I started with Cell, Board, Game and felt good about that for about two minutes.
Start by clarifying requirements and assumptions, then walk through the probability-driven mine placement algorithm. Define the core classes (Board, Cell, Game) with clear responsibilities and relationships, and specify public APIs for printing and clicking. Finally, discuss state transitions, edge cases, and how the design supports testing and maintainability.
Pro tip: Emphasize separation of concerns: keep game logic independent of UI, and use dependency injection for the random number generator to make mine placement deterministic and testable.
Ask about board size, mine probability, first-click safety, and whether probabilities are per-cell independent. State assumptions clearly.
Describe iterating over each cell and placing a mine with probability p, using a random number generator. Mention seeding for reproducibility and handling edge cases like all mines or no mines.
Introduce Board (grid of Cells), Cell (state: hidden/revealed/flagged, adjacent mine count), Game (manages game state, win/loss). Explain composition and responsibilities.
Define methods like printBoard() and click(row, col). Describe state transitions on click: reveal cell, flood-fill if zero adjacent mines, handle mine hit (game over), and invalid/duplicate clicks.
Highlight how separation of concerns, dependency injection, and clear interfaces enable unit testing (e.g., mock RNG) and future extensions (e.g., different board shapes).
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.