让我们一起来玩扫雷游戏!
给你一个大小为 m x n 二维字符矩阵 board ,表示扫雷游戏的盘面,其中:
'M' 代表一个 未挖出的 地雷,'E' 代表一个 未挖出的 空方块,'B' 代表没有相邻(上,下,左,右,和所有4个对角线)地雷的 已挖出的 空白方块,'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。给你一个整数数组 click ,其中 click = [clickr, clickc] 表示在所有 未挖出的 方块('M' 或者 'E')中的下一个点击位置(clickr 是行下标,clickc 是列下标)。
根据以下规则,返回相应位置被点击后对应的盘面:
'M')被挖出,游戏就结束了- 把它改为 'X' 。'E')被挖出,修改它为('B'),并且所有和其相邻的 未挖出 方块都应该被递归地揭露。'E')被挖出,修改它为数字('1' 到 '8' ),表示相邻地雷的数量。
示例 1:
输入:board = [["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"]]
示例 2:
输入:board = [["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"]]
提示:
m == board.lengthn == board[i].length1 <= m, n <= 50board[i][j] 为 'M'、'E'、'B' 或数字 '1' 到 '8' 中的一个click.length == 20 <= clickr < m0 <= clickc < nboard[clickr][clickc] 为 'M' 或 'E'