aoc_omni/c/2024/6/guard_gallivant.c
2024-12-06 08:22:48 -05:00

169 lines
4.0 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdbool.h>
#include "../../lib/aoc.h"
#define MAX_LOOP_LENGTH 8000
typedef enum Direction { RIGHT, UP, LEFT, DOWN } Direction;
typedef struct Position {
int x;
int y;
} Position;
typedef struct Game {
char *map;
int width;
int height;
Position guard;
Direction guard_direction;
Position guard_start;
Direction guard_start_direction;
int positions[10000];
int position_count;
} Game;
Position position_from_index(Game *game, int index) {
Position p = { index % game->width, index / game->width };
return p;
}
int index_from_position(Game *game, Position p) {
return p.x + (game->width * p.y);
}
bool position_inbounds(Game *game, Position p) {
return p.x >= 0 && p.y >= 0 && p.x < game->width && p.y < game->height;
}
bool guard_inbounds(Game *game) {
return position_inbounds(game, game -> guard);
}
bool position_has_obstacle(Game *game, Position p) {
return game->map[index_from_position(game, p)] == '#';
}
void turn_guard(Game *game) {
Direction new_direction;
switch (game->guard_direction) {
case RIGHT:
new_direction = DOWN;
break;
case UP:
new_direction = RIGHT;
break;
case LEFT:
new_direction = UP;
break;
case DOWN:
new_direction = LEFT;
break;
}
game->guard_direction = new_direction;
}
void move_guard(Game *game, bool deface) {
Position target;
target.x = game->guard.x;
target.y = game->guard.y;
switch (game->guard_direction) {
case RIGHT:
target.x++;
break;
case UP:
target.y--;
break;
case LEFT:
target.x--;
break;
case DOWN:
target.y++;
break;
}
if (position_has_obstacle(game, target)) turn_guard(game);
else {
int index = index_from_position(game, game->guard);
if (deface && game->map[index] == '.') {
game->map[index] = 'X';
game->positions[game->position_count++] = index;
}
game->guard.x = target.x;
game->guard.y = target.y;
}
}
int main() {
char *dirty_map = aoc_read_input();
Game game;
game.map = dirty_map;
game.width = strchr(game.map, '\n') - game.map + 1;
game.height = strlen(game.map) / game.width;
game.position_count = 0;
for (int i = 0; i < strlen(game.map); i++) {
if (game.map[i] == '^') {
game.map[i] = '.';
game.guard = position_from_index(&game, i);
game.guard_direction = UP;
game.guard_start = game.guard;
game.guard_start_direction = game.guard_direction;
break;
}
}
char *clean_map = malloc(strlen(dirty_map) + 1);
strcpy(clean_map, dirty_map);
Game time_travel_game;
time_travel_game.map = clean_map;
time_travel_game.width = game.width;
time_travel_game.height = game.height;
time_travel_game.position_count = 0;
time_travel_game.guard = game.guard;
time_travel_game.guard_direction = game.guard_direction;
time_travel_game.guard_start = game.guard;
time_travel_game.guard_start_direction = game.guard_direction;
while (guard_inbounds(&game)) {
move_guard(&game, true);
}
printf("Part 1: %d\n", game.position_count);
int loop_count = 0;
for (int i = 0; i < game.position_count; i++) {
time_travel_game.map[game.positions[i]] = '#';
int gsx = time_travel_game.guard_start.x;
int gsy = time_travel_game.guard_start.y;
int gsd = time_travel_game.guard_start_direction;
time_travel_game.guard = time_travel_game.guard_start;
time_travel_game.guard_direction = time_travel_game.guard_start_direction;
int j = 0;
while (guard_inbounds(&time_travel_game)) {
move_guard(&time_travel_game, false);
if (time_travel_game.guard.x == gsx &&
time_travel_game.guard.y == gsy &&
time_travel_game.guard_direction == gsd) {
loop_count++;
break;
}
j++;
if (j % MAX_LOOP_LENGTH == 0) {
gsx = time_travel_game.guard.x;
gsy = time_travel_game.guard.y;
gsd = time_travel_game.guard_direction;
}
}
time_travel_game.map[game.positions[i]] = '.';
}
printf("Part 2: %d\n", loop_count);
aoc_free();
return 0;
}