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i finally undestood dijkstra's algorithm!!!
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import "stdlib/io.jou" | ||
import "stdlib/str.jou" | ||
import "stdlib/math.jou" | ||
import "stdlib/mem.jou" | ||
import "../../aoc2023/grid.jou" | ||
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class State: | ||
place: int[2] | ||
direction: int[2] | ||
score: int | ||
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def next_states(self) -> State[3]: | ||
x = self->place[0] | ||
y = self->place[1] | ||
dx = self->direction[0] | ||
dy = self->direction[1] | ||
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return [ | ||
# Go forward | ||
State{place=[x+dx, y+dy], direction=[dx, dy], score=self->score + 1}, | ||
# Turn both ways | ||
#State{place=[x, y], direction=[-dy, dx], score=self->score + 1000}, | ||
#State{place=[x, y], direction=[dy, -dx], score=self->score + 1000}, | ||
State{place=[x, y], direction=[-dy, dx], score=self->score + 1}, | ||
State{place=[x, y], direction=[dy, -dx], score=self->score + 1}, | ||
] | ||
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def direction_to_0123(dir: int[2]) -> int: | ||
if dir[0] == 1 and dir[1] == 0: | ||
return 0 # right | ||
if dir[0] == 0 and dir[1] == 1: | ||
return 1 # down | ||
if dir[0] == -1 and dir[1] == 0: | ||
return 2 # left | ||
if dir[0] == 0 and dir[1] == -1: | ||
return 3 # up | ||
assert False | ||
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declare usleep(x: int) -> int | ||
def main() -> int: | ||
f = fopen("input", "r") | ||
assert f != NULL | ||
grid = read_grid_from_file(f) | ||
fclose(f) | ||
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int_max = 0x7fffffff # TODO: belongs to stdlib | ||
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assert grid.width <= 150 | ||
assert grid.height <= 150 | ||
smallest_scores: int[4][150][150]* = malloc(sizeof(*smallest_scores)) | ||
assert smallest_scores != NULL | ||
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# (*smallest_scores)[x][y][direction as 0123] = shortest path to x,y counting turns | ||
for x = 0; x < grid.width; x++: | ||
for y = 0; y < grid.height; y++: | ||
(*smallest_scores)[x][y] = [int_max, int_max, int_max, int_max] | ||
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todo: State[1000] | ||
todo[0] = State{place = grid.find_first('S'), direction = [1, 0]} | ||
todo_len = 1 | ||
while todo_len > 0: | ||
# Pop from front (fast enough because todo list is short) | ||
state = todo[0] | ||
todo_len-- | ||
memmove(&todo[0], &todo[1], todo_len * sizeof(todo[0])) | ||
# state = todo[--todo_len] | ||
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scoreptr = &(*smallest_scores)[state.place[0]][state.place[1]][direction_to_0123(state.direction)] | ||
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# Ignore states that have ran into walls. | ||
if grid.get(state.place) == '#': | ||
continue | ||
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# Ignore this state if some other todo list item has already reached | ||
# the same place with a better score. That other todo list item will do | ||
# a better job when discovering other paths. | ||
if state.score < *scoreptr: | ||
*scoreptr = state.score | ||
next_states: State[3] = state.next_states() | ||
assert todo_len + 3 <= sizeof(todo)/sizeof(todo[0]) | ||
memcpy(&todo[todo_len], &next_states, sizeof(next_states)) | ||
todo_len += 3 | ||
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for y = 0; y < grid.height; y++: | ||
for x = 0; x < grid.width; x++: | ||
in_todo = False | ||
for i = 0; i < todo_len; i++: | ||
if todo[i].place[0] == x and todo[i].place[1] == y: | ||
in_todo = True | ||
if in_todo: | ||
printf("\x1b[1;44m") # ANSI code for yellow | ||
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if grid.get([x, y]) == '#': | ||
putchar('#') | ||
else: | ||
best = min( | ||
min( | ||
(*smallest_scores)[x][y][0], | ||
(*smallest_scores)[x][y][1], | ||
), | ||
min( | ||
(*smallest_scores)[x][y][2], | ||
(*smallest_scores)[x][y][3], | ||
) | ||
) | ||
s = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz" | ||
if best >= strlen(s): | ||
putchar('.') | ||
else: | ||
putchar(s[best]) | ||
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if in_todo: | ||
printf("\x1b[1;0m") # ANSI code reset | ||
putchar('\n') | ||
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printf("\n\n\n") | ||
fflush(stdout) | ||
usleep(30000) | ||
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pos = grid.find_first('E') | ||
printf("%d %d %d %d\n", | ||
(*smallest_scores)[pos[0]][pos[1]][0], | ||
(*smallest_scores)[pos[0]][pos[1]][1], | ||
(*smallest_scores)[pos[0]][pos[1]][2], | ||
(*smallest_scores)[pos[0]][pos[1]][3], | ||
) | ||
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return 0 |
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############### | ||
#.......#....E# | ||
#.#.###.#.###.# | ||
#.....#.#...#.# | ||
#.###.#####.#.# | ||
#.#.#.......#.# | ||
#.#.#####.###.# | ||
#...........#.# | ||
###.#.#####.#.# | ||
#...#.....#.#.# | ||
#.#.#.###.#.#.# | ||
#.....#...#.#.# | ||
#.###.#.#.#.#.# | ||
#S..#.....#...# | ||
############### |