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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?sansaroad" target="_parent">Sansa Road サンサロード</a></li>
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<li><a href="/p?diamond" target="_parent">Diamond Chain</a></li>
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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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</ul>
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</main>
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</body>

src-ui/img/sansaroad.png

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src-ui/js/ui/Misc.js

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"retsurin",
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"roundtrip",
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"sananko",
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"sansaroad",
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"sashikabe",
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"sashikazune",
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"satogaeri",

src-ui/list.html

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@@ -70,6 +70,7 @@ <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="cityspace"></li>
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<li data-pid="sashikabe"></li>
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<li data-pid="tetrochaink"></li>
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<li data-pid="sansaroad"></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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@@ -221,3 +221,6 @@ 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.
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sansaroad: This genre first appeared in Puzzle Communication Nikoli vol. 185.
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sendai: This genre first appeared in Puzzle Communication Nikoli vol. 104.
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keywest: This genre first appeared in Puzzle Communication Nikoli vol. 53.

src-ui/res/history.ja.yaml

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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
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sansaroad: パズル通信ニコリ vol.185より
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sendai: パズル通信ニコリ vol.104より
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keywest: パズル通信ニコリ vol.53より

src-ui/res/rules.en.yaml

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@@ -353,3 +353,6 @@ sashikabe: "Shade some empty cells on the board to form regions of unshaded cell
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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 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."
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sansaroad: "Shade some empty cells on the board to form a single unshaded region.\n1. Black circles indicate there are more shaded than unshaded cells among the cells the circle overlaps. White circles indicate more unshaded cells. Grey circles indicate the amount of shaded and unshaded cells is equal.\n2. Triangles indicate an unshaded cell which is orthogonally adjacent to exactly 3 other unshaded cells. All triangles are given.\n3. All unshaded empty cells must be orthogonally adjacent to exactly 2 other unshaded cells.\n4. The unshaded cells cannot form a 2x2 square."
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sendai: "Draw lines over the dotted lines to divide each larger region (prefecture) into smaller regions (cities). Cities are allowed to be the same size as its prefecture.\n1. Every city must be orthogonally adjacent to at least one other city with the same shape and orientation.\n2. A number indicates the amount of cities in a prefecture. A prefecture without a number may have any amount of cities.\n3. There can be no dead-end lines."
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keywest: "Place a number between 0 and 4 in every island, and draw orthogonal bridges connecting them.\n1. Orthogonally adjacent islands cannot have the same number.\n2. Numbers indicate how many bridges are connected to this island.\n3. All islands with a number above 0 must be connected into a single network."

src-ui/res/rules.ja.yaml

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@@ -311,3 +311,6 @@ blindrush: "1. すべての丸を1マス以上、タテかヨコにまっす
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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。"
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sansaroad: "盤面のいくつかのマスを黒くぬりましょう。\n1. 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。黒丸なら黒マスの方が多く、白丸なら白マスの方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。\n2. ▽のマスはすべて白マスになります。また、▽のマスにタテヨコに隣り合うマスのうち、ちょうど3マスだけが白マスになります。▽のマス以外の白マスでは、タテヨコに隣り合うマスのうち、ちょうど2マスだけが白マスになります。\n3. すべての白マスはタテヨコにひとつながりになっていなければなりません。\n4. 白マスが2×2以上のカタマリになってはいけません。"
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sendai: "点線上に線を引き、すでに太線で区切られた大部屋(県)を、いくつかの小さな部屋(市)に分けます。線が引かれない(市を1つしか持たない)県があってもかまいません。\n1. すべての市は、形も向きも同じになる他の市と辺(市境)を共有しなければなりません。\n2. 数字は、その県が含む市の数を表します。"
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keywest: "丸(シマといいます)の中に、0~4の数字のどれかを入れます。\n1. 同じ数字はタテヨコに連続しません。\n2. 数字は、その数字のあるシマからタテヨコに隣接したシマへかける橋の数です。\n3. 橋は1ヵ所に1本しかかけられません。\n4. 0が入るシマ以外のすべてのシマは、橋によって1つにつながっていなければいけません。"

src/pzpr/variety.js

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roma: [0, 0, "ろーま", "Roma", "", { alias: "rome" }],
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roundtrip: [0, 0, "Round Trip", "Round Trip"],
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sananko: [0, 0, "サンアンコー", "San-Anko", "kakuru"],
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sansaroad: [0, 0, "サンサロード", "Sansa Road", "kurarin"],
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sashikabe: [0, 0, "Sashikabe", "Sashikabe", "loute"],
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sashigane: [0, 0, "さしがね", "Sashigane", "loute"],
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sashikazune: [0, 0, "さしカズね", "Sashikazune", "loute"],

src/res/failcode.en.json

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"cuDivide": "The unshaded cells are divided.",
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"cuDivideRB": "The unshaded cells are divided.",
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"cuEndpoint.takoyaki": "An endpoint does not have a circle.",
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"cuLt2.sansaroad": "An empty cell is adjacent to less than 2 unshaded cells.",
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"cuLt3.sansaroad": "A triangle is adjacent to less than 3 unshaded cells.",
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"cuGt2.sansaroad": "An empty cell is adjacent to more than 2 unshaded cells.",
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"cuGt3.sansaroad": "A triangle is adjacent to more than 3 unshaded cells.",
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"cuLoop": "There is a loop of unshaded cells.",
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"cuLower.stostone": "Unshaded cells exist in the lower half of the board after the blocks have fallen.",
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"cuNoLine.icebarn": "The line doesn't pass all of the non-icy cell.",

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