AdventOfCode2023/solvers/UFloorWillBeLava.pas

282 lines
8.4 KiB
Plaintext

{
Solutions to the Advent Of Code.
Copyright (C) 2023 Stefan Müller
This program is free software: you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <http://www.gnu.org/licenses/>.
}
unit UFloorWillBeLava;
{$mode ObjFPC}{$H+}
interface
uses
Classes, SysUtils, Generics.Collections, USolver;
type
{ TBeam }
TBeam = record
Position, Direction: TPoint;
end;
TEnergyState = (esNone, esWestOrHorizontal, esEastOrVertical, esBoth);
{ TTransition }
TTransition = record
IncomingDirection, OutgoingDirection, SplitDirection: TPoint;
Tile: Char;
EnergyChange: TEnergyState;
end;
{ TEnergyMap }
TEnergyMap = class
private
FWidth, FHeight: Integer;
FStates: array of array of TEnergyState;
public
constructor Create(const AWidth, AHeight: Integer);
function IsBeamOutOfBounds(constref ABeam: TBeam): Boolean;
function Energize(constref APosition: TPoint; const AChange: TEnergyState): Boolean;
function CalcEnergizedTiles: Int64;
end;
{ TFloorWillBeLava }
TFloorWillBeLava = class(TSolver)
private
FLines: TStringList;
function GetTile(constref APosition: TPoint): Char;
function GetNewBeam(constref APosition, ADirection: TPoint): TBeam;
function ProcessBeam(ABeam: TBeam): Int64;
public
constructor Create;
destructor Destroy; override;
procedure ProcessDataLine(const ALine: string); override;
procedure Finish; override;
function GetDataFileName: string; override;
function GetPuzzleName: string; override;
end;
const
CNoDirection: TPoint = (X: 0; Y: 0);
CEmptyChar = '.';
CTransitions: array of TTransition = (
(IncomingDirection: (X: 1; Y: 0); OutgoingDirection: (X: 0; Y: -1); SplitDirection: (X: 0; Y: 0); Tile: '/';
EnergyChange: esWestOrHorizontal),
(IncomingDirection: (X: 0; Y: 1); OutgoingDirection: (X: -1; Y: 0); SplitDirection: (X: 0; Y: 0); Tile: '/';
EnergyChange: esWestOrHorizontal),
(IncomingDirection: (X: -1; Y: 0); OutgoingDirection: (X: 0; Y: 1); SplitDirection: (X: 0; Y: 0); Tile: '/';
EnergyChange: esEastOrVertical),
(IncomingDirection: (X: 0; Y: -1); OutgoingDirection: (X: 1; Y: 0); SplitDirection: (X: 0; Y: 0); Tile: '/';
EnergyChange: esEastOrVertical),
(IncomingDirection: (X: 1; Y: 0); OutgoingDirection: (X: 0; Y: 1); SplitDirection: (X: 0; Y: 0); Tile: '\';
EnergyChange: esWestOrHorizontal),
(IncomingDirection: (X: 0; Y: 1); OutgoingDirection: (X: 1; Y: 0); SplitDirection: (X: 0; Y: 0); Tile: '\';
EnergyChange: esEastOrVertical),
(IncomingDirection: (X: -1; Y: 0); OutgoingDirection: (X: 0; Y: -1); SplitDirection: (X: 0; Y: 0); Tile: '\';
EnergyChange: esEastOrVertical),
(IncomingDirection: (X: 0; Y: -1); OutgoingDirection: (X: -1; Y: 0); SplitDirection: (X: 0; Y: 0); Tile: '\';
EnergyChange: esWestOrHorizontal),
(IncomingDirection: (X: 1; Y: 0); OutgoingDirection: (X: 0; Y: -1); SplitDirection: (X: 0; Y: 1); Tile: '|';
EnergyChange: esBoth),
(IncomingDirection: (X: -1; Y: 0); OutgoingDirection: (X: 0; Y: -1); SplitDirection: (X: 0; Y: 1); Tile: '|';
EnergyChange: esBoth),
(IncomingDirection: (X: 0; Y: 1); OutgoingDirection: (X: -1; Y: 0); SplitDirection: (X: 1; Y: 0); Tile: '-';
EnergyChange: esBoth),
(IncomingDirection: (X: 0; Y: -1); OutgoingDirection: (X: -1; Y: 0); SplitDirection: (X: 1; Y: 0); Tile: '-';
EnergyChange: esBoth)
);
implementation
{ TEnergyMap }
constructor TEnergyMap.Create(const AWidth, AHeight: Integer);
var
i, j: Integer;
begin
FWidth := AWidth;
FHeight := AHeight;
SetLength(FStates, FWidth, FHeight);
for i := 0 to FWidth - 1 do
for j := 0 to FHeight - 1 do
FStates[i, j] := esNone;
end;
function TEnergyMap.IsBeamOutOfBounds(constref ABeam: TBeam): Boolean;
begin
Result := (ABeam.Position.X < 0) or (ABeam.Position.X >= FWidth)
or (ABeam.Position.Y < 0) or (ABeam.Position.Y >= FHeight);
end;
function TEnergyMap.Energize(constref APosition: TPoint; const AChange: TEnergyState): Boolean;
begin
Result := False;
case FStates[APosition.X, APosition.Y] of
esNone: FStates[APosition.X, APosition.Y] := AChange;
esWestOrHorizontal:
if AChange = esEastOrVertical then
FStates[APosition.X, APosition.Y] := esBoth
else
Result := True;
esEastOrVertical:
if AChange = esWestOrHorizontal then
FStates[APosition.X, APosition.Y] := esBoth
else
Result := True;
esBoth: Result := True;
end;
end;
function TEnergyMap.CalcEnergizedTiles: Int64;
var
i, j: Integer;
begin
Result := 0;
for i := 0 to FWidth - 1 do
for j := 0 to FHeight - 1 do
if FStates[i, j] <> esNone then
Inc(Result);
end;
{ TFloorWillBeLava }
function TFloorWillBeLava.GetTile(constref APosition: TPoint): Char;
begin
Result := FLines[APosition.Y][APosition.X + 1];
end;
function TFloorWillBeLava.GetNewBeam(constref APosition, ADirection: TPoint): TBeam;
begin
Result.Position := APosition;
Result.Direction := ADirection;
end;
function TFloorWillBeLava.ProcessBeam(ABeam: TBeam): Int64;
var
done: Boolean;
energyMap: TEnergyMap;
stack: specialize TStack<TBeam>;
transition: TTransition;
energyChange: TEnergyState;
begin
done := False;
energyMap := TEnergyMap.Create(Length(FLines[0]), FLines.Count);
stack := specialize TStack<TBeam>.Create;
repeat
// Processes the current beam.
if energyMap.IsBeamOutOfBounds(ABeam) then
done := True
else begin
if ABeam.Direction.X <> 0 then
energyChange := esWestOrHorizontal
else
energyChange := esEastOrVertical;
if GetTile(ABeam.Position) <> CEmptyChar then
begin
// Checks the current position for direction changes and splits.
for transition in CTransitions do
if (transition.IncomingDirection = ABeam.Direction) and (transition.Tile = GetTile(ABeam.Position)) then
begin
if transition.SplitDirection <> CNoDirection then
stack.Push(GetNewBeam(ABeam.Position + transition.SplitDirection, transition.SplitDirection));
ABeam.Direction := transition.OutgoingDirection;
energyChange := transition.EnergyChange;
Break;
end;
end;
done := energyMap.Energize(ABeam.Position, energyChange);
// Moves the beam.
ABeam.Position := ABeam.Position + ABeam.Direction;
end;
if done and (stack.Count > 0) then
begin
// Starts the next beam that was split earlier.
done := False;
ABeam := stack.Pop;
end;
until done;
stack.Free;
Result := energyMap.CalcEnergizedTiles;
energyMap.Free;
end;
constructor TFloorWillBeLava.Create;
begin
FLines := TStringList.Create;
end;
destructor TFloorWillBeLava.Destroy;
begin
FLines.Free;
inherited Destroy;
end;
procedure TFloorWillBeLava.ProcessDataLine(const ALine: string);
begin
FLines.Add(ALine);
end;
procedure TFloorWillBeLava.Finish;
var
i, x, y, width, height: Integer;
beam: TBeam;
count: Int64;
begin
width := Length(FLines[0]);
height := FLines.Count;
for y := 0 to 1 do
for x := 0 to 1 do
begin
// Direction is horizontal for y = 0, and vertical for y = 1.
// Direction is positive for x = 0, and negative for x = 1.
beam.Direction := Point((1 - 2 * x) * (1 - y), (1 - 2 * x) * y);
// Looping over the height for y = 0, and over the width for y = 1.
for i := 0 to height - 1 + (width - height) * y do
begin
// Position is at left or top for x = 0, and right or bottom for x = 1.
beam.Position := Point((x * (width - 1)) * (1 - y) + i * y, (x * (height - 1) - i) * y + i);
count := ProcessBeam(beam);
if FPart1 <= 0 then
FPart1 := count;
if FPart2 < count then
FPart2 := count;
end;
end;
end;
function TFloorWillBeLava.GetDataFileName: string;
begin
Result := 'the_floor_will_be_lava.txt';
end;
function TFloorWillBeLava.GetPuzzleName: string;
begin
Result := 'Day 16: The Floor Will Be Lava';
end;
end.