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synced 2025-04-21 08:01:30 -07:00
Aha, here's a nice easy way to generate really hard puzzles. Added
the missing fifth difficulty level to Solo: `Unreasonable', in which even set-based reasoning is insufficient and there's no alternative but to guess a number and backtrack if it didn't work. (Solutions are still guaranteed unique, however.) In fact it now seems to take less time to generate a puzzle of this grade than `Advanced'! [originally from svn r5756]
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@ -691,9 +691,10 @@ particular, on difficulty levels \q{Trivial} and \q{Basic} there
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will be a square you can fill in with a single number at all times,
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whereas at \q{Intermediate} level and beyond you will have to make
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partial deductions about the \e{set} of squares a number could be in
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(or the set of numbers that could be in a square). None of the
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difficulty levels generated by this program ever requires making a
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guess and backtracking if it turns out to be wrong.
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(or the set of numbers that could be in a square). At
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\q{Unreasonable} level, even this is not enough, and you will
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eventually have to make a guess, and then backtrack if it turns out
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to be wrong.
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Generating difficult puzzles is itself difficult: if you select
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\q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
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@ -738,6 +739,8 @@ parameters:
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\b \cq{da} for Advanced difficulty level
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\b \cq{du} for Unreasonable difficulty level
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So, for example, you can make Solo generate asymmetric 3x4 grids by
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running \cq{solo 3x4a}, or 4-way rotationally symmetric 2x3 grids by
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running \cq{solo 2x3r4}, or \q{Advanced}-level 2x3 grids by running
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32
solo.c
32
solo.c
@ -144,6 +144,7 @@ static int game_fetch_preset(int i, char **name, game_params **params)
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{ "3x3 Basic", { 3, 3, SYMM_ROT2, DIFF_SIMPLE } },
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{ "3x3 Intermediate", { 3, 3, SYMM_ROT2, DIFF_INTERSECT } },
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{ "3x3 Advanced", { 3, 3, SYMM_ROT2, DIFF_SET } },
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{ "3x3 Unreasonable", { 3, 3, SYMM_ROT2, DIFF_RECURSIVE } },
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{ "3x4 Basic", { 3, 4, SYMM_ROT2, DIFF_SIMPLE } },
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{ "4x4 Basic", { 4, 4, SYMM_ROT2, DIFF_SIMPLE } },
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};
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@ -193,6 +194,8 @@ static game_params *decode_params(char const *string)
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string++, ret->diff = DIFF_INTERSECT;
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else if (*string == 'a') /* advanced */
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string++, ret->diff = DIFF_SET;
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else if (*string == 'u') /* unreasonable */
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string++, ret->diff = DIFF_RECURSIVE;
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} else
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string++; /* eat unknown character */
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}
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@ -239,7 +242,7 @@ static config_item *game_configure(game_params *params)
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ret[3].name = "Difficulty";
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ret[3].type = C_CHOICES;
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ret[3].sval = ":Trivial:Basic:Intermediate:Advanced";
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ret[3].sval = ":Trivial:Basic:Intermediate:Advanced:Unreasonable";
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ret[3].ival = params->diff;
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ret[4].name = NULL;
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@ -1368,7 +1371,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
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char *seed;
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int coords[16], ncoords;
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int xlim, ylim;
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int maxdiff;
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int maxdiff, recursing;
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/*
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* Adjust the maximum difficulty level to be consistent with
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@ -1416,6 +1419,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
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* while preserving solubility.
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*/
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symmetry_limit(params, &xlim, &ylim, params->symm);
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recursing = FALSE;
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while (1) {
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int x, y, i, j;
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@ -1452,6 +1456,8 @@ static char *new_game_seed(game_params *params, random_state *rs,
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* nsolve.
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*/
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for (i = 0; i < nlocs; i++) {
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int ret;
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x = locs[i].x;
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y = locs[i].y;
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@ -1460,7 +1466,12 @@ static char *new_game_seed(game_params *params, random_state *rs,
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for (j = 0; j < ncoords; j++)
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grid2[coords[2*j+1]*cr+coords[2*j]] = 0;
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if (nsolve(c, r, grid2) <= maxdiff) {
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if (recursing)
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ret = (rsolve(c, r, grid2, NULL, 2) == 1);
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else
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ret = (nsolve(c, r, grid2) <= maxdiff);
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if (ret) {
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for (j = 0; j < ncoords; j++)
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grid[coords[2*j+1]*cr+coords[2*j]] = 0;
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break;
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@ -1469,15 +1480,22 @@ static char *new_game_seed(game_params *params, random_state *rs,
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if (i == nlocs) {
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/*
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* There was nothing we could remove without destroying
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* solvability.
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* There was nothing we could remove without
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* destroying solvability. If we're trying to
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* generate a recursion-only grid and haven't
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* switched over to rsolve yet, we now do;
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* otherwise we give up.
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*/
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break;
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if (maxdiff == DIFF_RECURSIVE && !recursing) {
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recursing = TRUE;
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} else {
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break;
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}
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}
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}
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memcpy(grid2, grid, area);
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} while (nsolve(c, r, grid2) != maxdiff);
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} while (nsolve(c, r, grid2) < maxdiff);
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sfree(grid2);
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sfree(locs);
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