Reimplemented day17 using a bitset and improved pattern finding algorithm do be much more efficient
This commit is contained in:
parent
d4631d0da6
commit
ea2949c2c6
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@ -2,6 +2,9 @@
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use anyhow::Result;
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use aoc::Solver;
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// @TODO Can be made faster using bitset and shifting for moving left and right
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// Should also make collision detection much faster
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// -- Runners --
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fn main() -> Result<()> {
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Day::solve()
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@ -42,357 +45,269 @@ mod tests {
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}
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}
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#[derive(PartialEq, Eq)]
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enum ShapeName {
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Horizontal,
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Plus,
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Corner,
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Vertical,
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Square,
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#[derive(Debug)]
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struct Shape {
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shape: u32,
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}
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struct Position {
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x: i64,
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y: i64,
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}
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const WIDTH: usize = 7;
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const SPACE_ABOVE: usize = 3;
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trait Shape {
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fn height(&self) -> i64;
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fn can_move_left(&self, origin: &Position, field: &Field) -> bool;
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fn can_move_right(&self, origin: &Position, field: &Field) -> bool;
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fn can_move_down(&self, origin: &Position, field: &Field) -> bool;
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impl Shape {
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fn new(s: &[&str]) -> Self {
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let shape = s.into_iter()
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.rev()
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.map(|line| {
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line.chars()
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.enumerate()
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.fold(0, |acc, (x, c)| {
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if c == '#' {
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acc | 1 << x
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} else {
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acc
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}
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})
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}).enumerate()
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.fold(0, |acc, (y, x)| {
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acc | x << 8*y
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});
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fn land(&self, origin: &Position, field: &mut Field);
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fn shape(&self) -> ShapeName;
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}
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// ####
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struct Horizontal;
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impl Shape for Horizontal {
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fn height(&self) -> i64 {
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1
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Self {
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shape
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}
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}
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fn can_move_left(&self, origin: &Position, field: &Field) -> bool {
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field.is_open(origin.x-1, origin.y)
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fn shape(&self) -> u32 {
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return self.shape;
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}
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fn can_move_right(&self, origin: &Position, field: &Field) -> bool {
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field.is_open(origin.x+4, origin.y)
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}
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fn can_move_down(&self, origin: &Position, field: &Field) -> bool {
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field.is_open(origin.x, origin.y-1) &&
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field.is_open(origin.x+1, origin.y-1) &&
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field.is_open(origin.x+2, origin.y-1) &&
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field.is_open(origin.x+3, origin.y-1)
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}
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fn land(&self, origin: &Position, field: &mut Field) {
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field.set(origin.x+3, origin.y);
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field.set(origin.x+2, origin.y);
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field.set(origin.x+1, origin.y);
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field.set(origin.x, origin.y);
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}
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fn shape(&self) -> ShapeName {
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ShapeName::Horizontal
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}
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}
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// .#.
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// ###
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// .#.
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struct Plus;
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impl Shape for Plus {
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fn height(&self) -> i64 {
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3
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}
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fn can_move_left(&self, origin: &Position, field: &Field) -> bool {
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field.is_open(origin.x, origin.y+2) &&
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field.is_open(origin.x-1, origin.y+1) &&
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field.is_open(origin.x, origin.y)
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}
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fn can_move_right(&self, origin: &Position, field: &Field) -> bool {
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field.is_open(origin.x+2, origin.y+2) &&
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field.is_open(origin.x+3, origin.y+1) &&
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field.is_open(origin.x+2, origin.y)
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}
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fn can_move_down(&self, origin: &Position, field: &Field) -> bool {
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field.is_open(origin.x, origin.y) &&
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field.is_open(origin.x+1, origin.y-1) &&
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field.is_open(origin.x+2, origin.y)
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}
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fn land(&self, origin: &Position, field: &mut Field) {
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field.set(origin.x+1, origin.y+2);
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field.set(origin.x, origin.y+1);
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field.set(origin.x+1, origin.y+1);
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field.set(origin.x+2, origin.y+1);
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field.set(origin.x+1, origin.y);
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}
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fn shape(&self) -> ShapeName {
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ShapeName::Plus
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}
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}
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// ..#
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// ..#
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// ###
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struct Corner;
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impl Shape for Corner {
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fn height(&self) -> i64 {
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3
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}
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fn can_move_left(&self, origin: &Position, field: &Field) -> bool {
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field.is_open(origin.x+1, origin.y+2) &&
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field.is_open(origin.x+1, origin.y+1) &&
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field.is_open(origin.x-1, origin.y)
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}
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fn can_move_right(&self, origin: &Position, field: &Field) -> bool {
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field.is_open(origin.x+3, origin.y+2) &&
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field.is_open(origin.x+3, origin.y+1) &&
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field.is_open(origin.x+3, origin.y)
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}
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fn can_move_down(&self, origin: &Position, field: &Field) -> bool {
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field.is_open(origin.x, origin.y-1) &&
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field.is_open(origin.x+1, origin.y-1) &&
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field.is_open(origin.x+2, origin.y-1)
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}
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fn land(&self, origin: &Position, field: &mut Field) {
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field.set(origin.x+2, origin.y+2);
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field.set(origin.x+2, origin.y+1);
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field.set(origin.x, origin.y);
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field.set(origin.x+1, origin.y);
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field.set(origin.x+2, origin.y);
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}
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fn shape(&self) -> ShapeName {
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ShapeName::Corner
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}
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}
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// #
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// #
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// #
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// #
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struct Vertical;
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impl Shape for Vertical {
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fn height(&self) -> i64 {
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4
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}
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fn can_move_left(&self, origin: &Position, field: &Field) -> bool {
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field.is_open(origin.x-1, origin.y+3) &&
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field.is_open(origin.x-1, origin.y+2) &&
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field.is_open(origin.x-1, origin.y+1) &&
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field.is_open(origin.x-1, origin.y)
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}
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fn can_move_right(&self, origin: &Position, field: &Field) -> bool {
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field.is_open(origin.x+1, origin.y+3) &&
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field.is_open(origin.x+1, origin.y+2) &&
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field.is_open(origin.x+1, origin.y+1) &&
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field.is_open(origin.x+1, origin.y)
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}
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fn can_move_down(&self, origin: &Position, field: &Field) -> bool {
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field.is_open(origin.x, origin.y-1)
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}
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fn land(&self, origin: &Position, field: &mut Field) {
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field.set(origin.x, origin.y+3);
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field.set(origin.x, origin.y+2);
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field.set(origin.x, origin.y+1);
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field.set(origin.x, origin.y);
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}
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fn shape(&self) -> ShapeName {
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ShapeName::Vertical
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}
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}
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// ##
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// ##
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struct Square;
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impl Shape for Square {
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fn height(&self) -> i64 {
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2
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}
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fn can_move_left(&self, origin: &Position, field: &Field) -> bool {
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field.is_open(origin.x-1, origin.y+1) &&
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field.is_open(origin.x-1, origin.y)
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}
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fn can_move_right(&self, origin: &Position, field: &Field) -> bool {
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field.is_open(origin.x+2, origin.y+1) &&
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field.is_open(origin.x+2, origin.y)
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}
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fn can_move_down(&self, origin: &Position, field: &Field) -> bool {
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field.is_open(origin.x, origin.y-1) &&
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field.is_open(origin.x+1, origin.y-1)
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}
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fn land(&self, origin: &Position, field: &mut Field) {
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field.set(origin.x, origin.y+1);
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field.set(origin.x+1, origin.y+1);
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field.set(origin.x, origin.y);
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field.set(origin.x+1, origin.y);
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}
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fn shape(&self) -> ShapeName {
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ShapeName::Square
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fn get_shapes() -> Vec<Shape> {
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vec![
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// Horizontal
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Shape::new(&[
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"..####.",
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]),
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// Plus
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Shape::new(&[
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"...#...",
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"..###..",
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"...#...",
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]),
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// Corner
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Shape::new(&[
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"....#..",
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"....#..",
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"..###..",
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]),
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// Vertical
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Shape::new(&[
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"..#....",
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"..#....",
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"..#....",
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"..#....",
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]),
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// Square
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Shape::new(&[
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"..##...",
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"..##...",
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]),
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]
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}
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}
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struct Field {
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map: Vec<Vec<bool>>,
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heights: Vec<i64>,
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map: Vec<u8>,
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heights: Vec<usize>,
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}
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const WIDTH: i64 = 7;
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const SPACE_ABOVE: i64 = 3;
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impl Field {
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fn new() -> Self {
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Self {
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map: Vec::new(),
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heights: vec![0; WIDTH as usize],
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heights: vec![0; WIDTH],
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}
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}
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fn is_open(&self, x: i64, y: i64) -> bool {
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// Out of bounds check
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// Note that we do not check the upper bound for y as we are only going to move down
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if x < 0 || x >= WIDTH || y < 0 {
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return false;
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fn get_mask(&self, y: usize) -> u32 {
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// Create a mask of all the occupied spaces
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u32::from_le_bytes([self.map[y], self.map[y+1], self.map[y+2], self.map[y+3]])
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}
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fn move_left(&self, y: usize, shape: u32) -> u32 {
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// Create a mask for the left most bits
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let mask = 0b00000001_00000001_00000001_00000001;
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// If any part of the shape is in the left most bit we can not move to the left
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if shape & mask != 0 {
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return shape;
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}
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// The spot is open if the value in the map is false
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!self.map[y as usize][x as usize]
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// Move the shape to the left
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let moved = shape >> 1;
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let mask = self.get_mask(y);
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// If there is overlap we can not move
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if moved & mask != 0 {
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return shape;
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}
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// No collision detected
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return moved;
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}
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fn set(&mut self, x: i64, y: i64) {
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// Update the max height for each column
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self.heights[x as usize] = self.heights[x as usize].max(y+1);
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self.map[y as usize][x as usize] = true;
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fn move_right(&self, y: usize, shape: u32) -> u32 {
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// Move the shape to the right
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let moved = shape << 1;
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// Create the mask for the left wall and occupied spaces
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let mask = 0b10000000_10000000_10000000_10000000 |
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self.get_mask(y);
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// If there is overlap we can not move
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if moved & mask != 0 {
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return shape;
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}
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// No collision detected
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return moved;
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}
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fn expand(&mut self, height: i64) {
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let max = self.height();
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fn collision_down(&self, y: usize, shape: u32) -> bool {
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// Hit the floor
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if y == 0 {
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return true;
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}
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while self.map.len() < (max + height + SPACE_ABOVE) as usize {
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self.map.push(vec![false; WIDTH as usize]);
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// Create a mask of all occuiped spaces one level down
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let mask = self.get_mask(y-1);
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if shape & mask != 0 {
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return true;
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}
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return false;
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}
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fn land(&mut self, y: usize, shape: u32) {
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for i in 0..4 {
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self.map[y+i] |= ((shape >> 8*i) & 0xFF) as u8;
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for x in 0..WIDTH {
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if (self.map[y+i] >> x) & 1 == 1 {
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self.heights[x] = self.heights[x].max(y+i+1);
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}
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}
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}
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}
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fn height(&self) -> i64 {
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fn height(&self) -> usize {
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*self.heights.iter().max().unwrap()
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}
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fn check_for_pattern(&self, initial_height: i64) -> i64 {
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// Skip the top lines as they might still might change
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'outer: for height in 10..(self.height()-initial_height) {
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if height % 2 != 0 {
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continue 'outer;
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}
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fn height_min(&self) -> usize {
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*self.heights.iter().max().unwrap()
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}
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let bottom = &self.map[initial_height as usize..(height/2 + initial_height) as usize];
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let top = &self.map[(height/2+initial_height) as usize..(height + initial_height) as usize];
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fn expand(&mut self) {
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let max = self.height();
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assert_eq!(bottom.len(), top.len(), "Height: {height}");
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while self.map.len() < (max + 4 + SPACE_ABOVE) as usize {
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self.map.push(0);
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}
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}
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for y in 0..(height/2) as usize {
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for x in 0..WIDTH as usize {
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if bottom[y][x] != top[y][x] {
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continue 'outer;
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}
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}
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}
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return height/2;
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fn check_for_pattern(&self, initial_height: usize) -> usize {
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// Check a window starting from the initial height up to the lowest column,
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// as above that the rows might still change
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let height = self.height_min()-initial_height;
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if height % 2 != 0 {
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return 0;
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}
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return 0;
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let bottom = &self.map[initial_height as usize..(height/2 + initial_height) as usize];
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let top = &self.map[(height/2+initial_height) as usize..(height + initial_height) as usize];
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assert_eq!(bottom.len(), top.len(), "Height: {height}");
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// Check if the top and bottom half are the same
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for y in 0..(height/2) as usize {
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if bottom[y] != top[y] {
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return 0;
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}
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}
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return height/2;
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}
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// fn print(&self) {
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// for line in self.map.iter().rev() {
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// for x in 0..WIDTH {
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// if (line >> x) & 1 == 1 {
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// print!("#");
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// } else {
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// print!(".");
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// }
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// }
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// println!("");
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// }
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// }
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}
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fn simulate_next_block<'a, S, O>(shapes: &mut S, operator: &mut O, field: &mut Field) where
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S: Iterator<Item = &'a Box<dyn Shape>>,
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S: Iterator<Item = &'a Shape>,
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O: Iterator<Item = char>
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{
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// Get the next shape
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let shape = shapes.next().unwrap();
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// Expand the field upwards
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field.expand(shape.height());
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let mut shape = shapes.next().unwrap().shape();
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// Set the origin to two from the side and three above the highest rock
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let mut origin = Position{ x: 2, y: field.height() as i64 + SPACE_ABOVE as i64 };
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field.expand();
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let mut y = field.height() + SPACE_ABOVE;
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loop {
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// First check left/right movement
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let direction = operator.next().unwrap();
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if direction == '<' && shape.can_move_left(&origin, &field) {
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origin.x -= 1;
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} else if direction == '>' && shape.can_move_right(&origin, &field) {
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origin.x += 1;
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} else {
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// Unable to move left or right
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match direction {
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'<' => shape = field.move_left(y, shape),
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'>' => shape = field.move_right(y, shape),
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_ => panic!("Unexpected direction"),
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||||
}
|
||||
|
||||
if shape.can_move_down(&origin, &field) {
|
||||
origin.y -= 1;
|
||||
} else {
|
||||
// We are done and can land
|
||||
if field.collision_down(y, shape) {
|
||||
field.land(y, shape);
|
||||
break;
|
||||
} else {
|
||||
y -= 1;
|
||||
}
|
||||
}
|
||||
|
||||
shape.land(&origin, field);
|
||||
}
|
||||
|
||||
// -- Solution --
|
||||
pub struct Day;
|
||||
impl aoc::Solver for Day {
|
||||
type Output1 = i64;
|
||||
type Output2 = i64;
|
||||
type Output1 = usize;
|
||||
type Output2 = usize;
|
||||
|
||||
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 shapes = Shape::get_shapes();
|
||||
let mut shapes = shapes.iter().cycle();
|
||||
|
||||
let mut operator = input.trim().chars().cycle();
|
||||
let mut field = Field::new();
|
||||
|
||||
for _rock in 0..2022 {
|
||||
for _ 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 shapes = Shape::get_shapes();
|
||||
let mut shapes = shapes.iter().cycle();
|
||||
|
||||
let mut field = Field::new();
|
||||
|
||||
|
@ -410,7 +325,7 @@ impl aoc::Solver for Day {
|
|||
// 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;
|
||||
let mut pattern_height = 0;
|
||||
for i in 0..100_000 {
|
||||
simulate_next_block(&mut shapes, &mut operator, &mut field);
|
||||
|
||||
|
@ -421,30 +336,12 @@ impl aoc::Solver for Day {
|
|||
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);
|
||||
// @TODO This does not always give the right answer, depending on initial_rock_count we
|
||||
// sometimes get a +1 error, however for my input it works like this
|
||||
let rocks_in_pattern = (total_dropped - initial_rock_count)/2;
|
||||
println!("rocks_in_pattern: {rocks_in_pattern}");
|
||||
|
||||
let total = 1000000000000;
|
||||
// For some reason this calculation is wrong...
|
||||
|
|
Loading…
Reference in New Issue
Block a user