ref: 13b67b9d09faf3440c0b96356d16ce841faa677f
parent: d60e348aae16e718e1e7cc2b6e090956eb7e4b52
author: Simon Tatham <anakin@pobox.com>
date: Tue Nov 3 01:45:49 EST 2015
Fix loophole in Palisade completion checker. A user pointed out that if you construct a 'solution' in which no clue square has too _many_ borders but at least one has too few, and then bring those clues up to their count by adding extra stray border lines _inside_ a connected component (avoiding actually dividing any component completely into two), then the game checker treats that as solved for victory-flash purposes, on the grounds that (a) the grid is divided into components of the right size and (b) all clues are satisfied. A small example is 4x4n4:22a2b2c33, with the non-solution of dividing the grid into four 2x2 square blocks and then adding a spurious extra edge between the two 3 clues. The old Palisade completion check would flash for victory _at the same time_ as highlighting the spurious edge in COL_ERROR. Fixed by enforcing in is_solved() that every border line must separate two distinct connected components.
--- a/palisade.c
+++ b/palisade.c
@@ -511,15 +511,45 @@
static int is_solved(const game_params *params, clue *clues,
borderflag *border)
{
- int wh = params->w * params->h, k = params->k, *dsf = snew_dsf(wh), i;
+ int w = params->w, h = params->h, wh = w*h, k = params->k;
+ int i, x, y;
+ int *dsf = snew_dsf(wh);
assert (dsf[0] == UNVISITED); /* check: UNVISITED and dsf.c match up */
+ /*
+ * A game is solved if:
+ *
+ * - the borders drawn on the grid divide it into connected
+ * components such that every square is in a component of the
+ * correct size
+ * - the borders also satisfy the clue set
+ */
for (i = 0; i < wh; ++i) {
if (dsf[i] == UNVISITED) dfs_dsf(i, params->w, border, dsf, TRUE);
if (dsf_size(dsf, i) != k) goto error;
if (clues[i] == EMPTY) continue;
if (clues[i] != bitcount[border[i] & BORDER_MASK]) goto error;
+ }
+
+ /*
+ * ... and thirdly:
+ *
+ * - there are no *stray* borders, in that every border is
+ * actually part of the division between two components.
+ * Otherwise you could cheat by finding a subdivision which did
+ * not *exceed* any clue square's counter, and then adding a
+ * few extra edges.
+ */
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ if (x+1 < w && (border[y*w+x] & BORDER_R) &&
+ dsf_canonify(dsf, y*w+x) == dsf_canonify(dsf, y*w+(x+1)))
+ goto error;
+ if (y+1 < h && (border[y*w+x] & BORDER_D) &&
+ dsf_canonify(dsf, y*w+x) == dsf_canonify(dsf, (y+1)*w+x))
+ goto error;
+ }
}
sfree(dsf);