In Undead, mark clues as errors in a few more situations.

- Mark a clue as an error if too many monsters are seen, even if
   some squares are empty.

 - Mark a clue as an error if too few monsters are seen, taking into
   account how many more sightings are possible given the number of
   empty squares and how many times each of them are visited.
This commit is contained in:
Jonas Kölker
2015-10-12 20:07:18 +02:00
committed by Simon Tatham
parent 1cf403ceb8
commit 80b63e6cef

View File

@ -1955,7 +1955,9 @@ int check_path_solution(game_state *state, int p) {
}
}
if (unfilled == 0 && count != state->common->paths[p].sightings_start) {
if (count > state->common->paths[p].sightings_start ||
count + unfilled < state->common->paths[p].sightings_start)
{
correct = FALSE;
state->hint_errors[state->common->paths[p].grid_start] = TRUE;
}
@ -1977,7 +1979,9 @@ int check_path_solution(game_state *state, int p) {
}
}
if (unfilled == 0 && count != state->common->paths[p].sightings_end) {
if (count > state->common->paths[p].sightings_end ||
count + unfilled < state->common->paths[p].sightings_end)
{
correct = FALSE;
state->hint_errors[state->common->paths[p].grid_end] = TRUE;
}