2023-12-19 13:11:39 +01:00
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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 UFloorWillBeLava;
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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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{ TBeam }
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TBeam = record
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Position, Direction: TPoint;
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end;
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TEnergyState = (esNone, esWestOrHorizontal, esEastOrVertical, esBoth);
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{ TTransition }
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TTransition = record
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IncomingDirection, OutgoingDirection, SplitDirection: TPoint;
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Tile: Char;
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EnergyChange: TEnergyState;
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end;
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2023-12-19 13:15:46 +01:00
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{ TFloorWillBeLava }
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TFloorWillBeLava = class(TSolver)
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private
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FLines: TStringList;
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function IsBeamOutOfBounds(constref ABeam: TBeam; const AWidth, AHeight: Integer): Boolean;
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function GetTile(constref APosition: TPoint): Char;
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function GetNewBeam(constref APosition, ADirection: TPoint): TBeam;
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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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2023-12-19 13:11:39 +01:00
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const
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2023-12-19 13:15:46 +01:00
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CNoDirection: TPoint = (X: 0; Y: 0);
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CEmptyChar = '.';
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CStartingBeam: TBeam = (Position: (X: 0; Y: 0); Direction: (X: 1; Y: 0));
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2023-12-19 13:11:39 +01:00
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CTransitions: array of TTransition = (
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(IncomingDirection: (X: 1; Y: 0); OutgoingDirection: (X: 0; Y: -1); SplitDirection: (X: 0; Y: 0); Tile: '/';
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EnergyChange: esWestOrHorizontal),
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(IncomingDirection: (X: 0; Y: 1); OutgoingDirection: (X: -1; Y: 0); SplitDirection: (X: 0; Y: 0); Tile: '/';
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EnergyChange: esWestOrHorizontal),
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(IncomingDirection: (X: -1; Y: 0); OutgoingDirection: (X: 0; Y: 1); SplitDirection: (X: 0; Y: 0); Tile: '/';
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EnergyChange: esEastOrVertical),
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(IncomingDirection: (X: 0; Y: -1); OutgoingDirection: (X: 1; Y: 0); SplitDirection: (X: 0; Y: 0); Tile: '/';
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EnergyChange: esEastOrVertical),
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(IncomingDirection: (X: 1; Y: 0); OutgoingDirection: (X: 0; Y: 1); SplitDirection: (X: 0; Y: 0); Tile: '\';
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EnergyChange: esWestOrHorizontal),
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(IncomingDirection: (X: 0; Y: 1); OutgoingDirection: (X: 1; Y: 0); SplitDirection: (X: 0; Y: 0); Tile: '\';
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EnergyChange: esEastOrVertical),
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(IncomingDirection: (X: -1; Y: 0); OutgoingDirection: (X: 0; Y: -1); SplitDirection: (X: 0; Y: 0); Tile: '\';
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EnergyChange: esEastOrVertical),
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(IncomingDirection: (X: 0; Y: -1); OutgoingDirection: (X: -1; Y: 0); SplitDirection: (X: 0; Y: 0); Tile: '\';
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EnergyChange: esWestOrHorizontal),
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(IncomingDirection: (X: 1; Y: 0); OutgoingDirection: (X: 0; Y: -1); SplitDirection: (X: 0; Y: 1); Tile: '|';
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EnergyChange: esBoth),
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(IncomingDirection: (X: -1; Y: 0); OutgoingDirection: (X: 0; Y: -1); SplitDirection: (X: 0; Y: 1); Tile: '|';
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EnergyChange: esBoth),
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(IncomingDirection: (X: 0; Y: 1); OutgoingDirection: (X: -1; Y: 0); SplitDirection: (X: 1; Y: 0); Tile: '-';
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EnergyChange: esBoth),
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(IncomingDirection: (X: 0; Y: -1); OutgoingDirection: (X: -1; Y: 0); SplitDirection: (X: 1; Y: 0); Tile: '-';
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EnergyChange: esBoth)
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);
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implementation
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{ TFloorWillBeLava }
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function TFloorWillBeLava.IsBeamOutOfBounds(constref ABeam: TBeam; const AWidth, AHeight: Integer): Boolean;
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begin
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Result := (ABeam.Position.X < 0) or (ABeam.Position.X >= AWidth)
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or (ABeam.Position.Y < 0) or (ABeam.Position.Y >= AHeight);
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end;
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function TFloorWillBeLava.GetTile(constref APosition: TPoint): Char;
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begin
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Result := FLines[APosition.Y][APosition.X + 1];
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end;
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function TFloorWillBeLava.GetNewBeam(constref APosition, ADirection: TPoint): TBeam;
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begin
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Result.Position := APosition;
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Result.Direction := ADirection;
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end;
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constructor TFloorWillBeLava.Create;
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begin
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FLines := TStringList.Create;
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end;
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destructor TFloorWillBeLava.Destroy;
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begin
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FLines.Free;
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inherited Destroy;
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end;
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procedure TFloorWillBeLava.ProcessDataLine(const ALine: string);
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begin
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FLines.Add(ALine);
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end;
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procedure TFloorWillBeLava.Finish;
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var
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energyMap: array of array of TEnergyState;
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width, height, i, j: Integer;
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done: Boolean;
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stack: specialize TStack<TBeam>;
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beam: TBeam;
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transition: TTransition;
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energyChange: TEnergyState;
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s: string;
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begin
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// Initializes energy map.
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width := Length(FLines[0]);
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height := FLines.Count;
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SetLength(energyMap, width, height);
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for i := 0 to width - 1 do
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for j := 0 to height - 1 do
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energyMap[i, j] := esNone;
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// Starts beam.
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done := False;
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beam := CStartingBeam;
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stack := specialize TStack<TBeam>.Create;
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repeat
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// Processes the current beam.
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if IsBeamOutOfBounds(beam, width, height) then
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done := True
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else begin
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if beam.Direction.X <> 0 then
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energyChange := esWestOrHorizontal
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else
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energyChange := esEastOrVertical;
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if GetTile(beam.Position) <> CEmptyChar then
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begin
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// Checks the current position for direction changes and splits.
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for transition in CTransitions do
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if (transition.IncomingDirection = beam.Direction) and (transition.Tile = GetTile(beam.Position)) then
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begin
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if transition.SplitDirection <> CNoDirection then
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stack.Push(GetNewBeam(beam.Position + transition.SplitDirection, transition.SplitDirection));
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beam.Direction := transition.OutgoingDirection;
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energyChange := transition.EnergyChange;
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Break;
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end;
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end;
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// Energizes the current position.
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case energyMap[beam.Position.X, beam.Position.Y] of
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esNone: energyMap[beam.Position.X, beam.Position.Y] := energyChange;
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esWestOrHorizontal:
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if energyChange = esEastOrVertical then
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energyMap[beam.Position.X, beam.Position.Y] := esBoth
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else
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done := True;
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esEastOrVertical:
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if energyChange = esWestOrHorizontal then
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energyMap[beam.Position.X, beam.Position.Y] := esBoth
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else
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done := True;
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esBoth: done := True;
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end;
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// Moves the beam.
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beam.Position := beam.Position + beam.Direction;
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end;
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if done and (stack.Count > 0) then
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begin
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// Starts the next beam that was split earlier.
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done := False;
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beam := stack.Pop;
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end;
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until done;
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stack.Free;
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// Counts energized tiles.
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for i := 0 to width - 1 do
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for j := 0 to height - 1 do
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if energyMap[i, j] <> esNone then
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Inc(FPart1);
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end;
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function TFloorWillBeLava.GetDataFileName: string;
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begin
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Result := 'floor_will_be_lava.txt';
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end;
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function TFloorWillBeLava.GetPuzzleName: string;
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begin
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Result := 'Day 16: The Floor Will Be Lava';
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end;
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end.
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