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Ben complained yesterday that Galaxies had a nasty habit of generating games whose solution was a boring set of rectangles. Now that even at Normal mode the solver is better at coping with wiggly tentacled regions, it seems like a good moment to fix that. This change arranges that when we initially generate a filled grid, we try ten times, and pick the wiggliest of the grids we found. This doesn't make any boring rectangle-filled grid _impossible_ - players will still have to stay on their toes, and can't rely 100% on at least a certain number of wiggles existing - but it makes the interesting grids a lot more likely to come up. This skew happens before checking solubility. So it doesn't increase grid generation time by a factor of ten (as it would if we generated ten _soluble_ grids and picked the wiggliest). It's still a speed drop, of course, but a more modest one than that.
This is the README accompanying the source code to Simon Tatham's puzzle collection. The collection's web site is at <https://www.chiark.greenend.org.uk/~sgtatham/puzzles/>. The puzzle collection is built using CMake <https://cmake.org/>. To compile in the simplest way (on any of Linux, Windows or Mac), run these commands in the source directory: cmake . cmake --build . The manual is provided in Windows Help format for the Windows build; in text format for anyone who needs it; and in HTML for the Mac OS X application and for the web site. It is generated from a Halibut source file (puzzles.but), which is the preferred form for modification. To generate the manual in other formats, rebuild it, or learn about Halibut, visit the Halibut website at <https://www.chiark.greenend.org.uk/~sgtatham/halibut/>.
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