Completed day 14

This commit is contained in:
Rob Stoffelen 2023-12-15 12:06:26 +01:00
parent 50810d6e06
commit 3c8a45f6e6
2 changed files with 38 additions and 94 deletions

View File

@ -7,9 +7,9 @@ InputReader inputReader = new()
//IsDebug = true //IsDebug = true
}; };
//inputReader.SetInputByChallange(3); inputReader.SetInputByChallange(14);
IChallange challange = new Day15(inputReader); IChallange challange = new Day14(inputReader);
Console.WriteLine($"Part 1: {await challange.GetSolutionPart1()}"); Console.WriteLine($"Part 1: {await challange.GetSolutionPart1()}");

View File

@ -1,9 +1,6 @@
using AdventOfCode.Core; using AdventOfCode.Core;
using AdventOfCode.Core.Shared.Grid; using AdventOfCode.Core.Shared.Grid;
using System.Collections.Generic;
using System.Runtime.ExceptionServices;
using System.Text; using System.Text;
using System.Threading.Tasks.Dataflow;
namespace AdventOfCode.Solutions._2023 namespace AdventOfCode.Solutions._2023
{ {
@ -19,104 +16,57 @@ namespace AdventOfCode.Solutions._2023
bolders = MoveUp(bolders, cubes); bolders = MoveUp(bolders, cubes);
return bolders.Sum(bolder => grid.Rows - bolder.Y).ToString(); return CalculateLoad(CreateStringMap(bolders, cubes, grid.Rows, grid.Columns).Split(':'), grid.Rows);
} }
public async Task<string> GetSolutionPart2() public async Task<string> GetSolutionPart2()
{ {
int maxCycles = 1_000_000_000; int maxCycles = 1_000_000_000;
Dictionary<string, int> mapStates = []; Dictionary<string, int> mapStates = [];
bool foundLoop = false;
Grid<Point> grid = await _inputReader.ReadToGrid<Point>(); Grid<Point> grid = await _inputReader.ReadToGrid<Point>();
HashSet<Point> bolders = grid.FindWithValue('O').Select(p => new Point(p.X, p.Y)).ToHashSet(); HashSet<Point> bolders = grid.FindWithValue('O').Select(p => new Point(p.X, p.Y)).ToHashSet();
HashSet<Point> cubes = grid.FindWithValue('#').Select(p => new Point(p.X, p.Y)).ToHashSet(); HashSet<Point> cubes = grid.FindWithValue('#').Select(p => new Point(p.X, p.Y)).ToHashSet();
int totalBolders = bolders.Count; for (int currentCycle = 1; currentCycle <= maxCycles; currentCycle++)
for (int currentCycle = 0; currentCycle < maxCycles; currentCycle++)
{ {
// ensure the state is saved
mapStates.TryAdd(CreateStringMap(bolders, cubes, grid.Rows, grid.Columns), currentCycle);
// add a test to see when we hit the right cycle for the test data
// move the boulders // move the boulders
bolders = MoveUp(bolders, cubes); bolders = MoveUp(bolders, cubes);
if (bolders.Count != totalBolders)
{
Console.WriteLine($"lost boulders MoveUp at {currentCycle}, from {totalBolders} to {bolders.Count}");
return string.Empty;
}
bolders = MoveLeft(bolders, cubes); bolders = MoveLeft(bolders, cubes);
if (bolders.Count != totalBolders)
{
Console.WriteLine($"lost boulders MoveLeft at {currentCycle}, from {totalBolders} to {bolders.Count}");
return string.Empty;
}
bolders = MoveDown(bolders, cubes, grid.Rows); bolders = MoveDown(bolders, cubes, grid.Rows);
if (bolders.Count != totalBolders)
{
Console.WriteLine($"lost boulders MoveDown at {currentCycle}, from {totalBolders} to {bolders.Count}");
return string.Empty;
}
bolders = MoveRight(bolders, cubes, grid.Columns); bolders = MoveRight(bolders, cubes, grid.Columns);
if (bolders.Count != totalBolders)
{
Console.WriteLine($"lost boulders MoveRight at {currentCycle}, from {totalBolders} to {bolders.Count}");
return string.Empty;
}
// see if we found the loop, if so we continue untill the end
if (foundLoop) continue;
// see if the current layout of the platform already exists // see if the current layout of the platform already exists
// if so we are repeating our selfs so wel can calculate the remaining steps to get to the end.
// we might even yoink the map from the dic and use that
if (mapStates.TryGetValue(CreateStringMap(bolders, cubes, grid.Rows, grid.Columns), out int prevCycle)) if (mapStates.TryGetValue(CreateStringMap(bolders, cubes, grid.Rows, grid.Columns), out int prevCycle))
{ {
// calculate remaining cycles to the first exit point long cyclesWithoutStartCycles = maxCycles - prevCycle;
int remainingCycles = maxCycles % (currentCycle + 1); long cycleLength = currentCycle - prevCycle;
// set the total the first exit point
int exitMap = remainingCycles + currentCycle;
string[] lines = mapStates.First(kvp => kvp.Value == prevCycle - 1).Key.Split(':', StringSplitOptions.RemoveEmptyEntries); long remainingCycles = cyclesWithoutStartCycles % cycleLength;
int totalWeight = 0; long exitMap = remainingCycles + prevCycle;
for (int lineIndex = 0; lineIndex < lines.Length; lineIndex++) string[] lines = mapStates.First(kvp => kvp.Value == exitMap).Key.Split(':');
{ return CalculateLoad(lines, grid.Rows);
int weight = lines[lineIndex].Length, lineWeight = 0;
for (int charIndex = 0; charIndex < lines[lineIndex].Length; charIndex++)
{
if (lines[lineIndex][charIndex] is '.')
continue;
if (lines[lineIndex][charIndex] is '#')
{
weight = lines[lineIndex].Length - charIndex - 1;
continue;
}
if (lines[lineIndex][charIndex] is 'O')
{
lineWeight += weight;
weight--;
}
}
totalWeight += lineWeight;
}
return totalWeight.ToString();
} }
// ensure the state is saved
mapStates.TryAdd(CreateStringMap(bolders, cubes, grid.Rows, grid.Columns), currentCycle);
} }
return bolders.Sum(bolder => grid.Rows - bolder.Y).ToString(); return bolders.Sum(bolder => grid.Rows - bolder.Y).ToString();
} }
private static string CalculateLoad(string[] lines, long totalRows)
{
long totalWeight = 0;
for (int lineIndex = 0; lineIndex < lines.Length; lineIndex++)
{
int bolders = lines[lineIndex].Where(c => c == 'O').Count();
totalWeight += bolders * (totalRows - lineIndex);
}
return totalWeight.ToString();
}
private HashSet<Point> MoveUp(HashSet<Point> bolders, HashSet<Point> cubes) private HashSet<Point> MoveUp(HashSet<Point> bolders, HashSet<Point> cubes)
{ {
HashSet<Point> boldersMoved = []; HashSet<Point> boldersMoved = [];
@ -143,16 +93,14 @@ namespace AdventOfCode.Solutions._2023
HashSet<Point> boldersMoved = []; HashSet<Point> boldersMoved = [];
foreach (Point bolder in bolders.OrderByDescending(bolder => bolder.Y)) foreach (Point bolder in bolders.OrderByDescending(bolder => bolder.Y))
{ {
// current location
long ySearch = bolder.Y; long ySearch = bolder.Y;
while (ySearch + 1 < ySize // ensure in map while (ySearch + 1 < ySize
&& !boldersMoved.Contains(new(bolder.X, ySearch + 1)) // check that the next tile does not have a bolder && !boldersMoved.Contains(new(bolder.X, ySearch + 1))
&& !cubes.Contains(new(bolder.X, ySearch + 1))) // check that the next tile has not cube && !cubes.Contains(new(bolder.X, ySearch + 1)))
{ {
ySearch++; // move to next ySearch++;
} }
// something found on next location so place bolder here
boldersMoved.Add(new(bolder.X, ySearch)); boldersMoved.Add(new(bolder.X, ySearch));
} }
@ -164,16 +112,14 @@ namespace AdventOfCode.Solutions._2023
HashSet<Point> boldersMoved = []; HashSet<Point> boldersMoved = [];
foreach (Point bolder in bolders.OrderBy(bolder => bolder.X)) foreach (Point bolder in bolders.OrderBy(bolder => bolder.X))
{ {
// current location
long xSearch = bolder.X; long xSearch = bolder.X;
while (xSearch - 1 >= 0 // ensure in map while (xSearch - 1 >= 0
&& !boldersMoved.Contains(new(xSearch - 1, bolder.Y)) // check that the next tile does not have a bolder && !boldersMoved.Contains(new(xSearch - 1, bolder.Y))
&& !cubes.Contains(new(xSearch - 1, bolder.Y))) // check that the next tile has not cube && !cubes.Contains(new(xSearch - 1, bolder.Y)))
{ {
xSearch--; // move to next xSearch--;
} }
// something found on next location so place bolder here
boldersMoved.Add(new(xSearch, bolder.Y)); boldersMoved.Add(new(xSearch, bolder.Y));
} }
@ -185,16 +131,14 @@ namespace AdventOfCode.Solutions._2023
HashSet<Point> boldersMoved = []; HashSet<Point> boldersMoved = [];
foreach (Point bolder in bolders.OrderByDescending(bolder => bolder.X)) foreach (Point bolder in bolders.OrderByDescending(bolder => bolder.X))
{ {
// current location
long xSearch = bolder.X; long xSearch = bolder.X;
while (xSearch + 1 < xSize // ensure in map while (xSearch + 1 < xSize
&& !boldersMoved.Contains(new(xSearch + 1, bolder.Y)) // check that the next tile does not have a bolder && !boldersMoved.Contains(new(xSearch + 1, bolder.Y))
&& !cubes.Contains(new(xSearch + 1, bolder.Y))) // check that the next tile has not cube && !cubes.Contains(new(xSearch + 1, bolder.Y)))
{ {
xSearch++; // move to next xSearch++;
} }
// something found on next location so place bolder here
boldersMoved.Add(new(xSearch, bolder.Y)); boldersMoved.Add(new(xSearch, bolder.Y));
} }