I started with the data structures before touching any logic, which turned out to be the right call since they asked about that explicitly anyway.
Start by clarifying the board representation and game rules, then design the click function to handle three cases: mine hit (game over), zero-adjacent-mine (flood fill using BFS/DFS), and numbered cell (simple reveal). Implement flood fill iteratively to avoid recursion depth issues, and write a print function that formats the board with hidden cells, revealed numbers, and mines appropriately.
Pro tip: Mention that you'd use an iterative BFS with a queue for flood fill to prevent stack overflow on large boards, and that you'd track visited cells to avoid infinite loops. Also, discuss how you'd extend the design to support flags and win conditions, showing foresight.
Ask about board size, mine placement, and cell states (hidden, revealed, flagged). Decide on a 2D array or list of lists, with separate structures for mines and revealed status.
Outline the logic: if the cell is a mine, game over; if it has adjacent mines > 0, reveal it; if zero, reveal it and recursively reveal all adjacent cells. Use BFS/DFS for flood fill.
Use a queue (BFS) or stack (DFS) to process cells with zero adjacent mines, revealing neighbors and adding zero-adjacent neighbors to the queue. Mark cells as revealed to avoid reprocessing.
Format the board for display: hidden cells as '-', revealed empty cells as ' ', revealed numbers as digits, and mines as '*'. Consider showing all mines if game over.
Test clicking a mine, clicking a numbered cell, clicking a zero cell that triggers a large flood fill, and clicking an already revealed cell. Verify board printing for different states.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.