use vstd::prelude::*; fn main() {} verus! { pub struct Solution; pub open spec fn clamp(val: int, lo: int, hi: int) -> int { if val < lo { lo } else if val > hi { hi } else { val } } pub open spec fn overlaps(radius: int, x_center: int, y_center: int, x1: int, y1: int, x2: int, y2: int) -> bool { let nearest_x = clamp(x_center, x1, x2); let nearest_y = clamp(y_center, y1, y2); let dx = x_center - nearest_x; let dy = y_center - nearest_y; dx * dx + dy * dy <= radius * radius } impl Solution { pub fn check_overlap(radius: i32, x_center: i32, y_center: i32, x1: i32, y1: i32, x2: i32, y2: i32) -> (res: bool) requires 1 <= radius <= 2000, -10_000 <= x_center <= 10_000, -10_000 <= y_center <= 10_000, -10_000 <= x1 <= 10_000, -10_000 <= y1 <= 10_000, -10_000 <= x2 <= 10_000, -10_000 <= y2 <= 10_000, x1 < x2, y1 < y2, ensures res == overlaps(radius as int, x_center as int, y_center as int, x1 as int, y1 as int, x2 as int, y2 as int), { let nearest_x = if x_center < x1 { x1 } else if x_center > x2 { x2 } else { x_center }; let nearest_y = if y_center < y1 { y1 } else if y_center > y2 { y2 } else { y_center }; let dx = x_center - nearest_x; let dy = y_center - nearest_y; dx * dx + dy * dy <= radius * radius } } }