mirror of
https://github.com/golang/go
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e24977d231
The next CL will remove the -G flag, effectively hard-coding it to its current default (-G=3). Change-Id: Ib4743b529206928f9f1cca9fdb19989728327831 Reviewed-on: https://go-review.googlesource.com/c/go/+/388534 Reviewed-by: Keith Randall <khr@golang.org> Trust: Matthew Dempsky <mdempsky@google.com> Run-TryBot: Matthew Dempsky <mdempsky@google.com> TryBot-Result: Gopher Robot <gobot@golang.org>
231 lines
5.7 KiB
Go
231 lines
5.7 KiB
Go
// run
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// Copyright 2021 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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package main
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import (
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"errors"
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"fmt"
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)
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// _Equal reports whether two slices are equal: the same length and all
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// elements equal. All floating point NaNs are considered equal.
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func _SliceEqual[Elem comparable](s1, s2 []Elem) bool {
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if len(s1) != len(s2) {
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return false
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}
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for i, v1 := range s1 {
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v2 := s2[i]
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if v1 != v2 {
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isNaN := func(f Elem) bool { return f != f }
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if !isNaN(v1) || !isNaN(v2) {
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return false
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}
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}
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}
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return true
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}
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// A Graph is a collection of nodes. A node may have an arbitrary number
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// of edges. An edge connects two nodes. Both nodes and edges must be
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// comparable. This is an undirected simple graph.
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type _Graph[_Node _NodeC[_Edge], _Edge _EdgeC[_Node]] struct {
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nodes []_Node
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}
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// _NodeC is the contraints on a node in a graph, given the _Edge type.
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type _NodeC[_Edge any] interface {
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comparable
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Edges() []_Edge
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}
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// Edgec is the constraints on an edge in a graph, given the _Node type.
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type _EdgeC[_Node any] interface {
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comparable
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Nodes() (a, b _Node)
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}
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// _New creates a new _Graph from a collection of Nodes.
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func _New[_Node _NodeC[_Edge], _Edge _EdgeC[_Node]](nodes []_Node) *_Graph[_Node, _Edge] {
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return &_Graph[_Node, _Edge]{nodes: nodes}
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}
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// nodePath holds the path to a node during ShortestPath.
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// This should ideally be a type defined inside ShortestPath,
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// but the translator tool doesn't support that.
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type nodePath[_Node _NodeC[_Edge], _Edge _EdgeC[_Node]] struct {
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node _Node
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path []_Edge
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}
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// ShortestPath returns the shortest path between two nodes,
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// as an ordered list of edges. If there are multiple shortest paths,
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// which one is returned is unpredictable.
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func (g *_Graph[_Node, _Edge]) ShortestPath(from, to _Node) ([]_Edge, error) {
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visited := make(map[_Node]bool)
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visited[from] = true
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workqueue := []nodePath[_Node, _Edge]{nodePath[_Node, _Edge]{from, nil}}
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for len(workqueue) > 0 {
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current := workqueue
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workqueue = nil
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for _, np := range current {
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edges := np.node.Edges()
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for _, edge := range edges {
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a, b := edge.Nodes()
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if a == np.node {
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a = b
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}
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if !visited[a] {
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ve := append([]_Edge(nil), np.path...)
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ve = append(ve, edge)
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if a == to {
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return ve, nil
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}
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workqueue = append(workqueue, nodePath[_Node, _Edge]{a, ve})
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visited[a] = true
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}
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}
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}
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}
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return nil, errors.New("no path")
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}
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type direction int
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const (
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north direction = iota
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ne
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east
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se
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south
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sw
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west
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nw
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up
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down
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)
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func (dir direction) String() string {
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strs := map[direction]string{
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north: "north",
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ne: "ne",
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east: "east",
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se: "se",
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south: "south",
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sw: "sw",
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west: "west",
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nw: "nw",
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up: "up",
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down: "down",
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}
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if str, ok := strs[dir]; ok {
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return str
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}
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return fmt.Sprintf("direction %d", dir)
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}
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type mazeRoom struct {
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index int
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exits [10]int
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}
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type mazeEdge struct {
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from, to int
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dir direction
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}
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// Edges returns the exits from the room.
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func (m mazeRoom) Edges() []mazeEdge {
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var r []mazeEdge
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for i, exit := range m.exits {
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if exit != 0 {
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r = append(r, mazeEdge{
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from: m.index,
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to: exit,
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dir: direction(i),
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})
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}
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}
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return r
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}
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// Nodes returns the rooms connected by an edge.
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//go:noinline
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func (e mazeEdge) Nodes() (mazeRoom, mazeRoom) {
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m1, ok := zork[e.from]
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if !ok {
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panic("bad edge")
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}
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m2, ok := zork[e.to]
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if !ok {
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panic("bad edge")
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}
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return m1, m2
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}
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// The first maze in Zork. Room indexes based on original Fortran data file.
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// You are in a maze of twisty little passages, all alike.
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var zork = map[int]mazeRoom{
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11: {exits: [10]int{north: 11, south: 12, east: 14}}, // west to Troll Room
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12: {exits: [10]int{south: 11, north: 14, east: 13}},
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13: {exits: [10]int{west: 12, north: 14, up: 16}},
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14: {exits: [10]int{west: 13, north: 11, east: 15}},
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15: {exits: [10]int{south: 14}}, // Dead End
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16: {exits: [10]int{east: 17, north: 13, sw: 18}}, // skeleton, etc.
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17: {exits: [10]int{west: 16}}, // Dead End
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18: {exits: [10]int{down: 16, east: 19, west: 18, up: 22}},
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19: {exits: [10]int{up: 29, west: 18, ne: 15, east: 20, south: 30}},
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20: {exits: [10]int{ne: 19, west: 20, se: 21}},
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21: {exits: [10]int{north: 20}}, // Dead End
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22: {exits: [10]int{north: 18, east: 24, down: 23, south: 28, west: 26, nw: 22}},
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23: {exits: [10]int{east: 22, west: 28, up: 24}},
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24: {exits: [10]int{ne: 25, down: 23, nw: 28, sw: 26}},
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25: {exits: [10]int{sw: 24}}, // Grating room (up to Clearing)
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26: {exits: [10]int{west: 16, sw: 24, east: 28, up: 22, north: 27}},
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27: {exits: [10]int{south: 26}}, // Dead End
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28: {exits: [10]int{east: 22, down: 26, south: 23, west: 24}},
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29: {exits: [10]int{west: 30, nw: 29, ne: 19, south: 19}},
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30: {exits: [10]int{west: 29, south: 19}}, // ne to Cyclops Room
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}
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func TestShortestPath() {
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// The Zork maze is not a proper undirected simple graph,
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// as there are some one way paths (e.g., 19 -> 15),
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// but for this test that doesn't matter.
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// Set the index field in the map. Simpler than doing it in the
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// composite literal.
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for k := range zork {
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r := zork[k]
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r.index = k
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zork[k] = r
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}
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var nodes []mazeRoom
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for idx, room := range zork {
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mridx := room
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mridx.index = idx
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nodes = append(nodes, mridx)
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}
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g := _New[mazeRoom, mazeEdge](nodes)
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path, err := g.ShortestPath(zork[11], zork[30])
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if err != nil {
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panic(fmt.Sprintf("%v", err))
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}
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var steps []direction
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for _, edge := range path {
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steps = append(steps, edge.dir)
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}
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want := []direction{east, west, up, sw, east, south}
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if !_SliceEqual(steps, want) {
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panic(fmt.Sprintf("ShortestPath returned %v, want %v", steps, want))
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}
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}
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func main() {
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TestShortestPath()
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}
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