X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/72c158219fd9dbf19a01f2bf62303627a5e414e4..2c12137df43a55ee7598f9335fb56b26748386a2:/lightup.c diff --git a/lightup.c b/lightup.c index 5d27fde..8f09263 100644 --- a/lightup.c +++ b/lightup.c @@ -1,5 +1,45 @@ /* * lightup.c: Implementation of the Nikoli game 'Light Up'. + * + * Possible future solver enhancements: + * + * - In a situation where two clues are diagonally adjacent, you can + * deduce bounds on the number of lights shared between them. For + * instance, suppose a 3 clue is diagonally adjacent to a 1 clue: + * of the two squares adjacent to both clues, at least one must be + * a light (or the 3 would be unsatisfiable) and yet at most one + * must be a light (or the 1 would be overcommitted), so in fact + * _exactly_ one must be a light, and hence the other two squares + * adjacent to the 3 must also be lights and the other two adjacent + * to the 1 must not. Likewise if the 3 is replaced with a 2 but + * one of its other two squares is known not to be a light, and so + * on. + * + * - In a situation where two clues are orthogonally separated (not + * necessarily directly adjacent), you may be able to deduce + * something about the squares that align with each other. For + * instance, suppose two clues are vertically adjacent. Consider + * the pair of squares A,B horizontally adjacent to the top clue, + * and the pair C,D horizontally adjacent to the bottom clue. + * Assuming no intervening obstacles, A and C align with each other + * and hence at most one of them can be a light, and B and D + * likewise, so we must have at most two lights between the four + * squares. So if the clues indicate that there are at _least_ two + * lights in those four squares because the top clue requires at + * least one of AB to be a light and the bottom one requires at + * least one of CD, then we can in fact deduce that there are + * _exactly_ two lights between the four squares, and fill in the + * other squares adjacent to each clue accordingly. For instance, + * if both clues are 3s, then we instantly deduce that all four of + * the squares _vertically_ adjacent to the two clues must be + * lights. (For that to happen, of course, there'd also have to be + * a black square in between the clues, so the two inner lights + * don't light each other.) + * + * - I haven't thought it through carefully, but there's always the + * possibility that both of the above deductions are special cases + * of some more general pattern which can be made computationally + * feasible... */ #include @@ -215,6 +255,11 @@ static void decode_params(game_params *params, char const *string) if (*string == 's') { string++; EATNUM(params->symm); + } else { + /* cope with user input such as '18x10' by ensuring symmetry + * is not selected by default to be incompatible with dimensions */ + if (params->symm == SYMM_ROT4 && params->w != params->h) + params->symm = SYMM_ROT2; } params->difficulty = 0; /* cope with old params */ @@ -1672,7 +1717,7 @@ static char *solve_game(game_state *state, game_state *currstate, /* That didn't work; try solving from the clean puzzle. */ solved = dup_game(state); if (dosolve(solved, sflags, NULL) > 0) goto solved; - *error = "Puzzle is not self-consistent."; + *error = "Unable to find a solution to this puzzle."; goto done; solved: @@ -2160,9 +2205,9 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } -static int game_is_solved(game_state *state) +static int game_status(game_state *state) { - return state->completed; + return state->completed ? +1 : 0; } static int game_timing_state(game_state *state, game_ui *ui) @@ -2267,7 +2312,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, - game_is_solved, + game_status, TRUE, FALSE, game_print_size, game_print, FALSE, /* wants_statusbar */ FALSE, game_timing_state,