Refactor move to take a number of cups to move in day 23
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0ef1fc62e8
commit
c980fdf735
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@ -131,86 +131,45 @@ class CupGraph {
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CupGraph::const_iterator(*this, start), CupGraph::const_iterator(*this, CupGraph::const_iterator::END));
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}
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/**
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* Move the cup at key to be clockwise to dest
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*
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* **This is not used in the final solution, but is kept for posterity**
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*
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* @param key The cup to move
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* @param dest The cup that will be counterclockwise to key (i.e. key will be clockwise to dest)
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*/
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void move(int key, int dest) {
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auto keyIt = this->neighbors.left.find(key);
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auto destIt = this->neighbors.left.find(dest);
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if (keyIt == this->neighbors.left.end() || destIt == this->neighbors.left.end()) {
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throw std::out_of_range("Item not in map");
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}
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auto counterclockwiseFromKeyIt = this->neighbors.right.find(key);
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if (counterclockwiseFromKeyIt == this->neighbors.right.end()) {
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throw std::invalid_argument("Key has no counterclockwise neighbor");
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}
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int clockwiseFromKey = keyIt->second;
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int clockwiseFromDest = destIt->second;
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int counterclockwiseFromKey = counterclockwiseFromKeyIt->second;
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// Unfortunately, using replace doesn't work because we expect that each side has exactly one of each element,
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// so doing this shuffle is not possible with replace, without some serious edgecasing.
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this->neighbors.right.erase(key);
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this->neighbors.left.erase(key);
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this->neighbors.left.erase(dest);
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// Stitch the counterclockwise neighbor to be the one clockwise to keyIt
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this->neighbors.left.insert({counterclockwiseFromKey, clockwiseFromKey});
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// Stitching the key to have the same neighbor as the destination did
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this->neighbors.left.insert({key, clockwiseFromDest});
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// Stitch the destination to be adjacent to the key
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this->neighbors.left.insert({dest, key});
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}
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/**
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* The same as move, but moves key, key's neighbor, and key's neighbor's neighbor, at once
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* @param key The key to move
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* @param dest The destination to move to
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*/
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void move3(int key, int dest) {
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void move(int key, int dest, int numToMove) {
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auto keyIt = this->neighbors.left.find(key);
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auto destIt = this->neighbors.left.find(dest);
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if (keyIt == this->neighbors.left.end() || destIt == this->neighbors.left.end()) {
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throw std::out_of_range("Item not in map");
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}
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// Get the two elements after the key.
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auto keyIt2 = this->neighbors.left.find(keyIt->second);
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if (keyIt2 == this->neighbors.left.end()) {
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throw "Invalid state: elements are not linked together";
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}
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auto keyIt3 = this->neighbors.left.find(keyIt2->second);
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if (keyIt3 == this->neighbors.left.end()) {
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throw "Invalid state: elements are not linked together";
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}
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auto counterclockwiseFromKeyIt = this->neighbors.right.find(key);
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if (counterclockwiseFromKeyIt == this->neighbors.right.end()) {
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throw std::invalid_argument("Key has no counterclockwise neighbor");
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}
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int key3 = keyIt3->first;
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int clockwiseFromKey3 = keyIt3->second;
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auto endOfRangeIt = keyIt;
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for (int i = 1; i < numToMove; i++) {
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endOfRangeIt = this->neighbors.left.find(endOfRangeIt->second);
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if (endOfRangeIt == this->neighbors.left.end()) {
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throw "Invalid state: elements are not linked together";
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}
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}
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int endOfRangeKey = endOfRangeIt->first;
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int clockwiseFromEndOfRangeKey = endOfRangeIt->second;
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int clockwiseFromDest = destIt->second;
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int counterclockwiseFromKey = counterclockwiseFromKeyIt->second;
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// Unfortunately, using replace doesn't work because we expect that each side has exactly one of each element,
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// so doing this shuffle is not possible with replace, without some serious edgecasing.
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this->neighbors.right.erase(key);
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this->neighbors.left.erase(key3);
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// this->neighbors.left.erase(key);
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this->neighbors.left.erase(endOfRangeKey);
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this->neighbors.left.erase(dest);
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// Stitch the counterclockwise neighbor to be the one clockwise to the final element in our range
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this->neighbors.left.insert({counterclockwiseFromKey, clockwiseFromKey3});
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this->neighbors.left.insert({counterclockwiseFromKey, clockwiseFromEndOfRangeKey});
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// Stitching the final element of our range to have the same neighbor as the destination did
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this->neighbors.left.insert({key3, clockwiseFromDest});
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this->neighbors.left.insert({endOfRangeKey, clockwiseFromDest});
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// Stitch the destination to be adjacent to the key
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this->neighbors.left.insert({dest, key});
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}
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@ -362,7 +321,9 @@ void runGame(int startingCup, CupGraph &graph, int numIterations) {
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// Since we move three at a time, we only need to get the first picked up cup
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int firstPickedUpCup = graph.getNext(currentCup);
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graph.move3(firstPickedUpCup, destinationCup);
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using tupleType = typename std::result_of<decltype (&getPickedUpCups)(int, const CupGraph &)>::type;
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constexpr auto numCupsToMove = std::tuple_size<tupleType>::value;
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graph.move(firstPickedUpCup, destinationCup, numCupsToMove);
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currentCup = graph.getNext(currentCup);
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}
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