2022 - Day 17

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Dreaded_X 2022-12-18 00:34:02 +01:00
parent 3a1181d973
commit e7a687653d
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#![feature(test)]
use anyhow::Result;
use aoc::Solver;
// -- Runners --
fn main() -> Result<()> {
Day::solve()
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn part1_test1() -> Result<()> {
Day::test(Day::part1, "test-1", 3068)
}
#[test]
fn part1_solution() -> Result<()> {
Day::test(Day::part1, "input", 3159)
}
#[test]
fn part2_test1() -> Result<()> {
Day::test(Day::part2, "test-1", 1514285714288)
}
#[test]
fn part2_solution() -> Result<()> {
Day::test(Day::part2, "input", 1566272189352)
}
// Benchmarks
extern crate test;
#[bench]
#[ignore]
fn part1_bench(b: &mut test::Bencher) {
Day::benchmark(Day::part1, b)
}
#[bench]
#[ignore]
fn part2_bench(b: &mut test::Bencher) {
Day::benchmark(Day::part2, b)
}
}
#[derive(PartialEq, Eq)]
enum ShapeName {
Horizontal,
Plus,
Corner,
Vertical,
Square,
}
struct Position {
x: i64,
y: i64,
}
trait Shape {
fn height(&self) -> i64;
fn can_move_left(&self, origin: &Position, field: &Field) -> bool;
fn can_move_right(&self, origin: &Position, field: &Field) -> bool;
fn can_move_down(&self, origin: &Position, field: &Field) -> bool;
fn land(&self, origin: &Position, field: &mut Field);
fn shape(&self) -> ShapeName;
}
// ####
struct Horizontal;
impl Shape for Horizontal {
fn height(&self) -> i64 {
1
}
fn can_move_left(&self, origin: &Position, field: &Field) -> bool {
field.is_open(origin.x-1, origin.y)
}
fn can_move_right(&self, origin: &Position, field: &Field) -> bool {
field.is_open(origin.x+4, origin.y)
}
fn can_move_down(&self, origin: &Position, field: &Field) -> bool {
field.is_open(origin.x, origin.y-1) &&
field.is_open(origin.x+1, origin.y-1) &&
field.is_open(origin.x+2, origin.y-1) &&
field.is_open(origin.x+3, origin.y-1)
}
fn land(&self, origin: &Position, field: &mut Field) {
field.set(origin.x+3, origin.y);
field.set(origin.x+2, origin.y);
field.set(origin.x+1, origin.y);
field.set(origin.x, origin.y);
}
fn shape(&self) -> ShapeName {
ShapeName::Horizontal
}
}
// .#.
// ###
// .#.
struct Plus;
impl Shape for Plus {
fn height(&self) -> i64 {
3
}
fn can_move_left(&self, origin: &Position, field: &Field) -> bool {
field.is_open(origin.x, origin.y+2) &&
field.is_open(origin.x-1, origin.y+1) &&
field.is_open(origin.x, origin.y)
}
fn can_move_right(&self, origin: &Position, field: &Field) -> bool {
field.is_open(origin.x+2, origin.y+2) &&
field.is_open(origin.x+3, origin.y+1) &&
field.is_open(origin.x+2, origin.y)
}
fn can_move_down(&self, origin: &Position, field: &Field) -> bool {
field.is_open(origin.x, origin.y) &&
field.is_open(origin.x+1, origin.y-1) &&
field.is_open(origin.x+2, origin.y)
}
fn land(&self, origin: &Position, field: &mut Field) {
field.set(origin.x+1, origin.y+2);
field.set(origin.x, origin.y+1);
field.set(origin.x+1, origin.y+1);
field.set(origin.x+2, origin.y+1);
field.set(origin.x+1, origin.y);
}
fn shape(&self) -> ShapeName {
ShapeName::Plus
}
}
// ..#
// ..#
// ###
struct Corner;
impl Shape for Corner {
fn height(&self) -> i64 {
3
}
fn can_move_left(&self, origin: &Position, field: &Field) -> bool {
field.is_open(origin.x+1, origin.y+2) &&
field.is_open(origin.x+1, origin.y+1) &&
field.is_open(origin.x-1, origin.y)
}
fn can_move_right(&self, origin: &Position, field: &Field) -> bool {
field.is_open(origin.x+3, origin.y+2) &&
field.is_open(origin.x+3, origin.y+1) &&
field.is_open(origin.x+3, origin.y)
}
fn can_move_down(&self, origin: &Position, field: &Field) -> bool {
field.is_open(origin.x, origin.y-1) &&
field.is_open(origin.x+1, origin.y-1) &&
field.is_open(origin.x+2, origin.y-1)
}
fn land(&self, origin: &Position, field: &mut Field) {
field.set(origin.x+2, origin.y+2);
field.set(origin.x+2, origin.y+1);
field.set(origin.x, origin.y);
field.set(origin.x+1, origin.y);
field.set(origin.x+2, origin.y);
}
fn shape(&self) -> ShapeName {
ShapeName::Corner
}
}
// #
// #
// #
// #
struct Vertical;
impl Shape for Vertical {
fn height(&self) -> i64 {
4
}
fn can_move_left(&self, origin: &Position, field: &Field) -> bool {
field.is_open(origin.x-1, origin.y+3) &&
field.is_open(origin.x-1, origin.y+2) &&
field.is_open(origin.x-1, origin.y+1) &&
field.is_open(origin.x-1, origin.y)
}
fn can_move_right(&self, origin: &Position, field: &Field) -> bool {
field.is_open(origin.x+1, origin.y+3) &&
field.is_open(origin.x+1, origin.y+2) &&
field.is_open(origin.x+1, origin.y+1) &&
field.is_open(origin.x+1, origin.y)
}
fn can_move_down(&self, origin: &Position, field: &Field) -> bool {
field.is_open(origin.x, origin.y-1)
}
fn land(&self, origin: &Position, field: &mut Field) {
field.set(origin.x, origin.y+3);
field.set(origin.x, origin.y+2);
field.set(origin.x, origin.y+1);
field.set(origin.x, origin.y);
}
fn shape(&self) -> ShapeName {
ShapeName::Vertical
}
}
// ##
// ##
struct Square;
impl Shape for Square {
fn height(&self) -> i64 {
2
}
fn can_move_left(&self, origin: &Position, field: &Field) -> bool {
field.is_open(origin.x-1, origin.y+1) &&
field.is_open(origin.x-1, origin.y)
}
fn can_move_right(&self, origin: &Position, field: &Field) -> bool {
field.is_open(origin.x+2, origin.y+1) &&
field.is_open(origin.x+2, origin.y)
}
fn can_move_down(&self, origin: &Position, field: &Field) -> bool {
field.is_open(origin.x, origin.y-1) &&
field.is_open(origin.x+1, origin.y-1)
}
fn land(&self, origin: &Position, field: &mut Field) {
field.set(origin.x, origin.y+1);
field.set(origin.x+1, origin.y+1);
field.set(origin.x, origin.y);
field.set(origin.x+1, origin.y);
}
fn shape(&self) -> ShapeName {
ShapeName::Square
}
}
struct Field {
map: Vec<Vec<bool>>,
heights: Vec<i64>,
}
const WIDTH: i64 = 7;
const SPACE_ABOVE: i64 = 3;
impl Field {
fn new() -> Self {
Self {
map: Vec::new(),
heights: vec![0; WIDTH as usize],
}
}
fn is_open(&self, x: i64, y: i64) -> bool {
// Out of bounds check
// Note that we do not check the upper bound for y as we are only going to move down
if x < 0 || x >= WIDTH || y < 0 {
return false;
}
// The spot is open if the value in the map is false
!self.map[y as usize][x as usize]
}
fn set(&mut self, x: i64, y: i64) {
// Update the max height for each column
self.heights[x as usize] = self.heights[x as usize].max(y+1);
self.map[y as usize][x as usize] = true;
}
fn expand(&mut self, height: i64) {
let max = self.height();
while self.map.len() < (max + height + SPACE_ABOVE) as usize {
self.map.push(vec![false; WIDTH as usize]);
}
}
fn height(&self) -> i64 {
*self.heights.iter().max().unwrap()
}
fn check_for_pattern(&self, initial_height: i64) -> i64 {
// Skip the top lines as they might still might change
'outer: for height in 10..(self.height()-initial_height) {
if height % 2 != 0 {
continue 'outer;
}
let bottom = &self.map[initial_height as usize..(height/2 + initial_height) as usize];
let top = &self.map[(height/2+initial_height) as usize..(height + initial_height) as usize];
assert_eq!(bottom.len(), top.len(), "Height: {height}");
for y in 0..(height/2) as usize {
for x in 0..WIDTH as usize {
if bottom[y][x] != top[y][x] {
continue 'outer;
}
}
}
return height/2;
}
return 0;
}
}
fn simulate_next_block<'a, S, O>(shapes: &mut S, operator: &mut O, field: &mut Field) where
S: Iterator<Item = &'a Box<dyn Shape>>,
O: Iterator<Item = char>
{
// Get the next shape
let shape = shapes.next().unwrap();
// Expand the field upwards
field.expand(shape.height());
// Set the origin to two from the side and three above the highest rock
let mut origin = Position{ x: 2, y: field.height() as i64 + SPACE_ABOVE as i64 };
loop {
// First check left/right movement
let direction = operator.next().unwrap();
if direction == '<' && shape.can_move_left(&origin, &field) {
origin.x -= 1;
} else if direction == '>' && shape.can_move_right(&origin, &field) {
origin.x += 1;
} else {
// Unable to move left or right
}
if shape.can_move_down(&origin, &field) {
origin.y -= 1;
} else {
// We are done and can land
break;
}
}
shape.land(&origin, field);
}
// -- Solution --
pub struct Day;
impl aoc::Solver for Day {
type Output1 = i64;
type Output2 = i64;
fn day() -> u8 {
17
}
fn part1(input: &str) -> Self::Output1 {
let mut operator = input.trim().chars().cycle();
let shapes: Vec<Box<dyn Shape>> = vec![Box::new(Horizontal{}), Box::new(Plus{}), Box::new(Corner{}), Box::new(Vertical{}), Box::new(Square{})];
let mut shapes = shapes.iter().cycle();
let mut field = Field::new();
for _rock in 0..2022 {
simulate_next_block(&mut shapes, &mut operator, &mut field);
}
field.height()
}
fn part2(input: &str) -> Self::Output2 {
let mut operator = input.trim().chars().cycle();
let shapes: Vec<Box<dyn Shape>> = vec![Box::new(Horizontal{}), Box::new(Plus{}), Box::new(Corner{}), Box::new(Vertical{}), Box::new(Square{})];
let mut shapes = shapes.iter().cycle().peekable();
let mut field = Field::new();
// The start of the tower is not part of the pattern
// So we drop a number of blocks first to make sure we get to the periodic part
let initial_rock_count = 200;
for _ in 0..initial_rock_count {
simulate_next_block(&mut shapes, &mut operator, &mut field);
}
let initial_height = field.height();
// We now start dropping blocks
// After every block we look for a pattern by taking the part added since the initial drop
// And then splitting for a given height, splitting it in two
// If these two are the same we have found a pattern and now it's height
let mut total_dropped = initial_rock_count;
let mut pattern_height: i64 = 0;
for i in 0..100_000 {
simulate_next_block(&mut shapes, &mut operator, &mut field);
let height = field.check_for_pattern(initial_height);
if height != 0 {
pattern_height = height;
total_dropped += i+1;
break;
}
}
assert_ne!(pattern_height, 0);
// Because of how the pattern finding is implemented, it might require blocks of the next
// pattern iteration to fall before it is able to find the patterm.
// In order to get to a known state we keep droppping until we have added the hight of
// another pattern iteration
while field.height() <= initial_height + 3*pattern_height {
simulate_next_block(&mut shapes, &mut operator, &mut field);
total_dropped += 1;
}
// After this we should be in the situation where we have dropped the first block of a
// pattern, so how we need to drop another pattern until we have once again added the
// height of a pattern iteration
let mut rocks_in_pattern = 0;
while field.height() <= initial_height + 4*pattern_height {
simulate_next_block(&mut shapes, &mut operator, &mut field);
rocks_in_pattern += 1;
}
total_dropped += rocks_in_pattern;
// We are once again in the situation where we have dropped the first block in the next
// pattern
assert_ne!(rocks_in_pattern, 0);
let total = 1000000000000;
// For some reason this calculation is wrong...
// let already_dropped = initial_rock_count + 4*rocks_in_pattern + 1;
let already_dropped = total_dropped;
let repeat_count = (total - already_dropped) / rocks_in_pattern;
let remaining = total - already_dropped - repeat_count * rocks_in_pattern;
for _ in 0..remaining {
simulate_next_block(&mut shapes, &mut operator, &mut field);
}
field.height() + repeat_count*pattern_height
}
}