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| author | Simon Tatham <anakin@pobox.com> | 2005-05-31 18:09:28 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2005-05-31 18:09:28 +0000 |
| commit | 739609cec2262017aaabb7e34ce75af784fd683c (patch) | |
| tree | b0c6b49f3e80e6c6712418f8ab9d1ff6f9329ffd /rect.c | |
| parent | c11f9ff173763e92155838d79a5ea130c5693540 (diff) | |
| download | puzzles-739609cec2262017aaabb7e34ce75af784fd683c.zip puzzles-739609cec2262017aaabb7e34ce75af784fd683c.tar.gz puzzles-739609cec2262017aaabb7e34ce75af784fd683c.tar.bz2 puzzles-739609cec2262017aaabb7e34ce75af784fd683c.tar.xz | |
Aha! It turns out, after a bit of failure-mode profiling, that when
the Mines unique grid generator fails at high mine densities it is
_almost always_ for the same reason, and it also turns out that this
reason is one which can be addressed. So here's an enhancement to
mineperturb() which enables Mines to generate a grid at (as far as I
can tell) any mine density you like, up to and including w*h-9
mines. At densities of 1 in 2 or thereabouts the grids start to look
rather strange, but it can at least generate them without hanging.
[originally from svn r5885]
Diffstat (limited to 'rect.c')
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