adventofcode/2018/internal/day10/groups.go

126 lines
3.4 KiB
Go
Raw Normal View History

2018-12-12 20:06:32 +00:00
// Unused solution: yes, this is a SECOND failed solution. Left here as a testament
// to... something. The actual solution uses CalculateRange from point.go
package day10
2018-12-12 20:06:32 +00:00
import (
"sort"
)
// GroupPoints creates groups of points, then sorts them and returns the sorted list
// A 'group' is a series of points that are adjacent to each other.
// If this function finds any non-adjacent points, it returns nil.
func GroupPoints(points []*Point) [][]*Point {
// this seems a bit weird, but it's mapping points that just contain an x,y value to
// the actual point objects with velocity information.
pointMap := make(map[int]map[int]*Point)
for _, p := range points {
if pointMap[p.X] == nil {
pointMap[p.X] = make(map[int]*Point)
}
pointMap[p.X][p.Y] = p
}
// If any point is not adjacent to at least one other, we are not done moving.
for _, p := range points {
if !adjacencyInMap(pointMap, p) {
return nil
}
}
// now, for each point, check for presence in existing groups,
// then check the map for adjacencies
// This could be more efficient, but the readability of the range
// is desirable.
groups := [][]*Point{}
for _, p := range points {
if checkGroups(groups, p) {
continue
}
// Find and place all adjacent points.
group := buildGroup(pointMap, []*Point{}, p)
groups = append(groups, group)
}
2018-12-12 20:06:32 +00:00
// sort the groups
sort.Slice(groups[:], func(i, j int) bool {
xMin1, _, _, _ := findBounds(groups[i])
xMin2, _, _, _ := findBounds(groups[j])
return xMin1 < xMin2
})
return groups
}
// returns true if point is already a member of one of groups
func checkGroups(groups [][]*Point, point *Point) bool {
for _, group := range groups {
if checkGroup(group, point) {
return true
}
}
return false
}
func checkGroup(group []*Point, point *Point) bool {
for _, member := range group {
if point == member {
return true
}
}
return false
}
func arePointsAdjacent(p1, p2 *Point) bool {
return (p1.X == p2.X-1 || p1.X == p2.X+1 || p1.X == p2.X) &&
(p1.Y == p2.Y-1 || p1.Y == p2.Y+1 || p1.Y == p2.Y)
}
func adjacencyInMap(pMap map[int]map[int]*Point, p *Point) bool {
return (pMap[p.X-1] != nil && pMap[p.X-1][p.Y] != nil) ||
(pMap[p.X+1] != nil && pMap[p.X+1][p.Y] != nil) ||
pMap[p.X][p.Y-1] != nil || pMap[p.X][p.Y+1] != nil
}
// recursively walk all adjacent points, adding them to the group.
func buildGroup(pMap map[int]map[int]*Point, group []*Point, p *Point) []*Point {
// this both prevents duplicates and prevents infinite recursion
if checkGroup(group, p) {
return group
}
group = append(group, p)
// look in each of 8 directions, if a point is found, recurse
if pMap[p.X-1] != nil {
if pMap[p.X-1][p.Y] != nil {
group = buildGroup(pMap, group, pMap[p.X-1][p.Y])
}
if pMap[p.X-1][p.Y-1] != nil {
group = buildGroup(pMap, group, pMap[p.X-1][p.Y-1])
}
if pMap[p.X-1][p.Y+1] != nil {
group = buildGroup(pMap, group, pMap[p.X-1][p.Y+1])
}
}
if pMap[p.X+1] != nil {
if pMap[p.X+1][p.Y] != nil {
group = buildGroup(pMap, group, pMap[p.X+1][p.Y])
}
if pMap[p.X+1][p.Y-1] != nil {
group = buildGroup(pMap, group, pMap[p.X+1][p.Y-1])
}
if pMap[p.X+1][p.Y+1] != nil {
group = buildGroup(pMap, group, pMap[p.X+1][p.Y+1])
}
}
if pMap[p.X][p.Y-1] != nil {
group = buildGroup(pMap, group, pMap[p.X][p.Y-1])
}
if pMap[p.X][p.Y+1] != nil {
group = buildGroup(pMap, group, pMap[p.X][p.Y+1])
}
return group
}