Boolify turns a generic 2d Vec<Vec> into a 2d Vec<Vec>, just provide a value for open roads blocks.
Boolify turns a generic 3d Vec<Vec<Vec>> data into a Vec<Vec<Vec>>, just provide a value for open road blocks.
Boolify turns a generic 4d Vec<Vec<Vec<Vec>>> data into a Vec<Vec<Vec<Vec>>>, just provide a value for open road blocks.
Boolify turns a generic 5d Vec<Vec<Vec<Vec<Vec>>>> into a Vec<Vec<Vec<Vec<Vec>>>>, just provide a value for open road blocks.
maze_directions2d - 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 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“)
maze_directions3d - feed it a maze Vec<Vec<Vec>>, x y z axis movement rules (like over under around and through), entrance and exit coordinates and it should return
Some(one of the very fastest paths through the maze), None for no path, or 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!(over, under, around, through), a path of 0, 0, 3 would be ’over over through“)
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“)
mazedirections_5d - feed it a maze Vec<Vec<Vec<Vec<Vec>>>>, v w x y z axis movement rules (like (0,0,0,0,-1) for “upside down?”), entrance and exit coordinates
and it should return Some(one of the very fastest paths through the maze), None() for no path found, and Some(empty vec) for a entrance and exit that are the same.
Decode the steps taken on the path with the allowed move list.
If the moves list was vec!(north, south, east, west, night, day, up, down, action_lever), a path of 0, 2, 4, 8 would be ’north, east, nighttime, action_lever“