level.area-level-grid

create

(create & {:keys [grid start max-level walk-on]})

Expands from start position by adding one random adjacent neighbor. Each random walk is a step and is assigned a level as of max-level. Levels are scaled, for example grid has 100 ground cells, so steps would be 0 to 100/99? and max-level will smooth it out over 0 to max-level. The point of this is to randomize the levels so player does not have a smooth progression but can encounter higher level areas randomly around but there is always a path which goes from level 0 to max-level, so the player has to decide which areas to do in which order.