13 Commits

Author SHA1 Message Date
c4e486c2a1 In Group, the keyboard-controlled cursor should respect user
rearrangement of the rows and columns.

[originally from svn r9372]
2011-12-21 13:46:48 +00:00
73daff3937 Changed my mind about midend_is_solved: I've now reprototyped it as
midend_status(), and given it three return codes for win, (permanent)
loss and game-still-in-play. Depending on what the front end wants to
use it for, it may find any or all of these three states worth
distinguishing from each other.

(I suppose a further enhancement might be to add _non_-permanent loss
as a fourth distinct status, to describe situations in which you can't
play further without pressing Undo but doing so is not completely
pointless. That might reasonably include dead-end situations in Same
Game and Pegs, and blown-self-up situations in Mines and Inertia.
However, I haven't done this at present.)

[originally from svn r9179]
2011-06-19 13:43:35 +00:00
980880be1f Add a function to every game backend which indicates whether a game
state is in a solved position, and a midend function wrapping it.

(Or, at least, a situation in which further play is pointless. The
point is, given that game state, would it be a good idea for a front
end that does that sort of thing to proactively provide the option to
start a fresh game?)

[originally from svn r9140]
2011-04-02 16:19:12 +00:00
b2e4437d5b Another UI feature for Group: now you can click between two legend
elements to toggle thick lines in the grid. Helps to delineate
subgroups and cosets, so it's easier to remember what you can
legitimately fill in by associativity.

(I should really stop fiddling with this game's UI; it's far too silly.)

[originally from svn r9084]
2011-02-08 22:13:18 +00:00
540716194d Fix error highlighting after table rearrangement.
[originally from svn r9076]
2011-01-09 11:30:09 +00:00
48f6bfa474 Add the ability to reorder the rows and columns in Group. It becomes
much easier to keep track of things if, once you've identified a
cyclic subgroup, you can move it into a contiguous correctly ordered
block.

[originally from svn r9075]
2011-01-08 15:53:25 +00:00
6776b0afba Oops. Uncomment the difficulty exceptions! (Also add another
constraint in validate_params.)

[originally from svn r8824]
2010-01-09 17:21:36 +00:00
2500531423 Proof that check_errors() is sufficient.
[originally from svn r8813]
2010-01-05 23:40:42 +00:00
dd4c8ceb1f Refer to group elements by letters instead of numbers, in keeping
with usual abstract group notation. In puzzles with a clear
identity, it's called e.

[originally from svn r8812]
2010-01-05 23:40:41 +00:00
a7b220ff9a Add an even more evil (!) game mode, in which it's not made
immediately obvious which element of the group is the identity - at
least two elements including the identity have their rows and
columns completely blanked.

[originally from svn r8810]
2010-01-05 19:52:52 +00:00
66a6a930c5 Yikes! Fix a misaimed 'sizeof' which I only got away with because
ints and pointers are usually the same size.

[originally from svn r8809]
2010-01-05 18:51:42 +00:00
79bb9c00b3 Couple of missing 'static's.
[originally from svn r8801]
2010-01-01 19:41:59 +00:00
c91471e6c1 New puzzle in 'unfinished'. Essentially, Sudoku for group theorists:
you are given a partially specified Cayley table of a small finite
group, and must fill in all the missing entries using both Sudoku-
style deductions (minus the square block constraint) and the group
axioms. I've just thrown it together in about five hours by cloning-
and-hacking from Keen, as much as anything else to demonstrate that
the new latin.c interface really does make it extremely easy to
write new Latin square puzzles.

It's not really _unfinished_, as such, but it is just too esoteric
(not to mention difficult) for me to feel entirely comfortable with
adding it to the main puzzle collection. I can't bring myself to
throw it away, though, and who knows - perhaps a university maths
department might find it a useful teaching tool :-)

[originally from svn r8800]
2009-12-30 16:53:36 +00:00