2023-12-18 22:52:23 +00:00
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package main
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import (
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"container/heap"
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"fmt"
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"io"
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"os"
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"strconv"
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"strings"
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)
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type Direction int
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const (
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DirectionNorth Direction = iota
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DirectionEast
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DirectionSouth
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DirectionWest
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)
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2023-12-19 00:29:35 +00:00
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type Location struct {
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Row int
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Col int
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FromDirection Direction
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NumMovesInDirection int
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}
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2023-12-19 00:29:35 +00:00
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type VisitedNode struct {
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Coordinate Location
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LeftInDirection Direction
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}
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2023-12-18 22:52:23 +00:00
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type Heap[T comparable] struct {
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compare func(T, T) int
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data []T
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// a cache of the item that are in data so that we can
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exists map[T]struct{}
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}
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var _ heap.Interface = &Heap[int]{}
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func NewHeap[T comparable](compare func(T, T) int) *Heap[T] {
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h := &Heap[T]{
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compare: compare,
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data: []T{},
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exists: map[T]struct{}{},
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}
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heap.Init(h)
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return h
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}
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func (h *Heap[T]) Len() int {
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return len(h.data)
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}
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func (h *Heap[T]) Less(i, j int) bool {
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return h.compare(h.data[i], h.data[j]) < 0
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}
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func (h *Heap[T]) Swap(i, j int) {
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h.data[i], h.data[j] = h.data[j], h.data[i]
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}
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// Push pushes an item to the end of the underlying list. This is NOT a heap push. Check PushItem
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func (h *Heap[T]) Push(x any) {
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h.exists[x.(T)] = struct{}{}
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h.data = append(h.data, x.(T))
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}
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// Pop will pop the last element from the end of the underlying list. This is NOT a heap pop. Check
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// PopMin
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func (h *Heap[T]) Pop() any {
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if len(h.data) == 0 {
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return nil
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}
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back := h.data[len(h.data)-1]
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delete(h.exists, back)
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h.data = h.data[:len(h.data)-1]
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return back
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}
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// PushItem is like heap.Push (required by the heap.Interface), but is type-safe. Will not panic if only this and
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// PopItem are used.
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func (h *Heap[T]) PushItem(item T) {
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heap.Push(h, item)
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}
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// PopMin is like heap.Pop (required by the heap.Interface), but is type-safe. Will not panic if only this and
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// PUshItem are used.
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func (h *Heap[T]) PopMin() T {
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return heap.Pop(h).(T)
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}
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func (h *Heap[T]) Contains(item T) bool {
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_, exists := h.exists[item]
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return exists
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}
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func (dir Direction) Opposite() Direction {
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switch dir {
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case DirectionNorth:
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return DirectionSouth
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case DirectionSouth:
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return DirectionNorth
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case DirectionEast:
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return DirectionWest
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case DirectionWest:
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return DirectionEast
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default:
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panic(fmt.Sprintf("invalid direction value %d", dir))
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}
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}
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func main() {
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if len(os.Args) != 2 && len(os.Args) != 3 {
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fmt.Fprintf(os.Stderr, "Usage: %s inputfile\n", os.Args[0])
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os.Exit(1)
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}
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inputFilename := os.Args[1]
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inputFile, err := os.Open(inputFilename)
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if err != nil {
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panic(fmt.Sprintf("could not open input file: %s", err))
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}
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defer inputFile.Close()
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inputBytes, err := io.ReadAll(inputFile)
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if err != nil {
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panic(fmt.Sprintf("could not read input file: %s", err))
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}
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input := strings.TrimSpace(string(inputBytes))
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inputLines := strings.Split(input, "\n")
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grid, err := parseGrid(inputLines)
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if err != nil {
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panic(fmt.Sprintf("failed to parse input: %s", err))
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}
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fmt.Printf("Part 1: %d\n", part1(grid))
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fmt.Printf("Part 2: %d\n", part2(grid))
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}
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func part1(grid [][]int) int {
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return doAStar(grid, func(_startPos Location, _direction Direction, neighbor Location) bool {
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return neighbor.NumMovesInDirection > 2
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})
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}
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func part2(grid [][]int) int {
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return doAStar(grid, func(startPos Location, direction Direction, neighbor Location) bool {
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// < 3 because we are considering the node we started with, rather than are moving to.
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// In other words, if we have moved fewer than three times on the node we started at, we can't change directions
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return (startPos.FromDirection.Opposite() != direction && startPos.NumMovesInDirection < 3) || (neighbor.FromDirection.Opposite() == direction && neighbor.NumMovesInDirection > 9)
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})
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}
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// This is a really messy A* implementation I mostly lifted from wikipedia and adapted
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// After writing it, I learned of some clearer ways to write A*, but I stuck with this
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func doAStar(grid [][]int, skipNeighbor func(Location, Direction, Location) bool) int {
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heuristic := func(pos Location) int {
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endRow := len(grid)
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endCol := len(grid[0])
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return abs(endRow-pos.Row) + abs(endCol-pos.Col)
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}
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2023-12-19 00:29:35 +00:00
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// Each location must also consider the direction it was approached from and how many steps lead up to it
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startingLocation := Location{
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Row: 0,
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Col: 0,
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FromDirection: DirectionWest,
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NumMovesInDirection: 0,
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}
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estimatedDistances := map[Location]int{
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startingLocation: heuristic(startingLocation),
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}
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shortestDistances := map[Location]int{
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startingLocation: 0,
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}
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toVisit := NewHeap[Location](func(c1, c2 Location) int {
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estimatedC1Distance, haveC1Estimate := estimatedDistances[c1]
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estimatedC2Distance, haveC2Estimate := estimatedDistances[c2]
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if !haveC1Estimate && !haveC2Estimate {
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// both "infinity", but we will call them equal
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return 0
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} else if !haveC1Estimate {
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return 1
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} else if !haveC2Estimate {
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return -1
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}
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return estimatedC1Distance - estimatedC2Distance
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})
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toVisit.PushItem(startingLocation)
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firstVisit := true
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for toVisit.Len() > 0 {
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searchPos := toVisit.PopMin()
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if searchPos.Row == len(grid)-1 && searchPos.Col == len(grid[0])-1 {
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return shortestDistances[searchPos]
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}
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neighbors := neighbors(searchPos)
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for direction, neighborPos := range neighbors {
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if firstVisit {
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neighborPos.NumMovesInDirection = 0
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}
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if neighborPos.Row < 0 || neighborPos.Col < 0 || neighborPos.Row > len(grid)-1 || neighborPos.Col > len(grid[0])-1 {
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continue
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} else if searchPos.FromDirection == direction {
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// can't turn around
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continue
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} else if skipNeighbor(searchPos, direction, neighborPos) {
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// can't go straight too much
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continue
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}
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toNeighbor := shortestDistances[searchPos] + grid[neighborPos.Row][neighborPos.Col]
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shortestToNeighbor, haveShortest := shortestDistances[neighborPos]
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if haveShortest && toNeighbor >= shortestToNeighbor {
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continue
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}
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shortestDistances[neighborPos] = toNeighbor
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estimatedDistances[neighborPos] = toNeighbor + heuristic(neighborPos)
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if !toVisit.Contains(neighborPos) {
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toVisit.PushItem(neighborPos)
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}
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}
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firstVisit = false
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}
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panic("search failed to find an element")
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}
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func neighbors(loc Location) map[Direction]Location {
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res := map[Direction]Location{
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DirectionNorth: {Row: loc.Row - 1, Col: loc.Col, FromDirection: DirectionSouth},
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DirectionSouth: {Row: loc.Row + 1, Col: loc.Col, FromDirection: DirectionNorth},
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DirectionWest: {Row: loc.Row, Col: loc.Col - 1, FromDirection: DirectionEast},
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DirectionEast: {Row: loc.Row, Col: loc.Col + 1, FromDirection: DirectionWest},
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}
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inLastDirection := res[loc.FromDirection.Opposite()]
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inLastDirection.NumMovesInDirection = loc.NumMovesInDirection + 1
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res[loc.FromDirection.Opposite()] = inLastDirection
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return res
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}
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func parseGrid(inputLines []string) ([][]int, error) {
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grid := make([][]int, len(inputLines))
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for i, line := range inputLines {
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for _, char := range line {
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tileValue, err := strconv.Atoi(string(char))
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if err != nil {
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return nil, fmt.Errorf("invalid digit %c: %w", char, err)
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}
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grid[i] = append(grid[i], tileValue)
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}
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}
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return grid, nil
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}
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func abs(n int) int {
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if n < 0 {
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return -n
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}
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return n
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}
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