[gnome-games] Initial Mallard doc



commit 2c7082a5f324c87d8ae6ba2cfae1227133f695e4
Author: Sophia Yu <sophia receiving gmail com>
Date:   Thu Dec 15 00:36:25 2011 -0600

    Initial Mallard doc

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 gnomine/help/C/index.page         |   35 ++++++
 gnomine/help/C/intro.page         |   78 +++++++++++++
 gnomine/help/C/license.page       |   59 ++++++++++
 gnomine/help/C/rules.page         |  216 +++++++++++++++++++++++++++++++++++++
 gnomine/help/C/strategy.page      |  147 +++++++++++++++++++++++++
 gnomine/help/C/tips.page          |   42 +++++++
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diff --git a/gnomine/help/C/index.page b/gnomine/help/C/index.page
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+<page xmlns="http://projectmallard.org/1.0/"; type="guide" style="task" id="index">
+  <info>
+    <title type="link" role="trail">
+      <media type="image" src="figures/logo.png"/>
+    </title>
+    <title type="link">GNOME Mines</title>
+    <title type="text">GNOME Mines</title>
+    <revision pkgversion="3.4" version="0.1" date="2011-12-10" status="draft"/>
+    <credit type="author">
+      <name>Tiffany Antopolski</name>
+      <email>tiffany antopolski gmail com</email>
+    </credit>
+    <license>
+      <p>Creative Commons Share Alike 3.0</p>
+    </license>
+    <include xmlns="http://www.w3.org/2001/XInclude"; href="legal.xml"/>
+  </info>
+  
+  <title><media type="image" src="figures/logo32.png">GNOME Mines logo</media>GNOME Mines</title>
+
+  <section id="play" style="2column">
+    <title>Game Play</title>
+  </section>
+  <section id="tips" style="2column">
+    <title>Useful tips</title>
+  </section>
+  <section id="advanced" style="2column">
+    <title>Advanced</title>
+  </section>
+  <section id="get-involved" style="2column">
+    <title>Get Involved</title>
+  </section>
+
+</page>
+<!-- vim: set ts=2 sw=2 tw=80 fdm=marker:-->
diff --git a/gnomine/help/C/intro.page b/gnomine/help/C/intro.page
new file mode 100644
index 0000000..604d87d
--- /dev/null
+++ b/gnomine/help/C/intro.page
@@ -0,0 +1,78 @@
+<page xmlns="http://projectmallard.org/1.0/";
+      type="topic" style="task"
+      id="intro">
+  <info>
+   <link type="guide" xref="index" /> 
+   <revision version="0.1" date="2011-12-10" status="stub"/>
+
+    <credit type="author copyright">
+      <name></name>
+      <email></email>
+      <years>2011</years>
+    </credit>
+
+    <desc></desc>
+  </info>
+
+  <title>Introduction</title>
+
+  <p> 
+    GNOME mines is a puzzle game where you
+    locate mines floating in an ocean using only your brain and a
+    little bit of luck. 
+  </p>
+
+  <p>
+    You start the game with a grid of covered squares and no idea what is in them. Clicking on a square reveals
+    what is in it: either empty ocean or a mine. If you
+    find a mine bad things happen and the game is over. If you
+    uncover an empty square, you survive and get to try again. We do
+    give you a bit of help; if you find an empty piece of ocean
+    a number is printed there telling you how many mines are in the 
+    adjacent squares (or no number if there are no nearby
+    mines). Once you find a few clear squares you can start to
+    deduce which squares have mines in them and which don't. You win
+    the game once you have revealed all the un-mined squares and
+    marked all the mined squares.
+  </p>
+
+  <figure>
+    <title>The stages of the game: the start, playing, losing,
+        and winning.  </title>
+    <media type="image" src="figures/main-window.png">Main window</media>
+  </figure>
+
+  <p>
+    To mark a square as having a mine you right-click on it and a
+    flag is placed there. If you click on a square with a number and
+    you have placed precisely that number of flags on adjacent
+    squares then the remaining squares are revealed. If you didn't
+    mark the mines correctly then an explosion will occur and the game
+    is over. Squares with no adjacent mines (i.e. blank squares)
+    have their adjacent squares automatically cleared.  
+  </p>
+
+  <figure>
+    <title>Important information.</title>
+    <media type="image" src="figures/statusbar.png">Status bar</media>
+  </figure>
+
+  <p>
+    You are being timed. To be good at this game you have to work
+    both quickly and correctly. Once you have found all the mines
+    and revealed all the un-mined squares the clock is stopped. Your
+    score is the time you took; the shorter the better.
+  </p>
+
+  <p>
+    The time you have taken is displayed on the bottom right of the
+    window. Beside it, on the left, is a count of the number of mines 
+    you have cleared and the total number hidden on the board.
+  </p>
+
+  <figure id="faces">
+    <title>The yellow face shows you how well you are going.</title>
+    <media type="image" src="figures/faces.png">Status bar</media>
+  </figure>
+
+</page>
diff --git a/gnomine/help/C/license.page b/gnomine/help/C/license.page
new file mode 100644
index 0000000..312b6cf
--- /dev/null
+++ b/gnomine/help/C/license.page
@@ -0,0 +1,59 @@
+<page xmlns="http://projectmallard.org/1.0/";
+  type="topic"
+  id="license">
+  
+  <info>
+    <link type="seealso" xref="index"/>
+    <revision pkgversion="2.30" version="0.1" date="2009-12-28" status="draft"/>
+    <desc>Legal information.</desc>
+  </info>
+
+  <title>License</title>
+  <p>
+    <!-- 
+    Translators: try to use the same translation as the one provided by the CreativeCommons website. 
+    If there is no translation for your language, consider providing one to CreativeCommons.
+    -->
+    This work is distributed under a CreativeCommons Attribution-Share Alike
+    3.0 Unported license.
+  </p>
+  <p>
+    You are free:
+  </p>
+  <terms>
+    <item>
+      <title><em>To share</em></title>
+      <p>To copy, distribute and transmit the work.</p>
+    </item>
+    <item>
+      <title><em>To remix</em></title>
+      <p>To adapt the work.</p> 
+    </item>
+  </terms>
+  <p>
+    Under the following conditions:
+  </p>
+  <terms>
+    <item>
+      <title><em>Attribution</em></title>
+      <p>
+        You must attribute the work in the manner specified by the author or 
+        licensor (but not in any way that suggests that they endorse you or 
+        your use of the work).  
+      </p>
+    </item>
+    <item>
+      <title><em>Share Alike</em></title>
+      <p>
+        If you alter, transform, or build upon this work, you may distribute the 
+        resulting work only under the same, similar or a compatible license.  
+      </p>
+    </item>
+  </terms>
+  <p>
+    <!-- Translators: there are no official localized versions of the legal code, only the deed is localized. -->
+    For the full text of the license, see the 
+    <link href="http://creativecommons.org/licenses/by-sa/3.0/legalcode";>CreativeCommons website</link>, 
+    or read the full <link href="http://creativecommons.org/licenses/by-sa/3.0/";>Commons Deed</link>. 
+  </p>
+</page>
diff --git a/gnomine/help/C/rules.page b/gnomine/help/C/rules.page
new file mode 100644
index 0000000..72be506
--- /dev/null
+++ b/gnomine/help/C/rules.page
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+<page xmlns="http://projectmallard.org/1.0/";
+  type="topic" style="task"
+  id="rules">
+  <info>
+    <link type="guide" xref="index#play" />
+    <revision version="0.1" date="2011-12-10" status="stub"/>
+
+    <credit type="author copyright">
+      <name></name>
+      <email></email>
+      <years>2011</years>
+    </credit>
+
+    <desc></desc>
+  </info>
+
+  <title>Rules</title>
+
+  <p>
+    This section provides information on the controls and the
+    important menu items. If you need help figuring where the
+    mines are, see the <link xref="strategy">strategy section</link>.
+  </p>
+
+  <section>
+    <title>The Goal</title>
+
+    <p>
+      Starting from an ocean of squares with unknown contents
+      you must mark all the squares with mines and reveal all the
+      clear squares. You don't actually have to mark the squares with mines,
+      but it is a lot easier if you do. Once you have cleared all
+      the un-mined squares, any remaining mined squares will be
+      marked for you.
+    </p>
+
+    <p>
+      If you left click on a mine, or auto-clear a square with a mine
+      in it you lose. To help prevent accidents, you aren't allowed
+      to auto-clear around a square unless the number of marked
+      mines equals the number given in the square.
+    </p>
+
+  </section>
+
+  <section>
+    <title>Using the Mouse</title>
+
+    <table frame="all" rules="all" shade="rows">
+      <!-- <tgroup cols="2"> -->
+        <thead>
+          <tr>
+          <td><p>Action</p></td> <td><p>Result</p></td>
+        </tr>
+        </thead>
+        <tbody>
+          <tr>
+            <td><p>Left click on an un-revealed square.</p></td>
+            <td><p>Reveals the contents of that square. For better or for worse.</p></td>
+          </tr>
+
+          <tr>
+            <td><p>Left click in a revealed square.</p></td>
+            <td><p>Auto-clear. Reveals the unmarked squares around
+                the clicked square,
+                but only if enough squares have been marked to match the
+                number in the square.</p></td>
+          </tr>
+          <tr>
+            <td><p>Right click on an un-revealed square.</p></td>
+            <td><p>Marks the square as a mine. If it is already
+                marked, the mark will be removed.</p></td>
+          </tr>
+        </tbody>
+        <!-- </tgroup> -->
+    </table>
+
+    <tip><p>If you are used to the more traditional mouse controls,
+        don't worry, they still work.</p></tip>
+  </section>
+
+  <section>
+    <title>Game Size and Difficulty</title>
+
+    <p>
+      By choosing <guiseq><gui>Settings</gui><gui>Preferences</gui></guiseq> from the 
+      menu you can
+      change the size of the games. Larger sizes obviously take longer
+      and require more concentration. Smaller games are more
+      frantic. We provide Small, Medium, Large and Custom
+      sizes.
+    </p> 
+
+    <figure id="preferences-img">
+      <title>The preferences dialog.</title>
+      <media type="image" src="figures/preferences.png">Preferences dialog</media>
+    </figure>
+
+    <p>
+      On the right hand side of the dialog there are three
+      parameters for controlling the custom size. Horizontal and
+      Vertical are the width and height of the desired grid in
+      squares. The number of mines is - obviously - the number of
+      mines you need to find. If this number is set too high or too
+      low then the game becomes very easy. The number of mines is
+      limited to slightly less than the total number of squares.
+    </p>
+
+  </section>
+
+  <section>
+    <title>"I'm not sure" Flags</title>
+
+    <figure id="imnotsureflagsimg">
+      <media type="image" src="figures/imnotsureflagscheckbox.png">I'm not sure flag</media>
+    </figure>
+
+    <p>
+      There is a check-box in the properties dialog entitled
+      Use "I'm not sure" flags. If you enable this then, when
+      right-clicking on a square, it cycles between the normal flags
+      used to mark the square as mined, a flag with a question mark
+      on it and no flag. This new flag is to help you with your
+      reasoning, to mark mines you think might be a mine but aren't
+      sure about. These
+      flags have no effect on the game; you still have to use the 
+      appropriate  number of red marker flags to be able to clear
+      around a numbered square.
+    </p>
+
+    <figure id="flags-img">
+      <title>The sequence of flags when "I'm not sure" flags are enabled.</title>
+      <media type="image" src="figures/flags.png">I'm not sure flag</media>
+    </figure>
+
+  </section>
+
+  <section>
+    <title>Use "Too many flags" warning</title>
+
+    <p>
+      The other check-box in the properties dialog is entitled
+      Use "Too many flags" warning. This feature will show you a
+      warning when you have placed too many flags. This is disabled
+      by default, as it provides so much hint that it could be
+      considered "cheating".
+    </p>
+
+  </section>
+
+  <section>
+    <title>Hints</title>
+
+    <p>
+      If you get stuck - it is reasonably common to end up with two
+      options that you can't logically resolve - then you can either
+      guess, or ask for a hint. When you choose 
+      <gui style="menuitem">Hint</gui> from the <gui style="menu">Game</gui>
+      menu a single square is revealed (plus surrounding
+      squares if it is blank). The choice of square is random, but
+      should be helpful. There is 10 second penalty added to your
+      time whenever you use a hint.
+    </p>
+
+  </section>
+
+  <section>
+    <title>High Scores</title>
+
+    <p>
+      If your score is in the top ten you will be shown the list of top scores and have an
+      opportunity to change the name recorded in the high score table. You can
+      also review the scores later by choosing 
+      <gui style="menuitem">Scores</gui> from the <gui style="menu">Game</gui>
+      menu. The drop-down menu at the top of the dialog lets you
+      look at the scores for other board sizes.
+    </p>
+
+    <figure id="high-score-img">
+      <title>The high scores dialog.</title>
+      <media type="image" src="figures/highscores.png">High scores dialog</media>
+    </figure>
+
+    <tip>
+      <p>The high score for the custom size is usually meaningless. Any
+        other player can make the game size smaller and get a better time. If
+        you only ever play one custom size then it will tell you how
+        well you are doing. This is the only reason it is still recorded.</p>
+    </tip>
+  </section>
+
+  <section>
+    <title>Window Size</title>
+
+    <p>Resizing the window makes the squares bigger or smaller to
+      suit. If you want to make maximum use of the screen then there is a
+      <gui style="menuitem">Fullscreen</gui> option under the
+      <gui style="menu">Settings</gui> menu. You can
+      also use the <key>F11</key> key to toggle full-screen mode.
+    </p>
+  </section>
+
+  <section>
+    <title>Pausing the Game</title>
+
+    <p>
+      The game can be paused automatically when you start using another
+      window, or paused by choosing <gui style="menuitem">Pause</gui> 
+      from the <gui style="menu">Game</gui> menu. The playing area is 
+      blanked so you can't think ahead while the clock is stopped. To
+      start playing again press the button labelled "Press to Resume".
+    </p>
+  </section>
+</page>
+
+<!-- vim: set ts=2 sw=2 tw=100 fdm=marker:-->
diff --git a/gnomine/help/C/strategy.page b/gnomine/help/C/strategy.page
new file mode 100644
index 0000000..f01241e
--- /dev/null
+++ b/gnomine/help/C/strategy.page
@@ -0,0 +1,147 @@
+<page xmlns="http://projectmallard.org/1.0/";
+  type="topic" style="task"
+  id="strategy">
+  <info>
+    <link type="guide" xref="index#play" />
+    <revision version="0.1" date="2011-12-10" status="stub"/>
+
+    <credit type="author copyright">
+      <name></name>
+      <email></email>
+      <years>2011</years>
+    </credit>
+
+    <desc></desc>
+  </info>
+
+  <title>Strategy</title>
+
+  <p>
+    The first half of this section explains the very basics of deducing where
+    mines are. If you are familiar with how to play the game skip down to the
+    <link xref="#advanced"/> subsection.
+  </p>
+
+  <section id="basics">
+    <title>The Basics</title>
+    <p>
+      These are a few basic situations which should be incredibly obvious, but
+      if you're struggling with how to play the game, they should be useful. The
+      first case is where you have an isolated covered square and most of the
+      squares around it read 1. That covered square is a mine. 
+    </p>
+
+    <figure>
+      <title>The simplest case.</title>
+      <media type="image" src="figures/easy-hints-1.png">Easy hint 1</media>
+    </figure>
+
+    <p>
+      The next simplest case is where you have two covered squares adjacent to
+      each other and both squares on one side are marked with a 2. If they have
+      no other uncleared neighbors, then both squares are mines.
+    </p>
+
+    <figure>
+      <title>The two mine case.</title>
+      <media type="image" src="figures/easy-hints-2.png">Easy hint 2</media>
+    </figure>
+
+    <p>
+      Finally, when there are three uncovered squares in a row and the clear
+      square beside the middle one is a 3 (once again this square should have no
+      other neighbors) then all three are mines.
+    </p>
+
+    <figure>
+      <title>The three mine case.</title>
+      <media type="image" src="figures/easy-hints-3.png">Easy hint 3</media>
+    </figure>
+
+    <p>
+      These are the simplest cases. Other permutations on these simple
+      situations are possible, for example the three squares in the previous
+      example could be in an L shape. 
+    </p>
+    <p>
+      Simple analysis will solve most of the puzzle, but not all. Before going
+      on to the next sections, where we give you more advanced hints, you should
+      play for a bit and see what you can work out for yourself.
+    </p>
+  </section>
+
+  <section id="advanced">
+    <title>Advanced Situations</title>
+
+    <p>
+      These are some more complicated situations. They are a bit of a step up
+      from the last section, so we hope you took our advice and played for a bit
+      first.
+    </p>
+
+    <p>
+      In the example below the mines are to the left of the ones. We figure this
+      out by a process of elimination. If the square to the left of the 2 was a
+      mine then the 1s would both have their maximum number of mines leaving no
+      free square for the second mine adjacent to the 2 (since they would also be
+      adjacent to the 1s). Having eliminated the middle square we are left with
+      two squares we require for the 2 so they are both mined.
+    </p>
+
+    <figure>
+      <title>A not-so-obvious pattern.</title>
+      <media type="image" src="figures/hard-hints-1.png">Hard hint 1</media>
+    </figure>
+
+    <p>
+      This situation can be disguised, for example consider the figure
+      below. It is the same situation, but the extra mined square on
+      the right has increased all the numbers by 1.
+    </p>
+
+    <figure>
+      <title>The extra mine disguises a copy of the previous example.</title>
+      <media type="image" src="figures/hard-hints-2.png">Hard hint 2</media>
+    </figure>
+
+    <p>
+      Now we're going to try a complicated example. It illustrates two
+      points. The first is that even if you aren't sure which squares are
+      mined, restricting the possibilities is helpful. The second is that
+      knowing which squares aren't mined is nearly as good as knowing which
+      are mined.
+    </p>
+
+    <p>
+      Assume that, in the figure below, we start off knowing that the top
+      left square is mined and so the two squares marked 2 on the left only
+      require one more mine. Next observe that the left-most 2 implies that
+      one of the covered squares beneath it is mined, but we don't yet know
+      which one. Since at least one of these squares is mined and they are
+      both neighbors of the second 2 then we know that that 2 is also
+      satisfied by one of these two squares (we still don't know which
+      one). This means that the square beneath the 4 is clear because it is
+      also a neighbor of the second 2 and not one of the two squares we
+      identified previously. 
+      This one blank square now leaves the 4 with only four neighbors - all
+      of which must be mines. Not only does it tell us which mines surround
+      the 4, it now tells us which of the squares beside the 2 is mined!
+    </p>
+
+    <figure>
+      <title>As tricky as it gets.</title>
+      <media type="image" src="figures/hard-hints-3.png">Hard hint 3</media>
+    </figure>
+
+    <p>
+      This sort of situation is tricky. In all the other examples you can
+      learn to look for patterns and avoid thinking hard. Situations like
+      the one in the figure don't crop up easily or in easily recognisable
+      places. Often it is easier to just ignore them and keep playing
+      elsewhere in the hope that you can start clearing the squares from the
+      other side.
+    </p>
+  </section>
+
+</page>
+<!-- vim: set ts=2 sw=2 tw=100 fdm=marker:-->
diff --git a/gnomine/help/C/tips.page b/gnomine/help/C/tips.page
new file mode 100644
index 0000000..ffd68d5
--- /dev/null
+++ b/gnomine/help/C/tips.page
@@ -0,0 +1,42 @@
+<page xmlns="http://projectmallard.org/1.0/";
+  type="topic" style="task"
+  id="tips">
+  <info>
+    <link type="guide" xref="index#tips" />
+    <revision version="0.1" date="2011-12-10" status="stub"/>
+
+    <credit type="author copyright">
+      <name></name>
+      <email></email>
+      <years>2011</years>
+    </credit>
+
+    <desc></desc>
+  </info>
+
+  <title>Tips</title>
+
+  <p>
+    Remember, the edge of the board is just the same as a large cleared area
+    (but without the numbers). Often working at the edge of the board is the
+    easiest way forward. 
+  </p>
+
+  <p>
+    Sometimes you end up in a situation where there is no way to deduce what
+    the configuration is. In these cases you either have to guess or use the
+    hint function
+    (<guiseq><gui>Game</gui><gui>Hint</gui></guiseq>).
+    Sometimes it isn't a 50/50 situation and instead of taking a hint you
+    might like to gamble on the most likely outcome.
+  </p>
+
+  <p>
+    One final hint: remember the counter on the bottom left of the window that
+    tells you how many mines you have left? Often, near the end of the game,
+    this number can help you figure out what possible places mines can be. How
+    to do this is  up to you to figure out.
+  </p>
+</page>
+
+<!-- vim: set ts=2 sw=2 tw=100 fdm=marker:-->



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