Tracks: fix further completion-checking loopholes.

A user pointed out that Tracks could sometimes flash for completion
when there wasn't even a full path from A to B! And it looks as if
that wasn't even a mistake I introduced with the loop-checking revamp
this week.

Now I _think_ it's complete: we set ret=FALSE in check_completion
wherever we also produce an error highlight, and also whenever there
is no path connecting A with B. And if there is a path connecting A
with B, then any square not on the path becomes an error highlight.
This commit is contained in:
Simon Tatham
2016-02-26 06:59:46 +00:00
parent adc54741f0
commit 70cb6cfa7a

View File

@ -1551,8 +1551,10 @@ static int check_completion(game_state *state, int mark)
for (i = 0; i < w*h; i++) { for (i = 0; i < w*h; i++) {
state->sflags[i] &= ~S_ERROR; state->sflags[i] &= ~S_ERROR;
if (S_E_COUNT(state, i%w, i/w, E_TRACK) > 0) { if (S_E_COUNT(state, i%w, i/w, E_TRACK) > 0) {
if (S_E_COUNT(state, i%w, i/w, E_TRACK) > 2) if (S_E_COUNT(state, i%w, i/w, E_TRACK) > 2) {
ret = FALSE;
state->sflags[i] |= S_ERROR; state->sflags[i] |= S_ERROR;
}
} }
} }
} }
@ -1579,6 +1581,7 @@ static int check_completion(game_state *state, int mark)
debug(("col %d error: target %d, track %d, notrack %d", debug(("col %d error: target %d, track %d, notrack %d",
x, target, ntrack, nnotrack)); x, target, ntrack, nnotrack));
state->num_errors[x] = 1; state->num_errors[x] = 1;
ret = FALSE;
} }
} }
if (ntrackcomplete != target) if (ntrackcomplete != target)
@ -1601,6 +1604,7 @@ static int check_completion(game_state *state, int mark)
debug(("row %d error: target %d, track %d, notrack %d", debug(("row %d error: target %d, track %d, notrack %d",
y, target, ntrack, nnotrack)); y, target, ntrack, nnotrack));
state->num_errors[w+y] = 1; state->num_errors[w+y] = 1;
ret = FALSE;
} }
} }
if (ntrackcomplete != target) if (ntrackcomplete != target)
@ -1651,6 +1655,12 @@ static int check_completion(game_state *state, int mark)
state->sflags[i] |= S_ERROR; state->sflags[i] |= S_ERROR;
} }
} }
} else {
/* If we _don't_ have such a path, then certainly the game
* can't be in a winning state. So even if we're not
* highlighting any _errors_, we certainly shouldn't
* return true. */
ret = FALSE;
} }
} }