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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:

committed by
Simon Tatham

parent
1cf403ceb8
commit
80b63e6cef
8
undead.c
8
undead.c
@ -1955,7 +1955,9 @@ int check_path_solution(game_state *state, int p) {
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}
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}
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}
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}
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if (unfilled == 0 && count != state->common->paths[p].sightings_start) {
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if (count > state->common->paths[p].sightings_start ||
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count + unfilled < state->common->paths[p].sightings_start)
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{
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correct = FALSE;
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correct = FALSE;
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state->hint_errors[state->common->paths[p].grid_start] = TRUE;
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state->hint_errors[state->common->paths[p].grid_start] = TRUE;
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}
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}
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@ -1977,7 +1979,9 @@ int check_path_solution(game_state *state, int p) {
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}
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}
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}
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}
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if (unfilled == 0 && count != state->common->paths[p].sightings_end) {
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if (count > state->common->paths[p].sightings_end ||
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count + unfilled < state->common->paths[p].sightings_end)
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{
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correct = FALSE;
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correct = FALSE;
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state->hint_errors[state->common->paths[p].grid_end] = TRUE;
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state->hint_errors[state->common->paths[p].grid_end] = TRUE;
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}
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}
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