4 Commits

Author SHA1 Message Date
68ca26e3aa Optimizations and minor cleanups
Thanks to Go's profiling tools, I discovered that the memoization, while it was cutting down runtime significantly, was itself slow because it was using arrays. Swapping those arrays out for maps made a _massive_ difference (4s/14s part1/part2 to 1ms/2ms with no other changes). Lesson learned. Again.

The IntHeap rename was long overdue since I took the code originally from Go's sample docs for priority queues.
2022-06-18 22:56:48 -05:00
267146ed8e Day 18 part 2 solution (rewrite)
This solves both parts much faster than before, but still on the order of 3-20 seconds, so more improvements (or another rewrite?) are needed. But we're getting there...
2022-06-18 01:18:30 -05:00
8f0dc931c1 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.
2022-06-15 22:05:01 -05:00
5bc089c83d Day 17 solution
My initial idea for a solution ended up working out great, but I had a hard time getting it all down on "paper," so to speak, so this is probably 200 lines of code too many, but it definitely does exactly what I envisioned (and quickly) even if it's not the most succinct.
2022-06-14 14:37:06 -05:00
18 changed files with 934 additions and 4 deletions

422
days/17.go Normal file
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package days
import (
"fmt"
"strings"
u "parnic.com/aoc2019/utilities"
)
type camViewCellType int
type botFacing int
type day17Grid [][]camViewCellType
const (
cellTypeScaffold camViewCellType = iota
cellTypeOpen
cellTypeInvalid
)
const (
botFacingUp botFacing = iota
botFacingLeft
botFacingDown
botFacingRight
botFacingFirst = botFacingUp
botFacingLast = botFacingRight
)
const (
dirLeft = 1
dirRight = -1
maxInstructionSetLength = 20
)
var (
day17AdjacentOffsets = []u.Vec2i{
{X: -1, Y: 0},
{X: 1, Y: 0},
{X: 0, Y: -1},
{X: 0, Y: 1},
}
)
type Day17 struct {
program u.IntcodeProgram
}
func (d *Day17) Parse() {
d.program = u.LoadIntcodeProgram("17p")
}
func (d Day17) Num() int {
return 17
}
func (currentDir botFacing) getNewFacingDir(turnDir int) botFacing {
currentDir += botFacing(turnDir)
if currentDir < botFacingFirst {
currentDir = botFacingLast
} else if currentDir > botFacingLast {
currentDir = botFacingFirst
}
return currentDir
}
func (grid day17Grid) Draw(botLocation u.Vec2i, botFacingDir botFacing, endLocation u.Vec2i) {
for y := range grid {
for x := range grid[y] {
switch grid[y][x] {
case cellTypeOpen:
fmt.Print(" ")
case cellTypeScaffold:
char := "█"
color := u.ColorBlack
if botLocation.X == x && botLocation.Y == y {
switch botFacingDir {
case botFacingUp:
char = "^"
case botFacingLeft:
char = "<"
case botFacingDown:
char = "v"
case botFacingRight:
char = ">"
}
} else if endLocation.X == x && endLocation.Y == y {
char = "@"
} else {
color = u.ColorWhite
}
fmt.Printf("%s%s%s%s", u.BackgroundWhite, color, char, u.TextReset)
}
}
fmt.Println()
}
}
func (grid day17Grid) getAdjacentScaffolds(y, x int) []u.Vec2i {
retval := make([]u.Vec2i, 0)
for _, offset := range day17AdjacentOffsets {
offY := y + offset.Y
offX := x + offset.X
if offY < 0 || offY >= len(grid) ||
offX < 0 || offX >= len(grid[0]) {
continue
}
if grid[offY][offX] == cellTypeScaffold {
retval = append(retval, u.Vec2i{X: offX, Y: offY})
}
}
return retval
}
func (grid day17Grid) forEachCellOfType(t camViewCellType, f func(y, x int)) {
for y := range grid {
for x := range grid[y] {
if grid[y][x] == t {
f(y, x)
}
}
}
}
func (grid *day17Grid) processGridUpdate(y int, rVal rune, currBotLocation u.Vec2i, currBotFacing botFacing) (int, u.Vec2i, botFacing) {
grid.appendValue(rVal, y)
switch rVal {
case '\n':
y++
case '^', '<', 'v', '>':
currBotLocation = u.Vec2i{X: len((*grid)[y]) - 1, Y: y}
switch rVal {
case '^':
currBotFacing = botFacingUp
case '<':
currBotFacing = botFacingLeft
case 'v':
currBotFacing = botFacingDown
case '>':
currBotFacing = botFacingRight
}
}
return y, currBotLocation, currBotFacing
}
func (grid day17Grid) getCellTypeInDirection(y, x int, facingDir botFacing) (camViewCellType, int, int) {
newX := x
newY := y
switch facingDir {
case botFacingUp:
newY--
case botFacingLeft:
newX--
case botFacingDown:
newY++
case botFacingRight:
newX++
}
if newY < 0 || newY >= len(grid) || newX < 0 || newX >= len(grid[0]) {
return cellTypeInvalid, newY, newX
}
return grid[newY][newX], newY, newX
}
func (grid *day17Grid) appendValue(rVal rune, row int) {
ensureCapacity := func(y int) {
for len(*grid) <= y {
*grid = append(*grid, make([]camViewCellType, 0))
}
}
switch rVal {
case '#':
ensureCapacity(row)
(*grid)[row] = append((*grid)[row], cellTypeScaffold)
case '.':
ensureCapacity(row)
(*grid)[row] = append((*grid)[row], cellTypeOpen)
case '^', '<', 'v', '>':
ensureCapacity(row)
(*grid)[row] = append((*grid)[row], cellTypeScaffold)
}
}
func (grid day17Grid) findEndLocation(botLocation u.Vec2i) u.Vec2i {
var endLocation u.Vec2i
grid.forEachCellOfType(cellTypeScaffold, func(y, x int) {
if numSurrounding := len(grid.getAdjacentScaffolds(y, x)); numSurrounding == 1 {
if botLocation.X != x || botLocation.Y != y {
endLocation = u.Vec2i{X: x, Y: y}
}
}
})
return endLocation
}
func (grid day17Grid) getTurnDirectionFromCorner(pos u.Vec2i, botFacingDir botFacing) (int, string) {
adj := grid.getAdjacentScaffolds(pos.Y, pos.X)
turnDirection := 0
// this is so awful. i'm sure there's a better way, but i'm tired.
if botFacingDir == botFacingUp || botFacingDir == botFacingDown {
if u.ArrayContains(adj, u.Vec2i{X: pos.X - 1, Y: pos.Y}) {
if botFacingDir == botFacingUp {
turnDirection = dirLeft
} else if botFacingDir == botFacingDown {
turnDirection = dirRight
}
} else if u.ArrayContains(adj, u.Vec2i{X: pos.X + 1, Y: pos.Y}) {
if botFacingDir == botFacingUp {
turnDirection = dirRight
} else if botFacingDir == botFacingDown {
turnDirection = dirLeft
}
}
} else {
if u.ArrayContains(adj, u.Vec2i{X: pos.X, Y: pos.Y - 1}) {
if botFacingDir == botFacingLeft {
turnDirection = dirRight
} else if botFacingDir == botFacingRight {
turnDirection = dirLeft
}
} else if u.ArrayContains(adj, u.Vec2i{X: pos.X, Y: pos.Y + 1}) {
if botFacingDir == botFacingLeft {
turnDirection = dirLeft
} else if botFacingDir == botFacingRight {
turnDirection = dirRight
}
}
}
dirAscii := "L"
if turnDirection == dirRight {
dirAscii = "R"
}
return turnDirection, dirAscii
}
func buildInstructionString(instructions []string) string {
workingInstructions := make([]string, len(instructions))
copy(workingInstructions, instructions)
minimumRecurrence := 3
initialInstructionSubsetLen := 4
instructionStr := strings.Join(workingInstructions, ",")
progs := make([][]string, 3)
for i := range progs {
numFound := minimumRecurrence
subLen := initialInstructionSubsetLen
for numFound >= minimumRecurrence {
numFound = 1
instructionSubset := strings.Join(workingInstructions[0:subLen], ",")
if len(instructionSubset) > maxInstructionSetLength {
break
}
for x := len(instructionSubset); x <= len(instructionStr)-len(instructionSubset); x++ {
if instructionStr[x:x+len(instructionSubset)] == instructionSubset {
numFound++
x += len(instructionSubset)
}
}
if numFound >= minimumRecurrence {
subLen += 2
}
}
if numFound < minimumRecurrence {
subLen -= 2
}
progs[i] = make([]string, subLen)
copy(progs[i], workingInstructions[0:subLen])
instructionStr = strings.ReplaceAll(instructionStr, strings.Join(progs[i], ","), "")
instructionStr = strings.TrimPrefix(strings.ReplaceAll(instructionStr, ",,", ","), ",")
if len(instructionStr) == 0 {
workingInstructions = nil
} else {
workingInstructions = strings.Split(instructionStr, ",")
}
}
if workingInstructions != nil {
panic("failed to use up all instructions")
}
programStr := strings.Join(instructions, ",")
for i := range progs {
programStr = strings.ReplaceAll(programStr, strings.Join(progs[i], ","), fmt.Sprintf("%c", 'A'+i))
}
sb := strings.Builder{}
sb.WriteString(programStr)
sb.WriteRune('\n')
for i := range progs {
sb.WriteString(strings.Join(progs[i], ","))
sb.WriteRune('\n')
}
runDebug := 'n'
sb.WriteRune(runDebug)
sb.WriteRune('\n')
return sb.String()
}
func (grid day17Grid) solvePath(botLocation u.Vec2i, botFacingDir botFacing) string {
instructions := make([]string, 0)
pos := botLocation
endLocation := grid.findEndLocation(botLocation)
for {
if pos == endLocation {
break
}
turnDirection, dirAscii := grid.getTurnDirectionFromCorner(pos, botFacingDir)
if turnDirection == 0 {
panic("at an invalid location somehow")
}
instructions = append(instructions, dirAscii)
botFacingDir = botFacingDir.getNewFacingDir(turnDirection)
numMoved := 0
for {
cell, newY, newX := grid.getCellTypeInDirection(pos.Y, pos.X, botFacingDir)
if cell != cellTypeScaffold {
break
}
pos.X = newX
pos.Y = newY
numMoved++
}
instructions = append(instructions, fmt.Sprintf("%d", numMoved))
}
return buildInstructionString(instructions)
}
func (d *Day17) Part1() string {
grid := day17Grid{}
y := 0
var botLocation u.Vec2i
var botFacingDir botFacing
d.program.RunIn(func(inputStep int) int64 {
return 0
}, func(val int64, state u.IntcodeProgramState) {
rVal := rune(val)
y, botLocation, botFacingDir = grid.processGridUpdate(y, rVal, botLocation, botFacingDir)
})
alignmentParameterTotal := 0
grid.forEachCellOfType(cellTypeScaffold, func(y, x int) {
if numSurrounding := len(grid.getAdjacentScaffolds(y, x)); numSurrounding == 4 {
alignmentParameterTotal += y * x
}
})
// endLocation := grid.findEndLocation(botLocation)
// grid.Draw(botLocation, botFacingDir, endLocation)
return fmt.Sprintf("Alignment parameter sum: %s%d%s", u.TextBold, alignmentParameterTotal, u.TextReset)
}
func (d *Day17) Part2() string {
beforeGrid := day17Grid{}
var beforeBotLocation u.Vec2i
var beforeBotFacing botFacing
afterGrid := day17Grid{}
var afterBotLocation u.Vec2i
var afterBotFacing botFacing
d.program.Reset()
d.program.SetMemory(0, 2)
row := 0
var outputState int
var lastOutput int64
var instructionStr string
d.program.RunIn(func(inputStep int) int64 {
return int64(instructionStr[inputStep-1])
}, func(val int64, state u.IntcodeProgramState) {
rVal := rune(val)
if outputState == 0 {
row, beforeBotLocation, beforeBotFacing = beforeGrid.processGridUpdate(row, rVal, beforeBotLocation, beforeBotFacing)
} else if outputState == 2 {
row, afterBotLocation, afterBotFacing = afterGrid.processGridUpdate(row, rVal, afterBotLocation, afterBotFacing)
}
if rVal == '\n' && lastOutput == '\n' {
if outputState == 0 {
instructionStr = beforeGrid.solvePath(beforeBotLocation, beforeBotFacing)
}
outputState++
row = 0
}
lastOutput = val
})
// fmt.Println("initial grid:")
// beforeEndLocation := beforeGrid.findEndLocation(beforeBotLocation)
// beforeGrid.Draw(beforeBotLocation, beforeBotFacing, beforeEndLocation)
// fmt.Println("completed grid:")
// afterEndLocation := afterGrid.findEndLocation(afterBotLocation)
// afterGrid.Draw(afterBotLocation, afterBotFacing, afterEndLocation)
return fmt.Sprintf("Dust collected after traveling all paths: %s%d%s", u.TextBold, lastOutput, u.TextReset)
}

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days/18.go Normal file
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package days
import (
"container/heap"
"fmt"
"math"
"strings"
"github.com/edwingeng/deque/v2"
u "parnic.com/aoc2019/utilities"
)
type day18Cell int
type day18Vec u.Vec2[int]
type day18Graph map[rune][]u.Pair[rune, int]
const (
day18CellWall day18Cell = iota
day18CellOpen
)
var (
day18AdjacentOffsets = []day18Vec{
{X: -1, Y: 0},
{X: 1, Y: 0},
{X: 0, Y: -1},
{X: 0, Y: 1},
}
)
type Day18 struct {
entrance day18Vec
grid [][]day18Cell
doors map[day18Vec]int
keys map[day18Vec]int
}
func (d *Day18) Parse() {
d.doors = make(map[day18Vec]int)
d.keys = make(map[day18Vec]int)
lines := u.GetStringLines("18p")
d.grid = make([][]day18Cell, len(lines))
for i, line := range lines {
d.grid[i] = make([]day18Cell, len(line))
for j, char := range line {
if char == '#' {
d.grid[i][j] = day18CellWall
} else if char == '.' {
d.grid[i][j] = day18CellOpen
} else if char == '@' {
d.grid[i][j] = day18CellOpen
d.entrance = day18Vec{X: j, Y: i}
} else if char >= 'A' && char <= 'Z' {
d.grid[i][j] = day18CellOpen
d.doors[day18Vec{X: j, Y: i}] = int(char - 'A')
} else if char >= 'a' && char <= 'z' {
d.grid[i][j] = day18CellOpen
d.keys[day18Vec{X: j, Y: i}] = int(char - 'a')
}
}
}
}
func (d Day18) Num() int {
return 18
}
func (d Day18) Draw(grid [][]day18Cell, keys, doors map[day18Vec]int, entrances ...day18Vec) {
for y := range grid {
for x := range grid[y] {
switch grid[y][x] {
case day18CellWall:
fmt.Print("█")
case day18CellOpen:
posVec := day18Vec{X: x, Y: y}
if _, exists := doors[posVec]; exists {
fmt.Printf("%c", rune(doors[posVec]+'A'))
} else if _, exists := keys[posVec]; exists {
fmt.Printf("%c", rune(keys[posVec]+'a'))
} else if u.ArrayContains(entrances, posVec) {
fmt.Print("@")
} else {
fmt.Print(".")
}
}
}
fmt.Println()
}
}
func (d Day18) findAdjacentCells(inPos day18Vec, keys, doors map[day18Vec]int, grid [][]day18Cell) []u.Pair[rune, int] {
found := make([]u.Pair[rune, int], 0)
getAdjacent := func(pos day18Vec) []day18Vec {
retAdjacent := make([]day18Vec, 0, len(day18AdjacentOffsets))
for _, off := range day18AdjacentOffsets {
offVec := day18Vec{X: pos.X + off.X, Y: pos.Y + off.Y}
if grid[offVec.Y][offVec.X] == day18CellWall {
continue
}
retAdjacent = append(retAdjacent, offVec)
}
return retAdjacent
}
queue := deque.NewDeque[u.Pair[int, day18Vec]]()
visited := make(map[day18Vec]bool)
for _, adjacent := range getAdjacent(inPos) {
queue.PushBack(u.Pair[int, day18Vec]{First: 1, Second: adjacent})
}
for !queue.IsEmpty() {
next := queue.PopFront()
if _, exists := visited[next.Second]; !exists {
visited[next.Second] = true
key, adjacentIsKey := keys[next.Second]
door, adjacentIsDoor := doors[next.Second]
if adjacentIsKey || adjacentIsDoor {
var rVal rune
if adjacentIsKey {
rVal = rune('a' + key)
} else if adjacentIsDoor {
rVal = rune('A' + door)
}
alreadyFound := false
for _, p := range found {
if p.First == rVal {
alreadyFound = true
break
}
}
if !alreadyFound {
found = append(found, u.Pair[rune, int]{First: rVal, Second: next.First})
continue
}
}
for _, neighbor := range getAdjacent(next.Second) {
if _, exists := visited[neighbor]; !exists {
queue.PushBack(u.Pair[int, day18Vec]{First: next.First + 1, Second: neighbor})
}
}
}
}
return found
}
type day18PriorityQueue struct {
distance int
neighbor rune
}
type PriorityQueueHeap []day18PriorityQueue
func (h PriorityQueueHeap) Len() int { return len(h) }
func (h PriorityQueueHeap) Less(i, j int) bool { return h[i].distance < h[j].distance }
func (h PriorityQueueHeap) Swap(i, j int) { h[i], h[j] = h[j], h[i] }
func (h *PriorityQueueHeap) Push(x any) {
*h = append(*h, x.(day18PriorityQueue))
}
func (h *PriorityQueueHeap) Pop() any {
old := *h
n := len(old)
x := old[n-1]
*h = old[0 : n-1]
return x
}
type reachableKeysMemo struct {
pos rune
keysFound int
}
var knownReachableKeys = make(map[reachableKeysMemo][]u.Pair[rune, int])
func (d Day18) reachableKeys(inPos rune, keysFound int, graph day18Graph) []u.Pair[rune, int] {
memo := reachableKeysMemo{
pos: inPos,
keysFound: keysFound,
}
if v, exists := knownReachableKeys[memo]; exists {
return v
}
ret := make([]u.Pair[rune, int], 0)
distance := make(map[rune]int)
ih := make(PriorityQueueHeap, 0)
for _, p := range graph[inPos] {
ih = append(ih, day18PriorityQueue{
distance: p.Second,
neighbor: p.First,
})
}
heap.Init(&ih)
for ih.Len() > 0 {
node := heap.Pop(&ih).(day18PriorityQueue)
// it's a key and we haven't picked it up yet...
if node.neighbor >= 'a' && node.neighbor <= 'z' && (1<<int(node.neighbor-'a')&keysFound) == 0 {
ret = append(ret, u.Pair[rune, int]{First: node.neighbor, Second: node.distance})
continue
}
// it's a door but we don't have the key yet...
if node.neighbor >= 'A' && node.neighbor <= 'Z' && ((1<<int(node.neighbor-'A'))&keysFound) == 0 {
continue
}
for _, p := range graph[node.neighbor] {
newDistance := node.distance + p.Second
if dist, exists := distance[p.First]; !exists || newDistance < dist {
distance[p.First] = newDistance
heap.Push(&ih, day18PriorityQueue{
distance: newDistance,
neighbor: p.First,
})
}
}
}
knownReachableKeys[memo] = ret
return ret
}
type minStepsMemo struct {
pos string
keysToFind int
keysFound int
}
var knownMinimumSteps = make(map[minStepsMemo]int, 0)
func (d Day18) minimumSteps(inPos string, keysToFind int, keysFound int, graph day18Graph) int {
memo := minStepsMemo{
pos: inPos,
keysToFind: keysToFind,
keysFound: keysFound,
}
if v, exists := knownMinimumSteps[memo]; exists {
return v
}
if keysToFind == 0 {
return 0
}
best := math.Inf(1)
for _, item := range inPos {
for _, p := range d.reachableKeys(item, keysFound, graph) {
sb := strings.Builder{}
oldIdx := strings.IndexRune(inPos, item)
for i := range inPos {
if i == oldIdx {
sb.WriteRune(p.First)
} else {
sb.WriteByte(inPos[i])
}
}
newKeys := keysFound + (1 << (p.First - 'a'))
dist := p.Second
dist += d.minimumSteps(sb.String(), keysToFind-1, newKeys, graph)
if float64(dist) < best {
best = float64(dist)
}
}
}
knownMinimumSteps[memo] = int(best)
return int(best)
}
func (d Day18) buildGraph(pos []day18Vec, keys map[day18Vec]int, doors map[day18Vec]int, grid [][]day18Cell) day18Graph {
graph := make(day18Graph)
for i, p := range pos {
adjacent := d.findAdjacentCells(p, keys, doors, grid)
graph[rune('1'+i)] = adjacent
}
for keyPos, keyType := range keys {
graph[rune('a'+keyType)] = d.findAdjacentCells(keyPos, keys, doors, grid)
}
for doorPos, doorType := range doors {
graph[rune('A'+doorType)] = d.findAdjacentCells(doorPos, keys, doors, grid)
}
return graph
}
func (d Day18) part2PatchMap(grid [][]day18Cell, entrance day18Vec) []day18Vec {
grid[entrance.Y-1][entrance.X] = day18CellWall
grid[entrance.Y][entrance.X-1] = day18CellWall
grid[entrance.Y][entrance.X] = day18CellWall
grid[entrance.Y][entrance.X+1] = day18CellWall
grid[entrance.Y+1][entrance.X] = day18CellWall
return []day18Vec{
{X: entrance.X - 1, Y: entrance.Y - 1},
{X: entrance.X + 1, Y: entrance.Y - 1},
{X: entrance.X - 1, Y: entrance.Y + 1},
{X: entrance.X + 1, Y: entrance.Y + 1},
}
}
func (d *Day18) Part1() string {
// fmt.Println("initial state:")
// d.Draw(d.grid, d.keys, d.doors, d.entrance)
graph := d.buildGraph([]day18Vec{d.entrance}, d.keys, d.doors, d.grid)
minSteps := d.minimumSteps("1", len(d.keys), 0, graph)
return fmt.Sprintf("Total distance traveled: %s%d%s", u.TextBold, minSteps, u.TextReset)
}
func (d *Day18) Part2() string {
// fmt.Println("initial state:")
grid := make([][]day18Cell, len(d.grid))
for i := range d.grid {
grid[i] = make([]day18Cell, len(d.grid[i]))
copy(grid[i], d.grid[i])
}
entrances := d.part2PatchMap(grid, d.entrance)
// d.Draw(grid, d.keys, d.doors, entrances...)
// clear memoized maps that (might have) came from part1
knownMinimumSteps = make(map[minStepsMemo]int)
knownReachableKeys = make(map[reachableKeysMemo][]u.Pair[rune, int])
graph := d.buildGraph(entrances, d.keys, d.doors, grid)
minSteps := d.minimumSteps("1234", len(d.keys), 0, graph)
return fmt.Sprintf("Total distance traveled: %s%d%s", u.TextBold, minSteps, u.TextReset)
}

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go.mod
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@ -1,3 +1,5 @@
module parnic.com/aoc2019
go 1.18
require github.com/edwingeng/deque/v2 v2.0.1

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go.sum Normal file
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github.com/edwingeng/deque/v2 v2.0.1 h1:yNEsA9tUImO0vyw2hmVGiK4nnkoxBQ8stMYpdVq2ZmQ=
github.com/edwingeng/deque/v2 v2.0.1/go.mod h1:HukI8CQe9KDmZCcURPZRYVYjH79Zy2tIjTF9sN3Bgb0=

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inputs/17p.txt Normal file
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@ -47,6 +47,8 @@ var dayMap = []day{
&days.Day14{},
&days.Day15{},
&days.Day16{},
&days.Day17{},
&days.Day18{},
}
func main() {

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@ -15,3 +15,13 @@ func MapValues[T comparable, U any](m map[T]U) []U {
}
return r
}
// CopyMap returns a copy of the passed-in map. Note: currently only works if [U]
// is not a map or slice.
func CopyMap[T comparable, U any](m map[T]U) map[T]U {
r := make(map[T]U)
for k, v := range m {
r[k] = v
}
return r
}

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@ -13,6 +13,8 @@ type Vec3[T Number] struct {
Z T
}
type Vec2i Vec2[int]
func (v Vec2[T]) Dot(other Vec2[T]) T {
return (v.X * other.X) + (v.Y * other.Y)
}
@ -42,11 +44,16 @@ func (v Vec2[T]) Equals(other Vec2[T]) bool {
v.Y == other.Y
}
func (v Vec2[T]) ManhattanDistance(other Vec2[T]) T {
return T(math.Abs(float64(v.X-other.X)) + math.Abs(float64(v.Y-other.Y)))
}
func VecBetween[T Number](a, b Vec2[T]) Vec2[T] {
return Vec2[T]{
X: a.X - b.X,
Y: a.Y - b.Y,
}
return a.To(b)
}
func ManhattanDistance[T Number](a, b Vec2[T]) T {
return a.ManhattanDistance(b)
}
func (v Vec3[T]) Dot(other Vec3[T]) T {