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day16.nim
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day16.nim
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import strutils
import sequtils
import strformat
import std/enumerate
import lib
# import std/os
type
Position = tuple[x: int, y: int]
Direction = enum
UP = "^"
DOWN = "v"
LEFT = "<"
RIGHT = ">"
# NONE = " "
Laser = tuple[pos: Position, dir: Direction]
LaserEntry = tuple[laser: Laser, history: seq[Laser]]
Tile = enum
EMPTY = "."
MIRROR_UP = "/"
MIRROR_DOWN = "\\"
SPLITTER_HOR = "-"
SPLITTER_VER = "|"
TileGrid = seq[seq[Tile]]
EnergisedGrid = seq[seq[int]]
# let input = strip readFile "inputs/day16-example.txt"
let input = strip readFile "inputs/day16.txt"
let tile_grid: TileGrid = cast[seq[seq[char]]](input.split("\n")).mapIt(it.mapIt(parseEnum[Tile](fmt"{it}")))
# echo assemble tile_grid
proc check_bounds(position: Position, grid: TileGrid): bool =
result = true
if position.x < 0 or position.x >= grid[0].len:
result = false
elif position.y < 0 or position.y >= grid.len:
result = false
var energised_grid: EnergisedGrid = newSeqWith(tile_grid.len, newSeqWith(tile_grid[0].len, 0))
energised_grid[0][0] = 1
var movement_grid: seq[seq[char]] = newSeqWith(tile_grid.len, newSeqWith(tile_grid[0].len, '.'))
let lasers: seq[LaserEntry] = @[(laser: (pos: (x: -1, y: 0), dir: Direction.RIGHT), history: @[])]
proc check_cycle(history: seq[Laser], laser: Laser): bool =
result = false
for (idx, laser_entry) in enumerate(history):
if laser_entry.pos == laser.pos and laser_entry.dir == laser.dir:
result = true
break
proc move_lasers(laser_entries: seq[LaserEntry], grid: TileGrid): seq[LaserEntry] =
result = laser_entries
var new_laser_entries: seq[LaserEntry] = @[]
# var remove_lasers: seq[Laser] = @[]
let all_previous_histories = toSeq flatten laser_entries.mapIt(it.history)
for (lidx, laser_entry) in enumerate(laser_entries):
let new_position: Position = case laser_entry.laser.dir
of Direction.UP: (x: laser_entry.laser.pos.x, y: laser_entry.laser.pos.y - 1)
of Direction.DOWN: (x: laser_entry.laser.pos.x, y: laser_entry.laser.pos.y + 1)
of Direction.LEFT: (x: laser_entry.laser.pos.x - 1, y: laser_entry.laser.pos.y)
of Direction.RIGHT: (x: laser_entry.laser.pos.x + 1, y: laser_entry.laser.pos.y)
if check_bounds(new_position, grid):
let grid_tile = grid[new_position.y][new_position.x]
case grid_tile:
of Tile.EMPTY:
# echo "empty"
let new_laser = (pos: new_position, dir: laser_entry.laser.dir)
var new_history = laser_entry.history
new_history.add(new_laser)
if not check_cycle(all_previous_histories, new_laser):
new_laser_entries.add((laser: new_laser, history: new_history))
of Tile.MIRROR_UP:
# echo "mirror up"
let new_laser = (pos: new_position, dir: case laser_entry.laser.dir
of Direction.UP: Direction.RIGHT
of Direction.DOWN: Direction.LEFT
of Direction.LEFT: Direction.DOWN
of Direction.RIGHT: Direction.UP)
var new_history = laser_entry.history
new_history.add(new_laser)
if not check_cycle(all_previous_histories, new_laser):
new_laser_entries.add((laser: new_laser, history: new_history))
of Tile.MIRROR_DOWN:
# echo "mirror down"
let new_laser = (pos: new_position, dir: case laser_entry.laser.dir
of Direction.UP: Direction.LEFT
of Direction.DOWN: Direction.RIGHT
of Direction.LEFT: Direction.UP
of Direction.RIGHT: Direction.DOWN)
var new_history = laser_entry.history
new_history.add(new_laser)
if not check_cycle(all_previous_histories, new_laser):
new_laser_entries.add((laser: new_laser, history: new_history))
of Tile.SPLITTER_HOR:
# echo "splitter hor"
case laser_entry.laser.dir
of Direction.LEFT:
# new_laser_entries.add((pos: new_position, dir: Direction.LEFT))
let new_laser = (pos: new_position, dir: Direction.LEFT)
var new_history = laser_entry.history
new_history.add(new_laser)
if not check_cycle(all_previous_histories, new_laser):
new_laser_entries.add((laser: new_laser, history: new_history))
of Direction.RIGHT:
# new_laser_entries.add((pos: new_position, dir: Direction.RIGHT))
let new_laser = (pos: new_position, dir: Direction.RIGHT)
var new_history = laser_entry.history
new_history.add(new_laser)
if not check_cycle(all_previous_histories, new_laser):
new_laser_entries.add((laser: new_laser, history: new_history))
else:
let new_laser1 = (pos: new_position, dir: case laser_entry.laser.dir
of Direction.UP: Direction.LEFT
of Direction.DOWN: Direction.RIGHT
of Direction.LEFT: Direction.LEFT
of Direction.RIGHT: Direction.RIGHT)
var new_history1 = laser_entry.history
new_history1.add(new_laser1)
if not check_cycle(all_previous_histories, new_laser1):
new_laser_entries.add((laser: new_laser1, history: new_history1))
let new_laser2 = (pos: new_position, dir: case laser_entry.laser.dir
of Direction.UP: Direction.RIGHT
of Direction.DOWN: Direction.LEFT
of Direction.LEFT: Direction.LEFT
of Direction.RIGHT: Direction.RIGHT)
var new_history2 = laser_entry.history
new_history2.add(new_laser2)
if not check_cycle(all_previous_histories, new_laser2):
new_laser_entries.add((laser: new_laser2, history: new_history2))
of Tile.SPLITTER_VER:
# echo "splitter ver"
case laser_entry.laser.dir
of Direction.UP:
let new_laser = (pos: new_position, dir: Direction.UP)
var new_history = laser_entry.history
new_history.add(new_laser)
if not check_cycle(all_previous_histories, new_laser):
new_laser_entries.add((laser: new_laser, history: new_history))
of Direction.DOWN:
let new_laser = (pos: new_position, dir: Direction.DOWN)
var new_history = laser_entry.history
new_history.add(new_laser)
if not check_cycle(all_previous_histories, new_laser):
new_laser_entries.add((laser: new_laser, history: new_history))
else:
let new_laser1 = (pos: new_position, dir: case laser_entry.laser.dir
of Direction.UP: Direction.UP
of Direction.DOWN: Direction.DOWN
of Direction.LEFT: Direction.UP
of Direction.RIGHT: Direction.DOWN)
var new_history1 = laser_entry.history
new_history1.add(new_laser1)
if not check_cycle(all_previous_histories, new_laser1):
new_laser_entries.add((laser: new_laser1, history: new_history1))
let new_laser2 = (pos: new_position, dir: case laser_entry.laser.dir
of Direction.UP: Direction.UP
of Direction.DOWN: Direction.DOWN
of Direction.LEFT: Direction.DOWN
of Direction.RIGHT: Direction.UP)
var new_history2 = laser_entry.history
new_history2.add(new_laser2)
if not check_cycle(all_previous_histories, new_laser2):
new_laser_entries.add((laser: new_laser2, history: new_history2))
energised_grid[new_position.y][new_position.x] += 1
movement_grid[new_position.y][new_position.x] = cast[char](case laser_entry.laser.dir
of Direction.UP: '^'
of Direction.DOWN: 'v'
of Direction.LEFT: '<'
of Direction.RIGHT: '>')
# echo "removing laser_entries ", laser_entries
for laser_entry in laser_entries:
result.delete(result.find(laser_entry))
# check_cycles(new_laser_entries)
result.add new_laser_entries
var all_starting_lasers: seq[LaserEntry] = @[]
for y in 0..tile_grid.high:
all_starting_lasers.add((laser: (pos: (x: -1, y: y), dir: Direction.RIGHT), history: @[]))
all_starting_lasers.add((laser: (pos: (x: tile_grid[0].len, y: y), dir: Direction.LEFT), history: @[]))
for x in 0..tile_grid[0].high:
all_starting_lasers.add((laser: (pos: (x: x, y: -1), dir: Direction.DOWN), history: @[]))
all_starting_lasers.add((laser: (pos: (x: x, y: tile_grid.len), dir: Direction.UP), history: @[]))
var energy: seq[int] = @[]
proc process_input(grid: TileGrid, starting_lasers: seq[LaserEntry]) =
var moving_lasers = starting_lasers
while moving_lasers.len > 0:
moving_lasers = move_lasers(moving_lasers, tile_grid)
energy.add energised_grid.mapIt(it.mapIt(if it > 0: 1 else: 0).foldl(a + b)).foldl(a + b)
energised_grid = newSeqWith(tile_grid.len, newSeqWith(tile_grid[0].len, 0))
# var moving_lasers = lasers
# var count = 0
# while moving_lasers.len > 0:
# count += 1
# moving_lasers = move_lasers(moving_lasers, tile_grid)
# echo assemble movement_grid
# echo ""
process_input(tile_grid, lasers)
echo energy.foldl(a + b)
energy = @[]
var count = 0
for starting_laser in all_starting_lasers:
count += 1
echo "Processing laser ", count
process_input(tile_grid, @[starting_laser])
echo max energy
# echo energised_grid.mapIt(it.mapIt(if it > 0: 1 else: 0).foldl(a + b)).foldl(a + b)