263 lines
11 KiB
C#
263 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection.Emit;
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using System.Text;
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using System.Threading.Tasks;
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using System.Text.RegularExpressions;
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using System.IO.Compression;
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using System.Xml.Serialization;
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namespace Advent24
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{
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internal class Day6
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{
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private static Boolean simulateGuardPath(String map, ref HashSet<Int32> visited, Int32 newObstacleLinearPosition = -1)
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{
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// get width of line to be able to navigate the text block in
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// both dimensions
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Int32 mapWidth = map.IndexOf('\n');
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Int32 guardLinearPosition = 0;
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Int32 guardDirection = 0; //1 = up, 2 = right, 3 = down, 4 = left
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// counts the number of times we go forward in time without
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Int32 numberOfIterationsWithoutNewVisits = 0;
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Int32 previousNumberOfVisitedPositions = 0;
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Int32 numberOfDirectionChanges = 0;
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Boolean guardIsInMapBoundary = true;
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Boolean wasInfiniteLoop = false;
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// Find the initial position and direction of the guard
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guardLinearPosition = map.IndexOf('^');
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if (guardLinearPosition != -1) // in up direction
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{
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guardDirection = 1;
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// invalid new obstacle position, so return prematurely with
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// the assumption that it didn't lead to an infinite loop
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if (newObstacleLinearPosition == guardLinearPosition)
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return false; // assumed value of wasInfiniteLoop
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}
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else // not in up direction
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{
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guardLinearPosition = map.IndexOf('>');
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if (guardLinearPosition != -1) // in right direction
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guardDirection = 2;
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else // not in up or right direction
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{
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guardLinearPosition = map.IndexOf('v');
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if (guardLinearPosition != -1) // in down direction
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guardDirection = 3;
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else // not in up, right or down direction
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{
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guardLinearPosition = map.IndexOf('<');
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if (guardLinearPosition != -1) // in left direction
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guardDirection = 4;
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else // guard not found
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{
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guardDirection = -1;
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guardIsInMapBoundary = false;
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}
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}
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}
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}
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// add intiial guard linear position
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if (guardIsInMapBoundary) visited.Add(guardLinearPosition);
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while (guardIsInMapBoundary)
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{
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// check next position of guard
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// top
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if (guardDirection == 1)
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{
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// if obstacle detected
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if (guardLinearPosition - (mapWidth + 1) >= 0 &&
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(
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map[guardLinearPosition - (mapWidth + 1)] == '#' ||
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guardLinearPosition - (mapWidth + 1) == newObstacleLinearPosition
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))
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{
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// turn 90 deg clockwise
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guardDirection = 2;
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numberOfDirectionChanges++;
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}
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// no obstacle detected
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else
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// go up one position
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guardLinearPosition -= mapWidth + 1;
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}
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// right
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else if (guardDirection == 2)
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{
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// if obstacle detected
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if (guardLinearPosition + 1 < map.Length &&
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(
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map[guardLinearPosition + 1] == '#' ||
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guardLinearPosition + 1 == newObstacleLinearPosition
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))
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{
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// turn 90 deg clockwise
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guardDirection = 3;
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numberOfDirectionChanges++;
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}
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// no obstacle detected
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else
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// go up one position
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guardLinearPosition += 1;
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}
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// down
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else if (guardDirection == 3)
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{
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// if obstacle detected
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if (guardLinearPosition + (mapWidth + 1) < map.Length &&
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(
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map[guardLinearPosition + (mapWidth + 1)] == '#' ||
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guardLinearPosition + (mapWidth + 1) == newObstacleLinearPosition
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))
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{
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// turn 90 deg clockwise
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guardDirection = 4;
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numberOfDirectionChanges++;
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}
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// no obstacle detected
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else
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// go up one position
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guardLinearPosition += (mapWidth + 1);
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}
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// left
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else if (guardDirection == 4)
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{
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// if obstacle detected
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if (guardLinearPosition - 1 >= 0 &&
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(
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map[guardLinearPosition - 1] == '#' ||
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guardLinearPosition - 1 == newObstacleLinearPosition
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))
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{
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// turn 90 deg clockwise
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guardDirection = 1;
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numberOfDirectionChanges++;
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}
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// no obstacle detected
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else
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// go up one position
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guardLinearPosition -= 1;
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}
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// right and left boundary check
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if (guardLinearPosition > map.Length ||
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guardLinearPosition < 0 ||
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map[guardLinearPosition] == '\n')
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guardIsInMapBoundary = false;
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// top and bottom boundary check
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if (guardLinearPosition < 0 ||
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guardLinearPosition >= map.Length)
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guardIsInMapBoundary = false;
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// if boundary check passes, add position to visited
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if (guardIsInMapBoundary)
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{
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previousNumberOfVisitedPositions = visited.Count;
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visited.Add(guardLinearPosition);
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}
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// if there is no change in the number of visited positions
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if (previousNumberOfVisitedPositions == visited.Count)
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{
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numberOfIterationsWithoutNewVisits++;
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// we've followed the whole path again, of which a good approximation is
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// that the number of unique visited positions plus the number of times
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// the direction has changes is equal to the number of iterations without new
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// visits - this will undercount intersections
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if (numberOfIterationsWithoutNewVisits > (visited.Count + numberOfDirectionChanges))
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{
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// Console.WriteLine(" numberOfIterationsWithoutNewVisits = {0:d}", numberOfIterationsWithoutNewVisits);
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wasInfiniteLoop = true;
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break;
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}
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}
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}
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return wasInfiniteLoop;
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}
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public Day6()
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{
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String fileData = System.IO.File.ReadAllText(@"..\..\..\inputd6.txt");
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// set of visited linearPositions
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HashSet<Int32> visited = [];
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simulateGuardPath(fileData, ref visited);
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Int32 numberOfDistinctPositions = visited.Count;
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Console.WriteLine("numberOfDistinctPositions = {0:d}", numberOfDistinctPositions);
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Int32 numberOfViableNewObstaclePositions = 0;
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Boolean wasInfiniteLoop;
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// a set of unchecked linearPositions
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HashSet<Int32> uncheckedLinearPositions = [.. visited];
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// a set of alreaedy-checked linearPositions
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HashSet<Int32> checkedLinearPositions = [];
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Int32 previousUncheckedLinearPositionsCount = uncheckedLinearPositions.Count;
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// while there are unchecked visited positions
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while (uncheckedLinearPositions.Count > 0)
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{
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// clear visited hashset for a fresh start per iteration
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visited.Clear();
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// get first non-checked linear position
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var firstNonCheckedLinearPosition = uncheckedLinearPositions.First();
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wasInfiniteLoop = simulateGuardPath(fileData, ref visited, firstNonCheckedLinearPosition);
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// if the guard is in a loop, we have a viable obstacle position
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if (wasInfiniteLoop)
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numberOfViableNewObstaclePositions++;
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// update checkedLinearPositions
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checkedLinearPositions.Add(firstNonCheckedLinearPosition);
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// remove already-checked linear positions from visited
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// so it only has new positions to add to our uncheckedLinearPositions
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// This line isn't required because we're only adding one additional obstacle, which
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// will only affect the original path (which we're already checking)
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//visited.ExceptWith(checkedLinearPositions);
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previousUncheckedLinearPositionsCount = uncheckedLinearPositions.Count;
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// update uncheckedLinearPositions to remove firstNonCheckedLinearPosition
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// and add newly visisted linear positions
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uncheckedLinearPositions.Remove(firstNonCheckedLinearPosition);
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// This line isn't required because we're only adding one additional obstacle, which
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// will only affect the original path (which we're already checking)
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//uncheckedLinearPositions.UnionWith(visited);
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// if (uncheckedLinearPositions.Count > previousUncheckedLinearPositionsCount)
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// Console.WriteLine("(change) uncheckedLinearPositions.Count = {0:d}", uncheckedLinearPositions.Count - previousUncheckedLinearPositionsCount);
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}
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Console.WriteLine("numberOfViableNewObstaclePositions = {0:d}", numberOfViableNewObstaclePositions);
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// to keep the console window from closing
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Console.ReadKey();
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}
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}
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}
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