advent-of-code/2020/src/grid.rs
kageru 3d80b9f073
clippy lints and stabilizations
A few things have changed in the past few months
2021-04-29 19:14:28 +02:00

80 lines
2.2 KiB
Rust

pub mod cell;
pub mod direction;
pub mod position;
pub use direction::*;
pub use position::*;
use itertools::join;
use std::{collections::HashMap, fmt::Display, hash::BuildHasher};
#[derive(Debug, Clone)]
pub struct Grid<P: Position, T: Display + Default> {
pub fields: HashMap<P, T>,
}
impl<P: Position, T: Display + Default + Copy> Grid<P, T> {
pub fn get_convert<Pos: Into<P>>(&self, pos: Pos) -> T {
self.fields.get(&pos.into()).copied().unwrap_or_default()
}
pub fn get(&self, pos: &P) -> T {
self.fields.get(pos).copied().unwrap_or_default()
}
pub fn insert<Pos: Into<P>>(&mut self, pos: Pos, t: T) {
self.fields.insert(pos.into(), t);
}
}
impl<P: Position, T: Display + Default> std::iter::FromIterator<(P, T)> for Grid<P, T> {
fn from_iter<I: IntoIterator<Item = (P, T)>>(iter: I) -> Self {
Grid {
fields: iter.into_iter().collect(),
}
}
}
impl<T: Display + Default + Copy> Grid<Position2D, T> {
pub fn draw_ascii(&self) -> String {
draw_ascii(&self.fields)
}
}
struct Boundaries {
x_min: i64,
x_max: i64,
y_min: i64,
y_max: i64,
}
#[rustfmt::skip]
fn get_boundaries(input: &[&Position2D]) -> Boundaries {
let x_min = input.iter().min_by_key(|k| k.x).map(|p| p.x).unwrap_or(0);
let x_max = input.iter().max_by_key(|k| k.x).map(|p| p.x).unwrap_or(0);
let y_min = input.iter().min_by_key(|k| k.y).map(|p| p.y).unwrap_or(0);
let y_max = input.iter().max_by_key(|k| k.y).map(|p| p.y).unwrap_or(0);
Boundaries { x_min, x_max, y_min, y_max }
}
pub fn draw_ascii<T: Display + Default, S: BuildHasher>(coordinates: &HashMap<Position2D, T, S>) -> String {
let b = get_boundaries(&coordinates.keys().collect::<Vec<_>>());
join(
(b.y_min..=b.y_max).rev().map(|y| {
(b.x_min..=b.x_max)
.map(|x| coordinates.get(&(x, y).into()).unwrap_or(&T::default()).to_string())
.collect::<String>()
}),
"\n",
)
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_add() {
assert_eq!(Position2D { x: 0, y: 2 } + Position2D { x: -1, y: 0 }, (-1, 2).into());
assert_eq!(Position2D { x: 0, y: -1 } + Direction::Up, (0, 0).into());
}
}