rustsweeper
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31b95ad12e
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1
rustsweeper/.gitignore
vendored
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rustsweeper/.gitignore
vendored
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/target
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9
rustsweeper/Cargo.toml
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rustsweeper/Cargo.toml
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[package]
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name = "rustsweeper"
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version = "0.1.0"
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edition = "2021"
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[dependencies]
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rand = "0.8.5"
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colored = "2.2.0"
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console = "0.15.10"
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285
rustsweeper/src/main.rs
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285
rustsweeper/src/main.rs
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use std::io::{stdin,stdout,Write};
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use rand::Rng;
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use colored::*;
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use colored::Color::TrueColor;
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use console::Term;
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fn output_board(board: &Vec<Vec<i64>>, state: &Vec<Vec<char>>, x_hovered: i64, y_hovered: i64) {
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print!("{}[2J", 27 as char);
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for y in 0..board.len() {
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for x in 0..board[y].len() {
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let background_color: u8;;
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if state[y][x] != 'u' {
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background_color = 128;
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}
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else {
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background_color = 196;
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}
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if x == x_hovered as usize && y == y_hovered as usize {
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print!("{}", "X".truecolor(0,0,0).on_truecolor(background_color,background_color,background_color));
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}
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else if state[y][x] == 'u' {
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if board[y][x] == -1 {
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print!("{}","N".truecolor(128,64,0).on_truecolor(background_color,background_color,background_color));
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}
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else if board[y][x] == 0 {
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print!("{}"," ".on_truecolor(background_color,background_color,background_color));
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}
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else if board[y][x] == 1 {
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print!("{}", "1".truecolor(1,0,254).on_truecolor(background_color,background_color,background_color));
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}
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else if board[y][x] == 2 {
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print!("{}", "2".truecolor(1,127,1).on_truecolor(background_color,background_color,background_color));
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}
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else if board[y][x] == 3 {
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print!("{}", "3".truecolor(254,0,0).on_truecolor(background_color,background_color,background_color));
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}
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else if board[y][x] == 4 {
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print!("{}", "4".truecolor(1,0,128).on_truecolor(background_color,background_color,background_color));
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}
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else if board[y][x] == 5 {
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print!("{}", "5".truecolor(129,1,2).on_truecolor(background_color,background_color,background_color));
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}
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else if board[y][x] == 6 {
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print!("{}", "6".truecolor(0,128,129).on_truecolor(background_color,background_color,background_color));
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}
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else if board[y][x] == 7 {
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print!("{}", "7".truecolor(0,0,0).on_truecolor(background_color,background_color,background_color));
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}
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else if board[y][x] == 8 {
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print!("{}", "8".truecolor(128,128,128).on_truecolor(background_color,background_color,background_color));
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}
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}
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else if state[y][x] == 'm' {
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print!("{}", "m".truecolor(228,16,32).on_truecolor(background_color,background_color,background_color));
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}
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else if state[y][x] == '?' {
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print!("{}", "?".truecolor(0,0,0).on_truecolor(background_color,background_color,background_color));
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}
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else {
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print!("{}"," ".on_truecolor(background_color,background_color,background_color));
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}
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}
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println!();
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}
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}
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fn input() -> String{
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let mut s=String::new();
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let _=stdout().flush();
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stdin().read_line(&mut s).expect("Did not enter a correct string");
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if let Some('\n')=s.chars().next_back() {
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s.pop();
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}
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if let Some('\r')=s.chars().next_back() {
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s.pop();
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}
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return s;
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}
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fn place_nails(board: &mut Vec<Vec<i64>>, number_of_nails: i64, width: i64, height: i64) {
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for _nail in 0..number_of_nails {
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// Generate coordinates for nails, if there is already a nail there, then generate new
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// coordinates, should add case for if there are more mines than locations, but why would
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// someone do that?
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let mut x_coord = rand::thread_rng().gen_range(0..width);
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let mut y_coord = rand::thread_rng().gen_range(0..height);
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while board[y_coord as usize][x_coord as usize] == -1 {
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x_coord = rand::thread_rng().gen_range(0..width);
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y_coord = rand::thread_rng().gen_range(0..height);
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}
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board[y_coord as usize][x_coord as usize] = -1;
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}
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}
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fn determine_nails_in_range(board: &mut Vec<Vec<i64>>) {
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for x in 0..board.len() {
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for y in 0..board[x].len() {
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if board[x][y] != -1 {
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let mut num_of_nails = 0;
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for i in -1..2 {
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for j in -1..2 {
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// Check if index is in range (>= 0 and < length of vector)
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if (x as i64 + i >= 0 && (x as i64 + i) < board.len() as i64) && (y as i64 + j >= 0 && (y as i64 + j) < board[x].len() as i64) {
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if board[(x as i64 + i) as usize][(y as i64 + j) as usize] == -1 {
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num_of_nails += 1; // Increment the nail count
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}
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}
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}
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}
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board[x][y] = num_of_nails;
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}
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}
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}
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}
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fn find_connected_coordinates(grid: &Vec<Vec<i64>>, start_row: usize, start_col: usize) -> Vec<(usize, usize)> {
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let rows = grid.len();
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let cols = grid[0].len();
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let target_value = grid[start_row][start_col];
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// Directions for 8 possible moves (vertical, horizontal, and diagonal)
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let directions: [(i64, i64); 8] = [
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(-1, 0), // Up
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(1, 0), // Down
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(0, -1), // Left
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(0, 1), // Right
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(-1, -1),// Top-left diagonal
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(-1, 1), // Top-right diagonal
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(1, -1), // Bottom-left diagonal
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(1, 1), // Bottom-right diagonal
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];
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// Visited cells
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let mut visited = vec![vec![false; cols]; rows];
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// Vector to store the reachable coordinates
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let mut result = Vec::new();
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// DFS function
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fn dfs(
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grid: &Vec<Vec<i64>>,
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row: usize,
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col: usize,
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target_value: i64,
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visited: &mut Vec<Vec<bool>>,
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result: &mut Vec<(usize, usize)>,
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directions: &[(i64, i64)],
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) {
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// Check if the position is out of bounds or already visited or doesn't match the target value
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if row >= grid.len() || col >= grid[0].len() || visited[row][col] || grid[row][col] != target_value {
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return;
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}
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// Mark the cell as visited and add the coordinate to the result
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visited[row][col] = true;
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result.push((row, col));
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// Flag to check if we're at the boundary of the connected region
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let mut is_boundary = false;
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for &direction in directions.iter() {
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let (dx, dy) = direction;
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let new_row = row as i64 + dx;
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let new_col = col as i64 + dy;
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if new_row >= 0 && new_row < grid.len() as i64 && new_col >= 0 && new_col < grid[0].len() as i64 {
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let new_row = new_row as usize;
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let new_col = new_col as usize;
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if grid[new_row][new_col] != target_value {
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is_boundary = true;
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}
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dfs(grid, new_row, new_col, target_value, visited, result, directions);
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}
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}
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if is_boundary {
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for &direction in directions.iter() {
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let (dx, dy) = direction;
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let new_row = row as i64 + dx;
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let new_col = col as i64 + dy;
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if new_row >= 0 && new_row < grid.len() as i64 && new_col >= 0 && new_col < grid[0].len() as i64 {
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let new_row = new_row as usize;
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let new_col = new_col as usize;
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// Add cells with a different value to the result
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if grid[new_row][new_col] != target_value && !visited[new_row][new_col] {
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result.push((new_row, new_col));
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}
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}
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}
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}
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}
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dfs(grid, start_row, start_col, target_value, &mut visited, &mut result, &directions);
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result
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}
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fn uncover(board: &Vec<Vec<i64>>, state: &mut Vec<Vec<char>>, x_hovered: usize, y_hovered: usize, alive: &mut bool) {
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state[y_hovered][x_hovered] = 'u';
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if board[y_hovered][x_hovered] == -1 {
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*alive = false;
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}
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if board[y_hovered][x_hovered] == 0 {
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let connected = find_connected_coordinates(&board, y_hovered, x_hovered);
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for (y,x) in connected.iter() {
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state[*y][*x] = 'u';
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}
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}
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}
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fn main() {
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let stdout = Term::buffered_stdout();
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let mut board: Vec<Vec<i64>> = Vec::new();
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let mut state: Vec<Vec<char>> = Vec::new(); // u = uncovered, c = covered, m = marked
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let height: i64 = 10;
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let width: i64 = 30;
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let number_of_nails: i64 = 50;
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let mut x_hovered: i64 = 0;
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let mut y_hovered: i64 = 0;
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let mut alive: bool = true;
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for y in 0..height {
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board.push(Vec::new());
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state.push(Vec::new());
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for x in 0..width {
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board[y as usize].push(0);
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state[y as usize].push('c');
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//board[x as usize][y as usize] = -1;
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}
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}
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place_nails(&mut board, number_of_nails, width, height);
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determine_nails_in_range(&mut board);
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output_board(&board, &state, x_hovered, y_hovered);
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'gameloop: loop {
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if let Ok(character) = stdout.read_char() {
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match character {
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'w' => if y_hovered > 0 { y_hovered -= 1 },
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'a' => if x_hovered > 0 { x_hovered -= 1},
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's' => if y_hovered < height-1 { y_hovered += 1 },
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'd' => if x_hovered < width-1 {x_hovered += 1},
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'u' => uncover(&board, &mut state, x_hovered as usize, y_hovered as usize, &mut alive),
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'm' => {
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if state[y_hovered as usize][x_hovered as usize] == 'm' {
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state[y_hovered as usize][x_hovered as usize] = 'c'
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}
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else {
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state[y_hovered as usize][x_hovered as usize] = 'm'
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}
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},
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'?' => {
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if state[y_hovered as usize][x_hovered as usize] == '?' {
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state[y_hovered as usize][x_hovered as usize] = 'c'
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}
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else {
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state[y_hovered as usize][x_hovered as usize] = '?'
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}
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},
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'q' => break 'gameloop,
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_ => (),
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}
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}
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if alive {
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output_board(&board, &state, x_hovered, y_hovered);
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}
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else if alive == false {
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print!("GAME OVER");
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break 'gameloop;
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}
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}
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}
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