minebender-game
Search uses release 1.0.0.0 · 1,011 definitions
Definitions (1,011)
- def atThe value of grid g at p, or d when p is off the grid.
- def mine
- def on_board
- def same
- def dist
- def within_onep and q are at most one step apart in each direction (or the same cell).
- def adjacentp and q are two different cells that touch, by a side or a corner.
- def row_cellsThe cells of row y, from column 0 up.
- def cells.go
- def cellsEvery cell of a w-by-h board, row by row.
- def touchingThe cells of qs adjacent to p, in the order of qs.
- def neighboursThe cells of the board adjacent to p, row by row.
- def count_mines
- def adj_minesThe number a revealed safe cell p must show.
- def row_mines
- def total_mines
- def rows_wide
- def shapedg has exactly h rows of exactly w cells.
- def seen
- def is_hidden
- def hiddenp is a cell of the board that the player cannot see.
- def revealedp is a cell of the board that the player can see.
- def agreesWhat the player sees at p agrees with the layout.
- def agrees_all
- def consistentThe layout could be the real one, given everything the player sees: it has the board's shape, exactly the announced number of mines, a mine under every Boom, none under a number, and every number counts its neighbours.
- def ProvablySafep is hidden, and no layout consistent with what the player knows has a mine on p.
- def StuckNo cell is provably safe: the player's only options are guesses.
- def all_safe_revealed.goEvery safe cell of the board is revealed.
- def all_safe_revealed
- def zeroA zero: a safe cell of the board with no adjacent mine.
- def zero_walkStarting at p, the path steps from cell to adjacent cell of the board, leaving only zeros, and ends at q.
- def is_won
- def is_lost
- def playTake the actions in order.
- def ReachableThe game g arises from a fresh game on this layout by some actions.
- def reveals
- def flags_amongHow many cells of qs are flagged.
- def hidden_unflagged
- def chord_targets.pick
- def chord_targets.go
- def chord_targetsChording on p: if p shows a number k and exactly k of its neighbours are flagged, the hidden unflagged neighbours of p, row by row; otherwise none.
- law bridgeLAW: "The real board is always consistent with what the player sees." Without it, the knowledge laws below would say nothing about the real game.
- law won_iffLAW: "The game is won exactly when every safe cell is revealed."
- law monotoneLAW: "A revealed cell stays revealed, showing the same thing." With bridge, this makes every action that changes the knowledge reveal at least one more cell, so a game has at most w*h such actions.
- law frozenLAW: "Once the game is won or lost, no action changes anything."
- law open_mineLAW: "Revealing a mine loses, naming that mine, and shows it as Boom."
- law open_safeLAW: "Revealing a safe cell never loses."
- law flood_completeLAW: "Revealing a cell p reveals every cell reached from p by a path through zeros" (so a 0 opens its whole 0-region and the numbers around it; for a mine, that is p alone).
- law flood_exactLAW: "Revealing p reveals nothing else": every newly revealed cell is reached from p by a path through zeros.
- law reveal_flaggedLAW: "Clicking a flagged cell does nothing."
- law reveal_unflaggedLAW: "Clicking an unflagged cell reveals it."
- law chordLAW: "Double-clicking a number reveals its hidden unflagged neighbours, one by one, row by row" (when exactly that many neighbours are flagged).
- law flag_no_knowledgeLAW: "Flags are not knowledge": flagging changes neither what the player sees nor the game's status.
- law flag_toggleLAW: "Flagging a hidden cell during play toggles its flag."
- law flag_othersLAW: "Flagging p leaves every other cell's flag alone."
- law flags_hiddenLAW: "Only hidden cells carry flags": revealing a flagged cell clears its flag, and no cell off the board is ever flagged.
- law flag_revealedLAW: "Flagging a cell that is not hidden does nothing."
- law assist_stuckLAW: "Pressing the assist when stuck reveals a safe cell."
- law assist_too_earlyLAW: "Pressing the assist when some cell is provably safe loses, and shows a provably safe cell; the knowledge is unchanged."
- def clamp
- def customWindows XP's Custom Field dialog: width is clamped to 9..30, height to 9..25 and mines to 10..999, then mines are capped at width*height - 10.
- law level_beginnerLAW: "Beginner is 9 by 9 with 10 mines."
- law level_intermediateLAW: "Intermediate is 16 by 16 with 40 mines."
- law level_expertLAW: "Expert is 30 wide by 16 high with 99 mines."
- law level_customLAW: "A custom level is limited exactly as Windows XP limits it."
- law gen_shapeLAW: "Generated boards have the requested shape."
- law gen_countLAW: "Generated boards have exactly n mines" (when they fit beside the first click).
- law gen_first_safeLAW: "The first click is safe."
- law gen_openingLAW: "When there's room, the first click opens an area: no mine on it or next to it." (As in Windows Vista and later.)
- def tileWhat the screen shows at p.
- def tile_ofHow a cell looks given what the player sees there and their flag.
- def is_covered
- law display_playLAW: "During play, the screen shows exactly what the player knows, and their flags": nothing about the hidden mines leaks onto the screen.
- law display_blastLAW: "After an explosion, the screen shows the mine that exploded."
- law display_hintLAW: "After the assist is pressed too early, the screen shows the safe cell the player could have revealed."
- law display_minesLAW: "Once the game is over, no mine stays covered."