#!/usr/bin/ruby

#
## https://rosettacode.org/wiki/Maze_generation#Sidef
#

var(w, h) = (5, 5);
var avail = (w * h);

# cell is padded by sentinel col and row, so I don't check array bounds
var cell = (1..h -> map {([true] * w) + [false]} + [[false] * w+1]);
var ver  = (1..h -> map {["|  "] * w });
var hor  = (0..h -> map {["+--"] * w });

func walk(x, y) {
    cell[y][x] = false;
    avail-- > 0 || return();  # no more bottles, er, cells

    var d = [[-1, 0], [0, 1], [1, 0], [0, -1]];
    while (d.len) {
        var i = d.pop_rand;
        var (x1, y1) = (x + i[0], y + i[1]);

        cell[y1][x1] || next;

        if (x == x1) { hor[[y1, y].max][x] = '+  ' };
        if (y == y1) { ver[y][[x1, x].max] = '   ' };
        walk(x1, y1);
    }
}

walk(w.rand.int, h.rand.int);   # generate

for i in range(0, h) {
    say (hor[i].join('') + '+');
    if (i < h) {
        say (ver[i].join('') + '|');
    }
}