellValue.isShown ? "#fafafa" : "#e6e6e6"
      },
      onClick: handleOnClikck,
      onContextMenu: handleOnRightClikck,
      children: cellValue.isShown ? cellValue.value === 1 /* BOMB */ ? "\u{1F4A3}" : cellValue.numberOfAdjacentBomb || "" : cellValue.isFlag ? "\u{1F6A9}" : ""
    }
  );
}, (prev, next) => prev.cellValue.isShown === next.cellValue.isShown && prev.cellValue.isFlag === next.cellValue.isFlag);
var Minesweeper = () => {
  const [state, dispatch] = (0, import_react.useReducer)(gameStateReducer, null, constructGameState);
  const placeDispatch = (0, import_react.useCallback)(
    (row, col) => {
      dispatch({ type: 0 /* CHECK */, position: { row, col } });
    },
    [dispatch]
  );
  const flagDispatch = (0, import_react.useCallback)(
    (row, col) => {
      dispatch({ type: 2 /* FLAG */, position: { row, col } });
    },
    [dispatch]
  );
  return /* @__PURE__ */ (0, import_jsx_runtime.jsxs)(import_jsx_runtime.Fragment, { children: [
    /* @__PURE__ */ (0, import_jsx_runtime.jsxs)("h1", { children: [
      " ",
      state.status,
      " "
    ] }),
    /* @__PURE__ */ (0, import_jsx_runtime.jsx)("div", { style: styles.board, children: state.board.map(
      (row, rowIdx) => row.map(
        (cell, colIdx) => /* @__PURE__ */ (0, import_jsx_runtime.jsx)(
          CellComponent,
          {
            cellValue: cell,
            row: rowIdx,
            col: colIdx,
            placeDispatch,
            flagDispatch
          },
          `${rowIdx}-${colIdx}`
        )
      )
    ) }),
    /* @__PURE__ */ (0, import_jsx_runtime.jsx)("button", { onClick: () => {
      dispatch({ type: 1 /* RESET */ });
    }, children: " reset " })
  ] });
};
export {
  Minesweeper
};
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