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/*
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* constants, for clearness
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*
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*/
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// random directions, for picking up a direction to visit the next block
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function PERMUTATION_OF_FOUR() = [
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[1, 2, 3, 4],
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[1, 2, 4, 3],
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[1, 3, 2, 4],
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[1, 3, 4, 2],
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[1, 4, 2, 3],
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[1, 4, 3, 2],
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[2, 1, 3, 4],
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[2, 1, 4, 3],
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[2, 3, 1, 4],
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[2, 3, 4, 1],
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[2, 4, 1, 3],
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[2, 4, 3, 1],
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[3, 1, 2, 4],
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[3, 1, 4, 2],
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[3, 2, 1, 4],
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[3, 2, 4, 1],
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[3, 4, 1, 2],
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[3, 4, 2, 1],
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[4, 1, 2, 3],
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[4, 1, 3, 2],
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[4, 2, 1, 3],
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[4, 2, 3, 1],
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[4, 3, 1, 2],
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[4, 3, 2, 1]
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];
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function NO_WALL() = 0;
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function UP_WALL() = 1;
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function RIGHT_WALL() = 2;
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function UP_RIGHT_WALL() = 3;
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function NOT_VISITED() = 0;
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function VISITED() = 1;
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/*
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* utilities functions
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*
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*/
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// comare the equality of [x1, y1] and [x2, y2]
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function cord_equals(cord1, cord2) = cord1 == cord2;
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// is the point visited?
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function not_visited(cord, vs, index = 0) =
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index == len(vs) ? true :
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(cord_equals([vs[index][0], vs[index][1]], cord) && vs[index][2] == 1 ? false :
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not_visited(cord, vs, index + 1));
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// pick a direction randomly
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function rand_dirs() =
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PERMUTATION_OF_FOUR()[round(rands(0, 24, 1)[0])];
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// replace v1 in the vector with v2
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function replace(v1, v2, vs) =
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[for(i = [0:len(vs) - 1]) vs[i] == v1 ? v2 : vs[i]];
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/*
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* functions for generating a maze vector
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*
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*/
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// initialize a maze
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function init_maze(rows, columns) =
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[
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for(c = [1 : columns])
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for(r = [1 : rows])
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[c, r, 0, UP_RIGHT_WALL()]
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];
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// find a vector in the maze vector
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function find(i, j, maze_vector, index = 0) =
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index == len(maze_vector) ? [] : (
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cord_equals([i, j], [maze_vector[index][0], maze_vector[index][1]]) ? maze_vector[index] : find(i, j, maze_vector, index + 1)
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);
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////
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// NO_WALL = 0;
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// UP_WALL = 1;
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// RIGHT_WALL = 2;
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// UP_RIGHT_WALL = 3;
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function delete_right_wall(original_block) =
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original_block == NO_WALL() || original_block == RIGHT_WALL() ? NO_WALL() : UP_WALL();
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function delete_up_wall(original_block) =
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(original_block == NO_WALL() || original_block == UP_WALL()) ? NO_WALL() : RIGHT_WALL();
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function delete_right_wall_of(vs, is_visited, maze_vector) =
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replace(vs, [vs[0], vs[1] , is_visited, delete_right_wall(vs[3])] ,maze_vector);
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function delete_up_wall_of(vs, is_visited, maze_vector) =
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replace(vs, [vs[0], vs[1] , is_visited, delete_up_wall(vs[3])] ,maze_vector);
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function go_right(i, j, rows, columns, maze_vector) =
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go_maze(i + 1, j, rows, columns, delete_right_wall_of(find(i, j, maze_vector), VISITED(), maze_vector));
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function go_up(i, j, rows, columns, maze_vector) =
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go_maze(i, j - 1, rows, columns, delete_up_wall_of(find(i, j, maze_vector), VISITED(), maze_vector));
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function visit(v, maze_vector) =
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replace(v, [v[0], v[1], VISITED(), v[3]], maze_vector);
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function go_left(i, j, rows, columns, maze_vector) =
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go_maze(i - 1, j, rows, columns, delete_right_wall_of(find(i - 1, j, maze_vector), NOT_VISITED(), maze_vector));
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function go_down(i, j, rows, columns, maze_vector) =
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go_maze(i, j + 1, rows, columns, delete_up_wall_of(find(i, j + 1, maze_vector), NOT_VISITED(), maze_vector));
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function go_maze(i, j, rows, columns, maze_vector) =
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look_around(i, j, rand_dirs(), rows, columns, visit(find(i, j, maze_vector), maze_vector));
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function look_around(i, j, dirs, rows, columns, maze_vector, index = 0) =
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index == 4 ? maze_vector :
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look_around(
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i, j, dirs,
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rows, columns,
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build_wall(i, j, dirs[index], rows, columns, maze_vector),
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index + 1
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);
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function build_wall(i, j, n, rows, columns, maze_vector) =
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n == 1 && i != columns && not_visited([i + 1, j], maze_vector) ? go_right(i, j, rows, columns, maze_vector) : (
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n == 2 && j != 1 && not_visited([i, j - 1], maze_vector) ? go_up(i, j, rows, columns, maze_vector) : (
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n == 3 && i != 1 && not_visited([i - 1, j], maze_vector) ? go_left(i, j,rows, columns, maze_vector) : (
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n == 4 && j != rows && not_visited([i, j + 1], maze_vector) ? go_down(i, j, rows, columns, maze_vector) : maze_vector
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)
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)
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);
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@@ -1,101 +0,0 @@
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include <line2d.scad>;
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include <arc.scad>;
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include <hollow_out.scad>;
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include <maze.scad>;
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radius_of_circle_wrapper = 15;
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wall_thickness = 1;
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wall_height = 1;
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cblocks = 12;
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levels = 3;
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sides = 6; // [3:24]
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bottom = "NO"; // [YES,NO]
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module regular_polygon_maze(radius, cblocks, levels, thickness = 1, sides) {
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full_circle_angle = 360;
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arc_angle = full_circle_angle / cblocks;
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r = radius / (levels + 1);
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maze = go_maze(1, 1, cblocks, levels, replace([levels, cblocks - 1, 0, UP_RIGHT_WALL()], [levels, cblocks - 1, 0, UP_WALL()], init_maze(cblocks, levels)));
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// give a [x, y] point and length. draw a line in the x direction
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module x_line(point, length, thickness = 1) {
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line2d(point, point + [0, length], width = thickness);
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}
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module ring_regular_polygon_sector(radius, angle, thickness, width, sides) {
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intersection() {
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arc(
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radius = radius - 0.1,
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angle = [0, 360],
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width = thickness + 0.2,
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width_mode = "LINE_OUTWARD",
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$fn = sides
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);
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rotate([0, 0, angle]) x_line([0, 0], radius * 3, width);
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}
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}
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module regular_polygon_to_polygon_wall(radius, length, angle, thickness, sides) {
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intersection() {
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hollow_out(shell_thickness = length)
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circle(r = radius + length, $fn = sides);
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rotate([0, 0, angle])
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x_line([0, 0], (radius + length) * 2, thickness);
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}
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}
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difference() {
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union() {
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for(i = [1 : levels + 1]) {
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arc(
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radius = r * i,
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angle = [0, 360],
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width = thickness,
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width_mode = "LINE_OUTWARD",
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$fn = sides
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);
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}
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for(i = [0:len(maze) - 1]) {
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cord = maze[i];
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cr = cord[0];
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cc = cord[1] - 1;
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v = cord[3];
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angle = cc * arc_angle;
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if(v == 1 || v == 3) {
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regular_polygon_to_polygon_wall(r * cr, r, cc * arc_angle , thickness, sides);
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}
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}
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}
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union() {
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// maze entry
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ring_regular_polygon_sector(r, arc_angle / 1.975 , thickness, r / 3, sides);
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// road to the next level
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for(i = [0:len(maze) - 1]) {
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cord = maze[i];
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cr = cord[0];
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cc = cord[1] - 1;
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v = cord[3];
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if(v == 0 || v == 1) {
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ring_regular_polygon_sector(r * (cr + 1), (cc + 0.5) * arc_angle , thickness, r / 3 , sides);
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}
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}
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}
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}
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}
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linear_extrude(wall_height)
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regular_polygon_maze(radius_of_circle_wrapper, cblocks, levels, wall_thickness, sides);
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if(bottom == "YES") {
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linear_extrude(wall_height / 2)
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offset(delta = wall_thickness)
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circle(radius_of_circle_wrapper, $fn = sides);
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}
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