[][src]Function leemaze::maze2dpath

pub fn maze2dpath(
    in_maze: &Vec<Vec<bool>>,
    moverules: &AllowedMoves2D,
    entrancepointxy: &(usize, usize),
    exitpointxy: &(usize, usize)
) -> Option<Vec<usize>>

Maze2dpath - feed it a maze Vec<Vec>, x y axis movement rules (like nw, ne, south), entrance and exit coordinates and it should return Some(one of the very fastest paths through the maze), None for no path, and a empty path vec for a entrance and exit that are the same. Decode the steps taken on the path with the allowed move list. (If your move list is vec!(north, south, east, west, upside_down), a path of 0, 0, 2, 4 would be 'north, north, east, upside down")