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Added Isowatari (#631)
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src-ui/changes.html

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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?isowatari" target="_parent">Isowatari イソワタリ</a></li>
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<li><a href="/p?narrow" target="_parent">Narrowfence</a></li>
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<li><a href="/p?kurarin" target="_parent">Kurarin クラリン</a></li>
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<li><a href="/p?sumiwake" target="_parent">Sumiwake すみわけ</a></li>
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<li><a href="/p?wataridori" target="_parent">Wataridori わたりどり</a></li>
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<li><a href="/p?forestwalk" target="_parent">Forest Walk</a></li>
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<li><a href="/p?arrowflow" target="_parent">Arrow Flow アローフロー</a></li>
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<li><a href="/p?retsurin" target="_parent">Retsurin</a></li>
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</ul>
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</main>
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</body>

src-ui/img/isowatari.png

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src-ui/js/ui/KeyPopup.js

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onsen: [10, 0],
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wataridori: [10, 0],
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kurarin: [133, 0],
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narrow: [134, 0]
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narrow: [134, 0],
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isowatari: [10, 0]
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},
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//---------------------------------------------------------------------------

src-ui/js/ui/Misc.js

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"icewalk",
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"invlitso",
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"island",
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"isowatari",
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"kaidan",
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"kaisu",
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"kissing",

src-ui/list.html

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@@ -66,6 +66,7 @@ <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="archipelago"></li>
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<li data-pid="nibunnogo"></li>
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<li data-pid="island"></li>
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<li data-pid="isowatari"></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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@@ -10,6 +10,7 @@ railpool: This genre was invented by Martin Ender a.k.a. Menderbug.
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rassi: This genre was invented by Prasanna Seshadri.
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tontti: This genre was invented by Arvi Teikari a.k.a. Hempuli.
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voxas: This genre was invented by Eric Fox.
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isowatari: This genre was invented by IHNN.
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ququ: This genre first appeared in Puzzle Communication Nikoli vol. 171.
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squarejam: This genre was invented by Eric Fox.
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disloop: This genre was invented by Eric Fox.
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sumiwake: This genre first appeared in Puzzle Communication Nikoli vol. 66.
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narrow: This genre was invented by Arvi Teikari a.k.a. Hempuli.
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kurarin: This genre first appeared in Puzzle Communication Nikoli vol. 191.
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uturns: This genre was invented by Eric Fox.

src-ui/res/history.ja.yaml

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@@ -211,3 +211,6 @@ wataridori: パズル通信ニコリ vol.158より
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sumiwake: パズル通信ニコリ vol.66より
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narrow: Arvi Teikari氏発案
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kurarin: パズル通信ニコリ vol.191より
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recoil: Sebastian Simon氏考案、初出Logic Masters Germany
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turnrun: 齋藤スバル氏考案、初出2018年(当時の名称は「トツゲキループ」。「Turn and Run」は後に発表された似たルールのもの、初出2021年開催Logic Masters Deutschland competition)
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uturns: Eric Fox氏発案

src-ui/res/p.ja.json

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"yajilin_out": "黒マスは線の外側にする",
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"autocmp.recoil": "障害物が置かれるマスに背景色を付ける",
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"inputmode.boulder": "",
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"loop_full": "線の引かれないマスがあってはいけないとする"
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"loop_full": "線の引かれないマスがあってはいけないとする",
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"pause.desc.mobile": "「スタート」を押して再開"
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}

src-ui/res/rules.en.yaml

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@@ -21,6 +21,8 @@ dotchi: "Draw lines through orthogonally adjacent cells to form a loop.\n1. The
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hinge: "Shade some cells on the board.\n1. A group of orthogonally connected shaded cells is called a block. Each block is cut exactly once by a single straight segment of region borders, across which it must have reflectional symmetry.\n2. Numbered regions must contain the indicated amount of shaded cells."
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isowatari: "Shade some cells on the board. \n 1. All black circles must be shaded and no white circles must be shaded. \n 2. No 2x2 area may be left entirely unshaded. \n 3. All unshaded cells form an orthogonally continuous area. \n 4. Blocks of shaded cells must match the indicated size on the upper right of the grid."
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lapaz: "Shade some cells on the board, and divide the rest into regions of 2 cells.\n 1. No two shaded cells are horizontally or vertically adjacent.\n2. Numbers must be contained in a 1x2 region. It's possible for a region to have multiple numbers.\n 3. A clue in a horizontal region indicates the amount of shaded cells in the same row as the clue. Likewise, a clue in a vertical region indicates the amount of shaded cells in the same column."
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kaisu: "Draw a path from S to G that goes through all cells.\n1. The path cannot branch off or cross itself.\n2. An outlined region can be entered and exited multiple times. On the region's Nth visit the line must go through exactly N circles, or go through no circles."
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tachibk: "Draw lines over the dotted lines to divide the two grids into several blocks.\n1. A number indicates the size of the block in cells. A block can contain one or more numbers, or none at all.\n2. Both grids must be divided into the same set of blocks, counting rotations and reflections as the same.\n3. When the two grids are overlaid on top of each other (without rotation or reflection), a block cannot overlap another block of the same size."
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retroships: "Place every ship from the fleet into the grid. Ships can be rotated or mirrored.\n1. All ships must be used exactly once. There cannot be ships in the grid that aren't present in the bank.\n2. Two ships cannot be orthogonally or diagonally adjacent.\n3. The outlines of ship segments are given (corner pieces, centers, or single-length boats), along with their orientation. If a cell is used by a ship, the outline must match the shape of the segment. Unused outlines are meaningless.\n4. Cells marked with water cannot be used by ships."
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aquapelago: "Shade some cells on the board. Some shaded cells may be given.\n1. Shaded cells cannot be horizontally or vertically adjacent.\n2. The unshaded cells cannot form a 2x2 square.\n3. A number indicates the amount of cells in its diagonally connected group of shaded cells.\n4. All unshaded cells on the board form an orthogonally connected area."
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aquapelago: "Shade some cells on the board. Some shaded cells are given.\n1. Shaded cells cannot be horizontally or vertically adjacent.\n2. The unshaded cells cannot form a 2x2 square.\n3. A number indicates the amount of cells in its diagonally connected group of shaded cells.\n4. All unshaded cells on the board form an orthogonally connected area."
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kuromenbun: "Shade some cells on the board.\n1. Numbers cannot be shaded.\n2. The combination of given borders and shaded cells divide the unshaded cells into regions. Regions can have no more than 1 number.\n3. Numbers indicate how many shaded cells are horizontally or vertically adjacent to the unshaded region."
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lineofsight: "Draw lines along the edges of some cells to form a loop.\n1. The loop cannot branch off or cross itself.\n2. A number represents the length of the first straight line segment seen in the indicated direction.\n3. “0” clues cannot see any line segments.\n4. “?” clues must see a line segment."
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kissing: "Place every shape from the bank into the grid. Shapes can be rotated or mirrored.\n1. All shapes must be used exactly once. There cannot be shapes in the grid that aren't present in the bank.\n2. A bar indicates a place where two different shapes are orthogonally adjacent. All possible bars are given, meaning that two shapes cannot be orthogonally adjacent in places without a bar.\n3. Cells marked with a cross cannot be used by a shape."
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narrow: "Draw lines along the dotted lines to divide the grid into regions.\n1. Each region contains exactly one symbol.\n2. Regions may not be rectangular in shape.\n3. Two regions with the same symbol must have a different shape, counting rotations and reflections as the same.\n4. No 2x2 block may consist of cells which all belong to regions with the same symbol."
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distopia: "Place some shapes from the bank into the grid. Shapes can be rotated or mirrored.\n1. A shape can be used no more than once. There cannot be shapes in the grid that aren't present in the bank.\n2. Two shapes cannot be orthogonally or diagonally adjacent.\n3. A number indicates the shortest distance to a shaded cell in the 4 cardinal directions, multiplied by the amount of directions where the distance is minimal.\n4. A cell with a clue cannot overlap a shape."
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kurarin: "Shade some cells on the board, and draw a single loop that goes through all remaining cells.\n1. The loop cannot branch off or cross itself.\n2. A black circle overlaps more shaded cells than unshaded cells.\n3. A white circle overlaps more unshaded cells than shaded cells.\n4. A gray circle overlaps an equal number of shaded and unshaded cells."
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uturns: "Draw lines to form pairs between gray circles.\n1. Lines cannot cross or overlap each other.\n2. Lines cannot go through black circles.\n3. The lines must visit all white circles.\n4. A line must turn exactly twice between two circles, and both turns must be in the same direction."

src-ui/res/rules.ja.yaml

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swslither: "点と点の間に線を引き、1つの輪っかを作りましょう。\n1. 線を分岐させたり、交差させたりしてはいけません。\n2. 数字は、周りの点の間に引かれる線の数を表します。\n3. 羊は輪っかの中にいなければなりません。\n4. 狼は輪っかの外にいなければなりません。"
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retroships: "盤面の外に示される艦を、盤面の中に全て置きましょう。艦は、向きを変えたり、反転させたりしても構いません。\n1. 全ての艦は、1度だけ使われます。また示されていない形の艦を置くことはできません。\n2. 艦同士がタテヨコナナメに接してはいけません。\n3. 艦の形(艦の端、艦の中心、または1マスの丸い艦)の輪郭線が、その向きに従ってマスに配置されています。マスに艦が置かれるとき、その艦の形と輪郭線の形が合っていなければなりません。\n4. 波が描かれたマスに艦を置くことはできません。"
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mintonette: "全ての丸と丸の間に線を引き、2つで1組のペアを作りましょう。\n1. 線を分岐させたり交差させたりしてはいけません。\n2. 丸の中の数字は、ペアの丸にたどり着くまでに線が曲がる回数を表します。\n3. 線が引かれないマスがあってはいけません。"
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narrow: "点線に沿って線を引き、いくつかの領域に分けます。\n1. 1つの領域には必ず1つのマークが入ります。\n2. 領域が四角形になってはいけません。\n3. 同じマークが入った2つの領域が同じ形になってはいけません。回転や反転したものは同じ形とみなします。\n4. 2×2の白マスが同じマークの入った領域にあってはいけません。"

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