2017-04-24 18:54:06 +00:00
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#!/usr/bin/env python
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2017-04-24 20:20:01 +00:00
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# Basic maze: 40x24, rightmost 7 cols are the score area
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#
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# 00 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX_______
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# 01 X/----T----T----T----T----T----\X_______
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# 02 X|XXXX|XXXX|XXXX|XXXX|XXXX|XXXX|X_______
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# 03 X|XXXX|XXXX|XXXX|XXXX|XXXX|XXXX|X_______
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# 04 X|XXXX|XXXX|XXXX|XXXX+----+XXXX|X_______
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# 05 X|XXXX|XXXX+----+XXXX|XXXX+----+X_______
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# 06 X|XXXX|XXXX|XXXX+----+XXXX|XXXX|X_______
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# 07 X|XXXX+----+XXXX|XXXX|XXXX|XXXX|X_______
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# 08 X+----+XXXX+----+XXXX|XXXX|XXXX|X_______
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# 09 X|XXXX|XXXX|XXXX|XXXX+----+XXXX|X_______
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# 10 X|XXXX+----+XXXX|XXXX|XXXX+----+X_______
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# 11 X|XXXX|XXXX|XXXX+----+XXXX|XXXX|X_______
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# 12 X+----+XXXX|XXXX|XXXX|XXXX|XXXX|X_______
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# 13 X|XXXX+----+XXXX|XXXX|XXXX|XXXX|X_______
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# 14 X|XXXX|XXXX+----+XXXX+----+XXXX|X_______
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# 15 X|XXXX|XXXX|XXXX|XXXX|XXXX+----+X_______
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# 16 X|XXXX|XXXX|XXXX+----+XXXX|XXXX|X_______
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# 17 X|XXXX+----+XXXX|XXXX|XXXX|XXXX|X_______
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# 18 X+----+XXXX+----+XXXX|XXXX+----+X_______
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# 19 X|XXXX|XXXX|XXXX|XXXX+----+XXXX|X_______
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# 20 X|XXXX+----+XXXX+----+XXXX|XXXX|X_______
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# 21 X|XXXX|XXXX|XXXX|XXXX|XXXX|XXXX|X_______
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# 22 X\----^----^----^----^----^----/X_______
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# 23 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX_______
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import random
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2017-04-24 18:54:06 +00:00
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import numpy as np
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maze = np.empty((24, 33), dtype=np.uint8)
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tiledown = 0x1
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tileup = 0x2
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tileright = 0x4
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tileleft= 0x8
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tiledot = 0x10
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2017-04-24 20:20:01 +00:00
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# up/down/left/right would be 0xf, but this is not legal for ghost legs
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2017-04-24 18:54:06 +00:00
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tilechars = [
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"X", # illegal
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"X",
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"X",
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"|", # 3: up/down
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"X",
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"/", # 5: down/right
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"\\", # 6: up/right
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"+", # 7: up/down/right
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"X",
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"\\", # 9: left/down
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"/", # 10: left/up
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"+", # 11: left/up/down
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"-", # 12: left/right
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"T", # 13: left/right/down
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"^", # 14: left/right/up
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"X",
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# And same again, with dots
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"X", # illegal
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"X",
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"X",
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"|", # 3: up/down
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"X",
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"/", # 5: down/right
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"\\", # 6: up/right
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"+", # 7: up/down/right
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"X",
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"\\", # 9: left/down
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"/", # 10: left/up
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"+", # 11: left/up/down
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"-", # 12: left/right
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"T", # 13: left/right/down
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"^", # 14: left/right/up
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"X",
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]
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# Screen has rows 0 - 23
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# Maze is rows 1 - 22
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mazetoprow = 1
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mazebotrow = 22
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# Screen has cols 0 - 39
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# cols 0 - 32 are the maze, of which 1 - 31 are actually used
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# 0 and 32 are border tiles having the value zero
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# cols 33 - 39 is the score area
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mazeleftcol = 1
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mazerightcol = 31
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mazescorecol = 33
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vpath_num = 7
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vpath_cols = [1, 6, 11, 16, 21, 26, 31]
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vpath_top_tile = [
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tiledot|tiledown|tileright,
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tiledot|tiledown|tileleft|tileright,
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tiledot|tiledown|tileleft|tileright,
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tiledot|tiledown|tileleft|tileright,
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tiledot|tiledown|tileleft|tileright,
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tiledot|tiledown|tileleft|tileright,
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tiledot|tiledown|tileleft,
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]
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vpath_bot_tile = [
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tiledot|tileup|tileright,
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tiledot|tileup|tileleft|tileright,
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tiledot|tileup|tileleft|tileright,
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tiledot|tileup|tileleft|tileright,
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tiledot|tileup|tileleft|tileright,
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tiledot|tileup|tileleft|tileright,
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tiledot|tileup|tileleft,
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]
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def getrow(y):
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return maze[y]
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def clear_maze():
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y = 0
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while y < 24:
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addr = getrow(y)
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x = 0
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while x < mazescorecol:
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addr[x] = 0
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x += 1
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y += 1
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def setrow(addr, x):
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while x < 31:
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addr[x] = tiledot|tileleft|tileright
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x += 1
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def setrow(row):
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addr = getrow(row)
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x = mazeleftcol
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while x <= mazerightcol:
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addr[x] = tiledot|tileleft|tileright
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x += 1
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def setvpath(col):
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x = vpath_cols[col]
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y = mazetoprow
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addr = getrow(y)
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addr[x] = vpath_top_tile[col]
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y += 1
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while y < mazebotrow:
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addr = getrow(y)
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addr[x] = tiledot|tileup|tiledown
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y += 1
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addr = getrow(y)
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addr[x] = vpath_bot_tile[col]
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2017-04-24 20:20:01 +00:00
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# Return a random number between 3 and 6 (inclusive) to represent next row that
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# contains an hpath. 3 is the minimum number so that if necessary, the last
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# spacing on the bottom can be adjusted upward by 1 to guarantee no cross-
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# throughs
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def get_rand_spacing():
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return random.randint(3, 6)
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# Using col and col - 1, find hpaths such that there are no hpaths that meet at
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# the same row in the column col + 1, preventing any "+" intersections (which
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# is not legal ghost legs)
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def sethpath(col):
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x1_save = vpath_cols[col - 1]
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x2 = vpath_cols[col]
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y = mazetoprow + 1 # first blank row below the top row
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y += get_rand_spacing()
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while y < mazebotrow - 1:
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addr = getrow(y)
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# If not working on the rightmost column, check to see there are
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# no cross-throughs.
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if col < vpath_num - 1:
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tile = addr[x2]
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if tile & tileright:
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print "at y=%d on col %d, found same hpath level at col %d" % (y, col, col + 1)
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y -= 1
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addr = getrow(y)
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x = x1_save
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addr[x] = tiledot|tileup|tiledown|tileright
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x += 1
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while x < x2:
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addr[x] = tiledot|tileleft|tileright
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x += 1
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addr[x2] = tiledot|tileup|tiledown|tileleft
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y += get_rand_spacing()
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2017-04-24 18:54:06 +00:00
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def init_maze():
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clear_maze()
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setrow(mazetoprow)
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setrow(mazebotrow)
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counter = vpath_num
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counter -= 1
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while counter >= 0:
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setvpath(counter)
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counter -= 1
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2017-04-24 20:20:01 +00:00
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counter = vpath_num
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counter -= 1
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while counter > 0: # note >, not >=
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sethpath(counter)
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counter -= 1
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2017-04-24 18:54:06 +00:00
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def get_text_maze():
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lines = []
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for y in range(24):
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line = ""
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for x in range(33):
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tile = maze[y][x]
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line += tilechars[tile]
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lines.append(line)
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return lines
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def print_maze():
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lines = get_text_maze()
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for i in range(24):
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print "%02d %s" % (i, lines[i])
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2017-04-24 20:20:01 +00:00
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def print_screen():
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lines = get_text_maze()
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for i in range(24):
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print "%02d %s_______" % (i, lines[i])
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2017-04-24 18:54:06 +00:00
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def main():
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init_maze()
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print_maze()
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if __name__ == "__main__":
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2017-04-24 20:20:01 +00:00
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#random.seed(31415)
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2017-04-24 18:54:06 +00:00
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main()
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