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| author | Simon Tatham <anakin@pobox.com> | 2005-10-21 08:07:31 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2005-10-21 08:07:31 +0000 |
| commit | 4faecc77264b6d3e84ae24707af5593490f36796 (patch) | |
| tree | cc44efc1d67d2cfb210f2f5d3f32cf0f949323d1 /puzzles.but | |
| parent | 6ea453c95f1051b23bc128a34e1166bc9c53cdff (diff) | |
| download | puzzles-4faecc77264b6d3e84ae24707af5593490f36796.zip puzzles-4faecc77264b6d3e84ae24707af5593490f36796.tar.gz puzzles-4faecc77264b6d3e84ae24707af5593490f36796.tar.bz2 puzzles-4faecc77264b6d3e84ae24707af5593490f36796.tar.xz | |
New puzzle from James H: `Bridges', another Nikoli job.
[originally from svn r6409]
Diffstat (limited to 'puzzles.but')
| -rw-r--r-- | puzzles.but | 129 |
1 files changed, 129 insertions, 0 deletions
diff --git a/puzzles.but b/puzzles.but index 5a31676..878a186 100644 --- a/puzzles.but +++ b/puzzles.but @@ -1859,6 +1859,135 @@ puzzles require more complex deductions, but at present none of the available difficulty levels requires guesswork or backtracking. +\C{bridges} \i{Bridges} + +\cfg{winhelp-topic}{games.bridges} + +You have a set of islands distributed across the playing area. Each +island contains a number. Your aim is to connect the islands +together with bridges, in such a way that: + +\b Bridges run horizontally or vertically. + +\b The number of bridges terminating at any island is equal to the +number written in that island. + +\b Two bridges may run in parallel between the same two islands, but +no more than two may do so. + +\b No bridge crosses another bridge. + +\b All the islands are connected together. + +There are some configurable alternative modes, which involve +changing the parallel-bridge limit to something other than 2, and +introducing the additional constraint that no sequence of bridges +may form a loop from one island back to the same island. The rules +stated above are the default ones. + +Credit for this puzzle goes to \i{Nikoli} \k{nikoli-bridges}. + +Bridges was contributed to this collection by James Harvey. + +\B{nikoli-bridges} +\W{http://www.nikoli.co.jp/puzzles/14/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/14/index-e.htm} + +\H{bridges-controls} \i{Bridges controls} + +\IM{Bridges controls} controls, for Bridges + +To place a bridge between two islands, click the mouse down on one +island and drag it towards the other. You do not need to drag all +the way to the other island; you only need to move the mouse far +enough for the intended bridge direction to be unambiguous. (So you +can keep the mouse near the starting island and conveniently throw +bridges out from it in many directions.) + +Doing this again when a bridge is already present will add another +parallel bridge. If there are already as many bridges between the +two islands as permitted by the current game rules (i.e. two by +default), the same dragging action will remove all of them. + +If you want to remind yourself that two islands definitely \e{do +not} have a bridge between them, you can right-drag between them in +the same way to draw a \q{non-bridge} marker. + +If you think you have finished with an island (i.e. you have placed +all its bridges and are confident that they are in the right +places), you can mark the island as finished by left-clicking on it. +This will highlight it and all the bridges connected to it, and you +will be prevented from accidentally modifying any of those bridges +in future. Left-clicking again on a highlighted island will unmark +it and restore your ability to modify it. + +Violations of the puzzle rules will be marked in red: + +\b An island with too many bridges will be highlighted in red. + +\b An island with too few bridges will be highlighted in red if it +is definitely an error (as opposed to merely not being finished +yet): if adding enough bridges would involve having to cross another +bridge or remove a non-bridge marker, or if the island has been +highlighted as complete. + +\b A group of islands and bridges may be highlighted in red if it is +a closed subset of the puzzle with no way to connect it to the rest +of the islands. For example, if you directly connect two 1s together +with a bridge and they are not the only two islands on the grid, +they will light up red to indicate that such a group cannot be +contained in any valid solution. + +\b If you have selected the (non-default) option to disallow loops +in the solution, a group of bridges which forms a loop will be +highlighted. + +(All the actions described in \k{common-actions} are also available.) + +\H{bridges-parameters} \I{parameters, for Bridges}Bridges parameters + +These parameters are available from the \q{Custom...} option on the +\q{Type} menu. + +\dt \e{Width}, \e{Height} + +\dd Size of grid in squares. + +\dt \e{Difficulty} + +\dd Difficulty level of puzzle. + +\dt \e{Allow loops} + +\dd This is set by default. If cleared, puzzles will be generated in +such a way that they are always soluble without creating a loop, and +solutions which do involve a loop will be disallowed. + +\dt \e{Max. bridges per direction} + +\dd Maximum number of bridges in any particular direction. The +default is 2, but you can change it to 1, 3 or 4. In general, fewer +is easier. + +\dt \e{%age of island squares} + +\dd Gives a rough percentage of islands the generator will try and +lay before finishing the puzzle. Certain layouts will not manage to +lay enough islands; this is an upper bound. + +\dt \e{Expansion factor (%age)} + +\dd The grid generator works by picking an existing island at random +(after first creating an initial island somewhere). It then decides +on a direction (at random), and then works out how far it could +extend before creating another island. This parameter determines how +likely it is to extend as far as it can, rather than choosing +somewhere closer. + +High expansion factors usually mean easier puzzles with fewer +possible islands; low expansion factors can create lots of +tightly-packed islands. + + \A{licence} \I{MIT licence}\ii{Licence} This software is \i{copyright} 2004-2005 Simon Tatham. |