This one took me a minute to even figure out where to start.
Start by clarifying requirements and edge cases, then outline the class design with clear responsibilities. Implement the core logic using a 2D grid and recursive flood fill for revealing empty regions, and finally add a simple console display and input loop to make it playable.
Pro tip: Mention that you'll separate game logic from display to improve testability and maintainability, and discuss how you'd handle edge cases like first-click safety or large boards to show production-level thinking.
Ask about board size limits, mine placement rules (e.g., first-click safety), and expected behavior for invalid inputs. Confirm whether recursion depth is a concern and if iterative flood fill is preferred.
Define a Cell class or use parallel arrays to track mine status, revealed state, and adjacent mine counts. Outline public methods: constructor, click(row, col), and display.
Randomly place mines using a set to avoid duplicates, then compute adjacent mine counts for each cell. Ensure O(1) neighbor checks with boundary validation.
Handle mine click (game over), reveal cell, and if adjacent count is zero, recursively reveal neighbors. Use a visited set or mark cells to avoid infinite recursion.
Print the board with hidden/revealed cells and flags, and implement a simple input loop for clicks. Optionally add win condition detection.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.