[][src]Function leemaze::maze_directions4d

pub fn maze_directions4d(
    in_maze: &Vec<Vec<Vec<Vec<bool>>>>,
    moverules: &AllowedMoves4D,
    entrancepoint: &(usize, usize, usize, usize),
    exitpoint: &(usize, usize, usize, usize)
) -> Option<Vec<usize>>

maze_directions4d - feed it a maze Vec<Vec<Vec<Vec>>>, w x y z axis movement rules (like (0,0,1,1) , (0,0,1,-1) for northeast and northwest), entrance and exit coordinates and it should return Some(one of the very fastest paths through the maze), None for no path found, 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 was vec!(north, south, east, west, night, day, up, down), a path of 0, 0, 2, 4, 7 would be 'north, north, east, night, down")