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1/* auto-generated by genhelp.sh */
2/* DO NOT EDIT! */
3const char help_text[] =
4"#Chapter 22: Map "
5"\n"
6"You are given a map consisting of a number of regions. Your task is "
7"to colour each region with one of four colours, in such a way that "
8"no two regions sharing a boundary have the same colour. You are "
9"provided with some regions already coloured, sufficient to make the "
10"remainder of the solution unique. "
11"\n"
12"Only regions which share a length of border are required to be "
13"different colours. Two regions which meet at only one _point_ (i.e. "
14"are diagonally separated) may be the same colour. "
15"\n"
16"I believe this puzzle is original; I've never seen an implementation "
17"of it anywhere else. The concept of a four-colouring puzzle was "
18"suggested by Owen Dunn; credit must also go to Nikoli and to Verity "
19"Allan for inspiring the train of thought that led to me realising "
20"Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor "
21"for many detailed suggestions. "
22"\n"
23"\n#22.1 Map controls "
24"\n"
25"To colour a region, click the left mouse button on an existing "
26"region of the desired colour and drag that colour into the new "
27"region. "
28"\n"
29"(The program will always ensure the starting puzzle has at least one "
30"region of each colour, so that this is always possible!) "
31"\n"
32"If you need to clear a region, you can drag from an empty region, or "
33"from the puzzle boundary if there are no empty regions left. "
34"\n"
35"Dragging a colour using the _right_ mouse button will stipple the "
36"region in that colour, which you can use as a note to yourself that "
37"you think the region _might_ be that colour. A region can contain "
38"stipples in multiple colours at once. (This is often useful at the "
39"harder difficulty levels.) "
40"\n"
41"You can also use the cursor keys to move around the map: the colour "
42"of the cursor indicates the position of the colour you would drag "
43"(which is not obvious if you're on a region's boundary, since it "
44"depends on the direction from which you approached the boundary). "
45"Pressing the return key starts a drag of that colour, as above, "
46"which you control with the cursor keys; pressing the return key "
47"again finishes the drag. The space bar can be used similarly to "
48"create a stippled region. Double-pressing the return key (without "
49"moving the cursor) will clear the region, as a drag from an empty "
50"region does: this is useful with the cursor mode if you have filled "
51"the entire map in but need to correct the layout. "
52"\n"
53"If you press L during play, the game will toggle display of a number "
54"in each region of the map. This is useful if you want to discuss a "
55"particular puzzle instance with a friend - having an unambiguous "
56"name for each region is much easier than trying to refer to them all "
57"by names such as `the one down and right of the brown one on the top "
58"border'. "
59"\n"
60"(All the actions described in section 2.1 are also available.) "
61"\n"
62"\n#22.2 Map parameters "
63"\n"
64"These parameters are available from the `Custom...' option on the "
65"`Type' menu. "
66"\n"
67"_Width_, _Height_ "
68"\n"
69"Size of grid in squares. "
70"\n"
71"_Regions_ "
72"\n"
73"Number of regions in the generated map. "
74"\n"
75"_Difficulty_ "
76"\n"
77"In `Easy' mode, there should always be at least one region whose "
78"colour can be determined trivially. In `Normal' and `Hard' "
79"modes, you will have to use increasingly complex logic to deduce "
80"the colour of some regions. However, it will always be possible "
81"without having to guess or backtrack. "
82"\n"
83"In `Unreasonable' mode, the program will feel free to generate "
84"puzzles which are as hard as it can possibly make them: the "
85"only constraint is that they should still have a unique "
86"solution. Solving Unreasonable puzzles may require guessing and "
87"backtracking. "
88"\n"
89;
90const char quick_help_text[] = "Colour the map so that adjacent regions are never the same colour.";