get rid of custom type
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b4735efed2
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60a1379090
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@ -8,18 +8,11 @@ const X_OFFSET: usize = 300;
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const SAND_SOURCE: (usize, usize) = (500 - X_OFFSET, 0);
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const CAVE_HEIGHT: usize = 200;
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const CAVE_WIDTH: usize = CAVE_HEIGHT * 2;
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type Cave = [[Tile; CAVE_HEIGHT]; CAVE_WIDTH];
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type Cave = [[bool; CAVE_HEIGHT]; CAVE_WIDTH];
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type Parsed = (Cave, usize);
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#[derive(Copy, Clone, PartialEq, Eq, Debug)]
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enum Tile {
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Wall,
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Sand,
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Air,
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}
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fn parse_input(raw: &str) -> Parsed {
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let mut cave = [[Tile::Air; CAVE_HEIGHT]; CAVE_WIDTH];
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let mut cave = [[false; CAVE_HEIGHT]; CAVE_WIDTH];
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let mut max_y = 0;
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for line in raw.lines() {
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let segments: Vec<(usize, usize)> =
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@ -27,7 +20,7 @@ fn parse_input(raw: &str) -> Parsed {
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for &[(x1, y1), (x2, y2)] in segments.array_windows() {
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max_y = max_y.max(y1).max(y2);
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for (x, y) in ((x1.min(x2))..=(x1.max(x2))).flat_map(|x| repeat(x).zip((y1.min(y2))..=(y1.max(y2)))) {
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cave[x][y] = Tile::Wall;
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cave[x][y] = true;
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}
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}
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}
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@ -37,11 +30,11 @@ fn parse_input(raw: &str) -> Parsed {
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fn simulate((x, y): (usize, usize), cave: &Cave) -> Option<(usize, usize)> {
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if y >= CAVE_HEIGHT - 1 {
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None
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} else if cave[x][y + 1] == Tile::Air {
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} else if !cave[x][y + 1] {
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simulate((x, y + 1), cave)
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} else if cave[x - 1][y + 1] == Tile::Air {
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} else if !cave[x - 1][y + 1] {
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simulate((x - 1, y + 1), cave)
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} else if cave[x + 1][y + 1] == Tile::Air {
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} else if !cave[x + 1][y + 1] {
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simulate((x + 1, y + 1), cave)
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} else {
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Some((x, y))
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@ -50,20 +43,24 @@ fn simulate((x, y): (usize, usize), cave: &Cave) -> Option<(usize, usize)> {
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fn part1((cave, _): &Parsed) -> usize {
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let mut cave = cave.to_owned();
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let mut sand = 0;
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while let Some((x, y)) = simulate(SAND_SOURCE, &cave) {
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cave[x][y] = Tile::Sand;
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cave[x][y] = true;
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sand += 1;
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}
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cave.iter().flatten().filter(|&t| t == &Tile::Sand).count()
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sand
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}
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fn part2((cave, max_y): &Parsed) -> usize {
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let mut cave = cave.to_owned();
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cave.iter_mut().for_each(|row| row[max_y + 2] = Tile::Wall);
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while cave[SAND_SOURCE.0][SAND_SOURCE.1] == Tile::Air {
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let mut sand = 0;
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cave.iter_mut().for_each(|row| row[max_y + 2] = true);
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while !cave[SAND_SOURCE.0][SAND_SOURCE.1] {
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let (x, y) = simulate(SAND_SOURCE, &cave).unwrap();
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cave[x][y] = Tile::Sand;
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cave[x][y] = true;
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sand += 1;
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}
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cave.iter().flatten().filter(|&t| t == &Tile::Sand).count()
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sand
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}
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boilerplate! {
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