adventofcode/2022/day22/main.go

403 lines
7.3 KiB
Go

package main
import (
"fmt"
"math"
"strconv"
"strings"
h "git.bullercodeworks.com/brian/adventofcode/helpers"
)
func main() {
lines := h.StdinToStringSlice()
path := lines[len(lines)-1]
m := lines[:len(lines)-2]
p1 := NewFlatPuzzle(m)
s1 := NewSolver(p1, path)
fmt.Println(s1.Password())
p2 := NewCubePuzzle(m)
s2 := NewSolver(p2, path)
fmt.Println(s2.Password())
}
type Solver struct {
puzzle Puzzle
path string
coordinate Coordinate
facing Direction
}
func NewSolver(puzzle Puzzle, path string) *Solver {
solver := Solver{
puzzle: puzzle,
path: path,
coordinate: puzzle.TopLeft(),
facing: RIGHT,
}
return &solver
}
func (s *Solver) Password() int {
s.coordinate = s.puzzle.TopLeft()
path := s.path
for len(path) > 0 {
var i int
if path[0] == 'R' || path[0] == 'L' {
i = 1
} else {
i = strings.IndexAny(path, "RL")
}
if i < 0 {
i = len(path)
}
s.Do(path[:i])
path = path[i:]
}
return 1000*(s.coordinate.Y+1) + 4*(s.coordinate.X+1) + int(s.facing)
}
func (s *Solver) Do(ins string) {
if ins == "R" {
s.facing = (s.facing + 1) % 4
return
}
if ins == "L" {
s.facing = (s.facing + 3) % 4
return
}
steps, err := strconv.Atoi(ins)
if err != nil {
panic(err)
}
for steps > 0 {
c, d := s.puzzle.Next(s.coordinate, s.facing)
if s.puzzle.TileAt(c) == WALL {
break
}
s.coordinate = c
s.facing = d
steps--
}
}
type Puzzle interface {
TileAt(Coordinate) Tile
Next(Coordinate, Direction) (Coordinate, Direction)
TopLeft() Coordinate
}
type FlatPuzzle struct {
tiles map[Coordinate]Tile
col map[int][2]int
row map[int][2]int
}
func NewFlatPuzzle(s []string) *FlatPuzzle {
puzzle := FlatPuzzle{
tiles: make(map[Coordinate]Tile),
col: make(map[int][2]int),
row: make(map[int][2]int),
}
for y, line := range s {
for x, c := range line {
switch c {
case '.':
puzzle.tiles[Coordinate{x, y}] = OPEN
case '#':
puzzle.tiles[Coordinate{x, y}] = WALL
default:
continue
}
if _, ok := puzzle.col[x]; !ok {
puzzle.col[x] = [2]int{math.MaxInt, 0}
}
if y < puzzle.col[x][0] {
puzzle.col[x] = [2]int{y, puzzle.col[x][1]}
}
if y > puzzle.col[x][1] {
puzzle.col[x] = [2]int{puzzle.col[x][0], y}
}
if _, ok := puzzle.row[y]; !ok {
puzzle.row[y] = [2]int{math.MaxInt, 0}
}
if x < puzzle.row[y][0] {
puzzle.row[y] = [2]int{x, puzzle.row[y][1]}
}
if x > puzzle.row[y][1] {
puzzle.row[y] = [2]int{puzzle.row[y][0], x}
}
}
}
return &puzzle
}
func (puzzle *FlatPuzzle) TileAt(c Coordinate) Tile {
return puzzle.tiles[c]
}
func (puzzle *FlatPuzzle) TopLeft() Coordinate {
return Coordinate{puzzle.row[0][0], 0}
}
func (puzzle *FlatPuzzle) Next(c Coordinate, d Direction) (Coordinate, Direction) {
c.X += directions[d][0]
c.Y += directions[d][1]
if _, ok := puzzle.tiles[c]; ok {
return c, d
}
switch d {
case RIGHT:
c.X = puzzle.row[c.Y][0]
case DOWN:
c.Y = puzzle.col[c.X][0]
case LEFT:
c.X = puzzle.row[c.Y][1]
case UP:
c.Y = puzzle.col[c.X][1]
}
return c, d
}
type CubePuzzle struct {
tiles map[Coordinate]Tile
mapping map[Coordinate]*Square
squares [6]*Square
sidelen int
}
func NewCubePuzzle(s []string) *CubePuzzle {
var squares [6]*Square
tiles := make(map[Coordinate]Tile)
mapping := make(map[Coordinate]*Square)
w, h := 0, len(s)
for _, line := range s {
if len(line) > w {
w = len(line)
}
}
var sidelen int
switch {
case h/5 == w/2 && h%5 == 0 && w%2 == 0:
sidelen = h / 5
case h/2 == w/5 && h%2 == 0 && w%5 == 0:
sidelen = h / 2
case h/3 == w/4 && h%3 == 0 && w%4 == 0:
sidelen = h / 3
case h/4 == w/3 && h%4 == 0 && w%3 == 0:
sidelen = h / 4
default:
panic("not a valid cube net")
}
i := 0
for y, line := range s {
for x, c := range line {
coordinate := Coordinate{x, y}
switch c {
case '.':
tiles[coordinate] = OPEN
case '#':
tiles[coordinate] = WALL
default:
continue
}
if x%sidelen == 0 && y%sidelen == 0 {
for squares[i] != nil {
i++
}
s := NewSquare(i, Coordinate{x, y}, sidelen)
squares[i] = s
mapping[coordinate] = squares[i]
} else {
mapping[coordinate] = mapping[Coordinate{x - (x % sidelen), y - (y % sidelen)}]
}
}
}
for _, s := range squares {
if a, ok := mapping[Coordinate{s.edges[RIGHT].p1.X + 1, s.edges[RIGHT].p1.Y}]; ok {
s.edges[RIGHT].adjacent = a.edges[LEFT]
a.edges[LEFT].adjacent = s.edges[RIGHT]
}
if a, ok := mapping[Coordinate{s.edges[DOWN].p1.X, s.edges[DOWN].p1.Y + 1}]; ok {
s.edges[DOWN].adjacent = a.edges[UP]
a.edges[UP].adjacent = s.edges[DOWN]
}
}
queue := []*SquareEdge{}
for _, s := range squares {
for _, e := range s.edges {
if e.adjacent == nil {
queue = append(queue, e)
}
}
}
for len(queue) > 0 {
e := queue[0]
queue = queue[1:]
if e.adjacent != nil {
continue
}
a := e.square.edges[(e.direction+1)%4].adjacent
if a == nil {
queue = append(queue, e)
continue
}
a = a.square.edges[(a.direction+1)%4].adjacent
if a == nil {
queue = append(queue, e)
continue
}
a = a.square.edges[(a.direction+1)%4]
e.adjacent = a
a.adjacent = e
}
puzzle := CubePuzzle{
tiles: tiles,
mapping: mapping,
squares: squares,
sidelen: sidelen,
}
return &puzzle
}
func (puzzle *CubePuzzle) TileAt(c Coordinate) Tile {
return puzzle.tiles[c]
}
func (puzzle *CubePuzzle) TopLeft() Coordinate {
c := puzzle.squares[0].edges[0].p1
for _, s := range puzzle.squares {
if s.edges[UP].p1.Y == 0 && s.edges[UP].p1.X < c.X {
c = s.edges[UP].p1
}
}
return c
}
func (puzzle *CubePuzzle) Next(c Coordinate, d Direction) (Coordinate, Direction) {
s := puzzle.mapping[c]
c.X += directions[d][0]
c.Y += directions[d][1]
if dst, ok := puzzle.mapping[c]; ok && dst == s {
return c, d
}
e := s.edges[d]
a := e.adjacent
var n int
if d == LEFT || d == RIGHT {
n = c.Y - e.p1.Y
} else {
n = c.X - e.p1.X
}
if (e.direction/2 != a.direction/2 && e.direction%2 != a.direction%2) || e.direction == a.direction {
n = puzzle.sidelen - 1 - n
}
c = a.NthCoordinate(n)
d = (a.direction + 2) % 4
return c, d
}
type Square struct {
id int
edges [4]*SquareEdge
}
func NewSquare(id int, c Coordinate, sidelen int) *Square {
square := Square{id: id}
var d Direction
for d = RIGHT; d <= UP; d++ {
var p1, p2 Coordinate
switch d {
case RIGHT:
p1 = Coordinate{c.X + sidelen - 1, c.Y}
p2 = Coordinate{c.X + sidelen - 1, c.Y + sidelen - 1}
case DOWN:
p1 = Coordinate{c.X, c.Y + sidelen - 1}
p2 = Coordinate{c.X + sidelen - 1, c.Y + sidelen - 1}
case LEFT:
p1 = c
p2 = Coordinate{c.X, c.Y + sidelen - 1}
case UP:
p1 = c
p2 = Coordinate{c.X + sidelen - 1, c.Y}
}
edge := SquareEdge{
p1: p1,
p2: p2,
square: &square,
direction: d,
}
square.edges[d] = &edge
}
return &square
}
type SquareEdge struct {
p1, p2 Coordinate
square *Square
direction Direction
adjacent *SquareEdge
}
func (edge *SquareEdge) NthCoordinate(n int) Coordinate {
c := edge.p1
if edge.direction == UP || edge.direction == DOWN {
c.X += n
} else {
c.Y += n
}
return c
}
type Direction int
const (
RIGHT Direction = iota
DOWN
LEFT
UP
)
var directions [4][2]int = [4][2]int{
{1, 0},
{0, 1},
{-1, 0},
{0, -1},
}
type Coordinate struct {
X, Y int
}
type Tile bool
const (
OPEN Tile = true
WALL Tile = false
)