[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [Enigma-devel] Sokoban-levels not allways solvable
From: |
Ralf Westram |
Subject: |
Re: [Enigma-devel] Sokoban-levels not allways solvable |
Date: |
Tue, 23 Nov 2004 23:25:59 +0100 |
User-agent: |
Mutt/1.5.6i |
>>> Are levels in
>>> sokoban-levelpack meant to be allways solvable, or only sometimes solvable?
>> They are meant to be
>> always solvable, but I recognized 2 days ago, that they aren't.
>>> There are some levels which are not allways solvable, ... because
>> Do you remember their names? If so, please post them.
> It's quite hard to list all affected levels. There are some levels which
> can be quite easy - or much harder but not impossible to solve depending
> on where the oxyd-stones are positioned.
I think that's fine.
In general the solvable-problem is handled like follows:
- Some levels use lasers to avoid these problems
- In some levels it is part of the solution to figure out which
oxyd-stone opens at last (e.g. Microban 93)
- All other levels either
* are always solvable,
* have restriction information (see below) or
* need restriction, but I forgot to define it.
Restriction information is defined in the lua files by different types
of floors:
* an ' ' means: all oxyds allowed
* an 'x' means: don't place any oxyds here
* an '_' means: don't place LAST oxyd here
There remains a small probability that the level is unsolvable nevertheless.
If I feel it's too high, I used lasers for that level.
> I can try to make somekind of list about which levels are affected, or
> might be affected.
Too much work, but thank you for the offer. But if you or somebody else stumbles
over one level, which is not always solveable, please drop me a note.
I've already fixed the following levels:
Microban 58, 63, 104, 106, 113
Ralf
--
If it can't be expressed in figures, it is not science; it is opinion.
(Lazarus Long)