/* auto-generated by genhelp.sh */ /* DO NOT EDIT! */ const char help_text[] = "#Chapter 22: Map " "\n" "You are given a map consisting of a number of regions. Your task is " "to colour each region with one of four colours, in such a way that " "no two regions sharing a boundary have the same colour. You are " "provided with some regions already coloured, sufficient to make the " "remainder of the solution unique. " "\n" "Only regions which share a length of border are required to be " "different colours. Two regions which meet at only one _point_ (i.e. " "are diagonally separated) may be the same colour. " "\n" "I believe this puzzle is original; I've never seen an implementation " "of it anywhere else. The concept of a four-colouring puzzle was " "suggested by Owen Dunn; credit must also go to Nikoli and to Verity " "Allan for inspiring the train of thought that led to me realising " "Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor " "for many detailed suggestions. " "\n" "\n#22.1 Map controls " "\n" "To colour a region, click the left mouse button on an existing " "region of the desired colour and drag that colour into the new " "region. " "\n" "(The program will always ensure the starting puzzle has at least one " "region of each colour, so that this is always possible!) " "\n" "If you need to clear a region, you can drag from an empty region, or " "from the puzzle boundary if there are no empty regions left. " "\n" "Dragging a colour using the _right_ mouse button will stipple the " "region in that colour, which you can use as a note to yourself that " "you think the region _might_ be that colour. A region can contain " "stipples in multiple colours at once. (This is often useful at the " "harder difficulty levels.) " "\n" "You can also use the cursor keys to move around the map: the colour " "of the cursor indicates the position of the colour you would drag " "(which is not obvious if you're on a region's boundary, since it " "depends on the direction from which you approached the boundary). " "Pressing the return key starts a drag of that colour, as above, " "which you control with the cursor keys; pressing the return key " "again finishes the drag. The space bar can be used similarly to " "create a stippled region. Double-pressing the return key (without " "moving the cursor) will clear the region, as a drag from an empty " "region does: this is useful with the cursor mode if you have filled " "the entire map in but need to correct the layout. " "\n" "If you press L during play, the game will toggle display of a number " "in each region of the map. This is useful if you want to discuss a " "particular puzzle instance with a friend - having an unambiguous " "name for each region is much easier than trying to refer to them all " "by names such as `the one down and right of the brown one on the top " "border'. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#22.2 Map parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. " "\n" "_Regions_ " "\n" "Number of regions in the generated map. " "\n" "_Difficulty_ " "\n" "In `Easy' mode, there should always be at least one region whose " "colour can be determined trivially. In `Normal' and `Hard' " "modes, you will have to use increasingly complex logic to deduce " "the colour of some regions. However, it will always be possible " "without having to guess or backtrack. " "\n" "In `Unreasonable' mode, the program will feel free to generate " "puzzles which are as hard as it can possibly make them: the " "only constraint is that they should still have a unique " "solution. Solving Unreasonable puzzles may require guessing and " "backtracking. " "\n" ; const char quick_help_text[] = "Colour the map so that adjacent regions are never the same colour.";