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Substantial reworking of Solo so that it implements both Sudoku-X
(require both main diagonals to have one of every digit in addition to all the usual constraints) and Jigsaw Sudoku (replace the array of rectangular sub-blocks with the sub-blocks being random polyominoes). To implement the latter, I've moved my `divvy.c' library routine out of the `unfinished' subdirectory. Jigsaw mode is currently an undocumented feature: you enable it by setting the rows parameter to 1 (and the columns parameter to your desired grid size, which unlike normal Sudoku can be anything you like including a prime number). The reason it's undocumented is because generation times are not yet reliably short: sometimes generating a jigsaw-type puzzle can hang for hours and still get nowhere. (The algorithm should terminate in principle, but not in any time you're prepared to wait.) I _think_ I know how to solve this, but have yet to try it. Until then, jigsaw mode will remain a hidden feature. Printing of X-type puzzles is also substandard at present, because the current print-colour API replaces the desired light shading of the X-cells with heavy diagonal hatching. I plan to adjust the API imminently to address this. [originally from svn r7974]
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@ -930,6 +930,12 @@ rows, into which the main grid is divided. (The size of a block is
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the inverse of this: for example, if you select 2 columns and 3 rows,
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each actual block will have 3 columns and 2 rows.)
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You can introduce an optional extra constraint on the puzzles,
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requiring that the two main diagonals of the grid also contain one
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of every digit. (This is sometimes known as \q{Sudoku-X} in
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newspapers.) In this mode, the squares on the two main diagonals
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will be shaded slightly so that you know it's enabled.
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You can also configure the type of symmetry shown in the generated
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puzzles. More symmetry makes the puzzles look prettier but may also
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make them easier, since the symmetry constraints can force more
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