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1/* auto-generated by genhelp.sh */
2/* DO NOT EDIT! */
3const char help_text[] =
4"#Chapter 39: Flood "
5"\n"
6"You are given a grid of squares, coloured at random in multiple "
7"colours. In each move, you can flood-fill the top left square in a "
8"colour of your choice (i.e. every square reachable from the starting "
9"square by an orthogonally connected path of squares all the same "
10"colour will be filled in the new colour). As you do this, more and "
11"more of the grid becomes connected to the starting square. "
12"\n"
13"Your aim is to make the whole grid the same colour, in as few moves "
14"as possible. The game will set a limit on the number of moves, based "
15"on running its own internal solver. You win if you can make the "
16"whole grid the same colour in that many moves or fewer. "
17"\n"
18"I saw this game (with a fixed grid size, fixed number of colours, "
19"and fixed move limit) at http://floodit.appspot.com (no longer "
20"accessible). "
21"\n"
22"\n#39.1 Flood controls "
23"\n"
24"To play Flood, click the mouse in a square. The top left corner and "
25"everything connected to it will be flood-filled with the colour of "
26"the square you clicked. Clicking a square the same colour as the top "
27"left corner has no effect, and therefore does not count as a move. "
28"\n"
29"You can also use the cursor keys to move a cursor (outline black "
30"square) around the grid. Pressing the return key will fill the top "
31"left corner in the colour of the square under the cursor. "
32"\n"
33"(All the actions described in section 2.1 are also available.) "
34"\n"
35"\n#39.2 Flood parameters "
36"\n"
37"These parameters are available from the `Custom...' option on the "
38"`Type' menu. "
39"\n"
40"_Width_, _Height_ "
41"\n"
42"Size of the grid, in squares. "
43"\n"
44"_Colours_ "
45"\n"
46"Number of colours used to fill the grid. Must be at least 3\n"
47"(with two colours there would only be one legal move at any "
48"stage, hence no choice to make at all), and at most 10. "
49"\n"
50"_Extra moves permitted_ "
51"\n"
52"Controls the difficulty of the puzzle, by increasing the move "
53"limit. In each new grid, Flood will run an internal solver to "
54"generate its own solution, and then the value in this field "
55"will be added to the length of Flood's solution to generate the "
56"game's move limit. So a value of 0 requires you to be just as "
57"efficient as Flood's automated solver, and a larger value makes "
58"it easier. "
59"\n"
60"(Note that Flood's internal solver will not necessarily find the "
61"shortest possible solution, though I believe it's pretty close. "
62"For a real challenge, set this value to 0 and then try to solve "
63"a grid in _strictly fewer_ moves than the limit you're given!) "
64"\n"
65;
66const char quick_help_text[] = "Turn the grid the same colour in as few flood fills as possible.";