view react_games/public/games/main-QNFKFAB2.js @ 279:b3b547563ec7

Add Google connector service and agent wiki Implement the C/Seobeo Google Drive and Gmail connector with encrypted OAuth storage, Zenbu authentication, browser testing, AI tool discovery, chunked HTTP decoding, and Bazel coverage. Consolidate repository guidance into progressive wiki documentation and enforce arena-first allocation for new first-party C code. Co-authored-by: Copilot <[email protected]> Copilot-Session: 84c338fd-0939-4bb3-b7f3-1062eb213e5d
author MrJuneJune <me@mrjunejune.com>
date Mon, 17 Aug 2026 22:22:36 -0700
parents fb9bcd3145cb
children
line wrap: on
line source

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
};
//# sourceMappingURL=main-QNFKFAB2.js.map