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internbootcamp/libs/maze/maze_generator.py
Executable file
229
internbootcamp/libs/maze/maze_generator.py
Executable file
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import random
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from typing import List, Tuple, Optional
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from collections import deque
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def generate_maze(width: int, height: int, start_pos=(0, 0), end_pos=None, difficulty=1, seed=None) -> List[List[int]]:
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"""
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优化后的随机迷宫生成器
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参数:
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width: 迷宫宽度(列数)
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height: 迷宫高度(行数)
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start_pos: 起点位置
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end_pos: 终点位置
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difficulty: 难度(1-3)
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seed: 随机种子
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"""
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if seed is not None:
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random.seed(seed)
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# 初始化迷宫
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maze = [[1 for _ in range(width)] for _ in range(height)]
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if end_pos is None:
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end_pos = (height - 1, width - 1)
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start_x, start_y = start_pos
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end_x, end_y = end_pos
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# 验证起点和终点坐标
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if not (0 <= start_x < width and 0 <= start_y < height):
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raise ValueError("起点坐标无效")
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if not (0 <= end_x < width and 0 <= end_y < height):
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raise ValueError("终点坐标无效")
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# 增加更多方向选择,包括对角线移动用于生成过程
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directions = [
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(0, 1), (1, 0), (0, -1), (-1, 0), # 基本方向
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(1, 1), (1, -1), (-1, 1), (-1, -1) # 对角线方向
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]
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visited = [[False for _ in range(width)] for _ in range(height)]
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# 使用改进的生成算法
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def carve_passages(x: int, y: int, branch_chance: float):
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visited[y][x] = True
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maze[y][x] = 0
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# 获取随机打乱的方向
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current_dirs = directions[:4] if random.random() > 0.3 else directions # 30%概率使用对角线
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random.shuffle(current_dirs)
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for dx, dy in current_dirs:
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nx, ny = x + dx * 2, y + dy * 2
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if 0 <= nx < width and 0 <= ny < height and not visited[ny][nx]:
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# 根据难度和分支概率决定是否开辟新路径
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if random.random() < branch_chance:
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# 在两点之间开通路径
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maze[y + dy][x + dx] = 0
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maze[ny][nx] = 0
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carve_passages(nx, ny, branch_chance * 0.95) # 随深度递减分支概率
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# 随机创建环路
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if random.random() < 0.2: # 20%概率创建环路
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for loop_dx, loop_dy in random.sample(directions[:4], 2): # 只使用基本方向创建环路
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loop_x, loop_y = nx + loop_dx, ny + loop_dy
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if (0 <= loop_x < width and 0 <= loop_y < height and
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maze[loop_y][loop_x] == 0):
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maze[ny][nx] = 0
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break
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# 根据难度调整分支概率
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initial_branch_chance = {
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1: 0.75, # 简单:较少分支
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2: 0.85, # 中等:适中分支
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3: 0.95 # 困难:大量分支
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}.get(difficulty, 0.85)
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# 从起点开始生成迷宫
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carve_passages(start_x, start_y, initial_branch_chance)
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# 添加随机特征
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add_random_features(maze, difficulty, start_pos, end_pos)
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# 确保起点和终点是通路
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maze[start_y][start_x] = 0
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maze[end_y][end_x] = 0
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# 如果没有路径,创建一条
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if not has_path(maze, start_pos, end_pos):
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create_enhanced_path(maze, start_pos, end_pos)
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return maze
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def add_random_features(maze: List[List[int]], difficulty: int, start_pos: Tuple[int, int],
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end_pos: Tuple[int, int]):
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"""添加随机特征以增加迷宫的复杂性和随机性"""
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height, width = len(maze), len(maze[0])
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# 根据难度确定要添加的随机特征数量
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feature_count = difficulty * (width + height) // 4
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for _ in range(feature_count):
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feature_type = random.random()
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if feature_type < 0.4: # 40%概率:添加或移除单个墙
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x = random.randint(1, width - 2)
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y = random.randint(1, height - 2)
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if (y, x) != start_pos and (y, x) != end_pos:
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maze[y][x] = 1 if random.random() < 0.5 else 0
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elif feature_type < 0.7: # 30%概率:创建小房间
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room_width = random.randint(2, 4)
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room_height = random.randint(2, 4)
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x = random.randint(1, width - room_width - 1)
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y = random.randint(1, height - room_height - 1)
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# 确保房间不会覆盖起点或终点
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if not (start_pos[1] >= y and start_pos[1] < y + room_height and
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start_pos[0] >= x and start_pos[0] < x + room_width) and \
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not (end_pos[1] >= y and end_pos[1] < y + room_height and
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end_pos[0] >= x and end_pos[0] < x + room_width):
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for i in range(room_height):
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for j in range(room_width):
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maze[y + i][x + j] = 0
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else: # 30%概率:创建通道
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if random.random() < 0.5: # 水平通道
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y = random.randint(1, height - 2)
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for x in range(1, width - 1):
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if (y, x) != start_pos and (y, x) != end_pos:
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maze[y][x] = 0
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else: # 垂直通道
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x = random.randint(1, width - 2)
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for y in range(1, height - 1):
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if (y, x) != start_pos and (y, x) != end_pos:
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maze[y][x] = 0
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def has_path(maze: List[List[int]], start_pos: Tuple[int, int], end_pos: Tuple[int, int]) -> bool:
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"""
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检查迷宫是否有从起点到终点的路径
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参数:
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maze: 迷宫二维数组
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start_pos: 起点坐标 (x, y)
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end_pos: 终点坐标 (x, y)
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返回:
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bool: 是否存在可行路径
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"""
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width, height = len(maze[0]), len(maze)
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visited = [[False for _ in range(width)] for _ in range(height)]
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start_x, start_y = start_pos
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end_x, end_y = end_pos
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queue = deque([(start_x, start_y)])
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visited[start_y][start_x] = True
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# 四个基本方向:右、下、左、上
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directions = [(0, 1), (1, 0), (0, -1), (-1, 0)]
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while queue:
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x, y = queue.popleft()
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if (x, y) == (end_x, end_y):
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return True
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for dx, dy in directions:
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nx, ny = x + dx, y + dy
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if (0 <= nx < width and 0 <= ny < height and
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maze[ny][nx] == 0 and not visited[ny][nx]):
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visited[ny][nx] = True
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queue.append((nx, ny))
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return False
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def create_enhanced_path(maze: List[List[int]], start_pos: Tuple[int, int],
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end_pos: Tuple[int, int]):
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"""创建一条更自然的路径从起点到终点"""
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start_x, start_y = start_pos
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end_x, end_y = end_pos
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current_x, current_y = start_x, start_y
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while (current_x, current_y) != (end_x, end_y):
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# 随机选择是先移动x还是y
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if random.random() < 0.5:
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if current_x != end_x:
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current_x += 1 if current_x < end_x else -1
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maze[current_y][current_x] = 0
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elif current_y != end_y:
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current_y += 1 if current_y < end_y else -1
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maze[current_y][current_x] = 0
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else:
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if current_y != end_y:
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current_y += 1 if current_y < end_y else -1
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maze[current_y][current_x] = 0
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elif current_x != end_x:
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current_x += 1 if current_x < end_x else -1
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maze[current_y][current_x] = 0
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# 随机添加一些支路
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if random.random() < 0.2: # 20%概率添加支路
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dx = random.choice([-1, 1])
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dy = random.choice([-1, 1])
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nx, ny = current_x + dx, current_y + dy
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if (0 <= nx < len(maze[0]) and 0 <= ny < len(maze) and
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(ny, nx) != start_pos and (ny, nx) != end_pos):
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maze[ny][nx] = 0
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def print_maze(maze: List[List[int]]):
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"""
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打印迷宫(用于调试)
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参数:
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maze: 迷宫的二维数组
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"""
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for row in maze:
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print("".join([" " if cell == 0 else "██" for cell in row]))
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if __name__ == "__main__":
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# 测试迷宫生成
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maze = generate_maze(15, 15, difficulty=2)
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print_maze(maze)
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