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I've proved that a grid dimension of 2 is capable of irretrievably
hanging the grid generator and that there's no way to fix it. Therefore, lower limit of 3 squares in each direction, which will upset envelope-pushers everywhere but doesn't destroy any actually interesting puzzles. [originally from svn r5895]
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22
mines.c
22
mines.c
@ -237,12 +237,22 @@ static game_params *custom_params(config_item *cfg)
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static char *validate_params(game_params *params)
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{
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if (params->w <= 0 && params->h <= 0)
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return "Width and height must both be greater than zero";
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if (params->w <= 0)
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return "Width must be greater than zero";
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if (params->h <= 0)
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return "Height must be greater than zero";
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/*
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* Lower limit on grid size: each dimension must be at least 3.
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* 1 is theoretically workable if rather boring, but 2 is a
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* real problem: there is often _no_ way to generate a uniquely
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* solvable 2xn Mines grid. You either run into two mines
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* blocking the way and no idea what's behind them, or one mine
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* and no way to know which of the two rows it's in. If the
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* mine count is even you can create a soluble grid by packing
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* all the mines at one end (so what when you hit a two-mine
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* wall there are only as many covered squares left as there
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* are mines); but if it's odd, you are doomed, because you
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* _have_ to have a gap somewhere which you can't determine the
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* position of.
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*/
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if (params->w <= 2 || params->h <= 2)
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return "Width and height must both be greater than two";
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if (params->n > params->w * params->h - 9)
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return "Too many mines for grid size";
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