p1 is pipesv2 but fun and cool (especially forced optimization)

p2 is really bad at making you optimize lol
This commit is contained in:
Tyler Beckman 2023-12-15 23:55:02 -07:00
parent 6240299f1b
commit 78c41799e7
Signed by: Ty
GPG key ID: 2813440C772555A4
2 changed files with 197 additions and 0 deletions

194
lib/src/day16/mod.rs Normal file
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@ -0,0 +1,194 @@
use itertools::Itertools;
use crate::utils::Day;
pub struct Beam {
pub position: Position,
pub direction: Direction
}
#[derive(Clone, PartialEq, Eq, Debug, PartialOrd, Ord)]
pub struct Position {
pub x: usize,
pub y: usize
}
#[derive(Clone, PartialEq, Debug)]
pub enum Direction {
Up,
Down,
Right,
Left
}
#[derive(Debug, Default)]
pub struct Day16 {
pub input: String,
}
impl Day for Day16 {
fn part1(&mut self) -> String {
let grid = self.input.lines().map(|l| l.chars().collect_vec()).collect_vec();
let mut heated = Vec::<(Position, Direction)>::new();
let mut beams = Vec::from(const { [Beam { position: Position { x: 0, y: 0 }, direction: Direction::Right }] });
while beams.len() > 0 {
// Step all beams
for mut beam in std::mem::take(&mut beams).into_iter() {
let already_heated = heated.iter().filter(|(pos, dir)| pos == &beam.position && dir == &beam.direction).collect_vec();
if already_heated.len() == 0 {
heated.push((beam.position.clone(), beam.direction.clone()));
} else {
continue;
}
match grid[beam.position.y][beam.position.x] {
'/' => match beam.direction {
Direction::Up => beam.direction = Direction::Right,
Direction::Down => beam.direction = Direction::Left,
Direction::Right => beam.direction = Direction::Up,
Direction::Left => beam.direction = Direction::Down,
},
'\\' => match beam.direction {
Direction::Up => beam.direction = Direction::Left,
Direction::Down => beam.direction = Direction::Right,
Direction::Right => beam.direction = Direction::Down,
Direction::Left => beam.direction = Direction::Up,
},
'|' => match beam.direction {
Direction::Left | Direction::Right => {
if beam.position.y != 0 { beams.push(Beam { position: Position { x: beam.position.x, y: beam.position.y - 1 }, direction: Direction::Up }) }
if beam.position.y != grid.len() - 1 { beams.push(Beam { position: Position { x: beam.position.x, y: beam.position.y + 1 }, direction: Direction::Down }) }
continue
},
_ => ()
},
'-' => match beam.direction {
Direction::Up | Direction::Down => {
if beam.position.x != 0 { beams.push(Beam { position: Position { x: beam.position.x - 1, y: beam.position.y }, direction: Direction::Left }) }
if beam.position.x != grid[0].len() - 1 { beams.push(Beam { position: Position { x: beam.position.x + 1, y: beam.position.y }, direction: Direction::Right }) }
continue
},
_ => ()
},
_ => ()
}
match beam.direction {
Direction::Up if beam.position.y != 0 => beam.position.y -= 1,
Direction::Down if beam.position.y != grid.len() - 1 => beam.position.y += 1,
Direction::Right if beam.position.x != grid[0].len() - 1 => beam.position.x += 1,
Direction::Left if beam.position.x != 0 => beam.position.x -= 1,
_ => continue // If it hit the wall, skull issue, don't add it back to the vec
}
beams.push(beam);
}
}
// println!(
// "{}",
// grid
// .iter()
// .enumerate()
// .map(|(y, l)| l.iter().enumerate().map(|(x, b)| if heated.iter().any(|(pos, _)| pos.x == x && pos.y == y) { '#' } else { '.' }).collect::<String>())
// .collect::<Vec<_>>()
// .join("\n")
// );
heated.into_iter().map(|(pos, _)| pos).sorted().dedup().count().to_string()
}
// TODO Don't do this the stupid way, use DP/caching lol
fn part2(&mut self) -> String {
let grid = self.input.lines().map(|l| l.chars().collect_vec()).collect_vec();
let mut max = 0usize;
for y in 0..grid.len() {
for x in 0..grid[0].len() {
let dir =
if x == 0 { Direction::Left }
else if x == grid[0].len() - 1 { Direction::Right }
else if y == 0 { Direction::Down }
else if y == grid.len() - 1 { Direction::Up }
else { continue };
let mut heated = Vec::<(Position, Direction)>::new();
let mut beams = Vec::from([Beam { position: Position { x, y }, direction: dir }]);
while beams.len() > 0 {
// Step all beams
for mut beam in std::mem::take(&mut beams).into_iter() {
let already_heated = heated.iter().filter(|(pos, dir)| pos == &beam.position && dir == &beam.direction).collect_vec();
if already_heated.len() == 0 {
heated.push((beam.position.clone(), beam.direction.clone()));
} else {
continue;
}
match grid[beam.position.y][beam.position.x] {
'/' => match beam.direction {
Direction::Up => beam.direction = Direction::Right,
Direction::Down => beam.direction = Direction::Left,
Direction::Right => beam.direction = Direction::Up,
Direction::Left => beam.direction = Direction::Down,
},
'\\' => match beam.direction {
Direction::Up => beam.direction = Direction::Left,
Direction::Down => beam.direction = Direction::Right,
Direction::Right => beam.direction = Direction::Down,
Direction::Left => beam.direction = Direction::Up,
},
'|' => match beam.direction {
Direction::Left | Direction::Right => {
if beam.position.y != 0 { beams.push(Beam { position: Position { x: beam.position.x, y: beam.position.y - 1 }, direction: Direction::Up }) }
if beam.position.y != grid.len() - 1 { beams.push(Beam { position: Position { x: beam.position.x, y: beam.position.y + 1 }, direction: Direction::Down }) }
continue
},
_ => ()
},
'-' => match beam.direction {
Direction::Up | Direction::Down => {
if beam.position.x != 0 { beams.push(Beam { position: Position { x: beam.position.x - 1, y: beam.position.y }, direction: Direction::Left }) }
if beam.position.x != grid[0].len() - 1 { beams.push(Beam { position: Position { x: beam.position.x + 1, y: beam.position.y }, direction: Direction::Right }) }
continue
},
_ => ()
},
_ => ()
}
match beam.direction {
Direction::Up if beam.position.y != 0 => beam.position.y -= 1,
Direction::Down if beam.position.y != grid.len() - 1 => beam.position.y += 1,
Direction::Right if beam.position.x != grid[0].len() - 1 => beam.position.x += 1,
Direction::Left if beam.position.x != 0 => beam.position.x -= 1,
_ => continue // If it hit the wall, skull issue, don't add it back to the vec
}
beams.push(beam);
}
}
// println!(
// "{}",
// grid
// .iter()
// .enumerate()
// .map(|(y, l)| l.iter().enumerate().map(|(x, b)| if heated.iter().any(|(pos, _)| pos.x == x && pos.y == y) { '#' } else { '.' }).collect::<String>())
// .collect::<Vec<_>>()
// .join("\n")
// );
let result = heated.into_iter().map(|(pos, _)| pos).sorted().dedup().count();
if max < result { max = result; }
}
}
max.to_string()
}
}

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@ -10,6 +10,7 @@ use day12::Day12;
use day13::Day13; use day13::Day13;
use day14::Day14; use day14::Day14;
use day15::Day15; use day15::Day15;
use day16::Day16;
use day2::Day2; use day2::Day2;
use day3::Day3; use day3::Day3;
use day4::Day4; use day4::Day4;
@ -30,6 +31,7 @@ pub mod day12;
pub mod day13; pub mod day13;
pub mod day14; pub mod day14;
pub mod day15; pub mod day15;
pub mod day16;
pub mod day2; pub mod day2;
pub mod day3; pub mod day3;
pub mod day4; pub mod day4;
@ -76,6 +78,7 @@ pub fn get_day(day: u8, input: String) -> Box<dyn Day> {
13 => Box::new(Day13 { input }), 13 => Box::new(Day13 { input }),
14 => Box::new(Day14 { input }), 14 => Box::new(Day14 { input }),
15 => Box::new(Day15 { input }), 15 => Box::new(Day15 { input }),
16 => Box::new(Day16 { input }),
_ => panic!("Invalid day #"), _ => panic!("Invalid day #"),
} }
} }