Feature list : Game Play

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Game Play

Last change: 2024/07/17 18:37:12
Game Play
Game Play
 
autosave best solutions yes tiebreaking: moves, pushes, secondary metrics yes tiebreaking: moves, pushes no yes tiebreaking: moves, pushes yes tiebreaking: moves, pushes, secondary metrics no
autosave solutions options always autosaves better solutions;
inferior solutions are discarded
autosave solutions options: never/always/if better/ask;
existing solutions are kept
no autosave solutions options: none/best 5/best 10/all always autosaves better solutions;
inferior solutions are discarded
optionally saves game when solved;
only one solution per saved game
push or move optimized pathfinding yes yes yes yes yes yes
move animation modes smooth, cell by cell, instant cell by cell, instant cell by cell smooth cell by cell, instant
[info](instant with choice points is listed but is too fast to be useful)
cell by cell, instant
mouse move control: drag and drop yes with reachable squares yes without reachable squares yes with reachable squares yes with reachable squares yes with reachable squares no
mouse move control: select and drop yes with reachable squares yes with reachable squares yes with reachable squares yes with reachable squares yes with reachable squares yes without reachable squares
mouse move control: drag and track no experimental click-less tracking available no no no no yes
reverse mode play starting at end position (pull instead of push) yes no no no no no
show secondary metrics (box-pushes, box-changes and pushing-sessions) yes display: mouse over yes display: optional, configurable no no yes yes
show a lowerbound of the solution length no no yes no no no
timing yes optional; optional idle time threshold no no no no no
move player
through boxes
no no yes no yes target: reachable squares through boxes.
figure: small black square.
via: options -> go through boxes.
no
Game Play : Legal moves
Game Play : Legal moves
 
show player's reachable squares yes figure: transparent small skin graphics no yes figure: transparent small skin graphics yes yes figure: small round blobs no
show box's reachable squares yes figure: transparent small skin graphics yes figure: skin graphics, independent of box yes figure: transparent small skin graphics yes yes figure: small round blobs no
show pushable boxes yes dynamically by clicking a wall.
figure: configurable border
no no no yes permanent with CTRL+F9.
dynamically by clicking a wall.
figure: skin graphics, independent of box
no
show dead squares yesfigure: configurable shaded square no yesfigure: darker shaded square no no no
simple deadlock detection yes dead squares, freezing boxes no yes dead squares, freezing boxes no no no
advanced deadlock detection yes [info]bipartite:
n boxes for m goals;
1 goal for n boxes;
corrals: precalculated at level load time + 100 ms search after a push
no yes no no no
Game Play : History
Game Play : History
 
undo/redo unlimited unlimited unlimited unlimited unlimited unlimited
undo all yes yes yes yes yes press [esc] yes
redo all yes no yes no no yes
replay yes forwards and backwards yes forwards yes forwards yes forwards and backwards yes forwards (solutions only) yes
replay ergonomics unified start/stop button; click anywhere to stop; keyboard shortcuts available; speed and direction can be changed during replay separate start/stop buttons; click stop-button to stop; keyboard shortcuts available unified start/stop button; click anywhere to stop; speed can be changed during replay with start/stop:
CTRL+F2 to begin. SPACE to replay to next box-change. without start/stop: F2
trackbar represents replay history; drag trackbar to control replay; click anywhere, click [stop] button, or press [esc] to stop
mousewheel undo/redo/replay support yes combined moves yes single step or optional combined moves yes combined moves no yes combined moves no
browse move history yes trackbar (choice-points, with preview) yes trackbar (all moves, with preview) yes trackbar (choice-points, with preview) no no yes trackbar (all moves, no preview)
quicksave slots yes unlimited (interface: graphical, window, thumbnail preview) yes unlimited (interface: graphical, pop-up, list) no yes 3 (interface: graphical) no no
one-click load quicksaves yes keyboard: press [Enter] to load currently selected snapshot; mouse: double-click a snapshot on the list no no yes no no
remember last session yes file, level, history with redo, position [info]position is optional, default "off", additionally, up to 25 recent (file, level) yes file, level yes file, level yes file, level, history without redo, position yes file, level, history without redo, position no
 

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Info

Choice points

A choice point in the game is when the player changes from one box to another, or finishes a series of moves that pushed a box in a single direction.

Several programs have replay features related to choice points. Sokofan, for example, has replay buttons (called "smart do/undo") to move from one choice point to another. Another example is the game history browser in Sokoban YASC which works with choice points instead of individual moves.


Mouse Move Control: Select and drop

Lift and drop. Left click on a box to lift it, move to the wanted position and left click again to drop. Lift and drop is easier for long moves than the drag and drop.


Mouse Move Control: Drag and track

Point at the pusher with the mouse and move it in the direction you want. The pusher will track your movements.


Simple deadlock detection

Simple deadlock detection deals with deadlock types that require rather simple analysis of the board and the game state. Good examples are:


Advanced deadlock detection

Advanced deadlock detection deals with deadlock types that require quite sophisticated computations. Good examples are:


Lowerbound of solution length regarding pushes

For solving a level all boxes have to be pushed to goals. A program can calculate the distance of every box to the nearest goal. While doing this it is presumed only one box is on the board (hence the box does not need to be pushed around other boxes). The sum of all these box distances to their goals results in a lowerbound - no matter how the boxes are pushed to their goals the level can never be solved with fewer than the calculated number of pushes. Some programs can calculate a lowerbound for the solution length (in pushes):
number of pushes so far + sum of all box distances to their nearest goals (presuming no other boxes are on the board).
This lowerbound can be useful in levels like the "Kobus Theron"-series.

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