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