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https://github.com/danbulant/adventOfCode
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go back to bools
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parent
5502c35f06
commit
81d04311a9
1 changed files with 6 additions and 7 deletions
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@ -73,11 +73,10 @@ struct Beam {
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// ];
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// ];
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impl Beam {
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impl Beam {
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fn to_nums(&self) -> (usize, usize) {
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fn to_nums(&self) -> usize {
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let vecval = (self.vector.x+1)*self.vector.x.abs()+(self.vector.y+2)*self.vector.y.abs();
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let vecval = (self.vector.x+1)*self.vector.x.abs()+(self.vector.y+2)*self.vector.y.abs();
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let val = (self.point.x * 110 + self.point.y + 1) << 2 | vecval as usize;
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let val = (self.point.x * 110 + self.point.y + 1) << 2 | vecval as usize;
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(val >> 6, 1 << (val & 63))
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val
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// 0b1000000000000000000000000000000000000000000000000000000000000000
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}
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}
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}
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}
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@ -282,11 +281,11 @@ fn setup() -> (Point, Vec<Vec<MapPoint>>, Vec<Vec<MapPoint>>) {
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fn get_count(max_point: Point, rows: Vec<Vec<MapPoint>>, columns: Vec<Vec<MapPoint>>, beam: Beam) -> usize {
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fn get_count(max_point: Point, rows: Vec<Vec<MapPoint>>, columns: Vec<Vec<MapPoint>>, beam: Beam) -> usize {
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let mut energized : Vec<Vec<bool>> = vec![vec![false; max_point.x]; max_point.y];
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let mut energized : Vec<Vec<bool>> = vec![vec![false; max_point.x]; max_point.y];
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// let mut beams_set = HashSet::<Beam, BuildHasherDefault<BeamHasher>>::default();
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// let mut beams_set = HashSet::<Beam, BuildHasherDefault<BeamHasher>>::default();
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let mut beams_set_vec = vec![0; (max_point.x + 1) * (max_point.y + 1) / 8 + 1];
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let mut beams_set_vec = vec![false; (max_point.x + 1) * (max_point.y + 1) * 4];
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let mut beams : Vec<Beam> = vec![beam];
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let mut beams : Vec<Beam> = vec![beam];
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// beams_set.insert(beams[0]);
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// beams_set.insert(beams[0]);
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let b0 = beams[0].to_nums();
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let b0 = beams[0].to_nums();
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beams_set_vec[b0.0] = b0.1;
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beams_set_vec[b0] = true;
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let mut offset = 0;
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let mut offset = 0;
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@ -340,8 +339,8 @@ fn get_count(max_point: Point, rows: Vec<Vec<MapPoint>>, columns: Vec<Vec<MapPoi
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// append_if_not_in(&mut beams, beam);
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// append_if_not_in(&mut beams, beam);
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// if beams_set.insert(beam) {
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// if beams_set.insert(beam) {
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let bnum = beam.to_nums();
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let bnum = beam.to_nums();
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if beams_set_vec[bnum.0] & bnum.1 == 0 {
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if beams_set_vec[bnum] == false {
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beams_set_vec[bnum.0] |= bnum.1;
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beams_set_vec[bnum] = true;
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beams.push(beam);
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beams.push(beam);
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}
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}
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}
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}
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