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https://github.com/JustinSDK/dotSCAD.git
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just square_maze
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@@ -1,355 +1,27 @@
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use <line2d.scad>;
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use <polyline2d.scad>;
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use <experimental/mz_blocks.scad>;
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use <experimental/mz_walls.scad>;
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// NO_WALL = 0;
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// UPPER_WALL = 1;
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// RIGHT_WALL = 2;
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// UPPER_RIGHT_WALL = 3;
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function no_wall(block) = get_wall_type(block) == 0;
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function upper_wall(block) = get_wall_type(block) == 1;
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function right_wall(block) = get_wall_type(block) == 2;
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function upper_right_wall(block) = get_wall_type(block) == 3;
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function block(x, y, wall_type, visited) = [x, y, wall_type, visited];
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function get_x(block) = block[0];
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function get_y(block) = block[1];
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function get_wall_type(block) = block[2];
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// create a starting maze for being visited later.
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function starting_maze(rows, columns) = [
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for(y = [1:rows])
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for(x = [1:columns])
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block(
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x, y,
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// all blocks have upper and right walls
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3,
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// unvisited
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false
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)
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];
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// find out the index of a block with the position (x, y)
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function indexOf(x, y, maze, i = 0) =
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i > len(maze) ? -1 : (
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[get_x(maze[i]), get_y(maze[i])] == [x, y] ? i :
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indexOf(x, y, maze, i + 1)
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module square_maze(start, rows, block_width, wall_thickness) {
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blocks = mz_blocks(
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start,
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rows, rows
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);
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// is (x, y) visited?
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function visited(x, y, maze) = maze[indexOf(x, y, maze)][3];
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walls = mz_walls(blocks, rows, rows, block_width);
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// is (x, y) visitable?
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function visitable(x, y, maze, rows, columns) =
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y > 0 && y <= rows && // y bound
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x > 0 && x <= columns && // x bound
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!visited(x, y, maze); // unvisited
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// setting (x, y) as being visited
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function set_visited(x, y, maze) = [
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for(b = maze)
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[x, y] == [get_x(b), get_y(b)] ?
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[x, y, get_wall_type(b), true] : b
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];
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// 0(right)、1(upper)、2(left)、3(down)
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function rand_dirs() =
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[
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[0, 1, 2, 3],
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[0, 1, 3, 2],
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[0, 2, 1, 3],
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[0, 2, 3, 1],
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[0, 3, 1, 2],
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[0, 3, 2, 1],
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[1, 0, 2, 3],
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[1, 0, 3, 2],
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[1, 2, 0, 3],
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[1, 2, 3, 0],
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[1, 3, 0, 2],
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[1, 3, 2, 0],
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[2, 0, 1, 3],
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[2, 0, 3, 1],
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[2, 1, 0, 3],
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[2, 1, 3, 0],
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[2, 3, 0, 1],
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[2, 3, 1, 0],
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[3, 0, 1, 2],
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[3, 0, 2, 1],
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[3, 1, 0, 2],
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[3, 1, 2, 0],
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[3, 2, 0, 1],
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[3, 2, 1, 0]
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][round(rands(0, 24, 1)[0])];
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// get x value by dir
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function next_x(x, dir, columns, circular) =
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let(nx = x + [1, 0, -1, 0][dir])
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circular ?
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nx < 1 ? nx + columns : (
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nx > columns ? nx % columns : nx
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)
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:
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nx;
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// get y value by dir
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function next_y(y, dir, rows, circular) =
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let(ny = y + [0, 1, 0, -1][dir])
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circular ?
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ny < 1 ? ny + rows : (
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ny > rows ? ny % rows : ny
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)
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:
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ny;
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// go right and carve the right wall
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function go_right_from(x, y, maze) = [
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for(b = maze) [get_x(b), get_y(b)] == [x, y] ? (
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upper_right_wall(b) ?
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[x, y, 1, visited(x, y, maze)] :
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[x, y, 0, visited(x, y, maze)]
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) : b
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];
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// go up and carve the upper wall
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function go_up_from(x, y, maze) = [
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for(b = maze) [get_x(b), get_y(b)] == [x, y] ? (
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upper_right_wall(b) ?
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[x, y, 2, visited(x, y, maze)] :
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[x, y, 0, visited(x, y, maze)]
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) : b
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];
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// go left and carve the right wall of the left block
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function go_left_from(x, y, maze, columns) =
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let(
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x_minus_one = x - 1,
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nx = x_minus_one < 1 ? x_minus_one + columns : x_minus_one
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)
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[
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for(b = maze) [get_x(b), get_y(b)] == [nx, y] ? (
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upper_right_wall(b) ?
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[nx, y, 1, visited(nx, y, maze)] :
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[nx, y, 0, visited(nx, y, maze)]
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) : b
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];
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// go down and carve the upper wall of the down block
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function go_down_from(x, y, maze, rows) = [
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let(
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y_minus_one = y - 1,
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ny = y_minus_one < 1 ? y_minus_one + rows : y_minus_one
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)
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for(b = maze) [get_x(b), get_y(b)] == [x, ny] ? (
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upper_right_wall(b) ?
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[x, ny, 2, visited(x, ny, maze)] :
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[x, ny, 0, visited(x, ny, maze)]
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) : b
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];
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// 0(right)、1(upper)、2(left)、3(down)
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function try_block(dir, x, y, maze, rows, columns) =
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dir == 0 ? go_right_from(x, y, maze) :
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dir == 1 ? go_up_from(x, y, maze) :
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dir == 2 ? go_left_from(x, y, maze, columns) :
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/*dir 3*/ go_down_from(x, y, maze, rows);
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// find out visitable dirs from (x, y)
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function visitable_dirs_from(x, y, maze, rows, columns, x_circular, y_circular) = [
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for(dir = [0, 1, 2, 3])
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if(visitable(next_x(x, dir, columns, x_circular), next_y(y, dir, rows, y_circular), maze, rows, columns))
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dir
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];
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// go maze from (x, y)
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function go_maze(x, y, maze, rows, columns, x_circular = false, y_circular = false) =
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// have visitable dirs?
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len(visitable_dirs_from(x, y, maze, rows, columns, x_circular, y_circular)) == 0 ?
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set_visited(x, y, maze) // road closed
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: walk_around_from(
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x, y,
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rand_dirs(),
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set_visited(x, y, maze),
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rows, columns,
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x_circular, y_circular
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);
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// try four directions
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function walk_around_from(x, y, dirs, maze, rows, columns, x_circular, y_circular, i = 4) =
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// all done?
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i > 0 ?
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// not yet
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walk_around_from(x, y, dirs,
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// try one direction
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try_routes_from(x, y, dirs[4 - i], maze, rows, columns, x_circular, y_circular),
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rows, columns,
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x_circular, y_circular,
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i - 1)
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: maze;
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function try_routes_from(x, y, dir, maze, rows, columns, x_circular, y_circular) =
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// is the dir visitable?
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visitable(next_x(x, dir, columns, x_circular), next_y(y, dir, rows, y_circular), maze, rows, columns) ?
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// try the block
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go_maze(
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next_x(x, dir, columns, x_circular), next_y(y, dir, rows, y_circular),
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try_block(dir, x, y, maze, rows, columns),
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rows, columns,
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x_circular, y_circular
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)
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// road closed so return maze directly
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: maze;
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// ==========
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module build_square_maze(rows, columns, blocks, block_width, wall_thickness, left_border = true, bottom_border = true) {
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module build_block(block, block_width, wall_thickness) {
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translate([get_x(block) - 1, get_y(block) - 1] * block_width) {
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if(upper_wall(block) || upper_right_wall(block)) {
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// draw a upper wall
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line2d(
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[0, block_width], [block_width, block_width], wall_thickness
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);
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}
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if(right_wall(block) || upper_right_wall(block)) {
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// draw a right wall
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line2d(
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[block_width, block_width], [block_width, 0], wall_thickness
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);
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for(wall = walls) {
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for(i = [0:len(wall) - 2]) {
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hull() {
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translate(wall[i]) square(wall_thickness, center = true);
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translate(wall[i + 1]) square(wall_thickness, center = true);
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}
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}
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}
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for(block = blocks) {
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build_block(
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block,
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block_width,
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wall_thickness
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);
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}
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if(left_border) {
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line2d([0, 0], [0, block_width * rows], wall_thickness);
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}
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if(bottom_border) {
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line2d([0, 0], [block_width * columns, 0], wall_thickness);
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}
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}
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// ==========
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module build_hex_maze(y_cells, x_cells, maze_vector, cell_radius, wall_thickness, left_border = true, bottom_border = true) {
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function cell_position(x_cell, y_cell) =
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let(
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grid_h = 2 * cell_radius * sin(60),
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grid_w = cell_radius + cell_radius * cos(60)
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)
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[grid_w * x_cell, grid_h * y_cell + (x_cell % 2 == 0 ? 0 : grid_h / 2), 0];
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module hex_seg(begin, end) {
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polyline2d(
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[for(a = [begin:60:end])
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[cell_radius * cos(a), cell_radius * sin(a)]],
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wall_thickness,
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startingStyle = "CAP_ROUND", endingStyle = "CAP_ROUND"
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);
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}
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module build_upper_right() { hex_seg(0, 60); }
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module build_upper() { hex_seg(60, 120); }
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module build_upper_left() { hex_seg(120, 180); }
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module build_down_left() { hex_seg(180, 240); }
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module build_down() { hex_seg(240, 300); }
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module build_down_right() { hex_seg(300, 360); }
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module build_cell(block) {
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module build_right_wall(x_cell) {
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if(x_cell % 2 != 0) {
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build_down_right();
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}
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else {
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build_upper_right();
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}
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}
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module build_row_wall(x_cell, y_cell) {
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if(x_cell % 2 != 0) {
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build_upper_right();
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build_upper_left();
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}
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else {
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build_down_right();
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}
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}
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x = get_x(block) - 1;
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y = get_y(block) - 1;
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translate(cell_position(x, y)) {
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build_row_wall(x, y);
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if(upper_wall(block) || upper_right_wall(block)) {
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build_upper();
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}
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if(right_wall(block) || upper_right_wall(block)) {
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build_right_wall(x);
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}
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}
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}
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// create the wall of maze
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for(block = maze_vector) {
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build_cell(block);
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}
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if(left_border) {
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for(y = [0:y_cells - 1]) {
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translate(cell_position(0, y)) {
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build_upper_left();
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build_down_left();
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}
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}
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}
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if(bottom_border) {
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for(x = [0:x_cells - 1]) {
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translate(cell_position(x, 0)) {
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build_down();
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if(x % 2 == 0) {
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build_down_left();
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build_down_right();
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}
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}
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}
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}
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}
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}
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// ==========
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function block_walls(block, block_width) =
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let(
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loc = [get_x(block) - 1, get_y(block) - 1] * block_width,
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upper = upper_wall(block) || upper_right_wall(block) ? [[0, block_width] + loc, [block_width, block_width] + loc] : [],
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right = right_wall(block) || upper_right_wall(block) ? [[block_width, block_width] + loc, [block_width, 0] + loc] : []
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)
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concat(upper, right);
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function maze_walls(blocks, rows, columns, block_width, left_border = true, bottom_border = true) =
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let(
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left_walls = left_border ? [for(y = [0:rows - 1]) [[0, block_width * (y + 1)], [0, block_width * y]]] : [],
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buttom_walls = bottom_border ? [for(x = [0:columns - 1]) [[block_width * x, 0], [block_width * (x + 1), 0]]] : []
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)
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concat(
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[
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for(block = blocks)
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let(pts = block_walls(block, block_width))
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if(pts != []) pts
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]
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, left_walls, buttom_walls
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);
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// ==========
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square_maze(
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start = [1, 1],
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rows = 10,
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block_width = 2,
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wall_thickness = 1
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);
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