Day 16
p1 is pipesv2 (especially forced optimization) p2 is really bad at making you optimize lol
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194
lib/src/day16/mod.rs
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194
lib/src/day16/mod.rs
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use itertools::Itertools;
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use crate::utils::Day;
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pub struct Beam {
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pub position: Position,
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pub direction: Direction
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}
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#[derive(Clone, PartialEq, Eq, Debug, PartialOrd, Ord)]
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pub struct Position {
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pub x: usize,
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pub y: usize
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}
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#[derive(Clone, PartialEq, Debug)]
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pub enum Direction {
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Up,
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Down,
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Right,
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Left
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}
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#[derive(Debug, Default)]
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pub struct Day16 {
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pub input: String,
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}
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impl Day for Day16 {
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fn part1(&mut self) -> String {
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let grid = self.input.lines().map(|l| l.chars().collect_vec()).collect_vec();
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let mut heated = Vec::<(Position, Direction)>::new();
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let mut beams = Vec::from(const { [Beam { position: Position { x: 0, y: 0 }, direction: Direction::Right }] });
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while beams.len() > 0 {
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// Step all beams
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for mut beam in std::mem::take(&mut beams).into_iter() {
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let already_heated = heated.iter().filter(|(pos, dir)| pos == &beam.position && dir == &beam.direction).collect_vec();
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if already_heated.len() == 0 {
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heated.push((beam.position.clone(), beam.direction.clone()));
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} else {
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continue;
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}
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match grid[beam.position.y][beam.position.x] {
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'/' => match beam.direction {
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Direction::Up => beam.direction = Direction::Right,
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Direction::Down => beam.direction = Direction::Left,
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Direction::Right => beam.direction = Direction::Up,
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Direction::Left => beam.direction = Direction::Down,
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},
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'\\' => match beam.direction {
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Direction::Up => beam.direction = Direction::Left,
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Direction::Down => beam.direction = Direction::Right,
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Direction::Right => beam.direction = Direction::Down,
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Direction::Left => beam.direction = Direction::Up,
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},
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'|' => match beam.direction {
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Direction::Left | Direction::Right => {
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if beam.position.y != 0 { beams.push(Beam { position: Position { x: beam.position.x, y: beam.position.y - 1 }, direction: Direction::Up }) }
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if beam.position.y != grid.len() - 1 { beams.push(Beam { position: Position { x: beam.position.x, y: beam.position.y + 1 }, direction: Direction::Down }) }
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continue
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},
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_ => ()
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},
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'-' => match beam.direction {
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Direction::Up | Direction::Down => {
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if beam.position.x != 0 { beams.push(Beam { position: Position { x: beam.position.x - 1, y: beam.position.y }, direction: Direction::Left }) }
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if beam.position.x != grid[0].len() - 1 { beams.push(Beam { position: Position { x: beam.position.x + 1, y: beam.position.y }, direction: Direction::Right }) }
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continue
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},
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_ => ()
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},
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_ => ()
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}
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match beam.direction {
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Direction::Up if beam.position.y != 0 => beam.position.y -= 1,
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Direction::Down if beam.position.y != grid.len() - 1 => beam.position.y += 1,
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Direction::Right if beam.position.x != grid[0].len() - 1 => beam.position.x += 1,
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Direction::Left if beam.position.x != 0 => beam.position.x -= 1,
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_ => continue // If it hit the wall, skull issue, don't add it back to the vec
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}
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beams.push(beam);
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}
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}
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// println!(
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// "{}",
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// grid
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// .iter()
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// .enumerate()
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// .map(|(y, l)| l.iter().enumerate().map(|(x, b)| if heated.iter().any(|(pos, _)| pos.x == x && pos.y == y) { '#' } else { '.' }).collect::<String>())
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// .collect::<Vec<_>>()
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// .join("\n")
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// );
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heated.into_iter().map(|(pos, _)| pos).sorted().dedup().count().to_string()
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}
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// TODO Don't do this the stupid way, use DP/caching lol
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fn part2(&mut self) -> String {
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let grid = self.input.lines().map(|l| l.chars().collect_vec()).collect_vec();
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let mut max = 0usize;
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for y in 0..grid.len() {
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for x in 0..grid[0].len() {
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let dir =
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if x == 0 { Direction::Left }
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else if x == grid[0].len() - 1 { Direction::Right }
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else if y == 0 { Direction::Down }
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else if y == grid.len() - 1 { Direction::Up }
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else { continue };
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let mut heated = Vec::<(Position, Direction)>::new();
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let mut beams = Vec::from([Beam { position: Position { x, y }, direction: dir }]);
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while beams.len() > 0 {
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// Step all beams
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for mut beam in std::mem::take(&mut beams).into_iter() {
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let already_heated = heated.iter().filter(|(pos, dir)| pos == &beam.position && dir == &beam.direction).collect_vec();
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if already_heated.len() == 0 {
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heated.push((beam.position.clone(), beam.direction.clone()));
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} else {
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continue;
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}
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match grid[beam.position.y][beam.position.x] {
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'/' => match beam.direction {
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Direction::Up => beam.direction = Direction::Right,
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Direction::Down => beam.direction = Direction::Left,
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Direction::Right => beam.direction = Direction::Up,
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Direction::Left => beam.direction = Direction::Down,
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},
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'\\' => match beam.direction {
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Direction::Up => beam.direction = Direction::Left,
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Direction::Down => beam.direction = Direction::Right,
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Direction::Right => beam.direction = Direction::Down,
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Direction::Left => beam.direction = Direction::Up,
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},
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'|' => match beam.direction {
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Direction::Left | Direction::Right => {
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if beam.position.y != 0 { beams.push(Beam { position: Position { x: beam.position.x, y: beam.position.y - 1 }, direction: Direction::Up }) }
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if beam.position.y != grid.len() - 1 { beams.push(Beam { position: Position { x: beam.position.x, y: beam.position.y + 1 }, direction: Direction::Down }) }
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continue
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},
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_ => ()
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},
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'-' => match beam.direction {
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Direction::Up | Direction::Down => {
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if beam.position.x != 0 { beams.push(Beam { position: Position { x: beam.position.x - 1, y: beam.position.y }, direction: Direction::Left }) }
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if beam.position.x != grid[0].len() - 1 { beams.push(Beam { position: Position { x: beam.position.x + 1, y: beam.position.y }, direction: Direction::Right }) }
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continue
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},
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_ => ()
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},
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_ => ()
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}
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match beam.direction {
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Direction::Up if beam.position.y != 0 => beam.position.y -= 1,
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Direction::Down if beam.position.y != grid.len() - 1 => beam.position.y += 1,
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Direction::Right if beam.position.x != grid[0].len() - 1 => beam.position.x += 1,
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Direction::Left if beam.position.x != 0 => beam.position.x -= 1,
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_ => continue // If it hit the wall, skull issue, don't add it back to the vec
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}
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beams.push(beam);
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}
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}
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// println!(
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// "{}",
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// grid
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// .iter()
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// .enumerate()
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// .map(|(y, l)| l.iter().enumerate().map(|(x, b)| if heated.iter().any(|(pos, _)| pos.x == x && pos.y == y) { '#' } else { '.' }).collect::<String>())
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// .collect::<Vec<_>>()
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// .join("\n")
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// );
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let result = heated.into_iter().map(|(pos, _)| pos).sorted().dedup().count();
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if max < result { max = result; }
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}
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}
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max.to_string()
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}
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}
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@ -10,6 +10,7 @@ use day12::Day12;
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use day13::Day13;
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use day14::Day14;
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use day15::Day15;
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use day16::Day16;
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use day2::Day2;
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use day3::Day3;
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use day4::Day4;
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@ -30,6 +31,7 @@ pub mod day12;
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pub mod day13;
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pub mod day14;
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pub mod day15;
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pub mod day16;
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pub mod day2;
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pub mod day3;
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pub mod day4;
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@ -76,6 +78,7 @@ pub fn get_day(day: u8, input: String) -> Box<dyn Day> {
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13 => Box::new(Day13 { input }),
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14 => Box::new(Day14 { input }),
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15 => Box::new(Day15 { input }),
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16 => Box::new(Day16 { input }),
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_ => panic!("Invalid day #"),
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}
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}
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