major refactor
This commit is contained in:
+318
-99
@@ -1,163 +1,382 @@
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#include "minefield.hpp"
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#include <ctime>
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#include <random>
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#include <algorithm>
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#include <iostream>
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MineField::MineField(int cols, int rows, int mines) : m_rows(rows),
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m_cols(cols),
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m_totalMines(mines),
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m_remainingFlags(mines),
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m_openCells(0),
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m_gameOver(false)
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// Define difficulty presets
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const GameDifficulty MineField::DIFFICULTY_EASY = {"Beginner", 9, 9, 10};
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const GameDifficulty MineField::DIFFICULTY_MEDIUM = {"Intermediate", 16, 16, 40};
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const GameDifficulty MineField::DIFFICULTY_HARD = {"Expert", 30, 16, 99};
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const GameDifficulty MineField::DIFFICULTY_EXPERT = {"Master", 30, 20, 145};
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MineField::MineField(int cols, int rows, int mines) :
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m_rows(rows),
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m_cols(cols),
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m_totalMines(mines),
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m_remainingFlags(mines),
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m_openCells(0),
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m_gameState(GameState::READY),
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m_timerRunning(false)
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{
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for (int i = 0; i < m_cols * m_rows; i++)
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{
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std::shared_ptr<Cell> cell = std::make_shared<Cell>();
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m_cells.push_back(cell);
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}
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// Create cells
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m_cells.reserve(m_cols * m_rows);
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for (int i = 0; i < m_cols * m_rows; i++)
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{
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std::shared_ptr<Cell> cell = std::make_shared<Cell>();
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m_cells.push_back(cell);
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}
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}
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MineField::~MineField()
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{
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m_cells.clear();
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m_cells.clear();
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}
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void MineField::initBombs(int x, int y)
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void MineField::startTimer()
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{
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int remainingMines = m_totalMines;
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int startPos = x + y * m_rows;
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srand(time(NULL)); // initialize rand()
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while (remainingMines > 0)
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{
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int position = rand() % (m_cols * m_rows);
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if (isBomb(position % m_cols, position / m_cols) || position == startPos)
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if (!m_timerRunning)
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{
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continue;
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m_startTime = std::chrono::steady_clock::now();
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m_timerRunning = true;
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}
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}
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void MineField::stopTimer()
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{
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if (m_timerRunning)
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{
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m_endTime = std::chrono::steady_clock::now();
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m_timerRunning = false;
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}
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}
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int MineField::getElapsedTime() const
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{
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if (m_timerRunning)
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{
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auto now = std::chrono::steady_clock::now();
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return std::chrono::duration_cast<std::chrono::milliseconds>(now - m_startTime).count();
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}
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else if (m_gameState == GameState::WON || m_gameState == GameState::LOST)
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{
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return std::chrono::duration_cast<std::chrono::milliseconds>(m_endTime - m_startTime).count();
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}
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return 0;
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}
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void MineField::timerTick()
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{
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if (m_timerRunning)
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{
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timerSignal.emit(getElapsedTime());
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}
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}
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void MineField::reset()
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{
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// Reset all cells
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for (auto& cell : m_cells)
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{
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cell->isBomb = false;
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cell->isFlagged = false;
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cell->isCleared = false;
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cell->bombsNearby = -1;
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}
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// Reset game state
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m_openCells = 0;
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m_remainingFlags = m_totalMines;
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m_gameState = GameState::READY;
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m_timerRunning = false;
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// Emit signals
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resetSignal.emit();
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remainingFlagsSignal.emit(m_remainingFlags);
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}
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void MineField::startNewGame(int cols, int rows, int mines)
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{
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// Store new dimensions
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m_cols = cols;
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m_rows = rows;
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m_totalMines = mines;
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m_remainingFlags = mines;
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// Create new cells
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m_cells.clear();
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m_cells.reserve(m_cols * m_rows);
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for (int i = 0; i < m_cols * m_rows; i++)
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{
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std::shared_ptr<Cell> cell = std::make_shared<Cell>();
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m_cells.push_back(cell);
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}
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// Reset game state
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m_openCells = 0;
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m_gameState = GameState::READY;
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m_timerRunning = false;
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// Emit signals
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resetSignal.emit();
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remainingFlagsSignal.emit(m_remainingFlags);
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}
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void MineField::initBombs(int firstX, int firstY)
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{
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if (m_gameState != GameState::READY)
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{
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return;
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}
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// Start timer when first cell is clicked
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startTimer();
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m_gameState = GameState::PLAYING;
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// Create a vector of all possible positions
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std::vector<int> positions;
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positions.reserve(m_cols * m_rows);
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for (int i = 0; i < m_cols * m_rows; i++)
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{
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positions.push_back(i);
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}
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// Remove first clicked position and surrounding cells from available positions
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positions.erase(
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std::remove_if(positions.begin(), positions.end(),
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[this, firstX, firstY](int pos) {
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int x = pos % m_cols;
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int y = pos / m_cols;
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return std::abs(x - firstX) <= 1 && std::abs(y - firstY) <= 1;
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}
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),
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positions.end()
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);
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// Use modern random generator
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std::random_device rd;
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std::mt19937 gen(rd());
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// Shuffle positions
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std::shuffle(positions.begin(), positions.end(), gen);
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// Place mines
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int minesToPlace = std::min(m_totalMines, static_cast<int>(positions.size()));
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for (int i = 0; i < minesToPlace; i++)
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{
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m_cells.at(positions[i])->isBomb = true;
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}
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m_cells.at(position)->isBomb = true;
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--remainingMines;
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}
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}
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bool MineField::openCell(int x, int y)
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{
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if (isBomb(x, y))
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{
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m_gameOver = true;
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gameOverSignal.emit();
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// stopTimer();
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return false;
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}
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setOpenCell(x, y);
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if (bombsNearby(x, y) == 0)
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{
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openNeighboorhood(x, y);
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}
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return true;
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// Ignore if game is over or cell is already open/flagged
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if (m_gameState != GameState::PLAYING && m_gameState != GameState::READY)
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{
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return false;
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}
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if (isOpened(x, y) || isFlagged(x, y))
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{
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return false;
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}
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// Start timer on first click if not already started
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if (m_gameState == GameState::READY)
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{
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initBombs(x, y);
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}
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// Check if bomb
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if (isBomb(x, y))
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{
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// Only emit the game over signal if we haven't already
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if (m_gameState != GameState::LOST) {
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m_gameState = GameState::LOST;
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stopTimer();
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gameOverSignal.emit();
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}
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return false;
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}
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// Open cell
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setOpenCell(x, y);
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// If no bombs nearby, open surrounding cells
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if (bombsNearby(x, y) == 0)
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{
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openNeighboorhood(x, y);
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}
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return true;
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}
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void MineField::computeBombsNearby(int x, int y)
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{
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int total = 0;
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// compute bombs in neighboorhood
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for (int i = -1; i < 2; i++)
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{
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for (int j = -1; j < 2; j++)
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int total = 0;
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// Check all 8 neighboring cells
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for (int i = -1; i <= 1; i++)
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{
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if (x + i >= 0 && x + i < m_cols && y + j >= 0 && y + j < m_rows)
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{
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if (isBomb(x + i, y + j))
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for (int j = -1; j <= 1; j++)
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{
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++total;
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// Skip the cell itself
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if (i == 0 && j == 0)
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{
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continue;
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}
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int nx = x + i;
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int ny = y + j;
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// Check if within bounds
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if (nx >= 0 && nx < m_cols && ny >= 0 && ny < m_rows)
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{
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if (isBomb(nx, ny))
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{
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++total;
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}
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}
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}
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}
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}
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}
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m_cells.at(x + y * m_rows)->bombsNearby = total;
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m_cells.at(x + y * m_cols)->bombsNearby = total;
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}
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void MineField::openNeighboorhood(int x, int y)
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{
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// compute bombs in neighboorhood
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for (int i = -1; i < 2; i++)
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{
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for (int j = -1; j < 2; j++)
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// Check all 8 neighboring cells
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for (int i = -1; i <= 1; i++)
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{
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if (x + i >= 0 && x + i < m_cols && y + j >= 0 && y + j < m_rows)
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{
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if ((isOpened(x + i, y + j) == false) && (isBomb(x + i, y + j) == false))
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for (int j = -1; j <= 1; j++)
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{
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setOpenCell((x + i), (y + j));
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if (bombsNearby(x + i, y + j) == 0)
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{
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openNeighboorhood(x + i, y + j);
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}
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// Skip the cell itself
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if (i == 0 && j == 0)
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{
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continue;
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}
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int nx = x + i;
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int ny = y + j;
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// Check if within bounds
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if (nx >= 0 && nx < m_cols && ny >= 0 && ny < m_rows)
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{
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// If cell is not opened and not a bomb, open it
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if (!isOpened(nx, ny) && !isBomb(nx, ny))
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{
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setOpenCell(nx, ny);
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// If no bombs nearby, recursively open surrounding cells
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if (bombsNearby(nx, ny) == 0)
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{
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openNeighboorhood(nx, ny);
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}
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}
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}
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}
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}
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}
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}
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}
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bool MineField::isOpened(int x, int y)
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{
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return m_cells.at(x + y * m_rows)->isCleared;
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return m_cells.at(x + y * m_cols)->isCleared;
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}
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bool MineField::isFlagged(int x, int y)
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{
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return m_cells.at(x + y * m_rows)->isFlagged;
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return m_cells.at(x + y * m_cols)->isFlagged;
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}
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bool MineField::isBomb(int x, int y)
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{
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return m_cells.at(x + y * m_rows)->isBomb;
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return m_cells.at(x + y * m_cols)->isBomb;
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}
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int MineField::bombsNearby(int x, int y)
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{
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if (m_cells.at(x + y * m_rows)->bombsNearby == -1)
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{
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computeBombsNearby(x, y);
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}
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return m_cells.at(x + y * m_rows)->bombsNearby;
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// Calculate bombs nearby if not already calculated
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if (m_cells.at(x + y * m_cols)->bombsNearby == -1)
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{
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computeBombsNearby(x, y);
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}
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return m_cells.at(x + y * m_cols)->bombsNearby;
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}
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void MineField::setOpenCell(int x, int y)
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{
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m_cells.at(x + y * m_rows)->isCleared = true;
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openCellSignal.emit(x, y);
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++m_openCells;
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checkGameWon();
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m_cells.at(x + y * m_cols)->isCleared = true;
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openCellSignal.emit(x, y);
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++m_openCells;
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checkGameWon();
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}
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void MineField::checkGameWon()
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{
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if ((m_openCells == (m_cols * m_rows - m_totalMines)) && (m_gameOver == false) && (m_remainingFlags == 0))
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{
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m_gameWon = true;
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gameWonSignal.emit();
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}
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// Win condition: All non-bomb cells are opened
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if (m_openCells == (m_cols * m_rows - m_totalMines) && m_gameState == GameState::PLAYING)
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{
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m_gameState = GameState::WON;
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stopTimer();
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// Auto-flag all remaining bombs
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for (int i = 0; i < m_cols * m_rows; i++)
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{
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int x = i % m_cols;
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int y = i / m_cols;
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if (isBomb(x, y) && !isFlagged(x, y))
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{
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m_cells.at(i)->isFlagged = true;
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}
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}
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m_remainingFlags = 0;
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remainingFlagsSignal.emit(m_remainingFlags);
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// Emit game won signal with elapsed time
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gameWonSignal.emit(getElapsedTime());
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}
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}
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bool MineField::toggleFlag(int x, int y)
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{
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if (m_cells.at(x + y * m_rows)->isFlagged == true)
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{
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m_cells.at(x + y * m_rows)->isFlagged = false;
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++m_remainingFlags;
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// Ignore if game is over or cell is already open
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if (m_gameState != GameState::PLAYING && m_gameState != GameState::READY)
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{
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return false;
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}
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if (isOpened(x, y))
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{
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return false;
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}
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if (m_gameState == GameState::READY)
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{
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// Start timer on first action
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startTimer();
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m_gameState = GameState::PLAYING;
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}
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// Toggle flag state
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if (m_cells.at(x + y * m_cols)->isFlagged)
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{
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m_cells.at(x + y * m_cols)->isFlagged = false;
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++m_remainingFlags;
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}
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else if (m_remainingFlags > 0)
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{
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m_cells.at(x + y * m_cols)->isFlagged = true;
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--m_remainingFlags;
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}
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else
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{
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// No remaining flags
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return false;
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}
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remainingFlagsSignal.emit(m_remainingFlags);
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return true;
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}
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else if (m_remainingFlags > 0)
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{
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m_cells.at(x + y * m_rows)->isFlagged = true;
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--m_remainingFlags;
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remainingFlagsSignal.emit(m_remainingFlags);
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checkGameWon();
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return true;
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}
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return false;
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}
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