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| author | Simon Tatham <anakin@pobox.com> | 2015-11-03 06:45:49 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2015-11-03 06:59:47 +0000 |
| commit | 13b67b9d09faf3440c0b96356d16ce841faa677f (patch) | |
| tree | 07f937f482f3266fc45c7f38b662206b35e1ec91 /Buildscr | |
| parent | d60e348aae16e718e1e7cc2b6e090956eb7e4b52 (diff) | |
| download | puzzles-13b67b9d09faf3440c0b96356d16ce841faa677f.zip puzzles-13b67b9d09faf3440c0b96356d16ce841faa677f.tar.gz puzzles-13b67b9d09faf3440c0b96356d16ce841faa677f.tar.bz2 puzzles-13b67b9d09faf3440c0b96356d16ce841faa677f.tar.xz | |
Fix loophole in Palisade completion checker.
A user pointed out that if you construct a 'solution' in which no clue
square has too _many_ borders but at least one has too few, and then
bring those clues up to their count by adding extra stray border lines
_inside_ a connected component (avoiding actually dividing any
component completely into two), then the game checker treats that as
solved for victory-flash purposes, on the grounds that (a) the grid is
divided into components of the right size and (b) all clues are
satisfied.
A small example is 4x4n4:22a2b2c33, with the non-solution of dividing
the grid into four 2x2 square blocks and then adding a spurious extra
edge between the two 3 clues. The old Palisade completion check would
flash for victory _at the same time_ as highlighting the spurious edge
in COL_ERROR.
Fixed by enforcing in is_solved() that every border line must separate
two distinct connected components.
Diffstat (limited to 'Buildscr')
0 files changed, 0 insertions, 0 deletions