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 | 
 
 import random
 from maze import *
 from draw_maze import *
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 def wilson_maze_demo(levels, rows, cols):
 if 0 == levels % 2:
 levels+=1
 if 0 == rows % 2:
 rows+=1
 if 0 == cols % 2:
 cols+=1
 
 maze_map = maze_init_draw(levels, rows, cols)
 
 x=1
 y=1
 z=0
 
 
 
 
 
 
 
 
 
 tmpgrids = []
 tmpwalls = []
 notusegrids = []
 for tz in range(0, levels):
 for tx in range(0, cols):
 for ty in range(0, rows):
 if maze_map[tx][ty][tz] == CELL_NO_VISIT:
 notusegrids.append((tx,ty,tz))
 
 elif maze_map[tx][ty][tz] == WALL_NO_VISIT:
 maze_map[tx][ty][tz] = WALL_VISIT
 
 
 nowx,nowy,nowz = random.choice(notusegrids)
 notusegrids.remove((nowx,nowy,nowz))
 maze_map[nowx][nowy][nowz]=CELL_VISIT
 
 nowx,nowy,nowz = notusegrids[0]
 
 tmpgrids.append((nowx,nowy,nowz))
 posx,posy=None,None
 while True:
 for event in pygame.event.get():
 if event.type == pygame.QUIT:
 return
 
 if  notusegrids:
 directions = []
 
 if nowy > 1:
 directions.append('f')
 if nowx > 1:
 directions.append('l')
 if nowy < rows-2:
 directions.append('b')
 if nowx < cols-2:
 directions.append('r')
 if nowz < levels-1:
 directions.append('u')
 if nowz > 0:
 directions.append('d')
 if len(directions):
 
 move = random.choice(directions)
 if move == 'f':
 newy = nowy-2
 newx = nowx
 newz = nowz
 opwall=(nowx,nowy-1,nowz)
 nextgrid=(newx,newy,newz)
 if move == 'l':
 newy = nowy
 newx = nowx-2
 newz = nowz
 opwall=(nowx-1,nowy,nowz)
 nextgrid=(newx,newy,newz)
 if move == 'b':
 newy = nowy+2
 newx = nowx
 newz = nowz
 opwall=(nowx,nowy+1,nowz)
 nextgrid=(newx,newy,newz)
 if move == 'r':
 newy = nowy
 newx = nowx+2
 newz = nowz
 opwall=(nowx+1,nowy,nowz)
 nextgrid=(newx,newy,newz)
 if move == 'u':
 newy = nowy
 newx = nowx
 newz = nowz+2
 opwall=(nowx,nowy,nowz+1)
 nextgrid=(newx,newy,newz)
 if move == 'd':
 newy = nowy
 newx = nowx
 newz = nowz-2
 opwall=(nowx,nowy,nowz-1)
 nextgrid=(newx,newy,newz)
 
 if (newx, newy, newz) in tmpgrids:
 
 i = tmpgrids.index((newx, newy, newz))
 tmpgrids=tmpgrids[:i+1]
 tmpwalls=tmpwalls[:i]
 nowx=newx
 nowy=newy
 nowz=newz
 elif maze_map[newx][newy][newz] != CELL_NO_VISIT:
 
 tmpwalls.append(opwall)
 
 for (x,y,z) in tmpgrids:
 notusegrids.remove((x,y,z))
 if maze_map[x][y][z]==CELL_NO_VISIT:
 maze_map[x][y][z]=CELL_VISIT
 else:
 print("x")
 for (x,y,z) in tmpwalls:
 
 maze_map[x][y][z]=NOWALL
 if z%2 == 1:
 if maze_map[x][y][z-1] == CELL_VISIT:
 maze_map[x][y][z-1]=STAIRS_U
 elif maze_map[x][y][z-1] == STAIRS_D:
 maze_map[x][y][z-1]=STAIRS_UD
 if maze_map[x][y][z+1] == CELL_VISIT:
 maze_map[x][y][z+1]=STAIRS_D
 elif maze_map[x][y][z+1] == STAIRS_U:
 maze_map[x][y][z+1]=STAIRS_UD
 else:
 maze_map[x][y][z]=NOWALL
 tmpgrids=[]
 tmpwalls=[]
 if notusegrids:
 
 nowx,nowy,nowz = notusegrids[0]
 tmpgrids.append((nowx,nowy,nowz))
 else:
 
 tmpgrids.append(nextgrid)
 tmpwalls.append(opwall)
 nowx=newx
 nowy=newy
 nowz=newz
 
 draw_maze(maze_map, levels, rows, cols, (nowx,nowy,nowz), not notusegrids)
 
 if tmpgrids:
 for (xi,yi,zi) in tmpgrids:
 a = zi % 2
 b = zi // 2
 px, py = 1 + xi * DIAMOND_SIZE[0] + a * (cols*DIAMOND_LENGTH+10),  1 + yi * DIAMOND_SIZE[1] + b*(rows*DIAMOND_LENGTH+10)
 screen.blit(DIAMOND_W, (px, py))
 
 if tmpwalls:
 for (xi,yi,zi) in tmpwalls:
 a = zi % 2
 b = zi // 2
 px, py = 1 + xi * DIAMOND_SIZE[0] + a * (cols*DIAMOND_LENGTH+10),  1 + yi * DIAMOND_SIZE[1] + b*(rows*DIAMOND_LENGTH+10)
 screen.blit(DIAMOND_W, (px, py))
 
 time_passed = clock.tick(30)
 pygame.display.update()
 return
 
 
 if __name__ == "__main__":
 '''main'''
 wilson_maze_demo(5, 15, 17)
 
 
 |