people have generally seemed to think Loopy is one of the more
difficult puzzles in the collection. There's a new level called
Tricky, between Normal and Hard, which is equivalent to the old
Normal.
[originally from svn r8398]
doesn't have diagnostics embedded and the ASCII formatter can't
print non-square puzzles anyway; but it can grade difficulty, which
is what I most immediately want it for.
[originally from svn r8397]
alongside the individual puzzle binaries, on Windows only. (MacOS
already has it, of course; Unix would require about as much work
again.)
[originally from svn r8396]
list of selection targets offered by GTK Puzzles grows an extra copy
of each of the three supported text formats every time the user
makes a selection!
[originally from svn r8365]
function. Useful in conjunction with the new --save option to
generate lots of games, extract the aux strings from the game
generator, and de-obfuscate them in order to measure statistical
properties of their solutions.
[originally from svn r8352]
generate a thousand saved-game files of randomly generated puzzles.
On the general principle that if I find it useful someone else
conceivably might too, add a --save option to the Unix puzzle
binaries, for use with --generate in much the same way as --print.
[originally from svn r8351]
CURSOR_SELECT2 button (to, respectively, toggle a "definitely not
light" dot and to rotate in the opposite direction from
CURSOR_SELECT).
[originally from svn r8299]
a game which comes with an aux string, we immediately self-test that
string by passing it to solve() and test by assertion that it
succeeded. So a bug in a back end which intermittently generates
malformed aux strings will be detected as soon as it occurs, instead
of only if the user happens to use the Solve operation on a
particular game in which it happened.
Secondly, Ctrl-S now (undocumentedly) triggers the Solve operation,
on the general principle that keyboard shortcuts tend to come in
handy, and on the specific principle that if you want to look at
lots of solved grids in quick succession (say, when observing their
general shape and nature to see if your generation algorithm was
good or not) it's handy to have a quick way of getting to them.
[originally from svn r8298]
particular, Great Hexagonal tilings previously had virtually every
(if not _actually_ every) hexagon on the inside of the path, and now
don't.
[originally from svn r8277]
Unequal 18x18 or above was unplayable due to a clash with the undocumented
"H" (hint) key. Resolve the clash by making the hint function only fire
when no square is selected.
[originally from svn r8200]
spins forever, but observes that raising the limit to 4x4 across all
grid types is not good for the complex grids like great-hexagonal.
Introduce per-grid minimum sizes using mad macro trickery.
(In fact, for each grid type I've put in a minimum size which _both_
dimensions must equal or exceed, plus another minimum size which _at
least one_ must equal or exceed; that permits both 3x4 and 4x3 Cairo
while disallowing 3x3.)
[originally from svn r8191]
gameplay. Having tried methods based on using the slashes to define
a dsf on grid vertices, and also methods based on tracing round the
loops using conventional (non-dsf-based) graph theory, it occurred
to me the other day that there's a far simpler technique involving
connectivity. A loop is precisely that which causes the playing area
to become disconnected; so what we do now is to go through and build
a dsf describing connectedness of the _area_ of the grid rather than
the vertices. That divides the area into its maximal connected
components, and then we can trivially identify every edge that's
part of a loop by noticing that it separates two nonequivalent
pieces of space. The resulting algorithm is half the size of the old
one, and it's much easier to be confident of its correctness.
(Having said which, there will doubtless turn out to be an
embarrassing bug in it, but I haven't found it yet.)
[originally from svn r8187]
Ubuntu system. I'm inclined to think the real problem is in his gtk
headers, but this is a harmless enough change to avoid hassle.
[originally from svn r8181]
defining it centrally per port, I think it's neater to define it for
each puzzle when adding that puzzle to the ALL list - because those
front ends which take -DCOMBINED are precisely those which use ALL.
In particular, this change opens up the possibility of compiling
both individual puzzles _and_ a combined monolith within the same
makefile.
[originally from svn r8178]
actual behaviour change: Untangle now permits dragging with the
right mouse button, which has exactly the same effect as it does
with the left. (Harmless on desktop platforms, but helpful when
"right-click" is achieved by press-and-hold; now the drag takes
place even if you hesitate first.)
[originally from svn r8177]
on Windows at all?! Fix some departures from the C standard, mostly
declaring variables after a statement has already been issued in the
same block. MSVC is picky about this where gcc is forgiving, and TBH
I'd change the latter given the choice.
[originally from svn r8166]
Lambrou. Now capable of handling triangular and hexagonal grids as
well as square ones, and then a number of semiregular plane tilings
and duals of semiregular ones. In fact, most of the solver code
supports an _arbitrary_ planar graph (well, provided both the graph
and its dual have no self-edges), so it could easily be extended
further with only a little more effort.
[originally from svn r8162]
_conditionally_ able to format the current puzzle as text to be sent
to the clipboard. For instance, if a game were to support playing on
a square grid and on other kinds of grid such as hexagonal, then it
might reasonably feel that only the former could be sensibly
rendered in ASCII art; so it can now arrange for the "Copy" menu
item to be greyed out depending on the game_params.
To do this I've introduced a new backend function
(can_format_as_text_now()), and renamed the existing static backend
field "can_format_as_text" to "can_format_as_text_ever". The latter
will cause compile errors for anyone maintaining a third-party front
end; if any such person is reading this, I apologise to them for the
inconvenience, but I did do it deliberately so that they'd know to
update their front end.
As yet, no checked-in game actually uses this feature; all current
games can still either copy always or copy never.
[originally from svn r8161]
argv[1], which in turn feeds it into the midend as a game ID. This
can of course take any of the forms supported by the native C
puzzles: a pure game parameter string, a params:description specific
game ID, or a params#seed random game ID.
[originally from svn r8095]
to resize the puzzle to zero size. Ignore all such requests, in the
assumption that a more sensible resize will be along soon enough
(which does seem to happen, though I haven't debugged the NestedVM
front end hard enough to figure out why the bogus resizes happen in
the first place).
[originally from svn r8094]