| Commit message (Collapse) | Author | Age |
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Keyboard dragging while holding Control now moves the cursor to the
target square. Shift-Control-arrowkey performs the previous behavior
of Control-arrowkey.
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Based on a web game I saw a few years ago, and dashed off this weekend
after I thought of a way to write a good (though not quite optimal)
heuristic solver, here's a random little thing not quite in the same
line as the most usual kind of Puzzles fare: instead of making you
scratch your head to find any move to make at all, it's easy to find
solutions in principle, and the challenge comes from having to do so
within a move limit.
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I'm going through all my projects and reworking them to avoid
depending on the monotonic integer-valued source control revision
identifier provided by Subversion, so I can migrate everything to git
without my builds and versioning breaking.
Puzzles's version number is now of the form YYYYMMDD.vvvvvv, where
vvvvvv is some string of source control information (currently still
the SVN-style "rNNNNN", but free to change in future). The date
provides monotonicity between my official automated builds, and the
second component is the one I'll be most interested in when people
send bug reports.
[originally from svn r10263]
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every other year.
[originally from svn r10116]
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elsewhere.
[originally from svn r10035]
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do_recurse() now prunes early whenever it encounters a branch of the
search tree inconsistent with existing grid data (rather than the
previous naive approach of proceeding to enumerate all possibilities
anyway and then ruling them out one by one); do_recurse also tries to
split the row up into independent sections where possible; finally the
main solver loop (all three copies of which have now been factored out
into a new solve_puzzle function), instead of simply looping round and
round over all the rows and columns, heuristically looks at the ones
most changed since the last time deduction was attempted on them, on
the basis that that will probably yield the most information the
fastest.
[originally from svn r9828]
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meaning the maximum white squares in any direction, rather than the total of
all directions.
[originally from svn r9771]
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semantics when a reflected sight-line crosses the same monster twice.
[originally from svn r9694]
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implementation of a puzzle usually called 'Tohu wa Vohu'.
[originally from svn r9680]
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[originally from svn r9656]
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'Haunted Mirror Maze', a game involving placing ghosts, zombies and
vampires in a grid so that the right numbers of them are visible along
sight-lines reflected through multiple mirrors.
[originally from svn r9652]
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and Makefile.doc a command-line parameter 'BINPREFIX' which will be
prepended to all the game binary names. E.g. 'make BINPREFIX=sgt-' and
'make BINPREFIX=sgt- install', and correspondingly 'make -f
Makefile.doc BINPREFIX=sgt-'.
Also included in this commit by mistake, changes to singles.c to add
\n to the end of all its debug() statements. I meant to commit that
separately. Oops.
[originally from svn r9606]
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[originally from svn r9453]
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[originally from svn r9411]
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(It was a new year this time last year, too.)
[originally from svn r9382]
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in the 'unfinished' directory for a while, and has now been finished
up thanks to James Harvey putting in some effort and galvanising me to
put in the rest. This is 'Pearl', an implementation of Nikoli's 'Masyu'.
The code in Loopy that generates a random loop along grid edges to use
as the puzzle solution has been abstracted out into loopgen.[ch] so
that Pearl can use it for its puzzle solutions too. I've also
introduced a new utility module called 'tdq' (for 'to-do queue').
[originally from svn r9379]
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puzzle variously known (depending on which website you look at) as
Kurodoko, Kuromasu or 'Where is Black Cells'.
[originally from svn r8996]
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downstream patch.
[originally from svn r8924]
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[originally from svn r8869]
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[originally from svn r8866]
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a puzzle before it was ready to commit, here is 'Signpost': a clone
of janko.at's "Arrow Path", by James Harvey.
[originally from svn r8861]
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[originally from svn r8844]
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[originally from svn r8836]
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[originally from svn r8832]
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[originally from svn r8830]
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Hitori. One infrastructure change in the process: latin.c has
acquired a utility function to generate a latin rectangle rather
than a full square.
[originally from svn r8828]
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[originally from svn r8823]
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[originally from svn r8822]
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latin-square puzzle which I've seen described by several names but
the most common is 'Skyscrapers'.
[originally from svn r8816]
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[originally from svn r8796]
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the < and > clues are replaced by bars separating every pair of
squares whose contents differ by exactly 1. Unlike standard Unequal,
which presents only a subset of the available clues, in Adjacent the
clues are _all_ present, so you can deduce from the absence of a bar
that the two numbers it would separate are _not_ consecutive.
[originally from svn r8790]
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with considerable meddling from me).
[originally from svn r8788]
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[originally from svn r8780]
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[originally from svn r8736]
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[originally from svn r8735]
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[originally from svn r8734]
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[originally from svn r8494]
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the 'Killer Sudoku' puzzle type. As a side effect I've had to
increase the default tile size of Solo, so that the extra numbers
drawn in the squares in Killer mode were still legible.
[originally from svn r8455]
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[originally from svn r8446]
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[originally from svn r8439]
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[originally from svn r8438]
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