feat: mnswpr client

This commit is contained in:
ayo 2026-07-04 08:17:54 +02:00
parent 042d6b26e9
commit 062b912549
5 changed files with 340 additions and 401 deletions

View file

@ -0,0 +1,114 @@
// @ts-check
/**
* The renderer the ONLY place the client touches game DOM. It consumes core
* events + the projected view and reproduces the exact attributes/classes the
* game has always used (`data-status`, `data-value`, class names), so existing
* CSS and the jsdom tests are unaffected. It reads nothing from the core beyond
* the projected view, so board secrecy stays a drop-in later (invariant #3).
*/
function cellAt(grid, r, c) {
return grid.rows[r].cells[c]
}
/** Reveal a safe cell — matches the old revealSafeCell() DOM exactly. */
function renderRevealed(grid, r, c, adjacent) {
const cell = cellAt(grid, r, c)
cell.className = 'clicked'
cell.setAttribute('data-status', 'clicked')
const span = document.createElement('span')
if (adjacent === 0) {
span.innerHTML = ' '
cell.innerHTML = ''
cell.appendChild(span)
cell.setAttribute('data-status', 'empty')
} else {
span.innerHTML = String(adjacent)
cell.innerHTML = ''
cell.appendChild(span)
cell.setAttribute('data-value', String(adjacent))
}
}
/** Toggle a flag — matches the old rightClickCell() DOM. */
function renderFlag(grid, r, c, flagged) {
const cell = cellAt(grid, r, c)
if (flagged) {
cell.className = 'flag'
cell.setAttribute('data-status', 'flagged')
} else {
cell.className = ''
cell.setAttribute('data-status', 'default')
}
}
/** @returns {Set<string>} "r,c" keys of every mine in the terminal view */
function mineSet(view) {
const set = new Set()
for (const cell of view.cells) {
if (cell.mine) set.add(`${cell.r},${cell.c}`)
}
return set
}
/**
* Apply per-move events to the grid (reveal / flag / the clicked mine on
* explode). Terminal board reveal is handled separately by revealBoard().
* @param {HTMLTableElement} grid
* @param {object[]} events
*/
export function renderEvents(grid, events) {
for (const ev of events) {
if (ev.type === 'reveal') {
for (const c of ev.cells) renderRevealed(grid, c.r, c.c, c.adjacent)
} else if (ev.type === 'flag') {
renderFlag(grid, ev.r, ev.c, ev.flagged)
} else if (ev.type === 'explode') {
const cell = cellAt(grid, ev.r, ev.c)
cell.className = 'clicked'
cell.setAttribute('data-status', 'clicked')
}
}
}
/**
* Reveal the whole board at game end, reproducing the old handleWinRevelation /
* handleLostRevelation output. On a win, mines are marked correct; on a loss,
* unflagged mines detonate and wrong flags are marked.
* @param {HTMLTableElement} grid
* @param {{ phase: string, cells: object[] }} view
* @param {{ rows: number, cols: number }} setting
*/
export function revealBoard(grid, view, setting) {
const won = view.phase === 'won'
const mines = mineSet(view)
for (let r = 0; r < setting.rows; r++) {
for (let c = 0; c < setting.cols; c++) {
const cell = cellAt(grid, r, c)
const isMine = mines.has(`${r},${c}`)
const isFlagged = cell.getAttribute('data-status') === 'flagged'
if (won) {
if (isMine) {
cell.innerHTML = ':)'
cell.className = 'correct'
cell.setAttribute('data-status', 'clicked')
cell.setAttribute('title', 'Correct')
}
} else if (isFlagged) {
if (isMine) {
cell.innerHTML = ':)'
cell.className = 'correct'
cell.setAttribute('title', 'Correct')
} else {
cell.innerHTML = 'X'
cell.className = 'wrong'
cell.setAttribute('title', 'Wrong')
}
} else if (isMine) {
cell.className = 'mine'
cell.setAttribute('data-status', 'clicked')
}
}
}
}

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@ -0,0 +1,48 @@
// @ts-check
import { GameSession } from '../core/session/session.js'
/**
* In-process transport: runs a `GameSession` locally and emits its events.
*
* The Transport interface is intentionally async `send()` returns a Promise
* so a future `RemoteTransport` (server-authoritative) is a drop-in with no
* change to the client (server-readiness invariant #1). Rendering is driven by
* `onEvent`, which Local fires synchronously inside `send()` and Remote would
* fire when the server replies; the client never depends on `send()`'s timing.
*
* Only serializable messages cross this boundary (moves in; events + a projected
* view out) never the live session/state (invariant #2).
*/
export class LocalTransport {
/**
* @param {object} rules - a GameRules implementation (e.g. MinesweeperRules)
* @param {{ seed: number, config: object, clock?: () => number }} opts
*/
constructor(rules, opts) {
this.session = new GameSession(rules, opts)
this._subs = []
}
/** @param {(payload: { events: object[], view: object, time: number }) => void} cb */
onEvent(cb) {
this._subs.push(cb)
return () => { this._subs = this._subs.filter(s => s !== cb) }
}
/**
* Apply a move and emit the resulting events/view. Returns a Promise for
* interface parity with a remote transport.
* @param {object} move
* @returns {Promise<{ events: object[], view: object, time: number }>}
*/
send(move) {
const payload = this.session.applyMove(move)
for (const cb of this._subs) cb(payload)
return Promise.resolve(payload)
}
status() { return this.session.status() }
view() { return this.session.view() }
result() { return this.session.result() }
elapsed() { return this.session.elapsed() }
}

View file

@ -45,11 +45,14 @@ packages/mnswpr/ # @ayo-run/mnswpr — ONE published package
rules.js # GameRules impl: init/apply/status/project
board.js # deterministic board gen + first-click safety
reveal.js # flood-fill, chording
client/ # DOM client internals (consume ./core) — added in migration
renderer.js # events → DOM (the ONLY place document is touched)
input-adapter.js # gestures → Move intents
transport.js # LocalTransport (RemoteTransport added later)
timer-view.js
client/ # DOM client internals (consume ./core)
renderer.js # events → DOM (the ONLY place document is touched) — EXTRACTED
transport.js # LocalTransport (RemoteTransport added later) — EXTRACTED
# Decision: the input state machine (mouse/touch/chording/long-press) and the
# timer stay INLINE in mnswpr.js for now — not extracted to input-adapter.js /
# timer-view.js. The input code is intricate and under-tested (no chord/touch/
# middle-click coverage yet), so extraction is deferred until those
# characterization tests exist or a concrete need arises. See §9.
```
`package.json` `exports` (sub-path is the only surface change consumers see):

View file

@ -6,30 +6,39 @@
import './mnswpr.css'
import {
LoggerService,
StorageService,
TimerService
} from '@cozy-games/utils'
import { levels } from './levels.js'
import { MinesweeperRules } from './core/index.js'
import { LocalTransport } from './client/transport.js'
import { renderEvents, revealBoard } from './client/renderer.js'
const TEST_MODE = false // set to true if you want to test the game with visual hints
const MOBILE_BUSY_DELAY = 250
const PC_BUSY_DELAY = 500
/**
* Create Minesweeper game board
* Create Minesweeper game board.
*
* This is the DOM CLIENT: it builds the board, handles input, and renders. All
* game state and rules live in the headless core (`./core`); the client drives
* it through a Transport and paints the events it emits (see
* docs/headless-core-and-client-design.md).
*
* @param {String} appId
* @param {String} version
* @param {{
* levelChanged: (setting: any) => void,
* gameDone: (game: any) => void
* } | undefined } hooks
* @param {{ seed?: number }} [options] - `seed` pins the (deterministic) board,
* mainly for tests/replay; omit for a fresh random game each time.
*/
const Minesweeper = function(appId, version, hooks = undefined) {
const Minesweeper = function(appId, version, hooks = undefined, options = {}) {
const _this = this
const storageService = new StorageService()
const timerService = new TimerService()
const loggerService = new LoggerService()
if (!hooks) {
hooks = {
@ -38,6 +47,8 @@ const Minesweeper = function(appId, version, hooks = undefined) {
}
}
const configuredSeed = options.seed
let grid = document.createElement('table')
grid.setAttribute('id', 'grid')
let flagsDisplay = document.createElement('span')
@ -66,7 +77,6 @@ const Minesweeper = function(appId, version, hooks = undefined) {
highlightSurroundingCell, // middle-click down
rightClickCell // right-click down
]
let firstClick = true
let isBusy = false
let clickedCell
let cachedSetting = storageService.getFromLocal('setting')
@ -82,12 +92,10 @@ const Minesweeper = function(appId, version, hooks = undefined) {
}
storageService.saveToLocal('setting', setting)
let flagsCount = setting.mines
// Mine positions stored as a Set of numeric keys (row * cols + col) for O(1) lookup
let mines = new Set()
// Cells currently highlighted, so removeHighlights only resets these (<=9) instead of the whole grid
let highlightedCells = []
// Count of safe (non-mine) cells revealed, so the win check is O(1) instead of scanning the whole grid
let revealedSafeCount = 0
// The headless game for the current board; recreated on every generateGrid.
let transport
this.initialize = function() {
const headingElement = document.createElement('h1')
@ -129,8 +137,6 @@ const Minesweeper = function(appId, version, hooks = undefined) {
levelsDropdown.add(levelOption, null)
})
if (TEST_MODE) {
const testLevel = document.createElement('span')
testLevel.innerText = 'Test Mode'
@ -144,24 +150,20 @@ const Minesweeper = function(appId, version, hooks = undefined) {
function initializeToolbar() {
const toolbar = document.createElement('div')
const toolbarItems = []
const flagsWrapper = document.createElement('div')
flagsWrapper.append(flagsDisplay)
flagsWrapper.style.height = '20px'
toolbar.append(flagsWrapper)
toolbarItems.push(flagsWrapper)
const smileyWrapper = document.createElement('div')
smileyWrapper.append(smileyDisplay)
// toolbar.append(smileyWrapper);
// toolbarItems.push(smileyWrapper);
const timerWrapper = document.createElement('div')
timerWrapper.append(timerDisplay)
timerWrapper.style.height = '20px'
toolbar.append(timerWrapper)
toolbarItems.push(timerWrapper)
toolbar.style.cursor = 'pointer'
toolbar.style.padding = '10px 35px'
@ -182,7 +184,6 @@ const Minesweeper = function(appId, version, hooks = undefined) {
generateGrid({ initial: true })
}
/**
* Generate the Game Board
* @param {{
@ -190,13 +191,10 @@ const Minesweeper = function(appId, version, hooks = undefined) {
* }} options - Game Board Options
*/
function generateGrid(options = { initial: false }) {
firstClick = true
grid.innerHTML = ''
grid.oncontextmenu = () => false
flagsCount = setting.mines
mines.clear()
highlightedCells = []
revealedSafeCount = 0
for (let i = 0; i < setting.rows; i++) {
let row = grid.insertRow(i)
@ -224,6 +222,12 @@ const Minesweeper = function(appId, version, hooks = undefined) {
appElement.style.margin = '0 auto'
}
// A fresh headless game. Mines are placed by the core on the first reveal
// (first-click safe), so there is nothing to seed into the DOM here.
const gameSeed = configuredSeed !== undefined ? configuredSeed : Math.floor(Math.random() * 0x7fffffff)
transport = new LocalTransport(MinesweeperRules, { seed: gameSeed, config: setting, clock: () => Date.now() })
transport.onEvent(onCoreEvent)
/**
* TODO: add hook afterGridGenerated
* - for initializing the leaderboard
@ -233,8 +237,51 @@ const Minesweeper = function(appId, version, hooks = undefined) {
timerService.initialize(timerDisplay)
updateFlagsCountDisplay()
addMines(setting.mines)
}
/**
* Paint the events from a core move, and drive the win/loss transition. Fired
* synchronously by the LocalTransport; a RemoteTransport would fire it on the
* server's reply with no change here.
* @param {{ events: object[], view: object }} payload
*/
function onCoreEvent(payload) {
renderEvents(grid, payload.events)
for (const ev of payload.events) {
if (ev.type === 'explode' || ev.type === 'win') {
finishGame(payload.view)
break
}
}
}
/** Terminal transition: reveal the board, update displays, fire gameDone. */
function finishGame(view) {
const won = view.phase === 'won'
if (won) {
grid.setAttribute('game-status', 'win')
updateFlagsCountDisplay(0)
} else {
flagsDisplay.innerHTML = '&#128561;'
grid.setAttribute('game-status', 'over')
}
revealBoard(grid, view, setting)
grid.setAttribute('game-status', 'done')
const time = timerService.stop()
const game = {
time,
status: won ? 'win' : 'loss',
level: setting.id,
time_stamp: new Date(),
isMobile
}
/**
* TODO: add hook after gameSession send back `game`
* - for sending the game score to the db
*/
hooks.gameDone(game)
}
function setBusy() {
@ -403,11 +450,6 @@ const Minesweeper = function(appId, version, hooks = undefined) {
cell.onmousemove = function(e) {
if ((pressed || bothPressed) && typeof e === 'object') {
removeHighlights()
/*
if (!isEqual(clickedCell, cell)) {
clickedCell = undefined;
}
*/
if (pressed == 'middle' || (isLeft && isRight)) {
highlightSurroundingCell(this)
} else if (pressed == 'left') {
@ -456,187 +498,6 @@ const Minesweeper = function(appId, version, hooks = undefined) {
skip = true
}
function addMines(minesCount) {
//Add mines randomly
for (let i=0; i<minesCount; i++) {
let row = Math.floor(Math.random() * setting.rows)
let col = Math.floor(Math.random() * setting.cols)
let cell = grid.rows[row].cells[col]
if (isMine(cell)) {
transferMine()
} else {
mines.add(mineKey(row, col))
}
if (TEST_MODE){
cell.innerHTML = 'X'
}
}
if (TEST_MODE) {
printMines()
}
}
function revealMines() {
if (grid.getAttribute('game-status') == 'done') return
//Highlight all mines in red
const win = grid.getAttribute('game-status') == 'win'
for (let i=0; i<setting.rows; i++) {
for(let j=0; j<setting.cols; j++) {
let cell = grid.rows[i].cells[j]
if (win) {
handleWinRevelation(cell)
} else {
handleLostRevelation(cell)
}
}
}
grid.setAttribute('game-status', 'done')
const time = timerService.stop()
const game = {
time,
status: win ? 'win' : 'loss',
level: setting.id,
time_stamp: new Date(),
isMobile
}
/**
* TODO: add hook after gameSession send back `game`
* - for sending the game score to the db
*/
hooks.gameDone(game)
}
function handleWinRevelation(cell) {
updateFlagsCountDisplay(0)
if (isMine(cell)) {
cell.innerHTML = ':)'
cell.className = 'correct'
setStatus(cell, 'clicked')
let correct = document.createAttribute('title')
correct.value = 'Correct'
cell.setAttributeNode(correct)
setStatus(cell, 'clicked')
}
}
function handleLostRevelation(cell) {
if (isFlagged(cell)) {
cell.className = 'flag'
if (!isMine(cell)) {
cell.innerHTML = 'X'
cell.className = 'wrong'
let wrong = document.createAttribute('title')
wrong.value = 'Wrong'
cell.setAttributeNode(wrong)
} else {
cell.innerHTML = ':)'
cell.className = 'correct'
let correct = document.createAttribute('title')
correct.value = 'Correct'
cell.setAttributeNode(correct)
}
} else {
if (isMine(cell)) {
cell.className = 'mine'
setStatus(cell, 'clicked')
}
}
}
function isOpen(cell) {
return cell.innerHTML !== '' && !isFlagged(cell)
}
function isFlagged(cell) {
return getStatus(cell) == 'flagged'
}
function mineKey(row, col) {
return row * setting.cols + col
}
function isMine(cell) {
return mines.has(mineKey(getRow(cell), getCol(cell)))
}
function checkLevelCompletion() {
const safeCells = setting.rows * setting.cols - setting.mines
if (revealedSafeCount >= safeCells && grid.getAttribute('game-status') == 'active') {
grid.setAttribute('game-status', 'win')
revealMines()
}
}
function setStatus(cell, status) {
cell.setAttribute('data-status', status)
}
function getCol(cell) {
return cell.cellIndex
}
function getRow(cell) {
return cell.parentNode.rowIndex
}
function getStatus(cell) {
if (!cell) return undefined
return cell.getAttribute('data-status')
}
function middleClickCell(cell) {
if (grid.getAttribute('game-status') != 'active' || getStatus(cell) !== 'clicked') {
return
}
// check for number of surrounding flags
const valueString = cell.getAttribute('data-value')
let cellValue = parseInt(valueString, 10)
let flagCount = countFlagsAround(cell)
if (flagCount === cellValue) {
clickSurrounding(cell)
if (TEST_MODE) loggerService.debug('middle click', cell)
}
}
function countFlagsAround(cell) {
let flagCount = 0
let cellRow = cell.parentNode.rowIndex
let cellCol = cell.cellIndex
for (let i = Math.max(cellRow-1,0); i <= Math.min(cellRow+1, setting.rows - 1); i++) {
for(let j = Math.max(cellCol-1,0); j <= Math.min(cellCol+1, setting.cols - 1); j++) {
if (isFlagged(grid.rows[i].cells[j])) flagCount++
}
}
return flagCount
}
function clickSurrounding(cell) {
if (grid.getAttribute('game-status') != 'active') return
let cellRow = cell.parentNode.rowIndex
let cellCol = cell.cellIndex
for (let i = Math.max(cellRow-1,0); i <= Math.min(cellRow+1, setting.rows - 1); i++) {
for(let j = Math.max(cellCol-1,0); j <= Math.min(cellCol+1, setting.cols - 1); j++) {
let currentCell = grid.rows[i].cells[j]
if (getStatus(currentCell) == 'flagged') continue
openCell(currentCell)
}
}
}
function increaseFlagsCount() {
flagsCount++
updateFlagsCountDisplay()
}
function decreaseFlagsCount() {
flagsCount--
updateFlagsCountDisplay()
}
function activateGame() {
grid.setAttribute('game-status', 'active')
// start timer
@ -659,7 +520,7 @@ const Minesweeper = function(appId, version, hooks = undefined) {
function highlightCell(cell) {
if (isFlagged(cell)) return
if (!gameIsDone() && getStatus(cell) == 'default') {
setStatus(cell, 'highlighted') // currentCell.classList.add('highlight');
setStatus(cell, 'highlighted')
highlightedCells.push(cell)
}
}
@ -677,28 +538,61 @@ const Minesweeper = function(appId, version, hooks = undefined) {
}
}
function increaseFlagsCount() {
flagsCount++
updateFlagsCountDisplay()
}
function decreaseFlagsCount() {
flagsCount--
updateFlagsCountDisplay()
}
function isFlagged(cell) {
return getStatus(cell) == 'flagged'
}
function setStatus(cell, status) {
cell.setAttribute('data-status', status)
}
function getCol(cell) {
return cell.cellIndex
}
function getRow(cell) {
return cell.parentNode.rowIndex
}
function getStatus(cell) {
if (!cell) return undefined
return cell.getAttribute('data-status')
}
// ---- input → core move adapters ----
function rightClickCell(cell) {
if (isFlagged(cell)) setBusy()
if (grid.getAttribute('game-status') == 'inactive') {
activateGame()
}
if (grid.getAttribute('game-status') != 'active') return
if (getStatus(cell) != 'clicked' && getStatus(cell) != 'empty') {
if (getStatus(cell) == 'default' || getStatus(cell) == 'highlighted') {
const status = getStatus(cell)
if (status == 'clicked' || status == 'empty') return
const move = { type: 'flag', r: getRow(cell), c: getCol(cell) }
if (status == 'default' || status == 'highlighted') {
if (flagsCount <= 0) return
cell.className = 'flag'
transport.send(move) // renderer paints the flag
decreaseFlagsCount()
setStatus(cell, 'flagged')
} else {
cell.className = ''
transport.send(move) // toggles the flag off
increaseFlagsCount()
setStatus(cell, 'default')
}
if ('vibrate' in navigator) {
navigator.vibrate(100)
}
if (TEST_MODE) loggerService.debug('right click', cell)
}
}
function clickCell(cell) {
@ -707,164 +601,26 @@ const Minesweeper = function(appId, version, hooks = undefined) {
activateGame()
}
if (grid.getAttribute('game-status') != 'active') return
//Check if the end-user clicked on a mine
if (TEST_MODE) loggerService.debug('click', cell)
if (getStatus(cell) == 'flagged' || grid.getAttribute('game-status') == 'over') {
return
} else if (getStatus(cell) == 'clicked') {
middleClickCell(cell)
return
} else if (isMine(cell) && firstClick) {
// cell.setAttribute('data-mine', 'false');
mines.delete(mineKey(getRow(cell), getCol(cell)))
transferMine(cell)
if (TEST_MODE) printMines()
}
openCell(cell)
}
function printMines() {
let count = 0
for (let i = 0; i < setting.rows; i++) {
for (let j = 0; j < setting.cols; j++) {
if (isMine(grid.rows[i].cells[j])) {
loggerService.debug(count++ + ' - mine: [' + i + ',' + j + ']')
}
}
}
}
function transferMine(cell = undefined) {
let found = false
do {
let row = Math.floor(Math.random() * setting.rows)
let col = Math.floor(Math.random() * setting.cols)
const transferMineToCell = grid.rows[row].cells[col]
if (isMine(transferMineToCell) || transferMineToCell === cell || isNeighbor(cell, transferMineToCell)) {
continue
} else {
mines.add(mineKey(row, col))
if (TEST_MODE){
transferMineToCell.innerHTML = 'X'
if (TEST_MODE) loggerService.debug('transferred mine to: ' + row + ', ' + col)
}
// TODO: refactor maybe
// eslint-disable-next-line no-useless-assignment
found = true
return
}
} while(!found)
}
function isNeighbor(cell, nextCell) {
if (cell === undefined) {
return
}
const rowDifference = Math.abs(getRow(cell) - getRow(nextCell))
const colDifference = Math.abs(getCol(cell) - getCol(nextCell))
return (rowDifference === 1) && (colDifference === 1)
}
function countMinesAround(cell) {
let mineCount=0
let cellRow = cell.parentNode.rowIndex
let cellCol = cell.cellIndex
for (let i = Math.max(cellRow-1,0); i <= Math.min(cellRow+1,setting.rows-1); i++) {
const rows = grid.rows[i]
if (!rows) continue
for(let j = Math.max(cellCol-1,0); j <= Math.min(cellCol+1,setting.cols-1); j++) {
const cell = rows.cells[j]
const mine = isMine(cell)
if (cell && mine) {
mineCount++
}
}
}
return mineCount
}
function updateCellValue(cell, value) {
const spanElement = document.createElement('span')
spanElement.innerHTML = value
cell.innerHTML = ''
cell.appendChild(spanElement)
}
/**
* Reveal a single known-non-mine cell. Returns true when the cell is blank
* (no adjacent mines), which is the signal to keep flooding from it.
* @param {HTMLTableCellElement} cell
*/
function revealSafeCell(cell) {
// A cell can be re-opened via chording, so only count the first reveal
const wasOpen = getStatus(cell) == 'clicked' || getStatus(cell) == 'empty'
cell.className = 'clicked'
setStatus(cell, 'clicked')
if (!wasOpen) revealedSafeCount++
const mineCount = countMinesAround(cell)
if (mineCount == 0) {
updateCellValue(cell, ' ')
setStatus(cell, 'empty')
return true
}
updateCellValue(cell, mineCount.toString())
const dataValue = document.createAttribute('data-value')
dataValue.value = mineCount.toString()
cell.setAttributeNode(dataValue)
return false
}
/**
* Iteratively reveal the connected region of blank cells, starting from a
* cell that has already been revealed as blank. Uses an explicit queue with
* isOpen() as the visited guard instead of recursing back through clickCell,
* so there are no redundant per-cell checks and no deep call stack.
* @param {HTMLTableCellElement} startCell
*/
function handleEmpty(startCell) {
const queue = [startCell]
while (queue.length) {
const cell = queue.shift()
const cellRow = cell.parentNode.rowIndex
const cellCol = cell.cellIndex
for (let i = Math.max(cellRow-1,0); i <= Math.min(cellRow+1, setting.rows - 1); i++) {
const rows = grid.rows[i]
if (!rows) continue
for (let j = Math.max(cellCol-1,0); j <= Math.min(cellCol+1, setting.cols - 1); j++) {
const neighbor = rows.cells[j]
if (!neighbor || neighbor === cell) continue
if (isFlagged(neighbor)) {
setBusy()
continue
}
if (isOpen(neighbor)) continue
// blank cells have no adjacent mines, so every neighbor here is safe
if (revealSafeCell(neighbor)) queue.push(neighbor)
}
}
}
}
function openCell(cell) {
if (grid.getAttribute('game-status') != 'active') return
firstClick = false
if (isMine(cell)) {
cell.className = 'clicked'
setStatus(cell, 'clicked')
revealMines()
flagsDisplay.innerHTML = '&#128561;'
grid.setAttribute('game-status', 'over')
if (isFlagged(cell) || grid.getAttribute('game-status') == 'over') {
return
}
if (revealSafeCell(cell)) handleEmpty(cell)
checkLevelCompletion()
const r = getRow(cell)
const c = getCol(cell)
// An already-open number chords; anything else is a reveal. The core places
// mines on the first reveal (first-click safe), so no transfer is needed.
if (getStatus(cell) == 'clicked') {
transport.send({ type: 'chord', r, c })
return
}
transport.send({ type: 'reveal', r, c })
}
function middleClickCell(cell) {
if (grid.getAttribute('game-status') != 'active' || getStatus(cell) !== 'clicked') {
return
}
transport.send({ type: 'chord', r: getRow(cell), c: getCol(cell) })
}
}

View file

@ -1,5 +1,20 @@
import { describe, it, expect, beforeEach, afterEach, vi } from 'vitest'
import Minesweeper from '../mnswpr.js'
import { MinesweeperRules } from '../core/index.js'
// Ask the (deterministic) core for a seed whose first-click-safe board places
// the single mine at `targetCol`. Lets the DOM tests below pin a layout honestly
// via the client's `seed` option, instead of hoping a Math.random value lands it.
function findSeedForMine(setting, firstClick, targetCol) {
for (let seed = 1; seed < 100000; seed++) {
const state = MinesweeperRules.init(seed, setting)
MinesweeperRules.apply(state, { type: 'reveal', r: firstClick.r, c: firstClick.c })
let mineCol = -1
state.grid.forEach((cell, r, c) => { if (cell.mine) mineCol = c })
if (mineCol === targetCol) return seed
}
throw new Error('no seed found for target mine column')
}
// Build a fresh board mounted on #app and return its grid <table>.
function mountGame() {
@ -38,11 +53,12 @@ describe('Minesweeper board', () => {
vi.restoreAllMocks()
})
// Mount a game on a custom board injected via the cached 'setting' localStorage key.
function mountCustomGame(setting, hooks) {
// Mount a game on a custom board injected via the cached 'setting' localStorage
// key. `options.seed` pins the (deterministic) mine layout.
function mountCustomGame(setting, hooks, options) {
localStorage.setItem('setting', JSON.stringify(setting))
document.body.innerHTML = '<div id="app"></div>'
const game = new Minesweeper('app', 'dev', hooks)
const game = new Minesweeper('app', 'dev', hooks, options)
game.initialize()
return document.getElementById('grid')
}
@ -143,25 +159,27 @@ describe('Minesweeper board', () => {
})
it('does not declare a win until the last safe cell is revealed', () => {
// 1x3 board with the single mine pinned to the middle column.
vi.spyOn(Math, 'random').mockReturnValue(0.5)
const grid = mountCustomGame({ rows: 1, cols: 3, mines: 1, id: 'test', name: 'test' })
// 1x3 board; pin the single mine to the middle column so neither end cascades.
const setting = { rows: 1, cols: 3, mines: 1, id: 'test', name: 'test' }
const seed = findSeedForMine(setting, { r: 0, c: 0 }, 1)
const grid = mountCustomGame(setting, undefined, { seed })
// First safe cell: adjacent to the mine, shows "1", no cascade -> not yet won.
// First safe cell (col 0): adjacent to the mine, shows "1", no cascade -> not yet won.
leftClick(grid.rows[0].cells[0])
expect(grid.getAttribute('game-status')).toBe('active')
// Revealing the remaining safe cell completes the board.
// Revealing the remaining safe cell (col 2) completes the board.
leftClick(grid.rows[0].cells[2])
expect(grid.getAttribute('game-status')).toBe('done')
})
it('flood fill stops at a flagged cell and never reveals it', () => {
// 1x4 board with the mine pinned to the last column.
vi.spyOn(Math, 'random').mockReturnValue(0.99)
const grid = mountCustomGame({ rows: 1, cols: 4, mines: 1, id: 'test', name: 'test' })
// 1x4 board; pin the mine to the last column so cols 0-2 are a safe run.
const setting = { rows: 1, cols: 4, mines: 1, id: 'test', name: 'test' }
const seed = findSeedForMine(setting, { r: 0, c: 0 }, 3)
const grid = mountCustomGame(setting, undefined, { seed })
// Flag a safe cell sitting between the blank region and the mine.
// Flag a safe cell (col 2) sitting between the blank region and the mine.
// (full press + release so the internal right-button flag resets)
const flag = grid.rows[0].cells[2]
flag.dispatchEvent(new MouseEvent('mousedown', { button: 2, bubbles: true }))