Provided by: sgt-puzzles_20140928.r10274-1_amd64 bug

NAME

       sgt-net - Network jigsaw puzzle

SYNOPSIS

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

       sgt-net --version

DESCRIPTION

       (Note: the Windows version of this game is called  NETGAME.EXE  to  avoid  clashing  with  Windows's  own
       NET.EXE.)

       I     originally     saw     this     in     the    form    of    a    Flash    game    called    FreeNet
       (http://www.jurjans.lv/stuff/net/FreeNet.htm),  written  by  Pavils  Jurjans;  there  are  several  other
       implementations  under  the name NetWalk. The computer prepares a network by connecting up the centres of
       squares in a grid, and then shuffles the network by rotating every tile randomly. Your job is  to  rotate
       it  all  back  into  place. The successful solution will be an entirely connected network, with no closed
       loops. As a visual aid, all tiles which are connected to the one in the middle are highlighted.

Net controls

       This game can be played with either the keyboard or the mouse. The controls are:

       Select tile: mouse pointer, arrow keys

       Rotate tile anticlockwise: left mouse button, ‘A’ key

       Rotate tile clockwise: right mouse button, ‘D’ key

       Rotate tile by 180 degrees: ‘F’ key

       Lock (or unlock) tile: middle mouse button, shift-click, ‘S’ key
              You can lock a tile once you're sure of its orientation. You can also unlock it again,  but  while
              it's locked you can't accidentally turn it.

       The following controls are not necessary to complete the game, but may be useful:

       Shift grid: Shift + arrow keys
              On grids that wrap, you can move the origin of the grid, so that tiles that were on opposite sides
              of the grid can be seen together.

       Move centre: Ctrl + arrow keys
              You can change which tile is used as the source of highlighting.  (It  doesn't  ultimately  matter
              which tile this is, as every tile will be connected to every other tile in a correct solution, but
              it may be helpful in the intermediate stages of solving the puzzle.)

       Jumble tiles: ‘J’ key
              This key turns all tiles that are not locked to random orientations.

       (All the actions described below are also available.)

Net parameters

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

       Width, Height
              Size of grid in tiles.

       Walls wrap around
              If checked, flow can pass from the left edge to the right edge, and from top to bottom,  and  vice
              versa.

       Barrier probability
              A  number between 0.0 and 1.0 controlling whether an immovable barrier is placed between two tiles
              to prevent flow between them (a higher number gives more barriers). Since barriers are  immovable,
              they act as constraints on the solution (i.e., hints).

              The grid generation in Net has been carefully arranged so that the barriers are independent of the
              rest of the grid. This means that if you note down the random seed used to  generate  the  current
              puzzle  (see  below),  change the Barrier probability parameter, and then re-enter the same random
              seed, you should see exactly the same starting grid, with the only  change  being  the  number  of
              barriers.  So  if  you're  stuck  on a particular grid and need a hint, you could start up another
              instance of Net, set up the same parameters but a higher barrier probability, and enter  the  game
              seed from the original Net window.

       Ensure unique solution
              Normally,  Net  will  make  sure that the puzzles it presents have only one solution. Puzzles with
              ambiguous sections can be more difficult and more subtle, so if you like you  can  turn  off  this
              feature  and  risk  having  ambiguous puzzles. (Also, finding all the possible solutions can be an
              additional challenge for an advanced player.)

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

       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.