day13 simpler
This commit is contained in:
parent
647e2fb356
commit
2cf47fd7d6
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@ -1,16 +1,14 @@
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use std::cmp::Ordering;
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use aoc_runner_derive::{aoc, aoc_generator};
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use aoc_runner_derive::{aoc, aoc_generator};
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use nom::bytes::complete::tag;
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use nom::bytes::complete::tag;
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use nom::character::complete::{multispace0, u64 as parse_u64};
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use nom::character::complete::{i64 as parse_u64, multispace0};
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use nom::multi::many0;
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use nom::multi::many0;
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use nom::IResult;
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use nom::IResult;
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#[derive(Debug, Clone, Copy)]
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#[derive(Debug, Clone, Copy)]
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struct Case {
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struct Case {
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button_a: (u64, u64),
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button_a: (i64, i64),
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button_b: (u64, u64),
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button_b: (i64, i64),
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prize: (u64, u64),
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prize: (i64, i64),
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}
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}
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type Input = Vec<Case>;
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type Input = Vec<Case>;
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@ -46,76 +44,25 @@ fn parse_case(input: &str) -> IResult<&str, Case> {
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}
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}
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#[aoc(day13, part1)]
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#[aoc(day13, part1)]
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fn part1(input: &Input) -> u64 {
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fn part1(input: &Input) -> i64 {
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input
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input
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.iter()
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.iter()
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.copied()
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.copied()
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.map(|case| {
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.map(|case| {
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let (vec_low, vec_high, cost_low, cost_high) = match (case.button_a.1 * case.button_b.0)
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let vec_a = case.button_a;
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.cmp(&(case.button_a.0 * case.button_b.1))
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let vec_b = case.button_b;
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let vec_p = case.prize;
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if (vec_p.0 * vec_b.1 - vec_b.0 * vec_p.1) % (vec_a.0 * vec_b.1 - vec_b.0 * vec_a.1)
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== 0
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&& (vec_a.0 * vec_p.1 - vec_p.0 * vec_a.1) % (vec_a.0 * vec_b.1 - vec_b.0 * vec_a.1)
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== 0
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{
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{
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Ordering::Greater => (case.button_b, case.button_a, 1, 3),
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let a = (vec_p.0 * vec_b.1 - vec_b.0 * vec_p.1)
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Ordering::Less => (case.button_a, case.button_b, 3, 1),
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/ (vec_a.0 * vec_b.1 - vec_b.0 * vec_a.1);
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Ordering::Equal => panic!("Parallel"),
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let b = (vec_a.0 * vec_p.1 - vec_p.0 * vec_a.1)
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};
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/ (vec_a.0 * vec_b.1 - vec_b.0 * vec_a.1);
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let vec_prize = case.prize;
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a * 3 + b
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let vec_low_norm = (
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vec_low.0 as f64 / ((vec_low.0 * vec_low.0 + vec_low.1 * vec_low.1) as f64).sqrt(),
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vec_low.1 as f64 / ((vec_low.0 * vec_low.0 + vec_low.1 * vec_low.1) as f64).sqrt(),
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);
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let vec_prize_proj = (
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vec_low_norm.0
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* (vec_prize.0 as f64 * vec_low_norm.0 + vec_prize.1 as f64 * vec_low_norm.1),
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vec_low_norm.1
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* (vec_prize.0 as f64 * vec_low_norm.0 + vec_prize.1 as f64 * vec_low_norm.1),
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);
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let vec_prize_perp = (
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vec_prize.0 as f64 - vec_prize_proj.0,
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vec_prize.1 as f64 - vec_prize_proj.1,
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);
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let len_prize_perp =
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(vec_prize_perp.0 * vec_prize_perp.0 + vec_prize_perp.1 * vec_prize_perp.1).sqrt();
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let vec_high_proj = (
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vec_low_norm.0
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* (vec_high.0 as f64 * vec_low_norm.0 + vec_high.1 as f64 * vec_low_norm.1),
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vec_low_norm.1
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* (vec_high.0 as f64 * vec_low_norm.0 + vec_high.1 as f64 * vec_low_norm.1),
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);
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let vec_high_perp = (
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vec_high.0 as f64 - vec_high_proj.0,
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vec_high.1 as f64 - vec_high_proj.1,
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);
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let len_high_perp =
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(vec_high_perp.0 * vec_high_perp.0 + vec_high_perp.1 * vec_high_perp.1).sqrt();
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let n_high = len_prize_perp / len_high_perp;
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let vec_low_goal = (
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vec_prize.0 as f64 - n_high * vec_high.0 as f64,
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vec_prize.1 as f64 - n_high * vec_high.1 as f64,
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);
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let len_low = ((vec_low.0 * vec_low.0 + vec_low.1 * vec_low.1) as f64).sqrt();
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let len_low_goal =
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(vec_low_goal.0 * vec_low_goal.0 + vec_low_goal.1 * vec_low_goal.1).sqrt();
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let n_low = len_low_goal / len_low;
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let n_high = n_high.round() as u64;
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let n_low = n_low.round() as u64;
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if n_high * vec_high.0 + n_low * vec_low.0 == vec_prize.0
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&& n_high * vec_high.1 + n_low * vec_low.1 == vec_prize.1
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{
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n_high * cost_high + n_low * cost_low
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} else {
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} else {
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0
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0
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}
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}
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@ -124,79 +71,26 @@ fn part1(input: &Input) -> u64 {
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}
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}
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#[aoc(day13, part2)]
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#[aoc(day13, part2)]
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fn part2(input: &Input) -> u64 {
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fn part2(input: &Input) -> i64 {
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input
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input
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.iter()
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.iter()
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.copied()
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.copied()
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.map(|case| {
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.map(|case| {
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let (vec_low, vec_high, cost_low, cost_high) = match (case.button_a.1 * case.button_b.0)
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let vec_a = case.button_a;
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.cmp(&(case.button_a.0 * case.button_b.1))
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let vec_b = case.button_b;
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let vec_p = case.prize;
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let vec_p = (vec_p.0 + 10_000_000_000_000, vec_p.1 + 10_000_000_000_000);
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if (vec_p.0 * vec_b.1 - vec_b.0 * vec_p.1) % (vec_a.0 * vec_b.1 - vec_b.0 * vec_a.1)
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== 0
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&& (vec_a.0 * vec_p.1 - vec_p.0 * vec_a.1) % (vec_a.0 * vec_b.1 - vec_b.0 * vec_a.1)
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== 0
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{
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{
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Ordering::Greater => (case.button_b, case.button_a, 1, 3),
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let a = (vec_p.0 * vec_b.1 - vec_b.0 * vec_p.1)
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Ordering::Less => (case.button_a, case.button_b, 3, 1),
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/ (vec_a.0 * vec_b.1 - vec_b.0 * vec_a.1);
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Ordering::Equal => panic!("Parallel"),
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let b = (vec_a.0 * vec_p.1 - vec_p.0 * vec_a.1)
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};
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/ (vec_a.0 * vec_b.1 - vec_b.0 * vec_a.1);
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let vec_prize = (
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a * 3 + b
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case.prize.0 + 10_000_000_000_000,
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case.prize.1 + 10_000_000_000_000,
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);
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let vec_low_norm = (
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vec_low.0 as f64 / ((vec_low.0 * vec_low.0 + vec_low.1 * vec_low.1) as f64).sqrt(),
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vec_low.1 as f64 / ((vec_low.0 * vec_low.0 + vec_low.1 * vec_low.1) as f64).sqrt(),
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);
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let vec_prize_proj = (
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vec_low_norm.0
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* (vec_prize.0 as f64 * vec_low_norm.0 + vec_prize.1 as f64 * vec_low_norm.1),
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vec_low_norm.1
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* (vec_prize.0 as f64 * vec_low_norm.0 + vec_prize.1 as f64 * vec_low_norm.1),
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);
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let vec_prize_perp = (
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vec_prize.0 as f64 - vec_prize_proj.0,
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vec_prize.1 as f64 - vec_prize_proj.1,
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);
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let len_prize_perp =
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(vec_prize_perp.0 * vec_prize_perp.0 + vec_prize_perp.1 * vec_prize_perp.1).sqrt();
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let vec_high_proj = (
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vec_low_norm.0
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* (vec_high.0 as f64 * vec_low_norm.0 + vec_high.1 as f64 * vec_low_norm.1),
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vec_low_norm.1
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* (vec_high.0 as f64 * vec_low_norm.0 + vec_high.1 as f64 * vec_low_norm.1),
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);
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let vec_high_perp = (
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vec_high.0 as f64 - vec_high_proj.0,
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vec_high.1 as f64 - vec_high_proj.1,
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);
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let len_high_perp =
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(vec_high_perp.0 * vec_high_perp.0 + vec_high_perp.1 * vec_high_perp.1).sqrt();
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let n_high = len_prize_perp / len_high_perp;
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let vec_low_goal = (
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vec_prize.0 as f64 - n_high * vec_high.0 as f64,
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vec_prize.1 as f64 - n_high * vec_high.1 as f64,
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);
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let len_low = ((vec_low.0 * vec_low.0 + vec_low.1 * vec_low.1) as f64).sqrt();
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let len_low_goal =
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(vec_low_goal.0 * vec_low_goal.0 + vec_low_goal.1 * vec_low_goal.1).sqrt();
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let n_low = len_low_goal / len_low;
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let n_high = n_high.round() as u64;
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let n_low = n_low.round() as u64;
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if n_high * vec_high.0 + n_low * vec_low.0 == vec_prize.0
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&& n_high * vec_high.1 + n_low * vec_low.1 == vec_prize.1
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{
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n_high * cost_high + n_low * cost_low
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} else {
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} else {
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0
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0
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}
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}
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