Day 6: Guard Gallivant

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FAQ

  • AnanaceA
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    5 days ago

    Not a big fan of this one, felt far too much like brute force for my liking.
    At least it works with AsParallel

    C#
    public struct Point : IEquatable<Point>
    {
      public int X { get; set; }
      public int Y { get; set; }
    
      public Point(int x = 0, int y = 0) {
        X = x;
        Y = y;
      }
    
      public static Point operator+(Point l, Point r) {
        return new Point(l.X + r.X, l.Y + r.Y);
      }
      public bool Equals(Point other) {
        return X == other.X && Y == other.Y;
      }
    }
    
    Point size = new Point(0, 0);
    HashSet<Point> obstructions = new HashSet<Point>();
    Point guard = new Point(0, 0);
    
    enum Direction
    {
      Up = 0,
      Right,
      Down,
      Left
    }
    
    public void Input(IEnumerable<string> lines)
    {
      size = new Point(lines.First().Length, lines.Count());
      char[] map = string.Join("", lines).ToCharArray();
    
      for (int y = 0; y < size.Y; ++y)
        for (int x = 0; x < size.X; ++x)
        {
          int pos = y * size.X + x;
          char at = map[pos];
          if (at == '#')
            obstructions.Add(new Point(x, y));
          else if (at == '^')
            guard = new Point(x, y);
        }
    }
    
    List<Point> path = new List<Point>();
    public void PreCalc()
    {
      path = WalkArea().path.Distinct().ToList();
    }
    
    public void Part1()
    {
      Console.WriteLine($"Visited {path.Count} points");
    }
    public void Part2()
    {
      int loopPoints = path.AsParallel().Where(p => !p.Equals(guard) && WalkArea(p).loop).Count();
      Console.WriteLine($"Valid loop points: {loopPoints}");
    }
    
    (IEnumerable<Point> path, bool loop) WalkArea(Point? obstruction = null)
    {
      HashSet<(Point, Direction)> loopDetect = new HashSet<(Point, Direction)>();
    
      Point at = guard;
      Direction dir = Direction.Up;
      while (true)
      {
        if (!loopDetect.Add((at, dir)))
          return (loopDetect.Select(p => p.Item1), true);
    
        Point next = at;
        switch(dir)
        {
        case Direction.Up: next += new Point(0, -1); break;
        case Direction.Right: next += new Point(1, 0); break;
        case Direction.Down: next += new Point(0, 1); break;
        case Direction.Left: next += new Point(-1, 0); break;
        }
    
        if (next.X < 0 || next.Y < 0 || next.X >= size.X || next.Y >= size.Y)
          break;
        else if (obstructions.Contains(next) || (obstruction?.Equals(next) ?? false))
          dir = (Direction)(((int)dir + 1) % 4);
        else
          at = next;
      }
    
      return (loopDetect.Select(p => p.Item1), false);
    }