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--[[
Minesweeper by engineer @ gamesensepub
Minor fixes for gamesensevip compatibility
]]
--=================================--
-- CONSTANTS --
--=================================--
local gs_justify_left = "A"
local screen_width, screen_height = client.screen_size()
local mid_x, mid_y = screen_width / 2, screen_height / 2
--================================--
-- MENU --
--================================--
-- No changes /Strawberry
local menu = {
enabled = ui.new_checkbox("LUA", gs_justify_left, "Minesweeper"),
difficulty = ui.new_combobox("LUA", gs_justify_left, "Difficulty", "Easy", "Medium", "Hard", "Custom"),
rows = ui.new_slider("LUA", gs_justify_left, "Rows", 1, 100, 16),
columns = ui.new_slider("LUA", gs_justify_left, "Columns", 1, 100, 30),
mines = ui.new_slider("LUA", gs_justify_left, "Mines", 1, 1000, 99),
edit = {
enabled = ui.new_checkbox("LUA", gs_justify_left, "Settings"),
reveal = ui.new_hotkey("LUA", gs_justify_left, "Reveal tile", false, 0x01),
flag = ui.new_hotkey("LUA", gs_justify_left, "Flag tile", false, 0x02),
tile_w = ui.new_slider("LUA", gs_justify_left, "Tile width", 5, 100, 24, true, "px"),
x = ui.new_slider("LUA", gs_justify_left, "X", 0, screen_width, 300, true, "px"),
y = ui.new_slider("LUA", gs_justify_left, "Y", 0, screen_height, 200, true, "px")
},
reset
}
ui.set(menu.enabled, true)
ui.set(menu.difficulty, "Medium")
local function handle_menu()
-- Main menu
local enabled = ui.get(menu.enabled)
ui.set_visible(menu.difficulty, enabled)
ui.set_visible(menu.edit.enabled, enabled)
if menu.reset ~= nil then
ui.set_visible(menu.reset, enabled)
end
-- Difficulty
local is_custom = ui.get(menu.difficulty) == "Custom"
ui.set_visible(menu.rows, is_custom and enabled)
ui.set_visible(menu.columns, is_custom and enabled)
ui.set_visible(menu.mines, is_custom and enabled)
-- Settings
local is_edit_enabled = ui.get(menu.edit.enabled)
ui.set_visible(menu.edit.reveal, is_edit_enabled and enabled)
ui.set_visible(menu.edit.flag, is_edit_enabled and enabled)
ui.set_visible(menu.edit.tile_w, is_edit_enabled and enabled)
ui.set_visible(menu.edit.x, is_edit_enabled and enabled)
ui.set_visible(menu.edit.y, is_edit_enabled and enabled)
end
ui.set_callback(menu.enabled, handle_menu)
ui.set_callback(menu.edit.enabled, handle_menu)
handle_menu()
--================================--
-- MINESWEEPER --
--================================--
-- Generate map
local map = {}
local rows, columns, mines, flags, correct_flags, map_revealed, init_time, cur_time, difficulty
local reveals = 0
local game_state = 0 -- -1 lost, 0 in progress, 1 won
local map_x = ui.get(menu.edit.x)
local map_y = ui.get(menu.edit.y)
local tile_w = ui.get(menu.edit.tile_w)
local function generate_map()
handle_menu() -- bro..... i putting this shits here because I cant doing ui.set_callback(menu.difficulty, handle_menu) and ui.set_callback(menu.difficulty, generate_map). IMPOSSIBLE!!!! / engineer@gs.pub
-- Reset stats
reveals = 0
game_state = 0
-- Generate tiles
difficulty = ui.get(menu.difficulty)
if difficulty == "Easy" then
rows = 7
columns = 10
mines = 10
elseif difficulty == "Medium" then
rows = 12
columns = 22
mines = 40
elseif difficulty == "Hard" then
rows = 16
columns = 30
mines = 100
else
rows = ui.get(menu.rows)
columns = ui.get(menu.columns)
mines = ui.get(menu.mines)
end
for row = 1, rows do
map[row] = {}
for col = 1, columns do
map[row][col] = {
is_mine = false,
selected = false,
revealed = false,
flagged = false,
num = nil
}
end
end
-- Insert mines
local planted_mines = 0
if mines > rows * columns then
mines = rows * columns - 1
end
while planted_mines < mines do
local row = client.random_int(1, rows)
local col = client.random_int(1, columns)
if not map[row][col].is_mine then
map[row][col].is_mine = true
planted_mines = planted_mines + 1
end
end
-- Get the # of mines around each non-mine tile
for row = 1, rows do
for col = 1, columns do
if not map[row][col].is_mine then
map[row][col].num = 0
for i = -1, 1 do
for j = -1, 1 do
if {i, j} ~= {0, 0} and row + i > 0 and row + i <= rows and col + j > 0 and col + j <= columns then
if map[row + i][col + j].is_mine then
map[row][col].num = map[row][col].num + 1
end
end
end
end
end
end
end
-- Get initial time
init_time = client.unix_time()
cur_time = client.unix_time()
end
generate_map()
ui.set_callback(menu.difficulty, generate_map)
-- Get selected tile
local selected_row, selected_col
local function get_selected_tile()
local mx, my = ui.mouse_position()
selected_col = math.floor((mx - map_x) / (tile_w + 1))
selected_row = math.floor((my - map_y) / (tile_w + 1))
for row = 1, rows do
for col = 1, columns do
map[row][col].selected = false
end
end
if selected_row >= 1 and selected_row <= rows and selected_col >= 1 and selected_col <= columns then
map[selected_row][selected_col].selected = true
return map[selected_row][selected_col], selected_row, selected_col
end
end
local function reveal_ms_tile(selected_row, selected_col)
selected_tile = map[selected_row][selected_col]
if not selected_tile.flagged then
selected_tile.revealed = true
local nearby_flagged = 0
for i = -1, 1 do
for j = -1, 1 do
if {i, j} ~= {0, 0} and map[selected_row + i] ~= nil then
if map[selected_row + i][selected_col + j] ~= nil then
if map[selected_row + i][selected_col + j].flagged then
nearby_flagged = nearby_flagged + 1
end
end
end
end
end
if selected_tile.num == 0 or selected_tile.num == nearby_flagged then
for i = -1, 1 do
for j = -1, 1 do
if {i, j} ~= {0, 0} and map[selected_row + i] ~= nil then
if map[selected_row + i][selected_col + j] ~= nil and not map[selected_row + i][selected_col + j].flagged then
map[selected_row + i][selected_col + j].revealed = true
end
end
end
end
end
end
end
menu.reset = ui.new_button("LUA", gs_justify_left, "Reset", generate_map)
-- Main minesweeper function
local flag_key_state = ui.get(menu.edit.flag)
local old_flag_key_state = flag_key_state
local flag_state
local function minesweeper()
if ui.get(menu.enabled) and ui.is_menu_open() then
map_x = ui.get(menu.edit.x)
map_y = ui.get(menu.edit.y)
tile_w = ui.get(menu.edit.tile_w)
-- User interactions
local selected_tile, selected_row, selected_col = get_selected_tile()
if selected_tile ~= nil and game_state == 0 then
-- Reveal tile
if ui.get(menu.edit.reveal) then
reveal_ms_tile(selected_row, selected_col)
for row = 1, rows do
for col = 1, columns do
if map[row][col].revealed and map[row][col].num == 0 then
reveal_ms_tile(row, col)
end
end
end
end
-- Flag tile
flag_key_state = ui.get(menu.edit.flag)
if flag_key_state ~= old_flag_key_state then
flag_state = not selected_tile.flagged
old_flag_key_state = flag_key_state
end
if ui.get(menu.edit.flag) and not selected_tile.revealed and flags < mines then
selected_tile.flagged = flag_state
end
-- Ensure first reveal isn't a mine
if reveals == 0 then
for row = 1, rows do
for col = 1, columns do
if map[row][col].revealed then
reveals = reveals + 1
end
end
end
end
if reveals == 1 and selected_tile.num ~= 0 then
generate_map()
end
end
-- Win/lose conditions
flags = 0
correct_flags = 0
map_revealed = true
for row = 1, rows do
for col = 1, columns do
if map[row][col].flagged then
flags = flags + 1
if map[row][col].is_mine then
correct_flags = correct_flags + 1
end
end
if map[row][col].revealed and map[row][col].is_mine then
for i = 1, rows do
for j = 1, columns do
map[i][j].revealed = true
end
end
game_state = -1
end
if not map[row][col].revealed and not map[row][col].is_mine then
map_revealed = false
end
end
end
if map_revealed and correct_flags == mines then
game_state = 1
end
--[[
renderer.text(100, 100, 255, 255, 255, 255, nil, 0, "REVEALED: " .. tostring(map_revealed))
renderer.text(100, 120, 255, 255, 255, 255, nil, 0, "FLAGS : " .. flags)
renderer.text(100, 140, 255, 255, 255, 255, nil, 0, "CORRECT FLAGS: " .. correct_flags)
renderer.text(100, 160, 255, 255, 255, 255, nil, 0, "STATE: " .. game_state)
]]
-- Render background
renderer.rectangle(map_x, map_y + 1, (columns + 2) * (tile_w + 1), (rows + 2) * (tile_w + 1), 0, 0, 0, 125)
-- Render tiles
for row = 1, rows do
for col = 1, columns do
local x = col * (tile_w + 1)
local y = row * (tile_w + 1)
local r, g, b, a = 255, 255, 255, 255
local text = ""
local flag = "bc"
if map[row][col].revealed then
a = 175
if map[row][col].num ~= 0 then
if map[row][col].is_mine then
text = "BOOM!"
flag = "-c"
r, g, b = 255, 0, 0
else
text = map[row][col].num
end
end
end
if map[row][col].selected then
a = 100
end
if map[row][col].flagged then
r, g, b, a = 255, 255, 0, 150
end
renderer.rectangle(x + map_x, y + map_y, tile_w, tile_w, r, g, b, a)
renderer.text(x + map_x + tile_w / 2 - 1, y + map_y + tile_w / 2 + 1, 0, 0, 0, 150, flag, 0, text)
renderer.text(x + map_x + tile_w / 2 - 2, y + map_y + tile_w / 2, 255, 255, 255, 255, flag, 0, text)
end
end
-- Header
renderer.text(map_x + ((columns) * (tile_w + 1)) / 2 + tile_w + 1, map_y + tile_w / 2, 255, 255, 255, 255, "bc", (columns - 1) * (tile_w + 1), "Minesweeper by engineer")
-- Amount of flags left
renderer.text(map_x + tile_w, map_y + tile_w / 2 - 5, 255, 255, 255, 255, "b", 0, mines - flags)
-- Timer
if game_state == 0 and reveals ~= 0 then
cur_time = client.unix_time()
end
-- [gamesense.vip] 5/21/2022 Strawberry: removed unnecessary self assigment
local timer = cur_time - init_time
local extrazero
if timer % 60 < 10 then
extrazero = "0"
else
extrazero = ""
end
local formatted_timer = string.format(
"%i:%s%i",
math.floor(timer / 60),
extrazero,
timer % 60
)
renderer.text(map_x + (tile_w + 1) * (columns + 1), map_y + tile_w / 2 - 5, 255, 255, 255, 255, "br", 0, formatted_timer)
-- Win/lose text
local game_text, game_r, game_g, game_b
if game_state == -1 then
game_text = "You've lost!"
game_r, game_g, game_b = 255, 0, 0
elseif game_state == 1 then
game_text = string.format("You've beaten %s difficulty in %s! (%ix%i, %i mines)", string.lower(difficulty), formatted_timer, columns, rows, mines)
game_r, game_g, game_b = 0, 255, 0
else
game_text = ""
game_r, game_g, game_b = 255, 255, 255
end
renderer.text(map_x + ((columns) * (tile_w + 1)) / 2 + tile_w + 1, map_y + (rows + 1.5) * (tile_w + 1), game_r, game_g, game_b, 255, "bc", 0, game_text)
end
end
client.set_event_callback("paint_ui", minesweeper)