Now, with an odd grid size, we choose the posterisation threshold so
that half the time it delivers ceil(n/2) black squares and half the
time it delivers floor(n/2). Previously it only did the former, which
meant that asking Pattern to generate a 1x1 puzzle (with the bug in
the previous commit fixed) would always generate the one with a single
black square, and never the one with a single white square. Both are
trivial to solve, of course, but it seemed inelegant!
No change to the number of black squares in the puzzle solution can
constitute a spoiler for the player, of course, because that number is
trivial to determine without doing any difficult reasoning, just by
adding up all the clues in one dimension.
fgrid2 = snewn(w*h, float);
memcpy(fgrid2, fgrid, w*h*sizeof(float));
qsort(fgrid2, w*h, sizeof(float), float_compare);
- threshold = fgrid2[w*h/2];
+ /* Choose a threshold that makes half the pixels black. In case of
+ * an odd number of pixels, select randomly between just under and
+ * just over half. */
+ {
+ int index = w * h / 2;
+ if (w & h & 1)
+ index += random_upto(rs, 2);
+ if (index < w*h)
+ threshold = fgrid2[index];
+ else
+ threshold = fgrid2[w*h-1] + 1;
+ }
sfree(fgrid2);
for (i = 0; i < h; i++) {