240 lines
5.5 KiB
Plaintext
240 lines
5.5 KiB
Plaintext
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{
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Solutions to the Advent Of Code.
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Copyright (C) 2023 Stefan Müller
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This program is free software: you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free Software
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Foundation, either version 3 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program. If not, see <http://www.gnu.org/licenses/>.
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}
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unit UHauntedWasteland;
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{$mode ObjFPC}{$H+}
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interface
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uses
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Classes, SysUtils, Generics.Collections, USolver;
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type
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{ TNode }
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TNode = class
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private
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FName: string;
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FLeft, FRight: TNode;
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public
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constructor Create(const AName: string);
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property Name: string read FName;
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procedure AddNeighbors(constref ALeft, ARight: TNode);
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function TryStep(const ADirection: Char; out ONewLocation: TNode): Boolean;
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end;
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TNodes = specialize TObjectList<TNode>;
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{ THauntedWasteland }
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THauntedWasteland = class(TSolver)
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private
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FDirections: string;
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FNextDirectionIndex: Integer;
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FNodes, FUnparsedNodes: TNodes;
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FCurrentNode, FTargetNode: TNode;
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procedure ProcessNode(const ALine: string);
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procedure DoSteps;
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public
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constructor Create;
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destructor Destroy; override;
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procedure ProcessDataLine(const ALine: string); override;
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procedure Finish; override;
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function GetDataFileName: string; override;
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function GetPuzzleName: string; override;
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end;
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implementation
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{ TNode }
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constructor TNode.Create(const AName: string);
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begin
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FName := AName;
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FLeft := nil;
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FRight := nil;
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end;
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procedure TNode.AddNeighbors(constref ALeft, ARight: TNode);
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begin
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FLeft := ALeft;
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FRight := ARight;
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end;
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function TNode.TryStep(const ADirection: Char; out ONewLocation: TNode): Boolean;
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begin
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ONewLocation := nil;
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Result := False;
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case ADirection of
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'L':
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if FLeft <> nil then
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begin
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ONewLocation := FLeft;
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Result := True;
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end;
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'R':
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if FRight <> nil then
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begin
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ONewLocation := FRight;
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Result := True;
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end;
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end;
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end;
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{ THauntedWasteland }
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procedure THauntedWasteland.ProcessNode(const ALine: string);
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var
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name, left, right: string;
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i: Integer;
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parsingNode, leftNode, rightNode: TNode;
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begin
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name := LeftStr(ALine, 3);
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left := Copy(ALine, 8, 3);
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right := Copy(ALine, 13, 3);
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// Tries to find the new node in unparsed nodes.
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i := 0;
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parsingNode := nil;
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while (parsingNode = nil) and (i < FUnparsedNodes.Count) do
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begin
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if FUnparsedNodes[i].Name = name then
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begin
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// New node was already encountered and is now parsed.
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parsingNode := FUnparsedNodes[i];
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FUnparsedNodes.Delete(i);
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end;
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Inc(i);
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end;
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// Adds new node to list of all nodes. We do this before looking for leftNode and rightNode because the node might
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// reference itself.
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if parsingNode = nil then
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begin
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parsingNode := TNode.Create(name);
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FNodes.Add(parsingNode);
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end;
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// Tries to find leftNode and rightNode.
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i := 0;
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leftNode := nil;
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rightNode := nil;
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while ((leftNode = nil) or (rightNode = nil)) and (i < FNodes.Count) do
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begin
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if (leftNode = nil) and (FNodes[i].Name = left) then
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begin
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leftNode := FNodes[i];
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end;
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if (rightNode = nil) and (FNodes[i].Name = right) then
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begin
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rightNode := FNodes[i];
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end;
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Inc(i);
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end;
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// Adds leftNode and/or rightNode to list of all nodes and unparsed nodes.
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if leftNode = nil then
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begin
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leftNode := TNode.Create(left);
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FNodes.Add(leftNode);
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FUnparsedNodes.Add(leftNode);
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end;
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if rightNode = nil then
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begin
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if right = left then
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// This happens only if both left and right nodes are new.
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rightNode := leftNode
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else begin
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rightNode := TNode.Create(right);
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FNodes.Add(rightNode);
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FUnparsedNodes.Add(rightNode);
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end;
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end;
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parsingNode.AddNeighbors(leftNode, rightNode);
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// Checks for start and end nodes.
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if name = 'ZZZ' then
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FTargetNode := parsingNode
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else if name = 'AAA' then
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FCurrentNode := parsingNode;
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end;
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procedure THauntedWasteland.DoSteps;
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var
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new: TNode;
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begin
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if FCurrentNode <> nil then
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begin
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while (FCurrentNode <> FTargetNode) and FCurrentNode.TryStep(FDirections[FNextDirectionIndex], new) do
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begin
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FCurrentNode := new;
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Inc(FNextDirectionIndex);
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if FNextDirectionIndex > Length(FDirections) then
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FNextDirectionIndex := 1;
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Inc(FPart1);
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end;
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end;
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end;
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constructor THauntedWasteland.Create;
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begin
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FNextDirectionIndex := 1;
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FNodes := TNodes.Create;
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FUnparsedNodes := TNodes.Create(False);
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FCurrentNode := nil;
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FTargetNode := nil;
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end;
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destructor THauntedWasteland.Destroy;
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begin
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FNodes.Free;
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FUnparsedNodes.Free;
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inherited Destroy;
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end;
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procedure THauntedWasteland.ProcessDataLine(const ALine: string);
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begin
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if FDirections = '' then
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FDirections := ALine
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else if (ALine <> '') and ((FTargetNode = nil) or (FCurrentNode <> FTargetNode)) then
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begin
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ProcessNode(ALine);
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DoSteps;
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end;
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end;
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procedure THauntedWasteland.Finish;
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begin
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end;
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function THauntedWasteland.GetDataFileName: string;
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begin
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Result := 'haunted_wasteland.txt';
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end;
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function THauntedWasteland.GetPuzzleName: string;
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begin
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Result := 'Day 8: Haunted Wasteland';
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end;
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end.
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