split direction (asc/desc) from state (Good/Bad/Dampening)

This commit is contained in:
2025-05-25 18:06:17 -05:00
parent e2135b4684
commit 1510c09b01

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@@ -21,78 +21,113 @@ where
}
#[derive(Eq, PartialEq)]
enum LevelTransitionState {
Asc,
Desc,
Bad,
Dampened,
enum TransitionState {
Good, // Good state
Bad, // Bad state
Dampened, // Could be removed to make a good state
}
fn compare_levels(curr_level: i64, next_level: i64) -> LevelTransitionState {
#[derive(Eq, PartialEq)]
enum TransitionDirection {
Asc, // level is increasing
Desc, // level is decreasing
}
struct LevelTransition {
state: TransitionState,
direction: TransitionDirection,
}
/// Given two level inputs, return one of the following:
/// - `LevelTransitionState::Bad` if the difference between
/// the levels is either 0 or great than 3
/// - `LevelTransitionState::Asc` if the value from curr_level to next_level is increasing and it's not BAD
/// - `LevelTransitionState::Desc` if the value from curr_level to next_level is decreasing and it's not BAD
fn compare_levels(curr_level: i64, next_level: i64) -> LevelTransition {
let level_diff = next_level - curr_level;
// If the diff is 0 or greater than 3, return bad stat
if level_diff == 0 || level_diff.abs() > 3 {
return LevelTransitionState::Bad;
}
// If the diff is 0 or greater than 3, return bad state
let state = if level_diff == 0 || level_diff.abs() > 3 {
TransitionState::Bad
} else {
TransitionState::Good
};
// If great than zero they are ascending
if level_diff > 0 {
return LevelTransitionState::Asc;
}
//Else we're descending
return LevelTransitionState::Desc;
let direction = if level_diff > 0 {
TransitionDirection::Asc
} else {
TransitionDirection::Desc
};
return LevelTransition { state, direction };
}
fn is_report_safe(report: Vec<i64>) -> bool {
fn is_report_safe_no_dampening(report: Vec<i64>) -> bool {
// Turn the report into a bunch of states for each adjacent pair in the report
let report: Vec<LevelTransitionState> = report
let report: Vec<LevelTransition> = report
.windows(2)
.map(|l| compare_levels(l[0], l[1]))
.collect();
// Setup the loop by checking the first start as a special case
let mut prev_state = &report[0];
if prev_state == &LevelTransitionState::Bad {
let mut prev_transition = &report[0];
if prev_transition.state != TransitionState::Good {
return false;
}
// Check each state
for level_state in report[1..].iter() {
for level_transition in report[1..].iter() {
// If bad, then it's just bad
if level_state == &LevelTransitionState::Bad {
if level_transition.state != TransitionState::Good {
return false;
}
// If the states aren't the same as the prev, it must
// have changed direction
if level_state != prev_state {
if level_transition.direction != prev_transition.direction {
return false;
}
// Setup for next iteration
prev_state = level_state;
prev_transition = level_transition;
}
return true;
}
// let mut modified_report: Vec<Option<i64>> = vec![None];
// let mut tmp_report: Vec<Option<i64>> = report.iter().map(|v| Some(*v)).collect();
// modified_report.append(&mut tmp_report);
// modified_report.push(None);
// dbg!(modified_report);
// fn is_report_safe_with_dampening(report: Vec<i64>) -> bool {
// let mut modified_report: Vec<Option<i64>> = vec![None];
// let mut tmp_report: Vec<Option<i64>> = report.iter().map(|v| Some(*v)).collect();
// modified_report.append(&mut tmp_report);
// modified_report.push(None);
// let states = Vec::new();
// for window in modified_report.windows(3) {
// let window_tuple = (window[0], window[1], window[2]);
// let state = match window_tuple {
// (None, Some(curr), Some(next)) => {
// let diff = curr
// },
// (Some(prev), Some(curr), Some(next)) => (),
// (Some(prev), Some(curr), None) => (),
// _ => panic!("This should never happen!"),
// let states = Vec::new();
// for window in modified_report.windows(3) {
// let window_tuple = (window[0], window[1], window[2]);
// let state = match window_tuple {
// (None, Some(curr), Some(next)) | (Some(curr), Some(next), None) => {
// // Matched first or last element, which means we only have one check to do
// // and we always return Dampened instead of Bad
// let local_state = compare_levels(curr, next);
// if local_state == TransitionState::Bad {
// // shadow bad with dampened since can always
// // remove the first and last element.
// TransitionState::Dampened
// } else {
// local_state
// }
// },
// (Some(prev), Some(curr), Some(next)) => {
// let first_state = compare_levels(prev, curr);
// let second_state = compare_levels(curr, next);
// if first_state == TransitionState::Bad || second_state == TransitionState::Bad || first_state != second_state {
// }
// },
// _ => panic!("This should never happen!"),
// }
// states.push(state);
// }
// states.push(state);
// true
// }
fn main() -> Result<(), Box<dyn Error>> {
@@ -109,16 +144,19 @@ fn main() -> Result<(), Box<dyn Error>> {
let input_file = File::open(input_file_string)?;
let input_reader = BufReader::new(input_file);
let mut accumulator = 0;
let mut accumulator_no_dampening = 0;
for line in input_reader.lines() {
let line = line?;
let parsed_report: Vec<i64> = parse_report(&line)?;
if is_report_safe(parsed_report) {
accumulator += 1;
if is_report_safe_no_dampening(parsed_report) {
accumulator_no_dampening += 1;
}
}
println!("Number of SAFE reports: {}", accumulator);
println!(
"Number of SAFE reports (No Dampening - Part 1): {}",
accumulator_no_dampening
);
Ok(())
}