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aoc/AOC2015/Day13.cs

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//using MoreLinq.Extensions;
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namespace AOC2015;
/// <summary>
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/// Day 13: <a href="https://adventofcode.com/2015/day/13"/>
/// </summary>
public sealed class Day13 : Day
{
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public Day13() : base(2015, 13, "Knights of the Dinner Table")
{
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foreach (var line in Input)
AddToHappinessMap(line);
}
public override object Part1()
{
return ComputeHappiness();
}
public override object Part2()
{
// Add myself
foreach (var person in allPeople)
{
happinessMap[("me", person)] = 0;
happinessMap[(person, "me")] = 0;
}
allPeople.Add("me");
return ComputeHappiness();
}
private Dictionary<(string person1, string person2), int> happinessMap = new();
private List<string> allPeople = new();
private void AddToHappinessMap(string thisString)
{
var tokens = thisString.Split(' ');
var firstPerson = tokens.First();
var lastPerson = tokens.Last().TrimEnd('.');
var amount = int.Parse(tokens[3]);
if (tokens.Contains("lose"))
amount *= -1;
happinessMap[(firstPerson, lastPerson)] = amount;
if (!allPeople.Contains(firstPerson))
allPeople.Add(firstPerson);
if (!allPeople.Contains(lastPerson))
allPeople.Add(lastPerson);
}
public static List<List<string>> BuildPermutations(List<string> items)
{
if (items.Count > 1)
{
return items.SelectMany(item => BuildPermutations(items.Where(i => !i.Equals(item)).ToList()),
(item, permutation) => new[] { item }.Concat(permutation).ToList()).ToList();
}
return new() { items };
}
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public long ComputeHappiness()
{
var possibilities = BuildPermutations(allPeople);
var maxHappiness = long.MinValue;
foreach (var possibility in possibilities)
{
long thisPossibilityHappiness = 0;
for (var i = 0; i < possibility.Count; i++)
{
// get the people on either side.
var firstPerson = possibility[i];
var leftPerson = i == 0 ? possibility[^1] : possibility[i - 1];
var rightPerson = i == possibility.Count - 1 ? possibility[0] : possibility[i + 1];
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thisPossibilityHappiness += happinessMap[(firstPerson, leftPerson)];
thisPossibilityHappiness += happinessMap[(firstPerson, rightPerson)];
}
maxHappiness = Math.Max(maxHappiness, thisPossibilityHappiness);
}
return maxHappiness;
}
}