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Unequal: Don't insist that solve moves must actually solve
A corrupt save file can include an "S" move that doesn't give a valid solution. An assertion failure ("execute_move: Assertion `rc > 0' failed.") at that point is rude, so now we just don't set the "completed" flag in that case. We still set the "cheated" flag, to reward (lack of) effort. Here's a trivial test case: SAVEFILE:41:Simon Tatham's Portable Puzzle Collection GAME :7:Unequal CPARAMS :1:3 PARAMS :1:3 DESC :17:0,0,0,0,0,0,0,0,0 NSTATES :1:2 STATEPOS:1:2 MOVE :10:S222222222
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@ -1652,7 +1652,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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static game_state *execute_move(const game_state *state, const char *move)
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{
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game_state *ret = NULL;
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int x, y, n, i, rc;
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int x, y, n, i;
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debug(("execute_move: %s", move));
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@ -1677,7 +1677,7 @@ static game_state *execute_move(const game_state *state, const char *move)
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const char *p;
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ret = dup_game(state);
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ret->completed = ret->cheated = true;
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ret->cheated = true;
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p = move+1;
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for (i = 0; i < state->order*state->order; i++) {
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@ -1688,8 +1688,8 @@ static game_state *execute_move(const game_state *state, const char *move)
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p++;
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}
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if (*p) goto badmove;
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rc = check_complete(ret->nums, ret, true);
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assert(rc > 0);
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if (!ret->completed && check_complete(ret->nums, ret, true) > 0)
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ret->completed = true;
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return ret;
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} else if (move[0] == 'M') {
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ret = dup_game(state);
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