bionic (6) sgt-blackbox.6.gz

Provided by: sgt-puzzles_20170606.272beef-1ubuntu1_amd64 bug

NAME

       sgt-blackbox - Ball-finding puzzle

SYNOPSIS

       sgt-blackbox   [--generate   n]   [--print   wxh   [--with-solutions]   [--scale  n]  [--colour]]  [game-
       parameters|game-ID|random-seed]

       sgt-blackbox --version

DESCRIPTION

       A number of balls are hidden in a rectangular arena. You have to deduce the positions  of  the  balls  by
       firing lasers positioned at the edges of the arena and observing how their beams are deflected.

       Beams  will  travel  straight  from  their origin until they hit the opposite side of the arena (at which
       point they emerge), unless affected by balls in one of the following ways:

             A beam that hits a ball head-on is absorbed and will never re-emerge.  This  includes  beams  that
              meet a ball on the first rank of the arena.

             A  beam  with a ball in its front-left square and no ball ahead of it gets deflected 90 degrees to
              the right.

             A beam with a ball in its front-right square and no ball ahead of it gets similarly  deflected  to
              the left.

             A beam that would re-emerge from its entry location is considered to be ‘reflected’.

             A  beam  which would get deflected before entering the arena by a ball to the front-left or front-
              right of its entry point is also considered to be ‘reflected’.

       Beams that are reflected appear as a ‘R’; beams that hit balls head-on appear as ‘H’. Otherwise, a number
       appears at the firing point and the location where the beam emerges (this number is unique to that shot).

       You can place guesses as to the location of the balls, based on the entry and exit patterns of the beams;
       once you have placed enough balls a button appears enabling you to have your guesses checked.

       Here is a diagram showing how the positions of balls can create each of the beam behaviours shown above:

        1RHR----
       |..O.O...|
       2........3
       |........|
       |........|
       3........|
       |......O.|
       H........|
       |.....O..|

        12-RR---
       As shown, it is possible for a beam to receive multiple reflections  before  re-emerging  (see  turn  3).
       Similarly,  a beam may be reflected (possibly more than once) before receiving a hit (the ‘H’ on the left
       side of the example).

       Note that any layout with more than 4 balls  may  have  a  non-unique  solution.  The  following  diagram
       illustrates  this;  if you know the board contains 5 balls, it is impossible to determine where the fifth
       ball is (possible positions marked with an x):

        --------
       |........|
       |........|
       |..O..O..|
       |...xx...|
       |...xx...|
       |..O..O..|
       |........|
       |........|
        --------

       For this reason, when you have your guesses checked, the game will check that your solution produces  the
       same  results as the computer's, rather than that your solution is identical to the computer's. So in the
       above example, you could put the fifth ball at any of the locations marked with an x, and you would still
       win.

       Black Box was contributed to this collection by James Harvey.

Black Box controls

       To  fire a laser beam, left-click in a square around the edge of the arena. The results will be displayed
       immediately. Clicking or holding the left button on one of these squares will highlight  the  current  go
       (or a previous go) to confirm the exit point for that laser, if applicable.

       To  guess  the location of a ball, left-click within the arena and a black circle will appear marking the
       guess; click again to remove the guessed ball.

       Locations in the arena may be locked against modification by right-clicking; whole rows and  columns  may
       be  similarly  locked by right-clicking in the laser square above/below that column, or to the left/right
       of that row.

       The cursor keys may also be used to move around the grid. Pressing the Enter key will fire a laser or add
       a new ball-location guess, and pressing Space will lock a cell, row, or column.

       When an appropriate number of balls have been guessed, a button will appear at the top-left corner of the
       grid; clicking that (with mouse or cursor) will check your guesses.

       If you click the ‘check’ button and your guesses are not correct, the game  will  show  you  the  minimum
       information  necessary  to  demonstrate this to you, so you can try again. If your ball positions are not
       consistent with the beam paths you already know about, one beam path will be circled to indicate that  it
       proves  you  wrong. If your positions match all the existing beam paths but are still wrong, one new beam
       path will be revealed (written in red) which is not consistent with your current guesses.

       If you decide to give up completely, you can select Solve to reveal the actual ball  positions.  At  this
       point,  correctly-placed  balls  will  be  displayed as filled black circles, incorrectly-placed balls as
       filled black circles with red crosses, and missing balls as filled red circles. In addition, a red circle
       marks  any  laser  you  had already fired which is not consistent with your ball layout (just as when you
       press the ‘check’ button), and red text marks any laser you could have fired in order to distinguish your
       ball layout from the correct one.

       (All the actions described below are also available.)

Black Box parameters

       These parameters are available from the ‘Custom...’ option on the ‘Type’ menu.

       Width, Height
              Size  of  grid  in  squares. There are 2 × Width × Height lasers per grid, two per row and two per
              column.

       No. of balls
              Number of balls to place in the grid. This can be a single number, or a range  (separated  with  a
              hyphen,  like ‘2-6’), and determines the number of balls to place on the grid. The ‘reveal’ button
              is only enabled if you have guessed an appropriate number of balls;  a  guess  using  a  different
              number to the original solution is still acceptable, if all the beam inputs and outputs match.

Common actions

       These actions are all available from the ‘Game’ menu and via keyboard shortcuts, in addition to any game-
       specific actions.

       (On Mac OS X, to conform with local user interface standards, these actions are situated  on  the  ‘File’
       and ‘Edit’ menus instead.)

       New game (‘N’, Ctrl+‘N’)
              Starts a new game, with a random initial state.

       Restart game
              Resets the current game to its initial state. (This can be undone.)

       Load   Loads a saved game from a file on disk.

       Save   Saves the current state of your game to a file on disk.

              The Load and Save operations preserve your entire game history (so you can save, reload, and still
              Undo and Redo things you had done before saving).

       Print  Where supported (currently only on Windows), brings up a dialog allowing you to print an arbitrary
              number of puzzles randomly generated from the current parameters, optionally including the current
              puzzle. (Only for puzzles which make sense to print, of course – it's hard to think of a  sensible
              printable representation of Fifteen!)

       Undo (‘U’, Ctrl+‘Z’, Ctrl+‘_’)
              Undoes a single move. (You can undo moves back to the start of the session.)

       Redo (‘R’, Ctrl+‘R’)
              Redoes a previously undone move.

       Copy   Copies  the  current  state of your game to the clipboard in text format, so that you can paste it
              into (say) an e-mail client or a web message board if you're  discussing  the  game  with  someone
              else. (Not all games support this feature.)

       Solve  Transforms  the  puzzle instantly into its solved state. For some games (Cube) this feature is not
              supported at all because it is of no particular use. For other games (such as Pattern), the solved
              state can be used to give you information, if you can't see how a solution can exist at all or you
              want to know where you made a mistake. For still other games (such as Sixteen), automatic solution
              tells  you nothing about how to get to the solution, but it does provide a useful way to get there
              quickly so that you can experiment with set-piece moves and transformations.

              Some games (such as Solo) are capable of solving a game ID you have typed in from elsewhere. Other
              games  (such  as Rectangles) cannot solve a game ID they didn't invent themself, but when they did
              invent the game ID they know what the solution is already. Still other games (Pattern)  can  solve
              some external game IDs, but only if they aren't too difficult.

              The  ‘Solve’  command  adds the solved state to the end of the undo chain for the puzzle. In other
              words, if you want to go back to solving it yourself after seeing the answer, you can  just  press
              Undo.

       Quit (‘Q’, Ctrl+‘Q’)
              Closes the application entirely.

Specifying games with the game ID

       There  are two ways to save a game specification out of a puzzle and recreate it later, or recreate it in
       somebody else's copy of the same puzzle.

       The ‘Specific’ and ‘Random Seed’ options from the ‘Game’ menu (or the ‘File’ menu, on Mac OS X) each show
       a piece of text (a ‘game ID’) which is sufficient to reconstruct precisely the same game at a later date.

       You  can  enter  either of these pieces of text back into the program (via the same ‘Specific’ or ‘Random
       Seed’ menu options) at a later point, and it will recreate the same game. You can also use either one  as
       a command line argument (on Windows or Unix); see below for more detail.

       The  difference  between  the  two  forms  is  that a descriptive game ID is a literal description of the
       initial state of the game, whereas a random seed is just a piece of arbitrary text which was provided  as
       input to the random number generator used to create the puzzle. This means that:

             Descriptive game IDs tend to be longer in many puzzles (although some, such as Cube (sgt-cube(6)),
              only need very short descriptions). So a random seed is often a  quicker  way  to  note  down  the
              puzzle  you're  currently playing, or to tell it to somebody else so they can play the same one as
              you.

             Any text at all is a valid  random  seed.  The  automatically  generated  ones  are  fifteen-digit
              numbers,  but  anything will do; you can type in your full name, or a word you just made up, and a
              valid puzzle will be generated from it. This provides a way for two or  more  people  to  race  to
              complete the same puzzle: you think of a random seed, then everybody types it in at the same time,
              and nobody has an advantage due to having seen the generated puzzle before anybody else.

             It is often possible to convert puzzles from other sources (such as ‘nonograms’ or  ‘sudoku’  from
              newspapers) into descriptive game IDs suitable for use with these programs.

             Random  seeds  are  not  guaranteed  to  produce  the same result if you use them with a different
              version of the puzzle program. This is because the generation algorithm might have  been  improved
              or  modified  in  later  versions  of the code, and will therefore produce a different result when
              given the same sequence of random numbers. Use a descriptive game ID if you aren't  sure  that  it
              will be used on the same version of the program as yours.

              (Use the ‘About’ menu option to find out the version number of the program. Programs with the same
              version number running on different platforms should still be random-seed compatible.)

       A descriptive game ID starts with a piece of text which encodes the parameters of the current game  (such
       as  grid  size).  Then there is a colon, and after that is the description of the game's initial state. A
       random seed starts with a similar string of parameters, but then it contains  a  hash  sign  followed  by
       arbitrary data.

       If  you  enter  a  descriptive  game  ID,  the program will not be able to show you the random seed which
       generated it, since it wasn't generated from a random seed. If you enter  a  random  seed,  however,  the
       program will be able to show you the descriptive game ID derived from that random seed.

       Note  that  the  game  parameter  strings are not always identical between the two forms. For some games,
       there will be parameter data provided with the random seed which is not included in the descriptive  game
       ID.  This is because that parameter information is only relevant when generating puzzle grids, and is not
       important when playing them. Thus, for example,  the  difficulty  level  in  Solo  (sgt-solo(6))  is  not
       mentioned in the descriptive game ID.

       These  additional  parameters are also not set permanently if you type in a game ID. For example, suppose
       you have Solo set to ‘Advanced’ difficulty level, and then a friend wants  your  help  with  a  ‘Trivial’
       puzzle;  so  the  friend reads out a random seed specifying ‘Trivial’ difficulty, and you type it in. The
       program will generate you the same ‘Trivial’ grid which your friend was having trouble with, but once you
       have  finished  playing  it,  when you ask for a new game it will automatically go back to the ‘Advanced’
       difficulty which it was previously set on.

       The ‘Type’ menu, if present, may contain a list of preset game settings.  Selecting  one  of  these  will
       start a new random game with the parameters specified.

       The  ‘Type’  menu  may  also contain a ‘Custom’ option which allows you to fine-tune game parameters. The
       parameters available are specific to each game and are described in the following sections.

Specifying game parameters on the command line

       (This section does not apply to the Mac OS X version.)

       The games in this collection deliberately do not ever save information on to the computer  they  run  on:
       they  have  no high score tables and no saved preferences. (This is because I expect at least some people
       to play them at work, and those people will probably appreciate leaving as little evidence as possible!)

       However, if you do want to arrange for one of these games to default to a particular set  of  parameters,
       you can specify them on the command line.

       The  easiest  way  to do this is to set up the parameters you want using the ‘Type’ menu (see above), and
       then to select ‘Random Seed’ from the ‘Game’ or ‘File’ menu (see above). The text in the  ‘Game  ID’  box
       will  be  composed  of  two  parts,  separated  by  a  hash. The first of these parts represents the game
       parameters (the size of the playing area, for example, and anything else you set using the ‘Type’ menu).

       If you run the game with just that parameter text on the command line, it will start up with the settings
       you specified.

       For  example: if you run Cube (see sgt-cube(6)), select ‘Octahedron’ from the ‘Type’ menu, and then go to
       the game ID selection, you will see a string of the  form  ‘o2x2#338686542711620’.  Take  only  the  part
       before the hash (‘o2x2’), and start Cube with that text on the command line: ‘sgt-cube o2x2’.

       If  you  copy the entire game ID on to the command line, the game will start up in the specific game that
       was described. This is occasionally a more convenient way to start a particular game ID than  by  pasting
       it into the game ID selection box.

       (You  could also retrieve the encoded game parameters using the ‘Specific’ menu option instead of ‘Random
       Seed’, but if you do then some options, such as the difficulty level in Solo, will be missing. See  above
       for more details on this.)

Unix command-line options

       (This section only applies to the Unix port.)

       In  addition  to being able to specify game parameters on the command line (see above), there are various
       other options:

       --game

       --load These options respectively determine whether the command-line argument is  treated  as  specifying
              game  parameters or a save file to load. Only one should be specified. If neither of these options
              is specified, a guess is made based on the format of the argument.

       --generate n
              If this option is specified, instead of a puzzle being displayed, a number of descriptive game IDs
              will  be  invented  and  printed on standard output. This is useful for gaining access to the game
              generation algorithms without necessarily using the frontend.

              If game parameters are specified on the command-line, they will be used to generate the game  IDs;
              otherwise a default set of parameters will be used.

              The  most common use of this option is in conjunction with --print, in which case its behaviour is
              slightly different; see below.

       --print wxh
              If this option is specified, instead of a puzzle being displayed, a printed representation of  one
              or more unsolved puzzles is sent to standard output, in PostScript format.

              On  each  page  of puzzles, there will be w across and h down. If there are more puzzles than w×h,
              more than one page will be printed.

              If --generate has also been specified, the invented game IDs will be used to generate the  printed
              output.  Otherwise,  a list of game IDs is expected on standard input (which can be descriptive or
              random seeds; see above), in the same format produced by --generate.

              For example:

              sgt-net --generate 12 --print 2x3 7x7w | lpr

              will generate two pages of printed Net puzzles (each of which will have a 7×7 wrapping grid),  and
              pipe the output to the lpr command, which on many systems will send them to an actual printer.

              There are various other options which affect printing; see below.

       --save file-prefix [ --save-suffix file-suffix ]
              If this option is specified, instead of a puzzle being displayed, saved-game files for one or more
              unsolved puzzles are written to files constructed from the supplied prefix and/or suffix.

              If --generate has also been specified, the invented game IDs will be used to generate the  printed
              output.  Otherwise,  a list of game IDs is expected on standard input (which can be descriptive or
              random seeds; see above), in the same format produced by --generate.

              For example:

              sgt-net --generate 12 --save game --save-suffix .sav

              will generate twelve Net saved-game files with the names game0.sav to game11.sav.

       --version
              Prints version information about the game, and then quits.

       The following options are only meaningful if --print is also specified:

       --with-solutions
              The set of pages filled with unsolved puzzles will be followed by the solutions to those puzzles.

       --scale n
              Adjusts how big each puzzle is when printed. Larger numbers make puzzles bigger;  the  default  is
              1.0.

       --colour
              Puzzles will be printed in colour, rather than in black and white (if supported by the puzzle).

SEE ALSO

       Full documentation in /usr/share/doc/sgt-puzzles/puzzles.txt.gz.