style: refactoring based on Rider suggestions

This commit is contained in:
Stevan Freeborn
2024-12-03 12:19:34 -06:00
parent e2ea828222
commit 597e08024f
4 changed files with 62 additions and 89 deletions
-1
View File
@@ -2,7 +2,6 @@ namespace RedNosedReports;
static class Direction
{
public const string Unknown = "Unknown";
public const string Increasing = "Increasing";
public const string Decreasing = "Decreasing";
}
+4 -12
View File
@@ -2,16 +2,8 @@ namespace RedNosedReports;
class PuzzleParser
{
public List<Report> Parse(string[] lines)
{
var reports = new List<Report>();
foreach (var line in lines)
{
var numbers = line.Split(' ').Select(int.Parse).ToList();
reports.Add(new Report(numbers));
}
return reports;
}
public List<Report> Parse(string[] lines) => lines
.Select(line => line.Split(' ').Select(int.Parse).ToList())
.Select(numbers => new Report(numbers))
.ToList();
}
+56 -76
View File
@@ -2,20 +2,13 @@ namespace RedNosedReports;
class Report(List<int> levels)
{
private readonly List<int> _levels = levels;
public string GetDebugOutput()
{
return $"{string.Join(' ', _levels)} {IsSafe()} {IsSafeWithProblemDampener()}";
}
public bool IsSafe()
{
for (var i = 0; i < _levels.Count - 1; i++)
for (var i = 0; i < levels.Count - 1; i++)
{
var current = _levels[i];
var next = _levels[i + 1];
var current = levels[i];
var next = levels[i + 1];
if (HasExceededLimits(current, next) || HasChangedDirection(current, next))
{
return false;
@@ -27,11 +20,11 @@ class Report(List<int> levels)
public bool IsSafeWithProblemDampener()
{
for (var currentIndex = 0; currentIndex < _levels.Count - 1; currentIndex++)
for (var currentIndex = 0; currentIndex < levels.Count - 1; currentIndex++)
{
var nextIndex = currentIndex + 1;
var current = _levels[currentIndex];
var next = _levels[nextIndex];
var current = levels[currentIndex];
var next = levels[nextIndex];
var directionChanged = HasChangedDirection(current, next);
// problem dampener permits us to try to make
@@ -41,87 +34,74 @@ class Report(List<int> levels)
// the limits we are going to attempt to see if
// the levels will work if we remove one of the levels in
// the current pair.
if (HasExceededLimits(current, next) || directionChanged)
if (HasExceededLimits(current, next) is false && directionChanged is false)
{
// specific edge case where direction changes
// on the second pair of levels after the first
// pair is a valid.
// i.e. 43, 41, 43, 44, 45, 47, 49
// in this case we should attempt to make levels
// work by removing first element so that we can
// essentially reset what the valid direction is.
if (directionChanged && currentIndex is 1)
{
var levelsWithoutFirstElement = _levels.ToList();
levelsWithoutFirstElement.RemoveAt(0);
var isSafeWithoutFirstElement = new Report(levelsWithoutFirstElement).IsSafe();
if (isSafeWithoutFirstElement)
{
return true;
}
}
// check if levels work without the current level
var levelsWithoutCurrent = _levels.ToList();
levelsWithoutCurrent.RemoveAt(currentIndex);
var isSafeWithoutCurrent = new Report(levelsWithoutCurrent).IsSafe();
if (isSafeWithoutCurrent)
{
return true;
}
// check if levels work without the next level
var levelsWithoutNext = _levels.ToList();
levelsWithoutNext.RemoveAt(nextIndex);
var isSafeWithoutNext = new Report(levelsWithoutNext).IsSafe();
if (isSafeWithoutNext)
{
return true;
}
// if won't work with all levels
// or without current or next then doesn't
// work at all.
return false;
continue;
}
// specific edge case where direction changes
// on the second pair of levels after the first
// pair is a valid.
// i.e. 43, 41, 43, 44, 45, 47, 49
// in this case we should attempt to make levels
// work by removing first element so that we can
// essentially reset what the valid direction is.
if (directionChanged && currentIndex is 1)
{
var levelsWithoutFirstElement = levels.ToList();
levelsWithoutFirstElement.RemoveAt(0);
var isSafeWithoutFirstElement = new Report(levelsWithoutFirstElement).IsSafe();
if (isSafeWithoutFirstElement)
{
return true;
}
}
// check if levels work without the current level
var levelsWithoutCurrent = levels.ToList();
levelsWithoutCurrent.RemoveAt(currentIndex);
var isSafeWithoutCurrent = new Report(levelsWithoutCurrent).IsSafe();
if (isSafeWithoutCurrent)
{
return true;
}
// check if levels work without the next level
var levelsWithoutNext = levels.ToList();
levelsWithoutNext.RemoveAt(nextIndex);
var isSafeWithoutNext = new Report(levelsWithoutNext).IsSafe();
// we've exhausted ways that the levels might work
// so we can just return this check.
return isSafeWithoutNext;
}
return true;
}
private bool HasExceededLimits(int current, int next)
private static bool HasExceededLimits(int current, int next)
{
var delta = Math.Abs(next - current);
if (delta > 3 || delta < 1)
{
return true;
}
return false;
return delta is > 3 or < 1;
}
private bool HasChangedDirection(int current, int next)
{
var direction = _levels[1] > _levels[0]
var direction = levels[1] > levels[0]
? Direction.Increasing
: Direction.Decreasing;
var isNextGreaterThanCurrent = next > current;
if (direction is Direction.Increasing && isNextGreaterThanCurrent is false)
switch (direction)
{
return true;
case Direction.Increasing when isNextGreaterThanCurrent is false:
case Direction.Decreasing when isNextGreaterThanCurrent:
return true;
default:
return false;
}
if (direction is Direction.Decreasing && isNextGreaterThanCurrent)
{
return true;
}
return false;
}
}