Day 18 part 1 solution
...sort of. It works, but it takes a lot longer than I'd like on real input. I optimized it with some memoization, but it's still far too slow to be the intended solution. I finished my actual input in over 3 minutes on my macbook m1 (...with the right answer, at least). This solution as-is isn't really going to fly for part 2, though, so I'm probably going to have to re-do it either way.
This commit is contained in:
349
days/18.go
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349
days/18.go
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@ -0,0 +1,349 @@
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package days
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import (
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"fmt"
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"math"
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"sort"
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"strings"
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"github.com/beefsack/go-astar"
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u "parnic.com/aoc2019/utilities"
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)
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type day18Cell int
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type day18Vec u.Vec2[int]
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const (
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day18CellWall day18Cell = iota
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day18CellOpen
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)
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var (
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day18AdjacentOffsets = []day18Vec{
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{X: -1, Y: 0},
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{X: 1, Y: 0},
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{X: 0, Y: -1},
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{X: 0, Y: 1},
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}
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)
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// variables needed for pathfinding
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// a better solution would be to keep the current path search state in its
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// own struct and store these on there, but i don't need to worry about
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// thread safety right now, so this will do fine
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var (
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pathGrid [][]day18Cell
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pathDoors map[day18Vec]int
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)
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type day18KeySearchResult struct {
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keyType int
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path []astar.Pather
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distance float64
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found bool
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}
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type Day18 struct {
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entrance day18Vec
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grid [][]day18Cell
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doors map[day18Vec]int
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keys map[day18Vec]int
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knownPaths map[u.Pair[day18Vec, string]]u.Pair[int, bool]
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}
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func (v day18Vec) PathNeighbors() []astar.Pather {
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ret := make([]astar.Pather, 0)
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for _, offset := range day18AdjacentOffsets {
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vOffset := day18Vec{X: v.X + offset.X, Y: v.Y + offset.Y}
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if vOffset.X < 0 || vOffset.Y < 0 || vOffset.Y >= len(pathGrid) || vOffset.X >= len(pathGrid[0]) {
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continue
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}
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if _, exists := pathDoors[vOffset]; exists {
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continue
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}
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if pathGrid[vOffset.Y][vOffset.X] == day18CellOpen {
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ret = append(ret, vOffset)
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}
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}
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return ret
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}
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func (v day18Vec) PathNeighborCost(to astar.Pather) float64 {
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return 1
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}
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func (v day18Vec) PathEstimatedCost(to astar.Pather) float64 {
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// this is insanely more complicated than i feel like it should be.
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// i guess generics aren't quite as flexible as i'd hoped. Go doesn't
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// seem to know that a day18Vec is a vec2i which is a vec2[int].
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return float64(u.ManhattanDistance(u.Vec2[int]{X: v.X, Y: v.Y}, u.Vec2[int]{X: to.(day18Vec).X, Y: to.(day18Vec).Y}))
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}
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func (d *Day18) Parse() {
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d.doors = make(map[day18Vec]int)
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d.keys = make(map[day18Vec]int)
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d.knownPaths = make(map[u.Pair[day18Vec, string]]u.Pair[int, bool])
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lines := u.GetStringLines("18s6")
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d.grid = make([][]day18Cell, len(lines))
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for i, line := range lines {
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d.grid[i] = make([]day18Cell, len(line))
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for j, char := range line {
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if char == '#' {
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d.grid[i][j] = day18CellWall
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} else if char == '.' {
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d.grid[i][j] = day18CellOpen
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} else if char == '@' {
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d.grid[i][j] = day18CellOpen
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d.entrance = day18Vec{X: j, Y: i}
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} else if char >= 'A' && char <= 'Z' {
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d.grid[i][j] = day18CellOpen
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d.doors[day18Vec{X: j, Y: i}] = int(char - 'A')
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} else if char >= 'a' && char <= 'z' {
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d.grid[i][j] = day18CellOpen
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d.keys[day18Vec{X: j, Y: i}] = int(char - 'a')
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}
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}
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}
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pathGrid = d.grid
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}
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func (d Day18) Num() int {
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return 18
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}
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func (d Day18) Draw(grid [][]day18Cell, keys, doors map[day18Vec]int, entrances ...day18Vec) {
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for y := range grid {
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for x := range grid[y] {
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switch grid[y][x] {
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case day18CellWall:
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fmt.Print("█")
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case day18CellOpen:
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posVec := day18Vec{X: x, Y: y}
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if _, exists := doors[posVec]; exists {
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fmt.Printf("%c", rune(doors[posVec]+'A'))
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} else if _, exists := keys[posVec]; exists {
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fmt.Printf("%c", rune(keys[posVec]+'a'))
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} else if u.ArrayContains(entrances, posVec) {
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fmt.Print("@")
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} else {
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fmt.Print(".")
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}
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}
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}
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fmt.Println()
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}
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}
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func (d *Day18) pickUpKey(atPosition day18Vec, keys, doors map[day18Vec]int) {
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key, exists := keys[atPosition]
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if !exists {
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panic("tried to pick up a key that either doesn't exist or was already picked up")
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}
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var matchingDoorPos day18Vec
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foundDoor := false
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for doorPos, doorType := range doors {
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if doorType == key {
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matchingDoorPos = doorPos
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foundDoor = true
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break
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}
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}
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delete(keys, atPosition)
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// the last key has no door, so we should only fail this once. should.
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if foundDoor {
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delete(doors, matchingDoorPos)
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}
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}
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func astarPathContains(arr []astar.Pather, find astar.Pather) bool {
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for _, v := range arr {
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if v == find {
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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 (d Day18) findReachableKeys(pos day18Vec, keys, doors map[day18Vec]int) map[day18Vec]day18KeySearchResult {
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pathDoors = doors
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ret := make(map[day18Vec]day18KeySearchResult)
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for keyPos, keyType := range keys {
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path, distance, found := astar.Path(pos, keyPos)
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if found {
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ret[keyPos] = day18KeySearchResult{
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keyType: keyType,
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path: path,
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distance: distance,
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found: found,
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}
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}
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}
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if len(ret) < 2 {
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return ret
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}
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filtered := make(map[day18Vec]day18KeySearchResult)
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// filter out keys that require you to walk through another key to get to them
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for keyPos, key := range ret {
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eligible := true
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for checkKeyPos := range ret {
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if keyPos == checkKeyPos {
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continue
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}
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if astarPathContains(key.path, checkKeyPos) {
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eligible = false
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break
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}
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}
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if eligible {
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filtered[keyPos] = key
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}
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}
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return filtered
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}
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func (d Day18) tryPickupKey(inKeys, inDoors map[day18Vec]int, keyPos day18Vec, keyResult day18KeySearchResult) (int, bool) {
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keys := u.CopyMap(inKeys)
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doors := u.CopyMap(inDoors)
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d.pickUpKey(keyPos, keys, doors)
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totalDist := int(keyResult.distance)
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if len(keys) == 0 {
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return totalDist, true
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}
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sb := strings.Builder{}
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keyVals := u.MapValues(keys)
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sort.Slice(keyVals, func(i, j int) bool { return keyVals[i] < keyVals[j] })
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for i, v := range keyVals {
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if i > 0 {
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sb.WriteRune(',')
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}
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sb.WriteString(fmt.Sprintf("%d", v))
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}
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vecToKey := u.Pair[day18Vec, string]{First: keyPos, Second: sb.String()}
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if v, exists := d.knownPaths[vecToKey]; exists {
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return totalDist + v.First, v.Second
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}
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shortestDist := math.MaxInt
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reachableKeys := d.findReachableKeys(keyPos, keys, doors)
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if len(reachableKeys) == 0 {
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// panic("no reachable keys")
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return math.MaxInt, false
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}
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// fmt.Println("in.", len(reachableKeys), "reachable keys")
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done := false
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for reachableKeyPos, keyResult := range reachableKeys {
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bestDist, finished := d.tryPickupKey(keys, doors, reachableKeyPos, keyResult)
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if bestDist < shortestDist {
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shortestDist = bestDist
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done = finished
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}
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}
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// fmt.Println("out")
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d.knownPaths[vecToKey] = u.Pair[int, bool]{First: shortestDist, Second: done}
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totalDist += shortestDist
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return totalDist, done
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}
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func (d Day18) part2PatchMap(grid [][]day18Cell, entrance day18Vec) []day18Vec {
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grid[entrance.Y-1][entrance.X] = day18CellWall
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grid[entrance.Y][entrance.X-1] = day18CellWall
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grid[entrance.Y][entrance.X] = day18CellWall
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grid[entrance.Y][entrance.X+1] = day18CellWall
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grid[entrance.Y+1][entrance.X] = day18CellWall
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return []day18Vec{
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{X: entrance.X - 1, Y: entrance.Y - 1},
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{X: entrance.X + 1, Y: entrance.Y - 1},
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{X: entrance.X - 1, Y: entrance.Y + 1},
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{X: entrance.X + 1, Y: entrance.Y + 1},
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}
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}
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func (d *Day18) Part1() string {
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pos := d.entrance
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keys := u.CopyMap(d.keys)
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doors := u.CopyMap(d.doors)
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fmt.Println("initial state:")
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d.Draw(d.grid, keys, doors, pos)
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bestDist := math.MaxInt
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reachableKeys := d.findReachableKeys(pos, keys, doors)
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if len(reachableKeys) == 0 {
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panic("failed to find a key to pick up")
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}
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for keyPos, keyResult := range reachableKeys {
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shortestPath, _ := d.tryPickupKey(keys, doors, keyPos, keyResult)
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if shortestPath < bestDist {
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bestDist = shortestPath
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}
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}
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// fmt.Printf("Moving to pick up key %c (cost: %d, total cost so far: %d)\n", rune(closestKey+'a'), closestDist, totalDist)
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// d.Draw(pos, keys, doors)
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return fmt.Sprintf("Total distance traveled: %s%d%s", u.TextBold, bestDist, u.TextReset)
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}
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func (d *Day18) Part2() string {
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keys := u.CopyMap(d.keys)
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doors := u.CopyMap(d.doors)
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d.knownPaths = make(map[u.Pair[day18Vec, string]]u.Pair[int, bool])
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fmt.Println("initial state:")
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grid := make([][]day18Cell, len(d.grid))
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for i := range d.grid {
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grid[i] = make([]day18Cell, len(d.grid[i]))
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copy(grid[i], d.grid[i])
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}
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pathGrid = grid
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entrances := d.part2PatchMap(grid, d.entrance)
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d.Draw(grid, keys, doors, entrances...)
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bestDist := math.MaxInt
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// reachableKeys := d.findReachableKeys(entrances[0], keys, doors)
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// if len(reachableKeys) == 0 {
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// panic("failed to find a key to pick up")
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// }
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done := true
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for !done {
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for _, entrance := range entrances {
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reachableKeys := d.findReachableKeys(entrance, keys, doors)
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for keyPos, keyResult := range reachableKeys {
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shortestPath, finished := d.tryPickupKey(keys, doors, keyPos, keyResult)
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if shortestPath < bestDist {
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bestDist = shortestPath
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done = finished
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}
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}
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}
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}
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// fmt.Printf("Moving to pick up key %c (cost: %d, total cost so far: %d)\n", rune(closestKey+'a'), closestDist, totalDist)
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// d.Draw(pos, keys, doors)
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return fmt.Sprintf("Total distance traveled: %s%d%s", u.TextBold, bestDist, u.TextReset)
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}
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