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Merge branch 'main' into diamond
2 parents d73d99a + f285c11 commit 65188ed

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src-ui/changes.html

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@@ -33,13 +33,13 @@
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<main>
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<div style="margin-bottom: 5px;"><b>Latest types</b> (<em><a href="/list.html" target="_parent">all types</a></em>)</div>
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<ul>
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<li><a href="/p?tetrochaink" target="_parent">Tetro Chain-K テトロチェーンK</a></li>
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<li><a href="/p?bunnyhop" target="_parent">Bunnyhop</a></li>
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<li><a href="/p?sashikabe" target="_parent">Sashikabe</a></li>
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<li><a href="/p?blindrush" target="_parent">Blind Rush 猪突猛進</a></li>
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<li><a href="/p?cityspace" target="_parent">City Space</a></li>
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<li><a href="/p?numcity" target="_parent">Number City ナンバーシティ一</a></li>
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<li><a href="/p?distopia" target="_parent">Distopia</a></li>
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<li><a href="/p?uturns" target="_parent">U-Turns</a></li>
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</ul>
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</main>
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</body>

src-ui/img/tetrochaink.png

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src-ui/js/ui/Misc.js

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"tents",
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"teri",
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"tetrochain",
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"tetrochaink",
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"tetrominous",
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"tilecity",
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"timebomb",

src-ui/list.html

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@@ -69,6 +69,7 @@ <h2 id="title"><span lang="ja">パズルの種類のリスト</span><span lang="
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<li data-pid="isowatari"></li>
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<li data-pid="cityspace"></li>
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<li data-pid="sashikabe"></li>
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<li data-pid="tetrochaink"></li>
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</ul>
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</div>
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<div class="lists blocks">

src-ui/res/history.en.yaml

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@@ -220,3 +220,4 @@ blindrush: This genre first appeared in Puzzle Communication Nikoli vol. 162.
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sashikabe: This genre was invented by Grant Fikes.
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diamond: This genre was invented by Martin Ender a.k.a. Menderbug.
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bunnyhop: This genre was invented by Arvi Teikari a.k.a. Hempuli.
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tetrochaink: This genre first appeared in Puzzle Communication Nikoli vol. 192.

src-ui/res/history.ja.yaml

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@@ -220,3 +220,4 @@ blindrush: パズル通信ニコリ vol.162より
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sashikabe: Grant Fikes氏考案
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diamond: Martin Ender (Menderbug)氏発案
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bunnyhop: Arvi Teikari氏発案
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tetrochaink: パズル通信ニコリ vol.192より

src-ui/res/rules.en.yaml

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@@ -351,4 +351,5 @@ numcity: "Place a positive number in every cell.\n1. Groups of identical numbers
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blindrush: "Draw lines to move every circle.\n1. A circle can be moved horizontally or vertically, but cannot make a turn.\n2. Movement lines cannot cross or overlap each other. Lines can also not go through the start- or endpoint of other circles.\n3. Connected groups of thick lines (excluding the grid edges) are called a wall. Every wall is crossed by a line exactly once.\n4. Every movement line stops directly in front of a wall or the edge of the grid.\n5. A number indicates how many walls the circle must move through before stopping."
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sashikabe: "Shade some empty cells on the board to form regions of unshaded cells.\n1. Each unshaded region must be an L shape with a width of one cell.\n2. A circle must be located in the corner of an L shape.\n3. Arrows must be located on the ends of an L shape, and point towards the corner.\n4. A number indicates the amount of cells contained in the L shape.\n5. The shaded cells cannot form a 2x2 square.\n6. All shaded cells form an orthogonally contiguous area."
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diamond: "Place several 2x2 diamonds in the grid.\n1. Diamonds cannot overlap shaded cells, or cells containing other diamonds.\n2. A number indicates how many diamonds share a point with the shaded cell.\n3. The combination of diamonds and shaded cells must form one connected area. Two shapes count as connected if they touch at the corners."
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bunnyhop: "Draw lines along the edges of cells to form a loop.\n1. Every line segment goes through a cell, connecting two diagonal corners along the same edge. Every cell must be visited exactly once.\n2. The loop cannot branch off or cross itself.\n3. Black cells cannot be visited."
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bunnyhop: "Draw lines along the edges of cells to form a loop.\n1. Every line segment goes through a cell, connecting two corners located along the same edge. Every cell must be visited exactly once.\n2. The loop cannot branch off or cross itself.\n3. Black cells cannot be visited."
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tetrochaink: "Shade some cells in the grid to form tetrominoes (blocks of 4 cells).\n1. Tetrominoes cannot be orthogonally adjacent.\n2. Two tetrominoes which touch each other at the corners must have different shapes, counting rotations and reflections as the same.\n3. All tetrominoes form a diagonally contiguous area.\n4. A black circle overlaps more shaded cells than unshaded cells.\n5. A white circle overlaps more unshaded cells than shaded cells.\n6. A gray circle overlaps an equal number of shaded and unshaded cells."

src-ui/res/rules.ja.yaml

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@@ -310,3 +310,4 @@ numcity: "1. 盤面にある太線で区切られた部分(県)を、それぞ
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blindrush: "1. すべての丸を1マス以上、タテかヨコにまっすぐ移動させましょう。丸は途中の太線(壁)を突き破ることができますが、盤面の外に出ることはできません。\n2. 丸の移動はマスの中央を通る矢印で表します。矢印の終点はかならず外枠か太線(壁)にぶつかります。\n3. 丸の中の数字は、丸が何枚の壁を突き破るかを表します。0は1枚も突き破らないことを表します。数字のない丸は、何枚の壁を突き破るかはわかりません。\n4. 矢印どうしが重なったり交差したり、矢印が他の丸があるマスを通過したりしてはいけません。なお、2つの矢印が壁の同じ地点で両側からぶつかることはあり得ます。\n5. ひとつながりになった壁1枚は、すべて1回だけ丸に突き破られます。壁は外枠で分断されるものとして扱います。"
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sashikabe: "盤面のマスを黒く塗り、いくつかの白マスのブロックを作りましょう。\n1. 白マスのブロックは必ず幅1マスのL字型でなければなりません。\n2. 丸の場所は必ずL字のブロックの角になります。\n3. 矢印の場所は必ずL字のブロックの端になり、その矢印は必ずブロックの角を指します。\n4. 数字はL字のブロックの面積を示します。\n5. 黒マスが2×2の大きさになってはいけません。\n6. すべての黒マスはタテヨコにひとつながりになります。"
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turnaround: "マスの中央を通る線をタテヨコに引いて全体で1つの輪っかを作りましょう。\n1. 線を分岐させたり、交差させたりすることはできません。\n2. 線は全ての数字を通らなければなりません。\n3. 数字は、それを含むマスとその前後1マス、計3マスを通る線が曲がる回数を示します。"
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tetrochaink: "1. 盤面のいくつかのマスを黒くぬりましょう。\n2. 小さな丸は、その丸が接している周囲のマスのうち、黒マスと白マスのどちらの数が多いかを表しています。黒丸なら黒マスのほうが多く、白丸なら白マスのほうが多いということです。灰色の丸は、白マスと黒マスが同数であることを表しています。\n3. 黒マスがタテヨコにつながってできるカタマリは、必ず4マスになります。\n4. すべての黒マスのカタマリは角でひとつながりになります。\n5. 角を共有している2つの黒マスのカタマリが同じ形になってはいけません。回転や裏返しをして同じになるものは「同じ形」とします。"

src/puzzle/AreaManager.js

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this.puzzle.painter.repaintBlocks(clist_all);
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}
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},
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"AreaShade8Graph:AreaShadeGraph": {
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setComponentRefs: function(obj, component) {
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obj.blk8 = component;
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},
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getObjNodeList: function(nodeobj) {
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return nodeobj.blk8nodes;
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},
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resetObjNodeList: function(nodeobj) {
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nodeobj.blk8nodes = [];
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},
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getSideObjByNodeObj: function(cell) {
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var list = cell.getdir8clist(),
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cells = [];
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for (var i = 0; i < list.length; i++) {
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var cell2 = list[i][0];
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if (this.isnodevalid(cell2)) {
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cells.push(cell2);
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}
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}
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return cells;
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}
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},
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"AreaUnshadeGraph:AreaGraphBase": {
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relation: { "cell.qans": "node" },

src/puzzle/Board.js

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this.linegraph = this.addInfoList(classes.LineGraph); // 交差なし線のグラフ
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this.roommgr = this.addInfoList(classes.AreaRoomGraph); // 部屋情報を保持する
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this.sblkmgr = this.addInfoList(classes.AreaShadeGraph); // 黒マス情報を保持する
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this.sblk8mgr = this.addInfoList(classes.AreaShade8Graph);
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this.ublkmgr = this.addInfoList(classes.AreaUnshadeGraph); // 白マス情報を保持する
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this.nblkmgr = this.addInfoList(classes.AreaNumberGraph); // 数字情報を保持する
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