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day21.rs
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day21.rs
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//! Since all vertical and horizontal paths from the start are open in the
//! input, and the Elf can only move horizontally and vertically, we can safely
//! assume that if they can make it from one corner to the other, they can fill
//! all tiles in the area - as such, we'll just fill starting from each
//! corner and the centre of each edge, and that will be enough for us to
//! calculate the fills.
//!
//! To do this, we imagine the explored world's chunks as follows:
//!
//! -3-2-1 0 1 2 3
//! +--------------
//! -3| L A C
//! -2| L K * B C
//! -1| L K * * * B C
//! 0| J * * S * * D
//! 1| H I * * * E F
//! 2| H I * E F
//! 3| H G F
//!
//! In this diagram, S represents the starting point, * represents
//! fully-explored chunks. Other letters are partially filled. For example,
//!
//! * A's fill starts from the bottom middle
//! * B and C's fills start from the bottom left
//! * D's fill starts from the middle left
//!
//! And so on...
//!
//! As such, we only need to calculate fills for the tiles with letters A-L,
//! greatly reducing the required compute time
use std::{
collections::VecDeque,
ops::{Add, Index, IndexMut, Neg},
};
use array2d::Array2D;
use itertools::Itertools;
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
enum Direction {
North,
South,
East,
West,
}
const NORTH: Direction = Direction::North;
const SOUTH: Direction = Direction::South;
const EAST: Direction = Direction::East;
const WEST: Direction = Direction::West;
impl Neg for Direction {
type Output = Direction;
fn neg(self) -> Self::Output {
match self {
NORTH => SOUTH,
SOUTH => NORTH,
EAST => WEST,
WEST => EAST,
}
}
}
impl Add<Direction> for (i32, i32) {
type Output = (i32, i32);
fn add(self, rhs: Direction) -> Self::Output {
match rhs {
NORTH => (self.0 - 1, self.1),
SOUTH => (self.0 + 1, self.1),
EAST => (self.0, self.1 + 1),
WEST => (self.0, self.1 - 1),
}
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
enum Tile {
Start,
Rock,
/// Garden that hasn't been visited yet
Unvisited,
/// Garden that was visited at a given number of steps
Visited(usize),
}
impl Tile {
/// Return whether a tile can be visited
fn is_visitable(&self) -> bool {
[Tile::Start, Tile::Unvisited].contains(self)
}
}
impl From<char> for Tile {
fn from(value: char) -> Self {
match value {
'S' => Tile::Start,
'#' => Tile::Rock,
'.' => Tile::Unvisited,
c => panic!("Invalid tile {c}"),
}
}
}
#[derive(Debug, Clone)]
struct Chunk(Array2D<Tile>);
impl Chunk {
/// Parse the given chunk from the input string
fn parse(input: &str) -> Chunk {
Chunk(
Array2D::from_rows(
&input
.lines()
.map(|line| line.chars().map(Tile::from).collect_vec())
.collect_vec(),
)
.unwrap(),
)
}
/// Length of each side of the chunk
#[inline]
fn dimensions(&self) -> i32 {
self.0.num_rows() as i32
}
fn iter(&self) -> impl DoubleEndedIterator<Item = &Tile> + Clone {
self.0.elements_row_major_iter()
}
fn get(&self, (r, c): (i32, i32)) -> Option<&Tile> {
self.0.get(r as usize, c as usize)
}
/// Find the starting position in the chunk
fn start_index(&self) -> (i32, i32) {
// Start is guaranteed to be in the centre of the world
let start = (self.dimensions() / 2, self.dimensions() / 2);
assert!(matches!(self[start], Tile::Start));
start
}
/// Use BFS algorithm to fill the given world
fn fill(mut self, start: (i32, i32)) -> Self {
let mut q = VecDeque::default();
q.push_back((start, 0));
while let Some((location, depth)) = q.pop_front() {
// If we've already visited it, ignore it
if !self[location].is_visitable() {
continue;
}
// Otherwise, visit it now
self[location] = Tile::Visited(depth);
// Check all directions
for direction in [NORTH, EAST, SOUTH, WEST] {
let result = location + direction;
if let Some(result_tile) = self.get(result) {
if result_tile.is_visitable() {
q.push_back((result, depth + 1))
}
}
}
}
self
}
/// For the given max depth, return the number of tiles that are visitable in
/// the chunk, accounting for the evenness of the given depth
fn num_tiles_visitable_at_depth(&self, max_depth: i32) -> usize {
if max_depth < 0 {
return 0;
}
let max_depth = max_depth as usize;
let evenness = max_depth % 2;
self.iter()
.filter(|tile| {
if let Tile::Visited(count) = **tile {
// If we've visited, check whether it matches the evenness
count % 2 == evenness && count <= max_depth
} else {
false
}
})
.count()
}
}
impl Index<(i32, i32)> for Chunk {
type Output = Tile;
fn index(&self, (r, c): (i32, i32)) -> &Self::Output {
&self.0[(r as usize, c as usize)]
}
}
impl IndexMut<(i32, i32)> for Chunk {
fn index_mut(&mut self, (r, c): (i32, i32)) -> &mut Self::Output {
&mut self.0[(r as usize, c as usize)]
}
}
/// Representation of the infinite world
#[derive(Debug, Clone)]
struct InfiniteWorld {
/// Dimensions of each chunk
chunk_size: i32,
// Number of items in a completely filled chunk
num_even: usize,
num_odd: usize,
// Centre approaches
world_north: Chunk,
world_east: Chunk,
world_south: Chunk,
world_west: Chunk,
// Corner approaches
world_north_east: Chunk,
world_north_west: Chunk,
world_south_east: Chunk,
world_south_west: Chunk,
}
impl InfiniteWorld {
fn new(chunk: Chunk) -> Self {
let mid = chunk.dimensions() / 2;
let end = chunk.dimensions() - 1;
let filled = chunk.clone().fill(chunk.start_index());
InfiniteWorld {
chunk_size: chunk.dimensions(),
// Just hard-code the depths to be more than the width
num_even: filled.num_tiles_visitable_at_depth(1000),
num_odd: filled.num_tiles_visitable_at_depth(1001),
// Fill the other chunks for each approach direction
world_north: chunk.clone().fill((0, mid)),
world_east: chunk.clone().fill((mid, end)),
world_south: chunk.clone().fill((end, mid)),
world_west: chunk.clone().fill((mid, 0)),
world_north_east: chunk.clone().fill((0, end)),
world_north_west: chunk.clone().fill((0, 0)),
world_south_east: chunk.clone().fill((end, end)),
world_south_west: chunk.clone().fill((end, 0)),
}
}
/// Return a reference to the chunk filled from the given approach direction
fn get_filled_chunk(
&self,
approach: Direction,
secondary_approach: Option<Direction>,
) -> &Chunk {
match approach {
Direction::North => match secondary_approach {
Some(s) => match s {
Direction::East => &self.world_north_east,
Direction::West => &self.world_north_west,
_ => panic!(),
},
None => &self.world_north,
},
Direction::South => match secondary_approach {
Some(s) => match s {
Direction::East => &self.world_south_east,
Direction::West => &self.world_south_west,
_ => panic!(),
},
None => &self.world_south,
},
Direction::East => {
assert!(secondary_approach.is_none());
&self.world_east
}
Direction::West => {
assert!(secondary_approach.is_none());
&self.world_west
}
}
}
/// Return the number of chunks that can be fully covered in a single
/// direction, excluding the starting chunk
fn num_chunks_covered_in_a_single_direction(&self, mut num_steps: usize) -> usize {
if (num_steps as i32) < self.chunk_size {
return 0;
}
// one half for the distance to the edge of the chunk,
// one half for the distance to the corner of the chunk
// Go down to nearest even, because the map is an odd width, meaning
// it'll be slightly less than the full width
num_steps -= self.chunk_size as usize - 1;
// Now return the number of times we can fully cross a chunk
num_steps / self.chunk_size as usize
}
/// Return the number of steps remaining after walking to the closest
/// corner/edge of a chunk. Includes the step into the first cell of the
/// chunk.
///
/// Examples
///
/// +--+
/// | |<------S
/// +--+
///
///
/// +-------S
/// |
/// v
/// +--+
/// | |
/// +--+
fn steps_remaining_at_chunk(&self, num_steps: usize, (row, col): (i32, i32)) -> i32 {
// Number of full chunks covered (excluding starting chunk)
let chunks_covered =
row.abs() + col.abs() - (if row == 0 { 0 } else { 1 } + if col == 0 { 0 } else { 1 });
// Steps required to leave the starting chunk
let steps_from_starting_chunk = (if row == 0 { 0 } else { self.chunk_size / 2 + 1 })
+ (if col == 0 { 0 } else { self.chunk_size / 2 + 1 });
num_steps as i32 - chunks_covered * self.chunk_size - steps_from_starting_chunk
}
}
#[aoc(day21, part1)]
pub fn part_1(input: &str) -> usize {
let chunk = Chunk::parse(input);
let start = chunk.start_index();
chunk.fill(start).num_tiles_visitable_at_depth(64)
}
fn num_positions_after_steps(input: &str, num_steps: usize) -> usize {
let world = InfiniteWorld::new(Chunk::parse(input));
let explored_width = world.num_chunks_covered_in_a_single_direction(num_steps);
if explored_width == 0 {
// Didn't explore past the starting chunk - just use the part 1
// approach
let chunk = Chunk::parse(input);
let start = chunk.start_index();
return chunk
.fill(start)
.num_tiles_visitable_at_depth(num_steps as i32);
}
// Create a diamond of fully explored chunks
// Depending on the dimensions of each chunk, the odd and even squares are
// alternated, as per this diagram
//
// O
// OEO
// OEOEO
// OEO
// O
//
// Note that although I'm calling these "odd" and "even", they may be the
// other way around depending on the number of steps - as long as they
// match up with `world.num_even` and `world.num_odd` it'll add up fine
let num_odd_chunks = (0..(explored_width)).sum::<usize>() * 2 + explored_width;
let num_even_chunks = (1..=(explored_width)).sum::<usize>() * 2 + explored_width + 1;
// The sum of all chunks so far
let mut sum = world.num_even * num_even_chunks + world.num_odd * num_odd_chunks;
// Number of steps when entering the corner chunks at the end of the
// diamond
// This is the same at all corners
let remaining_steps_at_points =
world.steps_remaining_at_chunk(num_steps, (0, explored_width as i32 + 1));
for dir in [NORTH, EAST, SOUTH, WEST] {
sum += world
.get_filled_chunk(dir, None)
.num_tiles_visitable_at_depth(remaining_steps_at_points);
}
// Number of partially-visited chunks on each diagonal
let num_close_diagonals = explored_width;
let num_far_diagonals = explored_width + 1;
let remaining_steps_at_close_diagonal =
world.steps_remaining_at_chunk(num_steps, (1, explored_width as i32));
let remaining_steps_at_far_diagonal =
world.steps_remaining_at_chunk(num_steps, (1, explored_width as i32 + 1));
for diagonal in [(NORTH, EAST), (NORTH, WEST), (SOUTH, EAST), (SOUTH, WEST)] {
// Close diagonal
sum += world
.get_filled_chunk(diagonal.0, Some(diagonal.1))
.num_tiles_visitable_at_depth(remaining_steps_at_close_diagonal)
* num_close_diagonals;
// Far diagonal
sum += world
.get_filled_chunk(diagonal.0, Some(diagonal.1))
.num_tiles_visitable_at_depth(remaining_steps_at_far_diagonal)
* num_far_diagonals;
}
sum
}
#[aoc(day21, part2)]
pub fn part_2(input: &str) -> usize {
num_positions_after_steps(input, 26501365)
}
#[cfg(test)]
mod test {
use super::num_positions_after_steps;
fn num_positions_with_simple_input(num_steps: usize) -> usize {
num_positions_after_steps(
"...\n\
.S.\n\
...",
num_steps,
)
}
fn num_positions_with_complex_input(num_steps: usize) -> usize {
num_positions_after_steps(
".....\n\
.#.#.\n\
..S..\n\
.#.#.\n\
.....",
num_steps,
)
}
#[test]
fn test_part_2_simple() {
assert_eq!(num_positions_with_complex_input(2), 5);
}
#[test]
fn test_part_2_wrap_next_cell() {
assert_eq!(num_positions_with_simple_input(7), 64);
}
}