Day 13 Complete
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day13/day13
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391
day13/main.go
391
day13/main.go
@ -15,33 +15,35 @@ import (
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// Puzzle 1 Test Input: 10 7 4
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// Puzzle 2: 101 < x < 128 ?? 103
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func main() {
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mode := "solve"
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if len(os.Args) < 4 {
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fmt.Println("Usage: day13 <seed> <dest-x> <dest-y>")
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os.Exit(1)
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}
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seed := atoi(os.Args[1])
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destX, destY := atoi(os.Args[2]), atoi(os.Args[3])
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if len(os.Args) >= 5 {
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mode = os.Args[4]
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}
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f := CreateFloor(1, 1, destX, destY, seed)
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//f.Print()
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//SolveMaze(f)
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fmt.Println("WalkFloor(50):", f.player.WalkFloor(50))
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f.Print()
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switch mode {
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case "solve":
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if f.Solve(f.start.x, f.start.y, 0, true) {
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f.dispCoord = f.end
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}
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// SolveMaze finds a solution to the maze
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func SolveMaze(f *Floor) {
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for !f.player.FoundExit() {
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time.Sleep(time.Millisecond * 100)
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ClearScreen()
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f.player.MoveToExit()
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f.Print()
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fmt.Println("Shortest Path:", len(f.solvePath.coords))
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case "walk":
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dist := 50
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f.Walk(f.start.x, f.start.y, 0, dist, true)
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fmt.Println("Within", dist, "steps: ", len(f.testedPath.coords))
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}
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fmt.Println("Found the exit in", f.player.NumSteps(), "steps")
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}
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type Coord struct {
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x, y int
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x, y, dist int
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}
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func (c *Coord) Is(x, y int) bool {
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@ -53,169 +55,7 @@ func (c *Coord) Equals(t *Coord) bool {
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}
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func NewCoord(x, y int) *Coord {
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return &Coord{x, y}
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}
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type Player struct {
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pos *Coord
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currentFloor *Floor
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visited []Coord
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path Path
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}
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// WalkFloor determines how many places you can get to by taking
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// <dist> steps
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func (p *Player) WalkFloor(dist int) int {
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if dist <= 0 {
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return 0
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}
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fmt.Println("WalkFloor(", dist, ")")
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var ret int
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tryX, tryY := p.pos.x+1, p.pos.y
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if !p.HasBeenAt(tryX, tryY) && !p.currentFloor.IsWall(tryX, tryY) {
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ret++
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p.WalkEast()
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fmt.Println(" Walking East")
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ret += p.WalkFloor(dist - 1)
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p.WalkWest()
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}
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tryX, tryY = p.pos.x-1, p.pos.y
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if !p.HasBeenAt(tryX, tryY) && !p.currentFloor.IsWall(tryX, tryY) {
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ret++
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p.WalkWest()
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fmt.Println(" Walking West")
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ret += p.WalkFloor(dist - 1)
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p.WalkEast()
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}
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tryX, tryY = p.pos.x, p.pos.y+1
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if !p.HasBeenAt(tryX, tryY) && !p.currentFloor.IsWall(tryX, tryY) {
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ret++
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p.WalkSouth()
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fmt.Println(" Walking South")
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ret += p.WalkFloor(dist - 1)
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p.WalkNorth()
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}
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tryX, tryY = p.pos.x, p.pos.y-1
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if !p.HasBeenAt(tryX, tryY) && !p.currentFloor.IsWall(tryX, tryY) {
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ret++
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p.WalkNorth()
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fmt.Println(" Walking North")
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ret += p.WalkFloor(dist - 1)
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p.WalkSouth()
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}
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return ret
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}
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func (p *Player) NumSteps() int {
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return len(p.path.coords)
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}
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func (p *Player) MoveToExit() bool {
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// First try to move closer to the goal
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// Horizontally, then Vertically
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if p.pos.x < p.currentFloor.end.x {
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if !p.HasBeenAt(p.pos.x+1, p.pos.y) && p.WalkEast() {
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return true
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}
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}
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if p.pos.x > p.currentFloor.end.x {
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if !p.HasBeenAt(p.pos.x-1, p.pos.y) && p.WalkWest() {
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return true
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}
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}
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if p.pos.y < p.currentFloor.end.y {
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if !p.HasBeenAt(p.pos.x, p.pos.y+1) && p.WalkSouth() {
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return true
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}
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}
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if p.pos.y > p.currentFloor.end.y {
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if !p.HasBeenAt(p.pos.x, p.pos.y-1) && p.WalkNorth() {
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return true
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}
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}
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// Couldn't move towards it, can we move anywhere?
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if !p.HasBeenAt(p.pos.x+1, p.pos.y) && p.WalkEast() {
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return true
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}
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if !p.HasBeenAt(p.pos.x-1, p.pos.y) && p.WalkWest() {
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return true
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}
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if !p.HasBeenAt(p.pos.x, p.pos.y+1) && p.WalkSouth() {
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return true
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}
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if !p.HasBeenAt(p.pos.x, p.pos.y-1) && p.WalkNorth() {
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return true
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}
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// Couldn't do any of those. Pop the path
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if !p.Backtrack() {
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// Couldn't backtrack! Game over man!
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fmt.Println("Error! Couldn't find valid path!")
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os.Exit(1)
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}
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return false
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}
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func (p *Player) Backtrack() bool {
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if len(p.path.coords) == 0 {
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return false
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}
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p.path.Pop()
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p.pos = &p.path.coords[len(p.path.coords)-1]
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return true
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}
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func (p *Player) WalkEast() bool {
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if !p.currentFloor.IsWall(p.pos.x+1, p.pos.y) {
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p.pos.x++
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p.path.Append(*p.pos)
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p.visited = append(p.visited, *p.pos)
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return true
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}
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return false
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}
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func (p *Player) WalkWest() bool {
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if !p.currentFloor.IsWall(p.pos.x-1, p.pos.y) && p.pos.x > 0 {
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p.pos.x--
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p.path.Append(*p.pos)
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p.visited = append(p.visited, *p.pos)
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return true
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}
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return false
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}
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func (p *Player) WalkNorth() bool {
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if !p.currentFloor.IsWall(p.pos.x, p.pos.y-1) && p.pos.y > 0 {
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p.pos.y--
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p.path.Append(*p.pos)
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p.visited = append(p.visited, *p.pos)
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return true
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}
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return false
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}
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func (p *Player) WalkSouth() bool {
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if !p.currentFloor.IsWall(p.pos.x, p.pos.y+1) {
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p.pos.y++
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p.path.Append(*p.pos)
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p.visited = append(p.visited, *p.pos)
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return true
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}
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return false
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}
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func (p *Player) HasBeenAt(x, y int) bool {
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for i := range p.visited {
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if p.visited[i].Is(x, y) {
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return true
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}
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}
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return false
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}
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func (p *Player) FoundExit() bool {
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return p.pos.Equals(p.currentFloor.end)
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return &Coord{x, y, -1}
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}
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type Path struct {
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@ -228,7 +68,12 @@ func (p *Path) Append(c Coord) {
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func (p *Path) Pop() Coord {
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var ret Coord
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prePop := len(p.coords)
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ret, p.coords = p.coords[len(p.coords)-1], p.coords[:len(p.coords)-1]
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if len(p.coords) != prePop-1 {
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fmt.Println("Error, popping didn't result in one less size")
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os.Exit(1)
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}
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return ret
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}
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@ -240,12 +85,31 @@ func (p *Path) ContainsCoord(c *Coord) bool {
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}
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return false
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}
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func (p *Path) ContainsCoordXY(x, y int) bool {
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for i := range p.coords {
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if p.coords[i].Is(x, y) {
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return true
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}
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}
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return false
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}
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func (p *Path) GetCoordAt(x, y int) *Coord {
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for i := range p.coords {
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if p.coords[i].Is(x, y) {
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return &p.coords[i]
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}
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}
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return nil
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}
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type Floor struct {
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player *Player
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start *Coord
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end *Coord
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seed int
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testedPath Path
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solvePath Path
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dispCoord *Coord
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}
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func CreateFloor(stX, stY, endX, endY, seed int) *Floor {
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@ -254,11 +118,169 @@ func CreateFloor(stX, stY, endX, endY, seed int) *Floor {
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end: NewCoord(endX, endY),
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seed: seed,
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}
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f.player = &Player{pos: f.start}
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f.player.currentFloor = &f
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return &f
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}
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func (f *Floor) Walk(x, y, dist, maxDist int, print bool) {
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wrkCoord := Coord{x, y, dist}
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if f.IsWall(x, y) || f.testedPath.ContainsCoordXY(x, y) {
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return
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}
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if dist == maxDist {
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f.testedPath.Append(wrkCoord)
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return
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}
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if print {
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f.dispCoord = &wrkCoord
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ClearScreen()
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f.Print()
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fmt.Println("Tested Spots:", len(f.testedPath.coords))
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time.Sleep(time.Millisecond * 70)
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}
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if !f.IsWall(x-1, y) {
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if t := f.testedPath.GetCoordAt(x-1, y); t != nil {
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if t.dist+1 < wrkCoord.dist {
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return
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}
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}
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}
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if !f.IsWall(x+1, y) {
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if t := f.testedPath.GetCoordAt(x+1, y); t != nil {
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if t.dist+1 < wrkCoord.dist {
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return
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}
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}
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}
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if !f.IsWall(x, y-1) {
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if t := f.testedPath.GetCoordAt(x, y-1); t != nil {
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if t.dist+1 < wrkCoord.dist {
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return
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}
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}
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}
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if !f.IsWall(x, y+1) {
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if t := f.testedPath.GetCoordAt(x, y+1); t != nil {
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if t.dist+1 < wrkCoord.dist {
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return
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}
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}
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}
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f.testedPath.Append(wrkCoord)
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// Try intelligently first
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// (Attempt to move towards the exit)
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if x > 0 {
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f.Walk(x-1, y, wrkCoord.dist+1, maxDist, print)
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}
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if y > 0 {
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f.Walk(x, y-1, wrkCoord.dist+1, maxDist, print)
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}
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f.Walk(x+1, y, wrkCoord.dist+1, maxDist, print)
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f.Walk(x, y+1, wrkCoord.dist+1, maxDist, print)
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}
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func (f *Floor) Solve(x, y, dist int, print bool) bool {
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wrkCoord := Coord{x, y, dist}
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if f.end.Is(x, y) {
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return true
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}
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if f.IsWall(x, y) || f.testedPath.ContainsCoordXY(x, y) {
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return false
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}
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// Test if there is a shorter path to this coordinate
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if !f.IsWall(x-1, y) {
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if t := f.testedPath.GetCoordAt(x-1, y); t != nil {
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if t.dist+1 < wrkCoord.dist {
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return false
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}
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}
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}
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if !f.IsWall(x+1, y) {
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if t := f.testedPath.GetCoordAt(x+1, y); t != nil {
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if t.dist+1 < wrkCoord.dist {
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return false
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}
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}
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}
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if !f.IsWall(x, y-1) {
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if t := f.testedPath.GetCoordAt(x, y-1); t != nil {
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if t.dist+1 < wrkCoord.dist {
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return false
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}
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}
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}
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if !f.IsWall(x, y+1) {
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if t := f.testedPath.GetCoordAt(x, y+1); t != nil {
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if t.dist+1 < wrkCoord.dist {
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return false
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}
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}
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}
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if print {
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f.dispCoord = &wrkCoord
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ClearScreen()
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f.Print()
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fmt.Println("Tested Spots:", len(f.testedPath.coords))
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time.Sleep(time.Millisecond * 70)
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}
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f.testedPath.Append(wrkCoord)
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// Try intelligently first
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// (Attempt to move towards the exit)
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if x > f.end.x && x > 0 {
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if f.Solve(x-1, y, wrkCoord.dist+1, print) {
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f.solvePath.Append(wrkCoord)
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return true
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}
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}
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if y > f.end.y && y > 0 {
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if f.Solve(x, y-1, wrkCoord.dist+1, print) {
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f.solvePath.Append(wrkCoord)
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return true
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}
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}
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if x < f.end.x {
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if f.Solve(x+1, y, wrkCoord.dist+1, print) {
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f.solvePath.Append(wrkCoord)
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return true
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}
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}
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if y < f.end.y {
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if f.Solve(x, y+1, wrkCoord.dist+1, print) {
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f.solvePath.Append(wrkCoord)
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return true
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}
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}
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// Intelligence failed us... Just find a move
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if x > 0 {
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if f.Solve(x-1, y, wrkCoord.dist+1, print) {
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f.solvePath.Append(wrkCoord)
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return true
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}
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}
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if y > 0 {
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if f.Solve(x, y-1, wrkCoord.dist+1, print) {
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f.solvePath.Append(wrkCoord)
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return true
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}
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}
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// This is where it gets shaky...
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// Since we have an infinite maze, this could run forever
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// So we have a hard cutoff at:
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var MaxInt = int(^uint(0) >> 1)
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if len(f.testedPath.coords) >= MaxInt {
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fmt.Println("Couldn't find a path.")
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os.Exit(1)
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}
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if f.Solve(x+1, y, wrkCoord.dist+1, print) {
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f.solvePath.Append(wrkCoord)
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return true
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}
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if f.Solve(x, y+1, wrkCoord.dist+1, print) {
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f.solvePath.Append(wrkCoord)
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return true
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}
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return false
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}
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func (f *Floor) IsWall(x, y int) bool {
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sum := (x*x + 3*x + 2*x*y + y + y*y + f.seed)
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s := fmt.Sprintf("%b", sum)
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@ -275,19 +297,14 @@ func (f *Floor) Print() {
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g.Add(color.Bold)
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r := color.New(color.BgRed)
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topY, topX := f.end.y+10, f.end.x+10
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if f.player.pos.y > f.end.y {
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topY = f.player.pos.y + 5
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}
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if f.player.pos.x > f.end.x {
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topX = f.player.pos.x + 5
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}
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for y := 0; y < topY; y++ {
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for x := 0; x < topX; x++ {
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if f.player.pos.Is(x, y) {
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if f.dispCoord != nil && f.dispCoord.Is(x, y) {
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g.Print("O")
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} else if f.player.path.ContainsCoord(&Coord{x, y}) {
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} else if f.solvePath.ContainsCoordXY(x, y) {
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g.Print(".")
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} else if f.player.HasBeenAt(x, y) {
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} else if f.testedPath.ContainsCoordXY(x, y) {
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r.Print(" ")
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} else {
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if f.end.Is(x, y) {
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77
day13/problem
Normal file
77
day13/problem
Normal file
@ -0,0 +1,77 @@
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Advent of Code
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--- Day 13: A Maze of Twisty Little Cubicles ---
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You arrive at the first floor of this new building to discover a much less welcoming environment than the shiny atrium of the
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last one. Instead, you are in a maze of twisty little cubicles, all alike.
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||||
Every location in this area is addressed by a pair of non-negative integers (x,y). Each such coordinate is either a wall or an
|
||||
open space. You can't move diagonally. The cube maze starts at 0,0 and seems to extend infinitely toward positive x and y;
|
||||
negative values are invalid, as they represent a location outside the building. You are in a small waiting area at 1,1.
|
||||
|
||||
While it seems chaotic, a nearby morale-boosting poster explains, the layout is actually quite logical. You can determine
|
||||
whether a given x,y coordinate will be a wall or an open space using a simple system:
|
||||
|
||||
• Find x*x + 3*x + 2*x*y + y + y*y.
|
||||
• Add the office designer's favorite number (your puzzle input).
|
||||
• Find the binary representation of that sum; count the number of bits that are 1.
|
||||
|
||||
• If the number of bits that are 1 is even, it's an open space.
|
||||
• If the number of bits that are 1 is odd, it's a wall.
|
||||
|
||||
For example, if the office designer's favorite number were 10, drawing walls as # and open spaces as ., the corner of the
|
||||
building containing 0,0 would look like this:
|
||||
|
||||
0123456789
|
||||
0 .#.####.##
|
||||
1 ..#..#...#
|
||||
2 #....##...
|
||||
3 ###.#.###.
|
||||
4 .##..#..#.
|
||||
5 ..##....#.
|
||||
6 #...##.###
|
||||
|
||||
Now, suppose you wanted to reach 7,4. The shortest route you could take is marked as O:
|
||||
|
||||
0123456789
|
||||
0 .#.####.##
|
||||
1 .O#..#...#
|
||||
2 #OOO.##...
|
||||
3 ###O#.###.
|
||||
4 .##OO#OO#.
|
||||
5 ..##OOO.#.
|
||||
6 #...##.###
|
||||
|
||||
Thus, reaching 7,4 would take a minimum of 11 steps (starting from your current location, 1,1).
|
||||
|
||||
What is the fewest number of steps required for you to reach 31,39?
|
||||
|
||||
Your puzzle answer was _____.
|
||||
|
||||
The first half of this puzzle is complete! It provides one gold star: *
|
||||
|
||||
--- Part Two ---
|
||||
|
||||
How many locations (distinct x,y coordinates, including your starting location) can you reach in at most 50 steps?
|
||||
|
||||
Your puzzle input is still 1364.
|
||||
|
||||
Answer: _____________________
|
||||
|
||||
References
|
||||
|
||||
Visible links
|
||||
. http://adventofcode.com/
|
||||
. http://adventofcode.com/2016/about
|
||||
. http://adventofcode.com/2016/support
|
||||
. http://adventofcode.com/2016/events
|
||||
. http://adventofcode.com/2016/settings
|
||||
. http://adventofcode.com/2016/auth/logout
|
||||
. http://adventofcode.com/2016
|
||||
. http://adventofcode.com/2016
|
||||
. http://adventofcode.com/2016/leaderboard
|
||||
. http://adventofcode.com/2016/stats
|
||||
. http://adventofcode.com/2016/sponsors
|
||||
. http://adventofcode.com/2016/sponsors
|
||||
. https://en.wikipedia.org/wiki/Binary_number
|
||||
. https://en.wikipedia.org/wiki/Bit
|
Loading…
Reference in New Issue
Block a user