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1/* auto-generated by genhelp.sh */
2/* DO NOT EDIT! */
3const char help_text[] =
4"#Chapter 30: Keen "
5"\n"
6"You have a square grid; each square may contain a digit from 1 to "
7"the size of the grid. The grid is divided into blocks of varying "
8"shape and size, with arithmetic clues written in them. Your aim is "
9"to fully populate the grid with digits such that: "
10"\n"
11"- Each row contains only one occurrence of each digit "
12"\n"
13"- Each column contains only one occurrence of each digit "
14"\n"
15"- The digits in each block can be combined to form the number "
16"stated in the clue, using the arithmetic operation given in the "
17"clue. That is: "
18"\n"
19"- An addition clue means that the sum of the digits in the "
20"block must be the given number. For example, `15+' means the "
21"contents of the block adds up to fifteen. "
22"\n"
23"- A multiplication clue (e.g. `60*'), similarly, means that "
24"the product of the digits in the block must be the given "
25"number. "
26"\n"
27"- A subtraction clue will always be written in a block of "
28"size two, and it means that one of the digits in the block "
29"is greater than the other by the given amount. For example, "
30"`2-' means that one of the digits in the block is 2 more "
31"than the other, or equivalently that one digit minus the "
32"other one is 2. The two digits could be either way round, "
33"though. "
34"\n"
35"- A division clue (e.g. `3/'), similarly, is always in a block "
36"of size two and means that one digit divided by the other is "
37"equal to the given amount. "
38"\n"
39"Note that a block may contain the same digit more than once "
40"(provided the identical ones are not in the same row and "
41"column). This rule is precisely the opposite of the rule in "
42"Solo's `Killer' mode (see chapter 11). "
43"\n"
44"This puzzle appears in the Times under the name `KenKen'. "
45"\n"
46"\n#30.1 Keen controls "
47"\n"
48"Keen shares much of its control system with Solo (and Unequal). "
49"\n"
50"To play Keen, simply click the mouse in any empty square and then "
51"type a digit on the keyboard to fill that square. If you make a "
52"mistake, click the mouse in the incorrect square and press Space to "
53"clear it again (or use the Undo feature). "
54"\n"
55"If you _right_-click in a square and then type a number, that "
56"number will be entered in the square as a `pencil mark'. You can "
57"have pencil marks for multiple numbers in the same square. Squares "
58"containing filled-in numbers cannot also contain pencil marks. "
59"\n"
60"The game pays no attention to pencil marks, so exactly what you "
61"use them for is up to you: you can use them as reminders that a "
62"particular square needs to be re-examined once you know more about "
63"a particular number, or you can use them as lists of the possible "
64"numbers in a given square, or anything else you feel like. "
65"\n"
66"To erase a single pencil mark, right-click in the square and type "
67"the same number again. "
68"\n"
69"All pencil marks in a square are erased when you left-click and type "
70"a number, or when you left-click and press space. Right-clicking and "
71"pressing space will also erase pencil marks. "
72"\n"
73"As for Solo, the cursor keys can be used in conjunction with the "
74"digit keys to set numbers or pencil marks. Use the cursor keys to "
75"move a highlight around the grid, and type a digit to enter it in "
76"the highlighted square. Pressing return toggles the highlight into a "
77"mode in which you can enter or remove pencil marks. "
78"\n"
79"Pressing M will fill in a full set of pencil marks in every square "
80"that does not have a main digit in it. "
81"\n"
82"(All the actions described in section 2.1 are also available.) "
83"\n"
84"\n#30.2 Keen parameters "
85"\n"
86"These parameters are available from the `Custom...' option on the "
87"`Type' menu. "
88"\n"
89"_Grid size_ "
90"\n"
91"Specifies the size of the grid. Lower limit is 3; upper limit is "
92"9 (because the user interface would become more difficult with "
93"`digits' bigger than 9!). "
94"\n"
95"_Difficulty_ "
96"\n"
97"Controls the difficulty of the generated puzzle. At Unreasonable "
98"level, some backtracking will be required, but the solution "
99"should still be unique. The remaining levels require "
100"increasingly complex reasoning to avoid having to backtrack. "
101"\n"
102"_Multiplication only_ "
103"\n"
104"If this is enabled, all boxes will be multiplication boxes. With "
105"this rule, the puzzle is known as `Inshi No Heya'. "
106"\n"
107;
108const char quick_help_text[] = "Complete the latin square in accordance with the arithmetic clues.";