X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/b3728d72237cca8f2734f7b08eb3776e339840f0..565394e763465110e6e9d46d9b3a9c87a3e41682:/puzzles.but diff --git a/puzzles.but b/puzzles.but index b7435d7..5a31676 100644 --- a/puzzles.but +++ b/puzzles.but @@ -1624,8 +1624,9 @@ for many detailed suggestions. \IM{Map controls} controls, for Map -To colour a region, click on an existing region of the desired -colour and drag that colour into the new region. +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. (The program will always ensure the starting puzzle has at least one region of each colour, so that this is always possible!) @@ -1633,6 +1634,19 @@ region of each colour, so that this is always possible!) 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. +Dragging a colour using the \e{right} mouse button will stipple the +region in that colour, which you can use as a note to yourself that +you think the region \e{might} be that colour. A region can contain +stipples in multiple colours at once. (This is often useful at the +harder difficulty levels.) + +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 \dash having an unambiguous +name for each region is much easier than trying to refer to them all +by names such as \q{the one down and right of the brown one on the +top border}. + (All the actions described in \k{common-actions} are also available.) \H{map-parameters} \I{parameters, for Map}Map parameters @@ -1651,10 +1665,10 @@ These parameters are available from the \q{Custom...} option on the \dt \e{Difficulty} \dd In \q{Easy} mode, there should always be at least one region -whose colour can be determined trivially. In \q{Normal} mode, you -will have to use more complex logic to deduce the colour of some -regions. However, it will always be possible without having to -guess or backtrack. +whose colour can be determined trivially. In \q{Normal} and \q{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. \lcont{ @@ -1761,6 +1775,18 @@ numeric keypad. Alternatively, if you click the left mouse button on the grid, the ball will begin a move in the general direction of where you clicked. +If you use the \q{Solve} function on this game, the program will +compute a path through the grid which collects all the remaining +gems and returns to the current position. A hint arrow will appear +on the ball indicating the direction in which you should move to +begin on this path. If you then move in that direction, the arrow +will update to indicate the next direction on the path. You can also +press Space to automatically move in the direction of the hint +arrow. If you move in a different direction from the one shown by +the arrow, the hint arrows will stop appearing because you have +strayed from the provided path; you can then use \q{Solve} again to +generate a new path if you want to. + All the actions described in \k{common-actions} are also available. In particular, if you do run into a mine and die, you can use the Undo function and resume playing from before the fatal move. The @@ -1776,6 +1802,63 @@ These parameters are available from the \q{Custom...} option on the \dd Size of grid in squares. +\C{tents} \i{Tents} + +\cfg{winhelp-topic}{games.tents} + +You have a grid of squares, some of which contain trees. Your aim is +to place tents in some of the remaining squares, in such a way that +the following conditions are met: + +\b There are exactly as many tents as trees. + +\b The tents and trees can be matched up in such a way that each +tent is directly adjacent (horizontally or vertically, but not +diagonally) to its own tree. However, a tent may be adjacent to +other trees as well as its own. + +\b No two tents are adjacent horizontally, vertically \e{or +diagonally}. + +\b The number of tents in each row, and in each column, matches the +numbers given round the sides of the grid. + +This puzzle can be found in several places on the Internet, and was +brought to my attention by e-mail. I don't know who I should credit +for inventing it. + +\H{tents-controls} \i{Tents controls} + +\IM{Tents controls} controls, for Tents + +Left-clicking in a blank square will place a tent in it. +Right-clicking in a blank square will colour it green, indicating +that you are sure it \e{isn't} a tent. Clicking either button in an +occupied square will clear it. + +If you \e{drag} with the right button along a row or column, every +blank square in the region you cover will be turned green, and no +other squares will be affected. (This is useful for clearing the +remainder of a row once you have placed all its tents.) + +(All the actions described in \k{common-actions} are also available.) + +\H{tents-parameters} \I{parameters, for Tents}Tents parameters + +These parameters are available from the \q{Custom...} option on the +\q{Type} menu. + +\dt \e{Width}, \e{Height} + +\dd Size of grid in squares. + +\dt \e{Difficulty} + +\dd Controls the difficulty of the generated puzzle. More difficult +puzzles require more complex deductions, but at present none of the +available difficulty levels requires guesswork or backtracking. + + \A{licence} \I{MIT licence}\ii{Licence} This software is \i{copyright} 2004-2005 Simon Tatham.