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Vic563
by Vic563

reveal_cell

Reveal a cell on a Minesweeper board to check for mines or clear safe areas. Specify board ID and coordinates to interact with the game.

Instructions

Reveal a cell on the Minesweeper board

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
boardIdYesID of the board
xYesX coordinate (column) of the cell to reveal
yYesY coordinate (row) of the cell to reveal

Implementation Reference

  • Core implementation of revealCell: validates input, handles mine revelation (loss), recursive reveal for safe cells, checks win condition, updates game state.
    revealCell(boardId: string, x: number, y: number): GameBoard { const board = this.boards.get(boardId); if (!board) { throw new Error(`Board with id ${boardId} not found`); } if (board.gameState !== 'playing') { throw new Error('Game is already finished'); } if (x < 0 || x >= board.width || y < 0 || y >= board.height) { throw new Error('Invalid cell coordinates'); } const cell = board.cells[y][x]; if (cell.isRevealed || cell.isFlagged) { return board; // Already revealed or flagged } if (cell.isMine) { // Game over cell.isRevealed = true; board.gameState = 'lost'; board.endTime = Date.now(); // Reveal all mines for (let row of board.cells) { for (let c of row) { if (c.isMine) { c.isRevealed = true; } } } } else { // Reveal cell and potentially cascade this.revealCellRecursive(board, x, y); // Check win condition if (this.checkWinCondition(board)) { board.gameState = 'won'; board.endTime = Date.now(); } } return board; }
  • Recursive helper function that reveals adjacent safe empty cells (flood fill).
    private revealCellRecursive(board: GameBoard, x: number, y: number): void { if (x < 0 || x >= board.width || y < 0 || y >= board.height) return; const cell = board.cells[y][x]; if (cell.isRevealed || cell.isFlagged || cell.isMine) return; cell.isRevealed = true; // If cell has no neighboring mines, reveal all neighbors if (cell.neighborMines === 0) { for (let dy = -1; dy <= 1; dy++) { for (let dx = -1; dx <= 1; dx++) { if (dx === 0 && dy === 0) continue; this.revealCellRecursive(board, x + dx, y + dy); } } } }
  • Input schema definition for the reveal_cell tool, including parameters boardId, x, y.
    name: 'reveal_cell', description: 'Reveal a cell on the Minesweeper board', inputSchema: { type: 'object', properties: { boardId: { type: 'string', description: 'ID of the board', }, x: { type: 'number', description: 'X coordinate (column) of the cell to reveal', minimum: 0, }, y: { type: 'number', description: 'Y coordinate (row) of the cell to reveal', minimum: 0, }, }, required: ['boardId', 'x', 'y'], }, },
  • src/index.ts:46-166 (registration)
    Registration of tools list including reveal_cell via setRequestHandler for ListToolsRequestSchema.
    this.server.setRequestHandler(ListToolsRequestSchema, async () => { return { tools: [ { name: 'create_board', description: 'Create a new Minesweeper board with specified dimensions and mine count', inputSchema: { type: 'object', properties: { id: { type: 'string', description: 'Unique identifier for the board', }, width: { type: 'number', description: 'Width of the board (number of columns)', minimum: 1, maximum: 50, }, height: { type: 'number', description: 'Height of the board (number of rows)', minimum: 1, maximum: 50, }, mineCount: { type: 'number', description: 'Number of mines to place on the board', minimum: 0, }, }, required: ['id', 'width', 'height', 'mineCount'], }, }, { name: 'reveal_cell', description: 'Reveal a cell on the Minesweeper board', inputSchema: { type: 'object', properties: { boardId: { type: 'string', description: 'ID of the board', }, x: { type: 'number', description: 'X coordinate (column) of the cell to reveal', minimum: 0, }, y: { type: 'number', description: 'Y coordinate (row) of the cell to reveal', minimum: 0, }, }, required: ['boardId', 'x', 'y'], }, }, { name: 'flag_cell', description: 'Flag or unflag a cell on the Minesweeper board', inputSchema: { type: 'object', properties: { boardId: { type: 'string', description: 'ID of the board', }, x: { type: 'number', description: 'X coordinate (column) of the cell to flag', minimum: 0, }, y: { type: 'number', description: 'Y coordinate (row) of the cell to flag', minimum: 0, }, }, required: ['boardId', 'x', 'y'], }, }, { name: 'get_board', description: 'Get the current state and visual representation of a Minesweeper board', inputSchema: { type: 'object', properties: { boardId: { type: 'string', description: 'ID of the board to display', }, }, required: ['boardId'], }, }, { name: 'list_boards', description: 'List all active Minesweeper boards', inputSchema: { type: 'object', properties: {}, }, }, { name: 'delete_board', description: 'Delete a Minesweeper board', inputSchema: { type: 'object', properties: { boardId: { type: 'string', description: 'ID of the board to delete', }, }, required: ['boardId'], }, }, ] as Tool[], }; });
  • MCP tool call handler for reveal_cell: parses arguments, calls game.revealCell, formats response with board display and game status.
    case 'reveal_cell': { const { boardId, x, y } = args as { boardId: string; x: number; y: number; }; const board = this.game.revealCell(boardId, x, y); const display = this.game.getBoardDisplay(boardId); let message = `Revealed cell at (${x}, ${y})\n\n${display}`; if (board.gameState === 'won') { const duration = board.endTime ? Math.round((board.endTime - board.startTime) / 1000) : 0; message += `\nšŸŽ‰ Congratulations! You won in ${duration} seconds!`; } else if (board.gameState === 'lost') { message += `\nšŸ’„ Game Over! You hit a mine at (${x}, ${y}).`; } return { content: [ { type: 'text', text: message, }, ], }; }

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