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| author | Simon Tatham <anakin@pobox.com> | 2016-02-24 19:10:16 +0000 |
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| committer | Simon Tatham <anakin@pobox.com> | 2016-02-24 19:10:16 +0000 |
| commit | a2380d277a50b02d9575017559d95d562986488a (patch) | |
| tree | c170cd1b18728fdfe549431244366d6da1fd5438 /PuzzleApplet.java | |
| parent | e862d4a79b934a20d8c4cd283ff8292681b63314 (diff) | |
| download | puzzles-a2380d277a50b02d9575017559d95d562986488a.zip puzzles-a2380d277a50b02d9575017559d95d562986488a.tar.gz puzzles-a2380d277a50b02d9575017559d95d562986488a.tar.bz2 puzzles-a2380d277a50b02d9575017559d95d562986488a.tar.xz | |
Slant: use the new findloop for loop detection.
The old face-dsf based loop detector is gone, and now we just call
findloop instead.
This is just a code cleanup: it doesn't fix any bugs that I know of.
In principle, it provides the same futureproofing we gained by making
the same change in Net, but Slant as a puzzle is less adaptable to
topologically interesting surfaces - in particular, you _can't_ play
it on any edgeless surface like a torus or Klein bottle, because no
filled grid can be loop-free in the first place. (The only way a
connected component can avoid having a loop surrounding it is if it
connects to the grid edge, so there has to _be_ a grid edge.) But you
could play Slant on a Mobius strip, I think, so perhaps one day...
Diffstat (limited to 'PuzzleApplet.java')
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