static void Process4dCycles(string[] _input_grid, _4d_cube_container _container, int _cycles) { _container.SetBoundaries(0, 0, 0, 0, _input_grid.Length - 1, _input_grid[0].Length - 1, 0, 0); for (var x = 0; x < _input_grid.Length; x++) { for (var y = 0; y < _input_grid[x].Length; y++) { _container[x, y, 0, 0] = new cube(_input_grid[x][y] == '#' ? true : false); } } for (var cycle = 0; cycle < _cycles; cycle++) { // add a 4d layer around the existing hypercubes _container.Expand(); // transform the cubes according to these rules: // 1. if a cube is active and exactly 2 or 3 of its neighbors are also active, the cube remains active. Otherwise, the cube becomes inactive. // // 2. if a cube is inactive but exactly 3 of its neighbors are active, the cube becomes active. Otherwise, the cube remains inactive. for (var x = _container.min_x; x <= _container.max_x; x++) { for (var y = _container.min_y; y <= _container.max_y; y++) { for (var z = _container.min_z; z <= _container.max_z; z++) { for (var w = _container.min_w; w <= _container.max_w; w++) { if (_container[x, y, z, w].state == true) { if (_container[x, y, z, w].active_neighbors != 2 && _container[x, y, z, w].active_neighbors != 3) { _container[x, y, z, w].Transform(false); } } else if (_container[x, y, z, w].active_neighbors == 3) { _container[x, y, z, w].Transform(true); } } } } } // apply transforms to each cube _container.Update(); } }
static async Task Main(string[] args) { var input_grid = await File.ReadAllLinesAsync("input.txt", Encoding.UTF8); var _3d_container = new _3d_cube_container(); Process3dCycles(input_grid, _3d_container, 6); Console.WriteLine(_3d_container.active_cube_count); var _4d_container = new _4d_cube_container(); Process4dCycles(input_grid, _4d_container, 6); Console.WriteLine(_4d_container.active_cube_count); }