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| author | Simon Tatham <anakin@pobox.com> | 2005-05-07 12:30:29 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2005-05-07 12:30:29 +0000 |
| commit | 944997d2f936150d8efbaba6dcb3e237b5658761 (patch) | |
| tree | 67636b40d355acb9e1f12df0a77380ee06c80367 /solo.c | |
| parent | b35bedd60c87e362f2dd59760aa8bf340fa3b428 (diff) | |
| download | puzzles-944997d2f936150d8efbaba6dcb3e237b5658761.zip puzzles-944997d2f936150d8efbaba6dcb3e237b5658761.tar.gz puzzles-944997d2f936150d8efbaba6dcb3e237b5658761.tar.bz2 puzzles-944997d2f936150d8efbaba6dcb3e237b5658761.tar.xz | |
Aha, here's a nice easy way to generate really hard puzzles. Added
the missing fifth difficulty level to Solo: `Unreasonable', in which
even set-based reasoning is insufficient and there's no alternative
but to guess a number and backtrack if it didn't work. (Solutions
are still guaranteed unique, however.) In fact it now seems to take
less time to generate a puzzle of this grade than `Advanced'!
[originally from svn r5756]
Diffstat (limited to 'solo.c')
| -rw-r--r-- | solo.c | 32 |
1 files changed, 25 insertions, 7 deletions
@@ -144,6 +144,7 @@ static int game_fetch_preset(int i, char **name, game_params **params) { "3x3 Basic", { 3, 3, SYMM_ROT2, DIFF_SIMPLE } }, { "3x3 Intermediate", { 3, 3, SYMM_ROT2, DIFF_INTERSECT } }, { "3x3 Advanced", { 3, 3, SYMM_ROT2, DIFF_SET } }, + { "3x3 Unreasonable", { 3, 3, SYMM_ROT2, DIFF_RECURSIVE } }, { "3x4 Basic", { 3, 4, SYMM_ROT2, DIFF_SIMPLE } }, { "4x4 Basic", { 4, 4, SYMM_ROT2, DIFF_SIMPLE } }, }; @@ -193,6 +194,8 @@ static game_params *decode_params(char const *string) string++, ret->diff = DIFF_INTERSECT; else if (*string == 'a') /* advanced */ string++, ret->diff = DIFF_SET; + else if (*string == 'u') /* unreasonable */ + string++, ret->diff = DIFF_RECURSIVE; } else string++; /* eat unknown character */ } @@ -239,7 +242,7 @@ static config_item *game_configure(game_params *params) ret[3].name = "Difficulty"; ret[3].type = C_CHOICES; - ret[3].sval = ":Trivial:Basic:Intermediate:Advanced"; + ret[3].sval = ":Trivial:Basic:Intermediate:Advanced:Unreasonable"; ret[3].ival = params->diff; ret[4].name = NULL; @@ -1368,7 +1371,7 @@ static char *new_game_seed(game_params *params, random_state *rs, char *seed; int coords[16], ncoords; int xlim, ylim; - int maxdiff; + int maxdiff, recursing; /* * Adjust the maximum difficulty level to be consistent with @@ -1416,6 +1419,7 @@ static char *new_game_seed(game_params *params, random_state *rs, * while preserving solubility. */ symmetry_limit(params, &xlim, &ylim, params->symm); + recursing = FALSE; while (1) { int x, y, i, j; @@ -1452,6 +1456,8 @@ static char *new_game_seed(game_params *params, random_state *rs, * nsolve. */ for (i = 0; i < nlocs; i++) { + int ret; + x = locs[i].x; y = locs[i].y; @@ -1460,7 +1466,12 @@ static char *new_game_seed(game_params *params, random_state *rs, for (j = 0; j < ncoords; j++) grid2[coords[2*j+1]*cr+coords[2*j]] = 0; - if (nsolve(c, r, grid2) <= maxdiff) { + if (recursing) + ret = (rsolve(c, r, grid2, NULL, 2) == 1); + else + ret = (nsolve(c, r, grid2) <= maxdiff); + + if (ret) { for (j = 0; j < ncoords; j++) grid[coords[2*j+1]*cr+coords[2*j]] = 0; break; @@ -1469,15 +1480,22 @@ static char *new_game_seed(game_params *params, random_state *rs, if (i == nlocs) { /* - * There was nothing we could remove without destroying - * solvability. + * There was nothing we could remove without + * destroying solvability. If we're trying to + * generate a recursion-only grid and haven't + * switched over to rsolve yet, we now do; + * otherwise we give up. */ - break; + if (maxdiff == DIFF_RECURSIVE && !recursing) { + recursing = TRUE; + } else { + break; + } } } memcpy(grid2, grid, area); - } while (nsolve(c, r, grid2) != maxdiff); + } while (nsolve(c, r, grid2) < maxdiff); sfree(grid2); sfree(locs); |