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➤微信公众号:山青咏芝(shanqingyongzhi)
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Let's play the minesweeper game (Wikipedia, online game)!git
You are given a 2D char matrix representing the game board. 'M' represents an unrevealed mine, 'E' represents an unrevealed empty square, 'B' represents a revealed blank square that has no adjacent (above, below, left, right, and all 4 diagonals) mines, digit ('1' to '8') represents how many mines are adjacent to this revealed square, and finally 'X' represents a revealed mine.github
Now given the next click position (row and column indices) among all the unrevealedsquares ('M' or 'E'), return the board after revealing this position according to the following rules:微信
Example 1:app
Input: [['E', 'E', 'E', 'E', 'E'], ['E', 'E', 'M', 'E', 'E'], ['E', 'E', 'E', 'E', 'E'], ['E', 'E', 'E', 'E', 'E']] Click : [3,0] Output: [['B', '1', 'E', '1', 'B'], ['B', '1', 'M', '1', 'B'], ['B', '1', '1', '1', 'B'], ['B', 'B', 'B', 'B', 'B']] Explanation:
Example 2:ide
Input: [['B', '1', 'E', '1', 'B'], ['B', '1', 'M', '1', 'B'], ['B', '1', '1', '1', 'B'], ['B', 'B', 'B', 'B', 'B']] Click : [1,2] Output: [['B', '1', 'E', '1', 'B'], ['B', '1', 'X', '1', 'B'], ['B', '1', '1', '1', 'B'], ['B', 'B', 'B', 'B', 'B']] Explanation:
Note:this
让咱们一块儿来玩扫雷游戏!spa
给定一个表明游戏板的二维字符矩阵。 'M' 表明一个未挖出的地雷,'E' 表明一个未挖出的空方块,'B' 表明没有相邻(上,下,左,右,和全部4个对角线)地雷的已挖出的空白方块,数字('1' 到 '8')表示有多少地雷与这块已挖出的方块相邻,'X' 则表示一个已挖出的地雷。code
如今给出在全部未挖出的方块中('M'或者'E')的下一个点击位置(行和列索引),根据如下规则,返回相应位置被点击后对应的面板:orm
示例 1:
输入: [['E', 'E', 'E', 'E', 'E'], ['E', 'E', 'M', 'E', 'E'], ['E', 'E', 'E', 'E', 'E'], ['E', 'E', 'E', 'E', 'E']] Click : [3,0] 输出: [['B', '1', 'E', '1', 'B'], ['B', '1', 'M', '1', 'B'], ['B', '1', '1', '1', 'B'], ['B', 'B', 'B', 'B', 'B']] 解释:
示例 2:
输入: [['B', '1', 'E', '1', 'B'], ['B', '1', 'M', '1', 'B'], ['B', '1', '1', '1', 'B'], ['B', 'B', 'B', 'B', 'B']] Click : [1,2] 输出: [['B', '1', 'E', '1', 'B'], ['B', '1', 'X', '1', 'B'], ['B', '1', '1', '1', 'B'], ['B', 'B', 'B', 'B', 'B']] 解释:
注意:
388ms
1 class Solution { 2 func updateBoard(_ board: [[Character]], _ click: [Int]) -> [[Character]] { 3 var board = board 4 return coreUpdateBoard(&board, click) 5 } 6 func coreUpdateBoard(_ board: inout [[Character]], _ click: [Int]) -> [[Character]] { 7 let m = board.count, n = board[0].count 8 let row = click[0], col = click[1] 9 10 if board[row][col] == "M" { 11 board[row][col] = "X" 12 } 13 else { // Empty 14 // Get number of mines first. 15 var count = 0 16 for i in -1..<2 { 17 for j in -1..<2 { 18 if i == 0 && j == 0 { 19 continue 20 } 21 let r = row + i, c = col+j 22 if r<0 || r>=m || c<0 || c>=n { 23 continue 24 } 25 26 if board[r][c] == "M" || board[r][c] == "X" { 27 count += 1 28 } 29 } 30 } 31 32 if count > 0 { 33 // If it is not a 'B', stop further DFS. 34 board[row][col] = Character("\(count)") 35 } 36 else { 37 // Continue DFS to adjacent cells. 38 board[row][col] = "B" 39 for i in -1..<2 { 40 for j in -1..<2 { 41 if i == 0 && j == 0 { 42 continue 43 } 44 let r = row+i, c = col + j 45 if r<0 || r>=m || c<0 || c>=n { 46 continue 47 } 48 if board[r][c] == "E" { 49 coreUpdateBoard(&board, [r,c]) 50 } 51 } 52 } 53 } 54 } 55 return board 56 } 57 }
392ms
1 class Solution { 2 let dirs: [(Int, Int)] = [(0, 1), (0, -1), (1, 0), (-1, 0), (1, 1), (1, -1), (-1, 1), (-1, -1)] 3 4 func updateBoard(_ board: [[Character]], _ click: [Int]) -> [[Character]] { 5 var board: [[Character]] = board 6 let x = click[0] 7 let y = click[1] 8 if board[x][y] == "M" { 9 board[x][y] = "X" 10 return board 11 } 12 dfs(&board, x, y) 13 return board 14 } 15 16 func dfs(_ board: inout [[Character]], _ x: Int, _ y: Int) { 17 if x < 0 || x >= board.count || y < 0 || y >= board[0].count || board[x][y] != "E" { 18 return 19 } 20 let mineCount = numberOfMines(&board, x, y) 21 if mineCount == 0 { 22 board[x][y] = "B" 23 for d in dirs { 24 dfs(&board, x + d.0, y + d.1) 25 } 26 } else { 27 board[x][y] = Character(String(mineCount)) 28 } 29 } 30 31 func numberOfMines(_ board: inout [[Character]], _ x: Int, _ y: Int) -> Int { 32 var count = 0 33 for d in dirs { 34 let newX = x + d.0 35 let newY = y + d.1 36 if newX < 0 || newX >= board.count || newY < 0 || newY >= board[0].count { 37 continue 38 } 39 if board[newX][newY] == "M" || board[newX][newY] == "X" { 40 count += 1 41 } 42 } 43 return count 44 } 45 }
1 class Solution { 2 func updateBoard(_ board: [[Character]], _ click: [Int]) -> [[Character]] { 3 if board.isEmpty || board[0].isEmpty {return []} 4 var board = board 5 var m:Int = board.count 6 var n:Int = board[0].count 7 var q:[[Int]] = [[click[0], click[1]]] 8 while(!q.isEmpty) 9 { 10 var row:Int = q.first![0] 11 var col:Int = q.first![1] 12 var cnt:Int = 0 13 q.removeFirst() 14 var neighbors:[[Int]] = [[Int]]() 15 if board[row][col] == "M" 16 { 17 board[row][col] = "X" 18 } 19 else 20 { 21 for i in -1..<2 22 { 23 for j in -1..<2 24 { 25 var x:Int = row + i 26 var y:Int = col + j 27 if x < 0 || x >= m || y < 0 || y >= n 28 { 29 continue 30 } 31 if board[x][y] == "M" 32 { 33 cnt += 1 34 } 35 else if cnt == 0 && board[x][y] == "E" 36 { 37 neighbors.append([x, y]) 38 } 39 } 40 } 41 } 42 if cnt > 0 43 { 44 board[row][col] = (cnt + 48).ASCII 45 } 46 else 47 { 48 for a in neighbors 49 { 50 board[a[0]][a[1]] = "B" 51 q.append(a) 52 } 53 } 54 } 55 return board 56 } 57 } 58 59 extension Int 60 { 61 //属性:ASCII值(定义大写为字符值) 62 var ASCII:Character 63 { 64 get {return Character(UnicodeScalar(self)!)} 65 } 66 }
412ms
1 class Solution { 2 func updateBoard(_ board: [[Character]], _ click: [Int]) -> [[Character]] { 3 let rows = board.count, cols = board[0].count 4 var currentTuple: (Int, Int) = (click[0], click[1]) 5 var board = board 6 7 var queue = [currentTuple] 8 9 while !queue.isEmpty { 10 let (currX, currY) = queue.popLast()! 11 12 if board[currX][currY] == "M" { 13 board[currX][currY] = "X" // Game over! 14 } else { 15 16 // Get total number of mines surrounding the square 17 var count = 0 18 19 for (dx, dy) in [(1, 0), (0, 1), (-1, 0), (0, -1), (1, 1), (-1, -1), (1, -1), (-1, 1)] { 20 let (nextX, nextY) = (dx + currX, dy + currY) 21 if nextX >= 0 && nextX < rows && nextY >= 0 && nextY < cols { 22 if ["M", "X"].contains(board[nextX][nextY]) { 23 count += 1 24 } 25 } 26 } 27 28 if count > 0 { 29 // Terminate search 30 board[currX][currY] = Character.init("\(count)") 31 } else { 32 // Else, perform BFS search 33 board[currX][currY] = "B" 34 35 for (dx, dy) in [(1, 0), (0, 1), (-1, 0), (0, -1), (1, 1), (-1, -1), (1, -1), (-1, 1)] { 36 let (nextX, nextY) = (dx + currX, dy + currY) 37 if nextX >= 0 && nextX < rows && nextY >= 0 && nextY < cols { 38 if ["E"].contains(board[nextX][nextY]) { 39 queue.append((nextX, nextY)) 40 board[nextX][nextY] = "B" 41 } 42 } 43 } 44 } 45 } 46 } 47 return board 48 } 49 }
628ms
1 reveal(board: &board, i:click[0], j:click[1]) 2 return board 3 4 } 5 6 func reveal(board: inout [[Character]], i:Int, j:Int) { 7 switch (String(board[i][j])) { 8 case "M": 9 board[i][j] = Character("X") 10 break 11 case "E": 12 if (adjacencies[i][j] == 0) { 13 board[i][j] = Character("B") 14 directions.forEach { dir in 15 let (y, x) = dir 16 if isValid(i:y + i, j: x + j) { 17 reveal(board: &board, i: y + i, j:x + j) 18 } 19 } 20 break 21 } else { 22 23 board[i][j] = Character(String(adjacencies[i][j])) 24 } 25 26 default: 27 break 28 } 29 } 30 31 func setAdjacency(_ board: [[Character]], i: Int, j: Int) { 32 var adjacency = 0 33 directions.forEach { dir in 34 let (y, x) = dir 35 if isValid(i:y + i, j: x + j) && board[y + i][x + j] == "M" { 36 adjacency += 1 37 } 38 } 39 adjacencies[i][j] = adjacency 40 41 } 42 43 func isValid(i:Int, j:Int) -> Bool { 44 return i < m && i >= 0 && j >= 0 && j < n 45 } 46 }