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Jul 17th, 2018
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  1. // Count adjacent mines for each cell
  2. for (int itrX = 0; itrX < width; ++itrX)
  3. {
  4. for (int itrY = 0; itrY < height; ++itrY)
  5. {
  6. battlefield[itrX, itrY].AdjacentMines = (itrX - 1 >= 0 && itrY - 1 >= 0 ? (battlefield[itrX - 1, itrY - 1].Mine ? 1 : 0) : 0) +
  7. (itrY - 1 >= 0 ? (battlefield[itrX, itrY - 1].Mine ? 1 : 0) : 0) +
  8. (itrX + 1 < width && itrY - 1 >= 0 ? (battlefield[itrX + 1, itrY - 1].Mine ? 1 : 0) : 0) +
  9. (itrX + 1 < width ? (battlefield[itrX + 1, itrY].Mine ? 1 : 0) : 0) +
  10. (itrX + 1 < width && itrY + 1 < height ? (battlefield[itrX + 1, itrY + 1].Mine ? 1 : 0) : 0) +
  11. (itrY + 1 < height ? (battlefield[itrX, itrY + 1].Mine ? 1 : 0) : 0) +
  12. (itrX - 1 >= 0 && itrY + 1 < height ? (battlefield[itrX - 1, itrY + 1].Mine ? 1 : 0) : 0) +
  13. (itrX - 1 >= 0 ? (battlefield[itrX - 1, itrY].Mine ? 1 : 0) : 0);
  14. }
  15. }
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