diff --git a/AGENTS.md b/AGENTS.md new file mode 100644 index 0000000..f42ac75 --- /dev/null +++ b/AGENTS.md @@ -0,0 +1,24 @@ +# Repository notes + +Console Minesweeper on .NET 10 (`Minesweeper.slnx`). + +## Layout +- `src/Minesweeper.Core` — game rules only. No `System.Console`, no rendering. Keep it that way. +- `src/Minesweeper.Cli` — parsing, ANSI rendering, game loop. All console I/O lives here. +- `tests/Minesweeper.Core.Tests` — xUnit. References both projects, so CLI types are tested directly. + +## Conventions +- Coordinates are **0-based** everywhere except player input. `CommandParser` is the only place that + converts 1-based input; `BoardRenderer` is the only place that formats back to 1-based. +- Columns are lettered (`A`..`Z`, then `AA`..) so typed input can never be ambiguous with a row. +- Colour is applied **after** padding in `BoardRenderer`: escape codes inflate string length and would + misalign the grid. `AnsiPalette.Number(count, paddedGlyph)` exists for that reason. +- Cells render as fixed 3-character slots, and the cursor uses `[x]` so it stays visible without colour. +- Use `MinesweeperGame.FromMines(size, mines)` for tests that need an exact layout; it skips random + placement and the first-click safety rule. A flood that opens every safe cell wins immediately and + auto-flags the mines, so pick layouts that leave cells hidden when a test needs play to continue. + +## Commands +- `dotnet build` +- `dotnet test` +- `dotnet run --project src/Minesweeper.Cli -- --help`