package day20 import ( "adventofcode2024/utils/dijkstra" "adventofcode2024/utils/grid2d" "adventofcode2024/utils/inputs" "fmt" ) type ( Vec struct{ x, y int } Dir struct{ x, y int } Cell rune Move struct { p Vec d Dir } Maze struct { height, width int start Vec end Vec grid *grid2d.Grid[Cell] } ) const ( WALL Cell = '#' CORRIDOR Cell = '.' START Cell = 'S' END Cell = 'E' PATH Cell = '*' ) var ( NORTH = Dir{0, -1} EAST = Dir{1, 0} SOUTH = Dir{0, 1} WEST = Dir{-1, 0} DIRECTIONS = []Dir{NORTH, EAST, SOUTH, WEST} ) func Part1(input string) int { maze := Maze{}.Parse(input) fmt.Println(maze) data := inputGraph(*maze) graph := dijkstra.CreateGraph(data) path, dist := dijkstra.GetShortestPath(data.From, data.To, graph) for _, p := range path { maze.grid.Set(p.X, p.Y, PATH) } fmt.Println(maze) return dist } func Part2(input string) int { const saves int = 100 count := 0 maze := Maze{}.Parse(input) // fmt.Println(maze) data := inputGraph(*maze) graph := dijkstra.CreateGraph(data) path, dist := dijkstra.GetShortestPath(data.From, data.To, graph) cost := make(map[Vec]int) cheats := []Cheat{} for i, p := range path { cost[Vec{p.X, p.Y}] = i } cheat_data := cheatGraph(*maze) for _, s := range path[:len(path)-saves] { fmt.Println("Checking start:", s) for _, e := range path[saves:] { fmt.Println("\tChecking end", e) cheat_data_1 := cheatGraphAdd(maze, cheat_data, s) cheat_data_2 := cheatGraphAdd(maze, cheat_data_1, e) cheat_graph := dijkstra.CreateGraph(cheat_data_2) _, cheat_dist := dijkstra.GetShortestPath(dijkstra.Point{X: s.X, Y: s.Y}, dijkstra.Point{X: e.X, Y: e.Y}, cheat_graph) fmt.Println("\t\tcheat distance:", cheat_dist) if cheat_dist <= 20 { cheat := Cheat{start: Vec{s.X, s.Y}, end: Vec{e.X, e.Y}, cost: cost[Vec{s.X, s.Y}] + cheat_dist + dist - cost[Vec{e.X, e.Y}]} fmt.Println("\t\tSaving cheat:", cheat) cheats = append(cheats, cheat) } } } for _, cheat := range cheats { save := dist - cheat.cost // fmt.Println("[", i, "]", "save", save) if save >= saves { count++ } } return count } func abs(in int) int { if in < 0 { return in * -1 } return in } func inputGraph(maze Maze) dijkstra.InputGraph { data := dijkstra.InputGraph{} data.From = dijkstra.Point{X: maze.start.x, Y: maze.start.y} data.To = dijkstra.Point{X: maze.end.x, Y: maze.end.y} for y := 0; y < maze.height; y++ { for x := 0; x < maze.width; x++ { if maze.grid.Get(x, y) == WALL { continue } for _, dir := range DIRECTIONS { nx, ny := x+dir.x, y+dir.y if nx < 0 || ny < 0 || nx >= maze.width || ny >= maze.height { continue } if maze.grid.Get(nx, ny) == WALL { continue } data.Graph = append(data.Graph, dijkstra.InputData{ Source: dijkstra.Point{X: x, Y: y}, Destination: dijkstra.Point{X: nx, Y: ny}, Weight: 1, }) } } } return data } func cheatGraph(maze Maze) dijkstra.InputGraph { data := dijkstra.InputGraph{} for y := 0; y < maze.height; y++ { for x := 0; x < maze.width; x++ { if maze.grid.Get(x, y) == CORRIDOR { continue } for _, dir := range DIRECTIONS { nx, ny := x+dir.x, y+dir.y if nx < 0 || ny < 0 || nx >= maze.width || ny >= maze.height { continue } if maze.grid.Get(nx, ny) == CORRIDOR { continue } data.Graph = append(data.Graph, dijkstra.InputData{ Source: dijkstra.Point{X: x, Y: y}, Destination: dijkstra.Point{X: nx, Y: ny}, Weight: 1, }) } } } return data } func cheatGraphAdd(maze *Maze, in dijkstra.InputGraph, s dijkstra.Point) dijkstra.InputGraph { x := s.X y := s.Y out := dijkstra.InputGraph{} out.From = in.From out.To = in.To out.Graph = append([]dijkstra.InputData{}, in.Graph...) for _, dir := range DIRECTIONS { nx, ny := x+dir.x, y+dir.y if nx < 0 || ny < 0 || nx >= maze.width || ny >= maze.height { continue } if maze.grid.Get(nx, ny) == CORRIDOR { continue } out.Graph = append(out.Graph, dijkstra.InputData{ Source: dijkstra.Point{X: x, Y: y}, Destination: dijkstra.Point{X: nx, Y: ny}, Weight: 1, }) } return out } func (m Maze) Parse(input string) *Maze { m.grid = inputs.ToGrid2D(input, "\n", "", '?', func(c string) Cell { return Cell(c[0]) }) m.height, m.width = m.grid.SizeY(), m.grid.SizeX() for y := 0; y < m.height; y++ { for x := 0; x < m.width; x++ { c := m.grid.Get(x, y) switch c { case WALL, CORRIDOR: m.grid.Set(x, y, c) case START: m.grid.Set(x, y, CORRIDOR) m.start = Vec{x, y} case END: m.grid.Set(x, y, CORRIDOR) m.end = Vec{x, y} } } } return &m } func (m *Maze) String() string { s := "" for y := 0; y < m.height; y++ { for x := 0; x < m.width; x++ { if y == m.start.y && x == m.start.x { s += string(START) } else if y == m.end.y && x == m.end.x { s += string(END) } else { s += string(m.grid.Get(x, y)) } } s += "\n" } return s }