
import numpy as np

from nurses import ScreenManager, Widget, colors
from nurses.keys import DOWN, LEFT, RIGHT, UP
from nurses.widgets import ArrayWin


def playMinesweeper() -> None:
    """Wrapper function englobing all MineSweeper code."""
    # Keybindings
    SPACE_KEY, RESET_KEY = ord(' '), ord('r')
    FORFEIT_KEY = ord('g')
    FLAG_KEY = ord('f')

    # Miscs
    OFFSET_TOP, OFFSET_LEFT = 5, 25
    DELTA = .1

    # Symbols
    COVERED_SYMBOL = '❑'
    EMPTY_SYMBOL = '⯀'
    MINE_SYMBOL = '☠'
    FLAG_SYMBOL = '☢'
    HAPPYFACE_SYMBOL = '☺'
    SADFACE_SYMBOL = '☹'
    CURSOR_SYMBOL = 'ᐁ'
    BOXEDCHECK_SYMBOL = '☑'
    BOXEDCROSS_SYMBOL = '☒'

    # States
    COVERED_STATE = 0
    UNCOVERED_STATE = 1
    FLAGGED_STATE = 2

    class Cursor(Widget):
        """Movable cursor to point to a land location."""

        move_up = UP
        move_down = DOWN
        move_left = LEFT
        move_right = RIGHT

        lr_step = 1
        ud_step = 1

        wrap_height = None
        wrap_width = None

        offset_top = OFFSET_TOP
        offset_left = OFFSET_LEFT

        def __init__(self, wrap_height: int, wrap_width: int, *args, **kwargs):
            self.wrap_height = wrap_height
            self.wrap_width = wrap_width
            super().__init__(*args, **kwargs)

        def on_press(self, key: int) -> bool:
            """Handle keys for Cursor movement."""
            top, left = self.top, self.left
            height, width = self.height, self.width

            if key == self.move_up:
                if top > 0:
                    self.top -= self.ud_step
            elif key == self.move_down:
                if top + height < self.parent.height:
                    self.top += self.ud_step
            elif key == self.move_left:
                if left > 0:
                    self.left -= self.lr_step
            elif key == self.move_right:
                if left + width < self.parent.width:
                    self.left += self.lr_step
            else:
                return super().on_press(key)

            if self.wrap_height:
                self.top = (self.top - self.offset_top) % self.wrap_height + self.offset_top
            if self.wrap_width:
                self.left = (self.left - self.offset_left) % self.wrap_width + self.offset_left
            return True

    class Lawn(ArrayWin):
        """MineSweeper Game Board."""

        def __init__(self, rows: int, cols: int, num_mines: int,
                     scoreboard: ArrayWin, gsm: ScreenManager, *args, **kwargs) -> None:

            # Initialize display from ArrayWin
            super().__init__(OFFSET_TOP, OFFSET_LEFT, rows, cols, *args, **kwargs)

            self._shape = rows, cols
            self._num_mines = num_mines

            # Game board records the state of each cell
            self._state_map = np.zeros((rows, cols)).astype(int)

            # Initialize with given mine amount
            self._mine_map = np.r_[np.full(rows * cols - num_mines, False), np.full(num_mines, True)]
            self._solution_map = np.zeros((rows, cols)).astype(int)

            # Scoreboard display scores and shoutout banner
            self.scoreboard = scoreboard

            # Game ScreenManager, useful for scheduling animation task
            self._gsm = gsm
            self._marching_task = None

        def schedule_marching(self, delay: int = .3) -> None:
            """Use ScreenManager handle to animate scoreboard text."""

            def marching_scoreboard() -> None:
                """Animate scoreboard with marching texts."""
                head = self.scoreboard[1, 0]
                tail = self.scoreboard[1, 1:]
                self.scoreboard[1, :-1] = tail
                self.scoreboard[1, -1] = head

            self._marching_task = self._gsm.schedule(marching_scoreboard, delay=delay, n=120)

        def init_lawn(self) -> None:
            """Initialize game board for the next game."""
            self[:, :] = COVERED_SYMBOL

            # Display the game board
            self.revealed = False

            # Clear the game board
            self._state_map[:, :] = COVERED_STATE

            # Randomize mine locations
            self._mine_map = self._mine_map.reshape(-1)
            np.random.shuffle(self._mine_map)
            self._mine_map = self._mine_map.reshape(self._shape)

            self._solution_map = self.build_solution()

            # Erase shoutout text
            self.scoreboard[:, :] = ' '
            self.scoreboard[1, :8] = "Welcome!"

            self.schedule_marching()

            # Unset timer
            self.timer = None

        def build_solution(self) -> np.ndarray:
            """Count mines near each land in adjacent lands."""
            rows, cols = self._shape
            solution_map = np.zeros((rows, cols)).astype(int)

            for r in range(rows):
                for c in range(cols):
                    solution_map[r, c] = self._mine_map[
                        max(0, r - 1):min(r + 2, rows),
                        max(0, c - 1):min(c + 2, cols)
                    ].sum()

            solution_map = solution_map.astype(str)
            solution_map[solution_map == '0'] = EMPTY_SYMBOL
            return solution_map

        def reveal_mines(self) -> None:
            """Reveal all mine locations."""
            if not self.revealed:
                self.revealed = True
                self[:, :] = np.where(self._mine_map, MINE_SYMBOL, self[:, :])

        def refresh(self) -> None:
            """Handle terminal display refresh."""
            if self.timer and not self.revealed:
                # Timer on the right of scoreboard
                self.scoreboard[0, -3:] = str(int(self.timer)).rjust(3, '0')
                self.timer += DELTA

                # Flagging count on the left
                self.scoreboard[0, :3] = str(self._num_mines - (self._state_map == FLAGGED_STATE).sum()).rjust(3, '0')

            return super().refresh()

        def on_press(self, key: int) -> bool:
            """Handle key press events."""
            # Initialize timer
            if not self.timer:
                self.timer = DELTA
                self.scoreboard[1, :] = ' '
                self._marching_task.cancel()

            if key == FORFEIT_KEY:
                self.reveal_mines()

            elif key == RESET_KEY:
                self.init_lawn()

            elif not self.revealed:
                if key == SPACE_KEY:
                    self.poke()

                if key == FLAG_KEY:
                    self.flag()

            else:
                return super().on_press(key)
            return True

        def flag(self) -> None:
            """Flag the location for potential mine."""
            row, col = cursor.top - OFFSET_TOP, cursor.left - OFFSET_LEFT
            if self._state_map[row, col] == COVERED_STATE:
                self._state_map[row, col] = FLAGGED_STATE
                self[row, col] = FLAG_SYMBOL
            elif self._state_map[row, col] == FLAGGED_STATE:
                self._state_map[row, col] = COVERED_STATE
                self[row, col] = COVERED_SYMBOL

        def poke(self) -> None:
            """Uncover the pointed location."""
            row, col = cursor.top - OFFSET_TOP, cursor.left - OFFSET_LEFT
            rows, cols = self._shape

            def uncover_land(r: int, c: int) -> None:
                """Uncover adjacent locations when the adjacent mine count is 0."""
                if not (0 <= r < rows and 0 <= c < cols) or state_map[r, c] == UNCOVERED_STATE:
                    return
                state_map[r, c] = UNCOVERED_STATE

                # Uncover the 8 adjacent locations
                if self._solution_map[r, c] == EMPTY_SYMBOL:
                    for rr in range(r - 1, r + 2):
                        for cc in range(c - 1, c + 2):
                            if not (rr == r and cc == c):
                                uncover_land(rr, cc)

            if self._state_map[row, col] != COVERED_STATE:
                return

            if self._mine_map[row, col]:
                self.lose(row, col)
            else:
                state_map = self._state_map.copy()
                uncover_land(row, col)
                self._state_map = state_map
                self[:, :] = np.where(self._state_map == UNCOVERED_STATE, self._solution_map, self[:, :])
                self.evaluate()

        def win(self) -> None:
            """Handle winning."""
            # Replace good flags with boxed check marks, and all other locations with solutions
            self[:, :] = np.where(self._mine_map,
                                  BOXEDCHECK_SYMBOL, self._solution_map)

            # Put up smiley and winning shoutout
            self.scoreboard[0, len(self.scoreboard[0]) // 2] = HAPPYFACE_SYMBOL
            self.scoreboard[1, :8] = "You win!"
            self.schedule_marching(.1)

            self.revealed = True

        def lose(self, r: int, c: int) -> None:
            """Handle losing."""
            # Replace good flags with boxed check marks, bad flags with boxed crosses,
            #  and all other locations with solutions
            self[:, :] = np.where(self._mine_map,
                                  np.where(self._state_map == FLAGGED_STATE, BOXEDCHECK_SYMBOL, MINE_SYMBOL),
                                  np.where(self._state_map == FLAGGED_STATE, BOXEDCROSS_SYMBOL, self._solution_map))

            # Color exploded mine
            colors_copy = np.full(self._shape, self.color)
            colors_copy[r, c] = colors.WHITE_ON_RED
            self.colors = colors_copy

            # Put up sad face and losing callout
            self.scoreboard[0, len(self.scoreboard[0]) // 2] = SADFACE_SYMBOL
            self.scoreboard[1, :8] = "You die!"
            self.schedule_marching(.8)

            self.revealed = True

        def evaluate(self) -> None:
            """Evaluate winning or losing."""
            # If all and only all mines are covered, win
            if np.all(self._mine_map == (self._state_map != UNCOVERED_STATE)):
                self.win()
            # Otherwise, if the number of covered cells matches the number of mines, lose
            elif (self._state_map != UNCOVERED_STATE).sum() == self._num_mines:
                row, col = cursor.top - OFFSET_TOP, cursor.left - OFFSET_LEFT
                self.lose(row, col)

    with ScreenManager() as gsm:
        num_mines = 10
        rows, cols = 8, 8

        text_len = 20

        # Draw the scoreboard on the bottom
        scoreboard = gsm.root.new_widget(OFFSET_TOP + rows + 2, OFFSET_LEFT, height=2, width=cols,
                                         color=colors.RED_ON_BLACK, create_with="ArrayWin")

        # Draw instructions on the side
        instructions = gsm.root.new_widget(OFFSET_TOP, OFFSET_LEFT + cols + 2, height=6, width=text_len,
                                           color=colors.YELLOW_ON_BLACK, create_with="ArrayWin")
        instructions[0, :] = 'r: reset game'.ljust(text_len, ' ')
        instructions[1, :] = 'g: give up game'.ljust(text_len, ' ')
        instructions[2, :] = '␣: uncover location'.ljust(text_len, ' ')
        instructions[3, :] = 'f: flag mine'.ljust(text_len, ' ')
        instructions[4, :] = 'arrows: move pointer'.ljust(text_len, ' ')
        instructions[5, :] = 'esc: leave game'.ljust(text_len, ' ')

        # Draw board
        lawn = gsm.root.new_widget(rows=rows, cols=cols, num_mines=num_mines,
                                   scoreboard=scoreboard, gsm=gsm, create_with=Lawn)
        lawn.init_lawn()

        # Draw Cursor
        cursor = gsm.root.new_widget(rows, cols, OFFSET_TOP, OFFSET_LEFT, 1, 1, transparent=True, create_with=Cursor)
        cursor.window.addstr(0, 0, CURSOR_SYMBOL)

        # Schedule refreshing task
        gsm.schedule(gsm.root.refresh, delay=DELTA)
        gsm.run()


import numpy as np

from nurses import ScreenManager, Widget, colors
from nurses.keys import DOWN, LEFT, RIGHT, UP
from nurses.widgets import ArrayWin


def playMinesweeper() -> None:
    """Wrapper function englobing all MineSweeper code."""
    # Keybindings
    SPACE_KEY, RESET_KEY = ord(' '), ord('r')
    FORFEIT_KEY = ord('g')
    FLAG_KEY = ord('f')

    # Miscs
    OFFSET_TOP, OFFSET_LEFT = 5, 25
    DELTA = .1

    # Symbols
    COVERED_SYMBOL = '❑'
    EMPTY_SYMBOL = '⯀'
    MINE_SYMBOL = '☠'
    FLAG_SYMBOL = '☢'
    HAPPYFACE_SYMBOL = '☺'
    SADFACE_SYMBOL = '☹'
    CURSOR_SYMBOL = 'ᐁ'
    BOXEDCHECK_SYMBOL = '☑'
    BOXEDCROSS_SYMBOL = '☒'

    # States
    COVERED_STATE = 0
    UNCOVERED_STATE = 1
    FLAGGED_STATE = 2

    class Cursor(Widget):
        """Movable cursor to point to a land location."""

        move_up = UP
        move_down = DOWN
        move_left = LEFT
        move_right = RIGHT

        lr_step = 1
        ud_step = 1

        wrap_height = None
        wrap_width = None

        offset_top = OFFSET_TOP
        offset_left = OFFSET_LEFT

        def __init__(self, wrap_height: int, wrap_width: int, *args, **kwargs):
            self.wrap_height = wrap_height
            self.wrap_width = wrap_width
            super().__init__(*args, **kwargs)

        def on_press(self, key: int) -> bool:
            """Handle keys for Cursor movement."""
            top, left = self.top, self.left
            height, width = self.height, self.width

            if key == self.move_up:
                if top > 0:
                    self.top -= self.ud_step
            elif key == self.move_down:
                if top + height < self.parent.height:
                    self.top += self.ud_step
            elif key == self.move_left:
                if left > 0:
                    self.left -= self.lr_step
            elif key == self.move_right:
                if left + width < self.parent.width:
                    self.left += self.lr_step
            else:
                return super().on_press(key)

            if self.wrap_height:
                self.top = (self.top - self.offset_top) % self.wrap_height + self.offset_top
            if self.wrap_width:
                self.left = (self.left - self.offset_left) % self.wrap_width + self.offset_left
            return True

    class Lawn(ArrayWin):
        """MineSweeper Game Board."""

        def __init__(self, rows: int, cols: int, num_mines: int,
                     scoreboard: ArrayWin, gsm: ScreenManager, *args, **kwargs) -> None:

            # Initialize display from ArrayWin
            super().__init__(OFFSET_TOP, OFFSET_LEFT, rows, cols, *args, **kwargs)

            self._shape = rows, cols
            self._num_mines = num_mines

            # Game board records the state of each cell
            self._state_map = np.zeros((rows, cols)).astype(int)

            # Initialize with given mine amount
            self._mine_map = np.r_[np.full(rows * cols - num_mines, False), np.full(num_mines, True)]
            self._solution_map = np.zeros((rows, cols)).astype(int)

            # Scoreboard display scores and shoutout banner
            self.scoreboard = scoreboard

            # Game ScreenManager, useful for scheduling animation task
            self._gsm = gsm
            self._marching_task = None

        def schedule_marching(self, delay: int = .3) -> None:
            """Use ScreenManager handle to animate scoreboard text."""

            def marching_scoreboard() -> None:
                """Animate scoreboard with marching texts."""
                head = self.scoreboard[1, 0]
                tail = self.scoreboard[1, 1:]
                self.scoreboard[1, :-1] = tail
                self.scoreboard[1, -1] = head

            self._marching_task = self._gsm.schedule(marching_scoreboard, delay=delay, n=120)

        def init_lawn(self) -> None:
            """Initialize game board for the next game."""
            self[:, :] = COVERED_SYMBOL

            # Display the game board
            self.revealed = False

            # Clear the game board
            self._state_map[:, :] = COVERED_STATE

            # Randomize mine locations
            self._mine_map = self._mine_map.reshape(-1)
            np.random.shuffle(self._mine_map)
            self._mine_map = self._mine_map.reshape(self._shape)

            self._solution_map = self.build_solution()

            # Erase shoutout text
            self.scoreboard[:, :] = ' '
            self.scoreboard[1, :8] = "Welcome!"

            self.schedule_marching()

            # Unset timer
            self.timer = None

        def build_solution(self) -> np.ndarray:
            """Count mines near each land in adjacent lands."""
            rows, cols = self._shape
            solution_map = np.zeros((rows, cols)).astype(int)

            for r in range(rows):
                for c in range(cols):
                    solution_map[r, c] = self._mine_map[
                        max(0, r - 1):min(r + 2, rows),
                        max(0, c - 1):min(c + 2, cols)
                    ].sum()

            solution_map = solution_map.astype(str)
            solution_map[solution_map == '0'] = EMPTY_SYMBOL
            return solution_map

        def reveal_mines(self) -> None:
            """Reveal all mine locations."""
            if not self.revealed:
                self.revealed = True
                self[:, :] = np.where(self._mine_map, MINE_SYMBOL, self[:, :])

        def refresh(self) -> None:
            """Handle terminal display refresh."""
            if self.timer and not self.revealed:
                # Timer on the right of scoreboard
                self.scoreboard[0, -3:] = str(int(self.timer)).rjust(3, '0')
                self.timer += DELTA

                # Flagging count on the left
                self.scoreboard[0, :3] = str(self._num_mines - (self._state_map == FLAGGED_STATE).sum()).rjust(3, '0')

            return super().refresh()

        def on_press(self, key: int) -> bool:
            """Handle key press events."""
            # Initialize timer
            if not self.timer:
                self.timer = DELTA
                self.scoreboard[1, :] = ' '
                self._marching_task.cancel()

            if key == FORFEIT_KEY:
                self.reveal_mines()

            elif key == RESET_KEY:
                self.init_lawn()

            elif not self.revealed:
                if key == SPACE_KEY:
                    self.poke()

                if key == FLAG_KEY:
                    self.flag()

            else:
                return super().on_press(key)
            return True

        def flag(self) -> None:
            """Flag the location for potential mine."""
            row, col = cursor.top - OFFSET_TOP, cursor.left - OFFSET_LEFT
            if self._state_map[row, col] == COVERED_STATE:
                self._state_map[row, col] = FLAGGED_STATE
                self[row, col] = FLAG_SYMBOL
            elif self._state_map[row, col] == FLAGGED_STATE:
                self._state_map[row, col] = COVERED_STATE
                self[row, col] = COVERED_SYMBOL

        def poke(self) -> None:
            """Uncover the pointed location."""
            row, col = cursor.top - OFFSET_TOP, cursor.left - OFFSET_LEFT
            rows, cols = self._shape

            def uncover_land(r: int, c: int) -> None:
                """Uncover adjacent locations when the adjacent mine count is 0."""
                if not (0 <= r < rows and 0 <= c < cols) or state_map[r, c] == UNCOVERED_STATE:
                    return
                state_map[r, c] = UNCOVERED_STATE

                # Uncover the 8 adjacent locations
                if self._solution_map[r, c] == EMPTY_SYMBOL:
                    for rr in range(r - 1, r + 2):
                        for cc in range(c - 1, c + 2):
                            if not (rr == r and cc == c):
                                uncover_land(rr, cc)

            if self._state_map[row, col] != COVERED_STATE:
                return

            if self._mine_map[row, col]:
                self.lose(row, col)
            else:
                state_map = self._state_map.copy()
                uncover_land(row, col)
                self._state_map = state_map
                self[:, :] = np.where(self._state_map == UNCOVERED_STATE, self._solution_map, self[:, :])
                self.evaluate()

        def win(self) -> None:
            """Handle winning."""
            # Replace good flags with boxed check marks, and all other locations with solutions
            self[:, :] = np.where(self._mine_map,
                                  BOXEDCHECK_SYMBOL, self._solution_map)

            # Put up smiley and winning shoutout
            self.scoreboard[0, len(self.scoreboard[0]) // 2] = HAPPYFACE_SYMBOL
            self.scoreboard[1, :8] = "You win!"
            self.schedule_marching(.1)

            self.revealed = True

        def lose(self, r: int, c: int) -> None:
            """Handle losing."""
            # Replace good flags with boxed check marks, bad flags with boxed crosses,
            #  and all other locations with solutions
            self[:, :] = np.where(self._mine_map,
                                  np.where(self._state_map == FLAGGED_STATE, BOXEDCHECK_SYMBOL, MINE_SYMBOL),
                                  np.where(self._state_map == FLAGGED_STATE, BOXEDCROSS_SYMBOL, self._solution_map))

            # Color exploded mine
            colors_copy = np.full(self._shape, self.color)
            colors_copy[r, c] = colors.WHITE_ON_RED
            self.colors = colors_copy

            # Put up sad face and losing callout
            self.scoreboard[0, len(self.scoreboard[0]) // 2] = SADFACE_SYMBOL
            self.scoreboard[1, :8] = "You die!"
            self.schedule_marching(.8)

            self.revealed = True

        def evaluate(self) -> None:
            """Evaluate winning or losing."""
            # If all and only all mines are covered, win
            if np.all(self._mine_map == (self._state_map != UNCOVERED_STATE)):
                self.win()
            # Otherwise, if the number of covered cells matches the number of mines, lose
            elif (self._state_map != UNCOVERED_STATE).sum() == self._num_mines:
                row, col = cursor.top - OFFSET_TOP, cursor.left - OFFSET_LEFT
                self.lose(row, col)

    with ScreenManager() as gsm:
        num_mines = 10
        rows, cols = 8, 8

        text_len = 20

        # Draw the scoreboard on the bottom
        scoreboard = gsm.root.new_widget(OFFSET_TOP + rows + 2, OFFSET_LEFT, height=2, width=cols,
                                         color=colors.RED_ON_BLACK, create_with="ArrayWin")

        # Draw instructions on the side
        instructions = gsm.root.new_widget(OFFSET_TOP, OFFSET_LEFT + cols + 2, height=6, width=text_len,
                                           color=colors.YELLOW_ON_BLACK, create_with="ArrayWin")
        instructions[0, :] = 'r: reset game'.ljust(text_len, ' ')
        instructions[1, :] = 'g: give up game'.ljust(text_len, ' ')
        instructions[2, :] = '␣: uncover location'.ljust(text_len, ' ')
        instructions[3, :] = 'f: flag mine'.ljust(text_len, ' ')
        instructions[4, :] = 'arrows: move pointer'.ljust(text_len, ' ')
        instructions[5, :] = 'esc: leave game'.ljust(text_len, ' ')

        # Draw board
        lawn = gsm.root.new_widget(rows=rows, cols=cols, num_mines=num_mines,
                                   scoreboard=scoreboard, gsm=gsm, create_with=Lawn)
        lawn.init_lawn()

        # Draw Cursor
        cursor = gsm.root.new_widget(rows, cols, OFFSET_TOP, OFFSET_LEFT, 1, 1, transparent=True, create_with=Cursor)
        cursor.window.addstr(0, 0, CURSOR_SYMBOL)

        # Schedule refreshing task
        gsm.schedule(gsm.root.refresh, delay=DELTA)
        gsm.run()

Wrapper function englobing all MineSweeper code. # Keybindings # Miscs # Symbols # States Movable cursor to point to a land location. Handle keys for Cursor movement. MineSweeper Game Board. # Initialize display from ArrayWin # Game board records the state of each cell # Initialize with given mine amount # Scoreboard display scores and shoutout banner # Game ScreenManager, useful for scheduling animation task Use ScreenManager handle to animate scoreboard text. Animate scoreboard with marching texts. Initialize game board for the next game. # Display the game board # Clear the game board # Randomize mine locations # Erase shoutout text # Unset timer Count mines near each land in adjacent lands. Reveal all mine locations. Handle terminal display refresh. # Timer on the right of scoreboard # Flagging count on the left Handle key press events. # Initialize timer Flag the location for potential mine. Uncover the pointed location. Uncover adjacent locations when the adjacent mine count is 0. # Uncover the 8 adjacent locations Handle winning. # Replace good flags with boxed check marks, and all other locations with solutions # Put up smiley and winning shoutout Handle losing. # Replace good flags with boxed check marks, bad flags with boxed crosses, #  and all other locations with solutions # Color exploded mine # Put up sad face and losing callout Evaluate winning or losing. # If all and only all mines are covered, win # Otherwise, if the number of covered cells matches the number of mines, lose # Draw the scoreboard on the bottom # Draw instructions on the side # Draw board # Draw Cursor # Schedule refreshing task