Building Games in SC#: Minesweeper-like mine field puzzle
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MinesweeperThe model builds a keyboard Minesweeper game from the task as an agent; this item passes when the app compiles and can be exported, and each hidden test is its own item.2 AI queries
48 tool callsAssertion expression evaluated to false: app.Built
Context: AI: Max tool rounds exceeded: 44.
App: not submitted; the last file version is graded (end: limit of 50 AI calls)
Work: 2 AI calls (50 model rounds with tool calls), 1 whole-file writes, 3 edits (32 lines), 43 CheckApp calls, 0 refused rewrites, 0 refused repeated edits, 0 rejected submissions, 1 reminders to hand in
Compile errors: (191,5) Found 'if' outside any function: statements must be inside a function body. A '}' above probably closes a function too early, or a function header is missing.
Values:
app.Built = false |
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Hidden_ChordSpace on a number with exactly that many flagged neighbors reveals its other neighbors; with fewer flags nothing happens.0 AI queries
0 tool callsHiddenTestNot run: the app does not compile. |
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Hidden_ChordWithAWrongFlagA chord with a wrong flag reveals a mine and loses the game; the neighbors are revealed in row order up to that mine.0 AI queries
0 tool callsHiddenTestNot run: the app does not compile. |
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Hidden_CursorMovesEach arrow press moves the cursor one cell, and the cursor stops at the edges.0 AI queries
0 tool callsHiddenTestNot run: the app does not compile. |
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Hidden_FirstRevealIsSafeThe first reveal places exactly 40 mines, none on the revealed cell or its neighbors, so it opens an empty area.0 AI queries
0 tool callsHiddenTestNot run: the app does not compile. |
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Hidden_FlagsF flags and unflags a hidden cell, does nothing on a revealed cell, and the counter shows 40 minus the flags, also below 0.0 AI queries
0 tool callsHiddenTestNot run: the app does not compile. |
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Hidden_FloodRevealAn empty cell opens the whole empty area up to the numbers around it, exactly by the reveal rule.0 AI queries
0 tool callsHiddenTestNot run: the app does not compile. |
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Hidden_FloodStopsAtFlagsFlagged cells are not opened by the flood, and they do not open anything.0 AI queries
0 tool callsHiddenTestNot run: the app does not compile. |
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Hidden_InitialStateAfter AppInit every cell is hidden, there are no mines yet, and the cursor, flags and timer have their starting values.0 AI queries
0 tool callsHiddenTestNot run: the app does not compile. |
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Hidden_LosingRevealing a mine loses the game: every mine is shown, the timer stops, and keys do nothing until Enter.0 AI queries
0 tool callsHiddenTestNot run: the app does not compile. |
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Hidden_RestartEnter starts a new game at any time; that frame does nothing else.0 AI queries
0 tool callsHiddenTestNot run: the app does not compile. |
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Hidden_RevealANumberRevealing a cell with a number opens only that cell; mines are not moved when a test placed them.0 AI queries
0 tool callsHiddenTestNot run: the app does not compile. |
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Hidden_ScreenAfterALossAfter a loss the screen shows the mines and the exploded one in its own color, and no cursor.0 AI queries
0 tool callsHiddenTestNot run: the app does not compile. |
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Hidden_ScreenShowsTheBoardThe screen shows hidden cells, revealed cells, a flag and the cursor at their places.0 AI queries
0 tool callsHiddenTestNot run: the app does not compile. |
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Hidden_TimerThe timer starts with the first reveal and counts frames; the screen shows whole seconds.0 AI queries
0 tool callsHiddenTestNot run: the app does not compile. |
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Hidden_WinningRevealing the last cell without a mine wins: the mines get flags, the counter shows 0 and the timer stops.0 AI queries
0 tool callsHiddenTestNot run: the app does not compile. |
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