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Initial checkin of my Minesweeper clone, which uses a solver during
grid generation to arrange a mine layout that never requires guessing. [originally from svn r5859]
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72
puzzles.but
72
puzzles.but
@ -829,6 +829,78 @@ for you. Be prepared to wait, especially if you have also configured
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a large puzzle size.
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\C{mines} \i{Mines}
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\cfg{winhelp-topic}{games.mines}
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You have a grid of covered squares, some of which contain mines, but
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you don't know which. Your job is to uncover every square which does
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\e{not} contain a mine. If you uncover a square containing a mine,
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you lose. If you uncover a square which does not contain a mine, you
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are told how many mines are contained within the eight surrounding
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squares.
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This game needs no introduction; popularised by Windows, it is
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perhaps the single best known desktop puzzle game in existence.
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This version of it has an unusual property. By default, it will
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generate its mine positions in such a way as to ensure that you
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never need to \e{guess} where a mine is: you will always be able to
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deduce it somehow. So you will never, as can happen in other
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versions, get to the last four squares and discover that there are
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two mines left but you have no way of knowing for sure where they
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are.
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\H{mines-controls} \I{controls, for Mines}Mines controls
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This game is played with the mouse.
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If you left-click in a covered square, it will be uncovered.
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If you right-click in a covered square, it will place a flag which
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indicates that the square is believed to be a mine. Left-clicking in
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a marked square will not uncover it, for safety. You can right-click
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again to remove a mark placed in error.
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If you left-click in an \e{uncovered} square, it will \q{clear
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around} the square. This means: if the square has exactly as many
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flags surrounding it as it should have mines, then all the covered
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squares next to it which are \e{not} flagged will be uncovered. So
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once you think you know the location of all the mines around a
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square, you can use this function as a shortcut to avoid having to
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click on each of the remaining squares one by one.
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If you uncover a square which has \e{no} mines in the surrounding
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eight squares, then it is obviously safe to uncover those squares in
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turn, and so on if any of them also has no surrounding mines. This
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will be done for you automatically; so sometimes when you uncover a
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square, a whole new area will open up to be explored.
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(All the actions described in \k{common-actions} are also available.
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Even Undo is available, although you might consider it cheating to
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use it!)
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\H{mines-parameters} \I{parameters, for Mines}Mines parameters
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The options available from the \q{Custom...} option on the \q{Type}
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menu are:
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\dt \e{Width}, \e{Height}
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\dd Size of grid in squares.
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\dt \e{Mines}
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\dd Number of mines in the grid.
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\dt \e{Ensure solubility}
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\dd When this option is enabled (as it is by default), Mines will
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ensure that the entire grid can be fully deduced starting from the
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initial open space. If you prefer the riskier grids generated by
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other implementations, you can switch off this option.
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\A{licence} \I{MIT licence}\ii{Licence}
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This software is \i{copyright} 2004-2005 Simon Tatham.
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