[rs] Optimize 2022_14
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1 changed files with 118 additions and 66 deletions
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@ -1,87 +1,139 @@
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use std::collections::HashMap;
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use std::ops::{Index, IndexMut};
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#[derive(Clone, Copy, PartialEq, Eq)]
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enum Cell {
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Wall,
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Sand,
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}
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#[derive(Clone)]
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struct Grid {
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grid: HashMap<(i32, i32), Cell>,
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max_y: i32,
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width: usize,
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height: usize,
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cells: Vec<bool>,
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}
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impl Grid {
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fn parse(input: &str) -> Self {
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let mut grid = HashMap::new();
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for line in input.lines() {
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let mut corners = line.split(" -> ").map(|s| {
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fn new(width: usize, height: usize, initial: bool) -> Self {
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Self {
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width,
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height,
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cells: vec![initial; width * height],
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}
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}
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}
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impl Index<(i32, i32)> for Grid {
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type Output = bool;
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fn index(&self, index: (i32, i32)) -> &Self::Output {
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assert!(index.0 >= 0);
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assert!(index.1 >= 0);
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let (x, y) = (index.0 as usize, index.1 as usize);
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assert!(x < self.width);
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assert!(y < self.height);
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self.cells.index(y * self.width + x)
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}
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}
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impl IndexMut<(i32, i32)> for Grid {
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fn index_mut(&mut self, index: (i32, i32)) -> &mut Self::Output {
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assert!(index.0 >= 0);
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assert!(index.1 >= 0);
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let (x, y) = (index.0 as usize, index.1 as usize);
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assert!(x < self.width);
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assert!(y < self.height);
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self.cells.index_mut(y * self.width + x)
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}
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}
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fn parse_tuple(s: &str) -> (i32, i32) {
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let (x, y) = s.split_once(',').unwrap();
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(x.parse::<i32>().unwrap(), y.parse::<i32>().unwrap())
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});
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(x.parse().unwrap(), y.parse().unwrap())
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}
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let mut cur = corners.next().unwrap();
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grid.insert(cur, Cell::Wall);
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fn draw_lines(grid: &mut Grid, lines: Vec<Vec<(i32, i32)>>) {
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for line in lines {
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let mut line = line.into_iter();
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for next in corners {
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let mut cur = line.next().unwrap();
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grid[cur] = true;
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for next in line {
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let dir = ((next.0 - cur.0).signum(), (next.1 - cur.1).signum());
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assert!(dir.0 == 0 || dir.1 == 0);
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while cur != next {
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cur.0 += dir.0;
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cur.1 += dir.1;
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grid.insert(cur, Cell::Wall);
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grid[cur] = true;
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}
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}
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}
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let max_y = *grid.keys().map(|(_, y)| y).max().unwrap();
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Self { grid, max_y }
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}
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}
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/// Returns `true` if the sand emitted from the source came to rest. Returns
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/// `false` if the source is blocked or the sand fell into infinity.
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fn step(&mut self, source: (i32, i32)) -> bool {
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if self.grid.get(&source).is_some() {
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fn draw_floor(grid: &mut Grid) {
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let y = grid.height as i32 - 1;
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for x in 0..grid.width {
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grid[(x as i32, y)] = true;
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}
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}
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/// The `path` is a glorified source. It is where the next unit of sand should
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/// spawn. In particular, this function needs to ensure that when it returns,
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/// the last element of the path should be the correct place to spawn the next
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/// unit of sand. If the path is empty after this function returns, the original
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/// source has been covered by sand.
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///
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/// The last row where this function will deposit sand is `max_y`.
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///
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/// This function will return `true` if it managed to deposit a unit of sand.
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fn drop(grid: &mut Grid, path: &mut Vec<(i32, i32)>, max_y: i32) -> bool {
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let (mut x, mut y) = match path.last() {
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Some(pos) => pos,
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None => return false,
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};
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loop {
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if y + 1 > max_y {
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return false;
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}
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let (mut x, mut y) = source;
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while y <= self.max_y {
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if self.grid.get(&(x, y + 1)).is_none() {
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} else if !grid[(x, y + 1)] {
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y += 1;
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} else if self.grid.get(&(x - 1, y + 1)).is_none() {
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path.push((x, y));
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} else if !grid[(x - 1, y + 1)] {
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x -= 1;
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y += 1;
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} else if self.grid.get(&(x + 1, y + 1)).is_none() {
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path.push((x, y));
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} else if !grid[(x + 1, y + 1)] {
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x += 1;
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y += 1;
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path.push((x, y));
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} else {
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self.grid.insert((x, y), Cell::Sand);
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grid[(x, y)] = true;
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path.pop();
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return true;
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}
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}
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false
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}
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}
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pub fn solve(input: String) {
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let grid = Grid::parse(&input);
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let lines = input
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.lines()
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.map(|l| l.split(" -> ").map(parse_tuple).collect::<Vec<_>>())
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.collect::<Vec<_>>();
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let mut part1_grid = grid.clone();
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let mut part1 = 0;
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while part1_grid.step((500, 0)) {
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part1 += 1;
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let mut max_x = 500;
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let mut max_y = 0;
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for (x, y) in lines.iter().flat_map(|l| l.iter()) {
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max_x = max_x.max(*x);
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max_y = max_y.max(*y);
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}
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println!("Part 1: {part1}");
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let mut part2_grid = grid;
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part2_grid.max_y += 2;
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for x in 500 - part2_grid.max_y..=500 + part2_grid.max_y {
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part2_grid.grid.insert((x, part2_grid.max_y), Cell::Wall);
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let mut grid = Grid::new((max_x + max_y) as usize, (max_y + 3) as usize, false);
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draw_lines(&mut grid, lines);
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draw_floor(&mut grid);
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let mut path = vec![(500, 0)];
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let mut drop_count = 0;
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while drop(&mut grid, &mut path, max_y) {
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drop_count += 1;
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}
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let mut part2 = 0;
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while part2_grid.step((500, 0)) {
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part2 += 1;
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println!("Part 1: {drop_count}");
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while drop(&mut grid, &mut path, max_y + 2) {
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drop_count += 1;
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}
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println!("Part 2: {part2}");
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println!("Part 2: {drop_count}");
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}
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