281 lines
8.5 KiB
Plaintext
281 lines
8.5 KiB
Plaintext
{
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Solutions to the Advent Of Code.
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Copyright (C) 2023-2024 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, UCommon;
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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: PPoint;
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Tile: Char;
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EnergyChange: TEnergyState;
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end;
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{ TEnergyMap }
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TEnergyMap = class
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private
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FWidth, FHeight: Integer;
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FStates: array of array of TEnergyState;
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public
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constructor Create(const AWidth, AHeight: Integer);
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function IsBeamOutOfBounds(constref ABeam: TBeam): Boolean;
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function Energize(constref APosition: TPoint; const AChange: TEnergyState): Boolean;
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function CalcEnergizedTiles: Int64;
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end;
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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 GetTile(constref APosition: TPoint): Char;
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function GetNewBeam(constref APosition, ADirection: TPoint): TBeam;
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function ProcessBeam(ABeam: TBeam): Int64;
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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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const
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CEmptyChar = '.';
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CTransitions: array of TTransition = (
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(IncomingDirection: @CDirectionRight; OutgoingDirection: @CDirectionUp; SplitDirection: @CNoDirection; Tile: '/';
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EnergyChange: esWestOrHorizontal),
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(IncomingDirection: @CDirectionDown; OutgoingDirection: @CDirectionLeft; SplitDirection: @CNoDirection; Tile: '/';
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EnergyChange: esWestOrHorizontal),
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(IncomingDirection: @CDirectionLeft; OutgoingDirection: @CDirectionDown; SplitDirection: @CNoDirection; Tile: '/';
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EnergyChange: esEastOrVertical),
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(IncomingDirection: @CDirectionUp; OutgoingDirection: @CDirectionRight; SplitDirection: @CNoDirection; Tile: '/';
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EnergyChange: esEastOrVertical),
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(IncomingDirection: @CDirectionRight; OutgoingDirection: @CDirectionDown; SplitDirection: @CNoDirection; Tile: '\';
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EnergyChange: esWestOrHorizontal),
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(IncomingDirection: @CDirectionDown; OutgoingDirection: @CDirectionRight; SplitDirection: @CNoDirection; Tile: '\';
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EnergyChange: esEastOrVertical),
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(IncomingDirection: @CDirectionLeft; OutgoingDirection: @CDirectionUp; SplitDirection: @CNoDirection; Tile: '\';
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EnergyChange: esEastOrVertical),
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(IncomingDirection: @CDirectionUp; OutgoingDirection: @CDirectionLeft; SplitDirection: @CNoDirection; Tile: '\';
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EnergyChange: esWestOrHorizontal),
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(IncomingDirection: @CDirectionRight; OutgoingDirection: @CDirectionUp; SplitDirection: @CDirectionDown; Tile: '|';
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EnergyChange: esBoth),
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(IncomingDirection: @CDirectionLeft; OutgoingDirection: @CDirectionUp; SplitDirection: @CDirectionDown; Tile: '|';
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EnergyChange: esBoth),
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(IncomingDirection: @CDirectionDown; OutgoingDirection: @CDirectionLeft; SplitDirection: @CDirectionRight; Tile: '-';
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EnergyChange: esBoth),
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(IncomingDirection: @CDirectionUp; OutgoingDirection: @CDirectionLeft; SplitDirection: @CDirectionRight; Tile: '-';
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EnergyChange: esBoth)
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);
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implementation
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{ TEnergyMap }
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constructor TEnergyMap.Create(const AWidth, AHeight: Integer);
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var
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i, j: Integer;
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begin
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FWidth := AWidth;
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FHeight := AHeight;
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SetLength(FStates, FWidth, FHeight);
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for i := 0 to FWidth - 1 do
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for j := 0 to FHeight - 1 do
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FStates[i, j] := esNone;
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end;
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function TEnergyMap.IsBeamOutOfBounds(constref ABeam: TBeam): Boolean;
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begin
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Result := (ABeam.Position.X < 0) or (ABeam.Position.X >= FWidth)
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or (ABeam.Position.Y < 0) or (ABeam.Position.Y >= FHeight);
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end;
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function TEnergyMap.Energize(constref APosition: TPoint; const AChange: TEnergyState): Boolean;
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begin
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Result := False;
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case FStates[APosition.X, APosition.Y] of
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esNone: FStates[APosition.X, APosition.Y] := AChange;
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esWestOrHorizontal:
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if AChange = esEastOrVertical then
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FStates[APosition.X, APosition.Y] := esBoth
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else
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Result := True;
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esEastOrVertical:
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if AChange = esWestOrHorizontal then
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FStates[APosition.X, APosition.Y] := esBoth
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else
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Result := True;
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esBoth: Result := True;
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end;
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end;
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function TEnergyMap.CalcEnergizedTiles: Int64;
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var
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i, j: Integer;
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begin
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Result := 0;
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for i := 0 to FWidth - 1 do
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for j := 0 to FHeight - 1 do
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if FStates[i, j] <> esNone then
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Inc(Result);
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end;
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{ TFloorWillBeLava }
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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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function TFloorWillBeLava.ProcessBeam(ABeam: TBeam): Int64;
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var
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done: Boolean;
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energyMap: TEnergyMap;
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stack: specialize TStack<TBeam>;
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transition: TTransition;
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energyChange: TEnergyState;
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begin
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done := False;
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energyMap := TEnergyMap.Create(Length(FLines[0]), FLines.Count);
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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 energyMap.IsBeamOutOfBounds(ABeam) then
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done := True
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else begin
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if ABeam.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(ABeam.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^ = ABeam.Direction) and (transition.Tile = GetTile(ABeam.Position)) then
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begin
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if transition.SplitDirection^ <> CNoDirection then
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stack.Push(GetNewBeam(ABeam.Position + transition.SplitDirection^, transition.SplitDirection^));
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ABeam.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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done := energyMap.Energize(ABeam.Position, energyChange);
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// Moves the beam.
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ABeam.Position := ABeam.Position + ABeam.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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ABeam := stack.Pop;
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end;
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until done;
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stack.Free;
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Result := energyMap.CalcEnergizedTiles;
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energyMap.Free;
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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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i, x, y, width, height: Integer;
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beam: TBeam;
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count: Int64;
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begin
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width := Length(FLines[0]);
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height := FLines.Count;
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for y := 0 to 1 do
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for x := 0 to 1 do
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begin
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// Direction is horizontal for y = 0, and vertical for y = 1.
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// Direction is positive for x = 0, and negative for x = 1.
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beam.Direction := Point((1 - 2 * x) * (1 - y), (1 - 2 * x) * y);
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// Looping over the height for y = 0, and over the width for y = 1.
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for i := 0 to height - 1 + (width - height) * y do
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begin
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// Position is at left or top for x = 0, and right or bottom for x = 1.
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beam.Position := Point((x * (width - 1)) * (1 - y) + i * y, (x * (height - 1) - i) * y + i);
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count := ProcessBeam(beam);
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if FPart1 <= 0 then
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FPart1 := count;
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if FPart2 < count then
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FPart2 := count;
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end;
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end;
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end;
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function TFloorWillBeLava.GetDataFileName: string;
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begin
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Result := 'the_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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