Maze generation: Difference between revisions

m
→‎{{header|Sidef}}: modified the code to work with Sidef 2.30
m (→‎{{header|Sidef}}: modified the code to work with Sidef 2.30)
Line 5,483:
<lang ruby>var(w:5, h:5) = ARGV.map{.to_i}...
var avail = (w * h)
 
 
# cell is padded by sentinel col and row, so I don't check array bounds
var cell = (1..^h -> map {([true] * w) + [false]} + [[false] * w+1])
var ver = (1..^h -> map {["| "] * w })
var hor = (0..^h -> map {["+--"] * w })
 
 
func walk(x, y) {
cell[y][x] = false;
avail-- > 0 || return; # no more bottles, er, cells
 
 
var d = [[-1, 0], [0, 1], [1, 0], [0, -1]]
while (!d.is_empty) {
var i = d.pop_rand
var (x1, y1) = (x + i[0], y + i[1])
 
 
cell[y1][x1] || next
 
 
if (x == x1) { hor[[y1, y].max][x] = '+ ' }
if (y == y1) { ver[y][[x1, x].max] = ' ' }
Line 5,505:
}
}
 
 
walk(w.rand.int, h.rand.int) # generate
 
 
for i in range(0, .. h) {
say (hor[i].join('') + '+')
if (i < h) {
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