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Dec 15th, 2018
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  1. const GRID_STR: &'static str =
  2. "08 02 22 97 38 15 00 40 00 75 04 05 07 78 52 12 50 77 91 08
  3. 49 49 99 40 17 81 18 57 60 87 17 40 98 43 69 48 04 56 62 00
  4. 81 49 31 73 55 79 14 29 93 71 40 67 53 88 30 03 49 13 36 65
  5. 52 70 95 23 04 60 11 42 69 24 68 56 01 32 56 71 37 02 36 91
  6. 22 31 16 71 51 67 63 89 41 92 36 54 22 40 40 28 66 33 13 80
  7. 24 47 32 60 99 03 45 02 44 75 33 53 78 36 84 20 35 17 12 50
  8. 32 98 81 28 64 23 67 10 26 38 40 67 59 54 70 66 18 38 64 70
  9. 67 26 20 68 02 62 12 20 95 63 94 39 63 08 40 91 66 49 94 21
  10. 24 55 58 05 66 73 99 26 97 17 78 78 96 83 14 88 34 89 63 72
  11. 21 36 23 09 75 00 76 44 20 45 35 14 00 61 33 97 34 31 33 95
  12. 78 17 53 28 22 75 31 67 15 94 03 80 04 62 16 14 09 53 56 92
  13. 16 39 05 42 96 35 31 47 55 58 88 24 00 17 54 24 36 29 85 57
  14. 86 56 00 48 35 71 89 07 05 44 44 37 44 60 21 58 51 54 17 58
  15. 19 80 81 68 05 94 47 69 28 73 92 13 86 52 17 77 04 89 55 40
  16. 04 52 08 83 97 35 99 16 07 97 57 32 16 26 26 79 33 27 98 66
  17. 88 36 68 87 57 62 20 72 03 46 33 67 46 55 12 32 63 93 53 69
  18. 04 42 16 73 38 25 39 11 24 94 72 18 08 46 29 32 40 62 76 36
  19. 20 69 36 41 72 30 23 88 34 62 99 69 82 67 59 85 74 04 36 16
  20. 20 73 35 29 78 31 90 01 74 31 49 71 48 86 81 16 23 57 05 54
  21. 01 70 54 71 83 51 54 69 16 92 33 48 61 43 52 01 89 19 67 48";
  22.  
  23. enum Direction {
  24. Up,
  25. Down,
  26. Left,
  27. Right,
  28. UpLeft,
  29. UpRight,
  30. DownLeft,
  31. DownRight
  32. }
  33.  
  34. fn produce_valid_directions(grid_length: usize, coordinate: (usize, usize)) -> impl Iterator<Item=Direction> {
  35. let mut v = vec![];
  36.  
  37. let has_up_clearance = coordinate.1 >= 3;
  38. let has_down_clearance = coordinate.1 <= (grid_length - 4);
  39. let has_left_clearance = coordinate.0 >= 3;
  40. let has_right_clearance = coordinate.0 <= (grid_length - 4);
  41.  
  42. if has_up_clearance {
  43. v.push(Direction::Up);
  44. if has_left_clearance {
  45. v.push(Direction::UpLeft);
  46. }
  47.  
  48. if has_right_clearance {
  49. v.push(Direction::UpRight);
  50. }
  51. }
  52.  
  53. if has_down_clearance {
  54. v.push(Direction::Down);
  55. if has_left_clearance {
  56. v.push(Direction::DownLeft);
  57. }
  58.  
  59. if has_right_clearance {
  60. v.push(Direction::DownRight);
  61. }
  62. }
  63.  
  64. if has_left_clearance {
  65. v.push(Direction::Left);
  66. }
  67.  
  68. if has_right_clearance {
  69. v.push(Direction::Right);
  70. }
  71.  
  72. v.into_iter()
  73. }
  74.  
  75. fn produce_grid_item_iterator(grid: &Vec<Vec<u64>>, coordinate: (usize, usize)) -> Box<dyn Iterator<Item=(u64, u64, u64, u64)>> {
  76. Box::new(produce_valid_directions(grid.len(), coordinate).map(|direction| match direction {
  77. Direction::Up => ((coordinate.0, coordinate.1), (coordinate.0, coordinate.1 - 1), (coordinate.0, coordinate.1 - 2), (coordinate.0, coordinate.1 - 3)),
  78. Direction::Down => ((coordinate.0, coordinate.1), (coordinate.0, coordinate.1 + 1), (coordinate.0, coordinate.1 + 2), (coordinate.0, coordinate.1 + 3)),
  79. Direction::Left => ((coordinate.0, coordinate.1), (coordinate.0 - 1, coordinate.1), (coordinate.0 - 2, coordinate.1), (coordinate.0 - 3, coordinate.1)),
  80. Direction::Right => ((coordinate.0, coordinate.1), (coordinate.0 + 1, coordinate.1), (coordinate.0 + 2, coordinate.1), (coordinate.0 + 3, coordinate.1)),
  81. Direction::UpLeft => ((coordinate.0, coordinate.1), (coordinate.0 - 1, coordinate.1 - 1), (coordinate.0 - 2, coordinate.1 - 2), (coordinate.0 - 3, coordinate.1 - 3)),
  82. Direction::UpRight => ((coordinate.0, coordinate.1), (coordinate.0 + 1, coordinate.1 - 1), (coordinate.0 + 2, coordinate.1 - 2), (coordinate.0 + 3, coordinate.1 - 3)),
  83. Direction::DownLeft => ((coordinate.0, coordinate.1), (coordinate.0 - 1, coordinate.1 + 1), (coordinate.0 - 2, coordinate.1 + 2), (coordinate.0 - 3, coordinate.1 + 3)),
  84. Direction::DownRight => ((coordinate.0, coordinate.1), (coordinate.0 + 1, coordinate.1 + 1), (coordinate.0 + 2, coordinate.1 + 2), (coordinate.0 + 3, coordinate.1 + 3)),
  85. })
  86. .map(|coordinates| (grid[(coordinates.0).1][(coordinates.0).0], grid[(coordinates.1).1][(coordinates.1).0], grid[(coordinates.2).1][(coordinates.2).0], grid[(coordinates.3).1][(coordinates.3).0]))
  87. .collect::<Vec<_>>().into_iter())
  88. }
  89.  
  90. fn produce_grid_iterator(grid: &Vec<Vec<u64>>) -> Box<dyn Iterator<Item=(u64, u64, u64, u64)>> {
  91. let mut iter = produce_grid_item_iterator(grid, (0, 0));
  92. for i in 0..grid.len() {
  93. for j in 0..grid.len() {
  94. if (i == 0) && (j == 0) {
  95. continue;
  96. } else {
  97. let old_iter = std::mem::replace(&mut iter, Box::new(std::iter::once((0, 0, 0, 0))));
  98. let new_iter = Box::new(old_iter.chain(produce_grid_item_iterator(grid, (j, i))));
  99. std::mem::replace(&mut iter, new_iter);
  100. }
  101. }
  102. }
  103. iter
  104. }
  105.  
  106. fn main() {
  107. let grid = GRID_STR.lines().map(|line| line.split(" ").map(|value| value.parse::<u64>().unwrap()).collect::<Vec<_>>()).collect::<Vec<_>>();
  108. println!("{:?}", produce_grid_iterator(&grid).map(|tup| tup.0 * tup.1 * tup.2 * tup.3).max());
  109. }
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