Partial solution for 10.1. We've got grouping, but still need sorting and some printing cleanup.
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06a0886b67
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37
2018/day10-1.go
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37
2018/day10-1.go
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package main
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import (
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"fmt"
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"internal/day10"
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"internal/util"
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)
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func main() {
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data := util.ReadInput()
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points := day10.ParseInput(data)
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i := 0 // debug
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for {
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for _, point := range points {
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point.Move()
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}
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groups := day10.GroupPoints(points)
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if groups != nil {
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for _, group := range groups {
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day10.DrawPoints(group)
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fmt.Println()
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}
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return
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}
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// debug
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i++
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if i > 100000 {
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fmt.Println("oops")
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return
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}
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// end debug
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}
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}
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15
2018/internal/day10/debug.go
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15
2018/internal/day10/debug.go
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package day10
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import (
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"fmt"
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)
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func (p *Point) DebugPrintPoint() {
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fmt.Printf("p=<%d, %d>, v=<%d, %d>\n", p.X, p.Y, p.Xv, p.Yv)
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}
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func DebugPrintPoints(points []*Point) {
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for _, point := range points {
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point.DebugPrintPoint()
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}
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}
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46
2018/internal/day10/grid.go
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46
2018/internal/day10/grid.go
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// Unused solution: this works fine for the example, but doesn't work at all for the
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// real input data.
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package day10
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import "fmt" // debug
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// AnalyzePoints tries to determine whether the data looks sufficiently ordered.
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// It returns 'true' if it thinks we've got letters.
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func AnalyzePoints(points []*Point) bool {
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pointArr := makeBuffer(points)
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// count adjacencies
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count := 0
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for y := 0; y < len(pointArr[0]); y++ {
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for x := 0; x < len(pointArr); x++ {
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if pointArr[x][y] != '#' {
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continue
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}
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if checkPoint(pointArr, x-1, y) ||
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checkPoint(pointArr, x+1, y) ||
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checkPoint(pointArr, x, y-1) ||
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checkPoint(pointArr, x, y+1) {
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count++
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}
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}
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}
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fmt.Println(float64(count) / float64(len(points))) // debug
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return float64(count) >= 0.8*float64(len(points))
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}
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// Checks the point in the grid. If it is '#' returns true.
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func checkPoint(grid [][]byte, x, y int) bool {
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if x < 0 || x >= len(grid) ||
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y < 0 || y >= len(grid[0]) {
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return false
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}
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if grid[x][y] == '#' {
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return true
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}
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return false
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}
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114
2018/internal/day10/groups.go
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114
2018/internal/day10/groups.go
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package day10
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// GroupPoints creates groups of points, then sorts them and returns the sorted list
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// A 'group' is a series of points that are adjacent to each other.
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// If this function finds any non-adjacent points, it returns nil.
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func GroupPoints(points []*Point) [][]*Point {
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// this seems a bit weird, but it's mapping points that just contain an x,y value to
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// the actual point objects with velocity information.
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pointMap := make(map[int]map[int]*Point)
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for _, p := range points {
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if pointMap[p.X] == nil {
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pointMap[p.X] = make(map[int]*Point)
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}
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pointMap[p.X][p.Y] = p
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}
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// If any point is not adjacent to at least one other, we are not done moving.
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for _, p := range points {
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if !adjacencyInMap(pointMap, p) {
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return nil
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}
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}
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// now, for each point, check for presence in existing groups,
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// then check the map for adjacencies
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// This could be more efficient, but the readability of the range
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// is desirable.
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groups := [][]*Point{}
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for _, p := range points {
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if checkGroups(groups, p) {
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continue
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}
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// Find and place all adjacent points.
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group := buildGroup(pointMap, []*Point{}, p)
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groups = append(groups, group)
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}
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// TODO: sort the groups
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return groups
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}
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// returns true if point is already a member of one of groups
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func checkGroups(groups [][]*Point, point *Point) bool {
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for _, group := range groups {
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if checkGroup(group, point) {
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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 checkGroup(group []*Point, point *Point) bool {
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for _, member := range group {
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if point == member {
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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 arePointsAdjacent(p1, p2 *Point) bool {
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return (p1.X == p2.X-1 || p1.X == p2.X+1 || p1.X == p2.X) &&
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(p1.Y == p2.Y-1 || p1.Y == p2.Y+1 || p1.Y == p2.Y)
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}
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func adjacencyInMap(pMap map[int]map[int]*Point, p *Point) bool {
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return (pMap[p.X-1] != nil && pMap[p.X-1][p.Y] != nil) ||
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(pMap[p.X+1] != nil && pMap[p.X+1][p.Y] != nil) ||
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pMap[p.X][p.Y-1] != nil || pMap[p.X][p.Y+1] != nil
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}
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// recursively walk all adjacent points, adding them to the group.
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func buildGroup(pMap map[int]map[int]*Point, group []*Point, p *Point) []*Point {
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// this both prevents duplicates and prevents infinite recursion
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if checkGroup(group, p) {
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return group
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}
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group = append(group, p)
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// look in each of 8 directions, if a point is found, recurse
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if pMap[p.X-1] != nil {
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if pMap[p.X-1][p.Y] != nil {
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group = buildGroup(pMap, group, pMap[p.X-1][p.Y])
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}
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if pMap[p.X-1][p.Y-1] != nil {
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group = buildGroup(pMap, group, pMap[p.X-1][p.Y-1])
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}
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if pMap[p.X-1][p.Y+1] != nil {
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group = buildGroup(pMap, group, pMap[p.X-1][p.Y+1])
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}
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}
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if pMap[p.X+1] != nil {
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if pMap[p.X+1][p.Y] != nil {
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group = buildGroup(pMap, group, pMap[p.X+1][p.Y])
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}
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if pMap[p.X+1][p.Y-1] != nil {
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group = buildGroup(pMap, group, pMap[p.X+1][p.Y-1])
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}
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if pMap[p.X+1][p.Y+1] != nil {
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group = buildGroup(pMap, group, pMap[p.X+1][p.Y+1])
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}
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}
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if pMap[p.X][p.Y-1] != nil {
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group = buildGroup(pMap, group, pMap[p.X][p.Y-1])
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}
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if pMap[p.X][p.Y+1] != nil {
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group = buildGroup(pMap, group, pMap[p.X][p.Y+1])
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}
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return group
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}
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39
2018/internal/day10/input.go
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39
2018/internal/day10/input.go
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package day10
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import (
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"regexp"
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"strconv"
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"strings"
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)
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func ParseInput(data []string) []*Point {
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points := []*Point{}
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regex := regexp.MustCompile("position=<(.*)> velocity=<(.*)>")
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for _, line := range data {
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p := &Point{}
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matches := regex.FindSubmatch([]byte(line))
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p.X, p.Y = parseVector2(string(matches[1]))
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p.Xv, p.Yv = parseVector2(string(matches[2]))
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points = append(points, p)
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}
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return points
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}
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func parseVector2(data string) (int, int) {
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dataBuffer := strings.Split(data, ", ")
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x, err := strconv.Atoi(strings.TrimSpace(dataBuffer[0]))
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if err != nil {
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panic(err)
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}
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y, err := strconv.Atoi(strings.TrimSpace(dataBuffer[1]))
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if err != nil {
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panic(err)
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}
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return x, y
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}
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77
2018/internal/day10/point.go
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77
2018/internal/day10/point.go
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package day10
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import (
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"fmt"
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)
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type Point struct {
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X, Y int
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Xv, Yv int
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}
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func (p *Point) Move() {
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p.X += p.Xv
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p.Y += p.Yv
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}
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func DrawPoints(points []*Point) {
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pointArr := makeBuffer(points)
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// print the buffer
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for y := 0; y < len(pointArr[0]); y++ {
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for x := 0; x < len(pointArr); x++ {
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if pointArr[x][y] != 0 {
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fmt.Printf("%c", pointArr[x][y])
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} else {
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fmt.Printf(".")
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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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// findBounds returns xMin, xMax, yMin, and yMax from the provided points.
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func findBounds(points []*Point) (int, int, int, int) {
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// find min and max values
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var xMin, xMax, yMin, yMax int
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for _, point := range points {
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if point.X < xMin {
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xMin = point.X
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}
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if point.X > xMax {
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xMax = point.X
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}
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if point.Y < yMin {
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yMin = point.Y
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}
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if point.Y > yMax {
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yMax = point.Y
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}
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}
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return xMin, xMax, yMin, yMax
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}
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func makeBuffer(points []*Point) [][]byte {
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xMin, xMax, yMin, yMax := findBounds(points)
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// get the total magnitude; we'll do adjustments later
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xRange := xMax - xMin
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yRange := yMax - yMin
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// construct the buffer
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pointArr := make([][]byte, xRange+1)
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for i := 0; i < len(pointArr); i++ {
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pointArr[i] = make([]byte, yRange+1)
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}
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// put the points into the buffer
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for _, p := range points {
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// the x and y values are adjusted by the mins
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x := p.X - xMin
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y := p.Y - yMin
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pointArr[x][y] = '#'
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}
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return pointArr
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}
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