AdventOfCode2023/solvers/UHauntedWasteland.pas

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{
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 UHauntedWasteland;
{$mode ObjFPC}{$H+}
interface
uses
Classes, SysUtils, Generics.Collections, USolver, UNumberTheory;
type
{ TNode }
TNode = class
private
FName: string;
FLeft, FRight: TNode;
public
constructor Create(const AName: string);
property Name: string read FName;
procedure AddNeighbors(constref ALeft, ARight: TNode);
function Step(const ADirection: Char): TNode;
end;
TNodes = specialize TObjectList<TNode>;
{ THauntedWasteland }
THauntedWasteland = class(TSolver)
private
FDirections: string;
FNextDirectionIndex: Integer;
FNodes, FUnparsedNodes, FGhostCurrentNodes: TNodes;
procedure ProcessNode(const ALine: string);
procedure DoSteps;
procedure IncDirectionIndex;
public
constructor Create;
destructor Destroy; override;
procedure ProcessDataLine(const ALine: string); override;
procedure Finish; override;
function GetDataFileName: string; override;
function GetPuzzleName: string; override;
end;
implementation
{ TNode }
constructor TNode.Create(const AName: string);
begin
FName := AName;
FLeft := nil;
FRight := nil;
end;
procedure TNode.AddNeighbors(constref ALeft, ARight: TNode);
begin
FLeft := ALeft;
FRight := ARight;
end;
function TNode.Step(const ADirection: Char): TNode;
begin
Result := nil;
case ADirection of
'L':
if FLeft <> nil then
Result := FLeft;
'R':
if FRight <> nil then
Result := FRight;
end;
end;
{ THauntedWasteland }
procedure THauntedWasteland.ProcessNode(const ALine: string);
var
name, left, right: string;
i: Integer;
parsingNode, leftNode, rightNode: TNode;
begin
name := LeftStr(ALine, 3);
left := Copy(ALine, 8, 3);
right := Copy(ALine, 13, 3);
// Tries to find the new node in unparsed nodes.
i := 0;
parsingNode := nil;
while (parsingNode = nil) and (i < FUnparsedNodes.Count) do
begin
if FUnparsedNodes[i].Name = name then
begin
// New node was already encountered and is now parsed.
parsingNode := FUnparsedNodes[i];
FUnparsedNodes.Delete(i);
end;
Inc(i);
end;
// Adds new node to list of all nodes. We do this before looking for leftNode and rightNode because the node might
// reference itself.
if parsingNode = nil then
begin
parsingNode := TNode.Create(name);
FNodes.Add(parsingNode);
end;
// Tries to find leftNode and rightNode.
i := 0;
leftNode := nil;
rightNode := nil;
while ((leftNode = nil) or (rightNode = nil)) and (i < FNodes.Count) do
begin
if (leftNode = nil) and (FNodes[i].Name = left) then
begin
leftNode := FNodes[i];
end;
if (rightNode = nil) and (FNodes[i].Name = right) then
begin
rightNode := FNodes[i];
end;
Inc(i);
end;
// Adds leftNode and/or rightNode to list of all nodes and unparsed nodes.
if leftNode = nil then
begin
leftNode := TNode.Create(left);
FNodes.Add(leftNode);
FUnparsedNodes.Add(leftNode);
end;
if rightNode = nil then
begin
if right = left then
// This happens only if both left and right nodes are new.
rightNode := leftNode
else begin
rightNode := TNode.Create(right);
FNodes.Add(rightNode);
FUnparsedNodes.Add(rightNode);
end;
end;
parsingNode.AddNeighbors(leftNode, rightNode);
// Checks for start nodes.
if name[3] = 'A' then
FGhostCurrentNodes.Add(parsingNode);
end;
procedure THauntedWasteland.DoSteps;
var
counts: specialize TList<Cardinal>;
gcd, count: Cardinal;
node, current: TNode;
begin
gcd := 0;
counts := specialize TList<Cardinal>.Create;
counts.Capacity := FGhostCurrentNodes.Count;
for node in FGhostCurrentNodes do
begin
current := node;
FNextDirectionIndex := 1;
count := 0;
repeat
current := current.Step(FDirections[FNextDirectionIndex]);
IncDirectionIndex;
Inc(count);
until current.Name[3] = 'Z';
if node.Name = 'AAA' then
FPart1 := count;
counts.Add(count);
if gcd = 0 then
gcd := count;
gcd := TNumberTheory.GreatestCommonDivisor(gcd, count);
end;
for count in counts do
begin
if FPart2 = 0 then
FPart2 := count
else
FPart2 := count div gcd * FPart2;
end;
counts.Free;
end;
procedure THauntedWasteland.IncDirectionIndex;
begin
Inc(FNextDirectionIndex);
if FNextDirectionIndex > Length(FDirections) then
FNextDirectionIndex := 1;
end;
constructor THauntedWasteland.Create;
begin
FNodes := TNodes.Create;
FUnparsedNodes := TNodes.Create(False);
FGhostCurrentNodes := TNodes.Create(False);
end;
destructor THauntedWasteland.Destroy;
begin
FNodes.Free;
FUnparsedNodes.Free;
FGhostCurrentNodes.Free;
inherited Destroy;
end;
procedure THauntedWasteland.ProcessDataLine(const ALine: string);
begin
if FDirections = '' then
FDirections := ALine
else if ALine <> '' then
ProcessNode(ALine);
end;
procedure THauntedWasteland.Finish;
begin
DoSteps;
end;
function THauntedWasteland.GetDataFileName: string;
begin
Result := 'haunted_wasteland.txt';
end;
function THauntedWasteland.GetPuzzleName: string;
begin
Result := 'Day 8: Haunted Wasteland';
end;
end.