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1224686865563 | ||
2546548887735 | ||
4322674655533 |
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\--- Day 17: Clumsy Crucible --- | ||
---------- | ||
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||
The lava starts flowing rapidly once the Lava Production Facility is operational. As you leave, the reindeer offers you a parachute, allowing you to quickly reach Gear Island. | ||
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As you descend, your bird's-eye view of Gear Island reveals why you had trouble finding anyone on your way up: half of Gear Island is empty, but the half below you is a giant factory city! | ||
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You land near the gradually-filling pool of lava at the base of your new *lavafall*. Lavaducts will eventually carry the lava throughout the city, but to make use of it immediately, Elves are loading it into large [crucibles](https://en.wikipedia.org/wiki/Crucible) on wheels. | ||
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The crucibles are top-heavy and pushed by hand. Unfortunately, the crucibles become very difficult to steer at high speeds, and so it can be hard to go in a straight line for very long. | ||
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To get Desert Island the machine parts it needs as soon as possible, you'll need to find the best way to get the crucible *from the lava pool to the machine parts factory*. To do this, you need to minimize *heat loss* while choosing a route that doesn't require the crucible to go in a *straight line* for too long. | ||
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Fortunately, the Elves here have a map (your puzzle input) that uses traffic patterns, ambient temperature, and hundreds of other parameters to calculate exactly how much heat loss can be expected for a crucible entering any particular city block. | ||
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For example: | ||
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``` | ||
2413432311323 | ||
3215453535623 | ||
3255245654254 | ||
3446585845452 | ||
4546657867536 | ||
1438598798454 | ||
4457876987766 | ||
3637877979653 | ||
4654967986887 | ||
4564679986453 | ||
1224686865563 | ||
2546548887735 | ||
4322674655533 | ||
``` | ||
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Each city block is marked by a single digit that represents the *amount of heat loss if the crucible enters that block*. The starting point, the lava pool, is the top-left city block; the destination, the machine parts factory, is the bottom-right city block. (Because you already start in the top-left block, you don't incur that block's heat loss unless you leave that block and then return to it.) | ||
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Because it is difficult to keep the top-heavy crucible going in a straight line for very long, it can move *at most three blocks* in a single direction before it must turn 90 degrees left or right. The crucible also can't reverse direction; after entering each city block, it may only turn left, continue straight, or turn right. | ||
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One way to *minimize heat loss* is this path: | ||
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``` | ||
2>>34^>>>1323 | ||
32v>>>35v5623 | ||
32552456v>>54 | ||
3446585845v52 | ||
4546657867v>6 | ||
14385987984v4 | ||
44578769877v6 | ||
36378779796v> | ||
465496798688v | ||
456467998645v | ||
12246868655<v | ||
25465488877v5 | ||
43226746555v> | ||
``` | ||
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This path never moves more than three consecutive blocks in the same direction and incurs a heat loss of only `*102*`. | ||
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Directing the crucible from the lava pool to the machine parts factory, but not moving more than three consecutive blocks in the same direction, *what is the least heat loss it can incur?* | ||
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Your puzzle answer was `1004`. | ||
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\--- Part Two --- | ||
---------- | ||
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The crucibles of lava simply aren't large enough to provide an adequate supply of lava to the machine parts factory. Instead, the Elves are going to upgrade to *ultra crucibles*. | ||
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Ultra crucibles are even more difficult to steer than normal crucibles. Not only do they have trouble going in a straight line, but they also have trouble turning! | ||
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Once an ultra crucible starts moving in a direction, it needs to move *a minimum of four blocks* in that direction before it can turn (or even before it can stop at the end). However, it will eventually start to get wobbly: an ultra crucible can move a maximum of *ten consecutive blocks* without turning. | ||
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In the above example, an ultra crucible could follow this path to minimize heat loss: | ||
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``` | ||
2>>>>>>>>1323 | ||
32154535v5623 | ||
32552456v4254 | ||
34465858v5452 | ||
45466578v>>>> | ||
143859879845v | ||
445787698776v | ||
363787797965v | ||
465496798688v | ||
456467998645v | ||
122468686556v | ||
254654888773v | ||
432267465553v | ||
``` | ||
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In the above example, an ultra crucible would incur the minimum possible heat loss of `*94*`. | ||
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Here's another example: | ||
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``` | ||
111111111111 | ||
999999999991 | ||
999999999991 | ||
999999999991 | ||
999999999991 | ||
``` | ||
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Sadly, an ultra crucible would need to take an unfortunate path like this one: | ||
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``` | ||
1>>>>>>>1111 | ||
9999999v9991 | ||
9999999v9991 | ||
9999999v9991 | ||
9999999v>>>> | ||
``` | ||
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This route causes the ultra crucible to incur the minimum possible heat loss of `*71*`. | ||
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Directing the *ultra crucible* from the lava pool to the machine parts factory, *what is the least heat loss it can incur?* | ||
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Your puzzle answer was `1171`. | ||
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Both parts of this puzzle are complete! They provide two gold stars: \*\* | ||
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At this point, you should [return to your Advent calendar](/2023) and try another puzzle. | ||
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If you still want to see it, you can [get your puzzle input](17/input). | ||
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You can also [Shareon [Twitter](https://twitter.com/intent/tweet?text=I%27ve+completed+%22Clumsy+Crucible%22+%2D+Day+17+%2D+Advent+of+Code+2023&url=https%3A%2F%2Fadventofcode%2Ecom%2F2023%2Fday%2F17&related=ericwastl&hashtags=AdventOfCode) [Mastodon](javascript:void(0);)] this puzzle. |
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use std::cmp::Ordering; | ||
use std::collections::{BinaryHeap, HashMap}; | ||
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advent_of_code::solution!(17); | ||
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type Grid = Vec<Vec<u32>>; | ||
type Position = (usize, usize); | ||
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#[derive(Clone, Eq, PartialEq, Hash)] | ||
enum Direction { | ||
North, | ||
East, | ||
South, | ||
West, | ||
} | ||
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impl Direction { | ||
fn get_offset(&self) -> (isize, isize) { | ||
match self { | ||
Direction::North => (0, -1), | ||
Direction::East => (1, 0), | ||
Direction::South => (0, 1), | ||
Direction::West => (-1, 0), | ||
} | ||
} | ||
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fn opposite(&self) -> Self { | ||
match self { | ||
Direction::North => Direction::South, | ||
Direction::East => Direction::West, | ||
Direction::South => Direction::North, | ||
Direction::West => Direction::East, | ||
} | ||
} | ||
} | ||
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#[derive(Clone, Eq, PartialEq, Hash)] | ||
struct State { | ||
position: Position, | ||
entered_from: Direction, | ||
straight_steps: u32, | ||
} | ||
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#[derive(Clone, Eq, PartialEq, Hash)] | ||
struct Step { | ||
state: State, | ||
cost: u32, | ||
} | ||
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impl Ord for Step { | ||
fn cmp(&self, other: &Self) -> Ordering { | ||
other.cost.cmp(&self.cost) | ||
.then_with(|| other.state.position.cmp(&self.state.position)) | ||
} | ||
} | ||
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impl PartialOrd for Step { | ||
fn partial_cmp(&self, other: &Self) -> Option<Ordering> { | ||
Some(self.cmp(other)) | ||
} | ||
} | ||
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impl Step { | ||
fn new(state: State, cost: u32) -> Self { | ||
Self { | ||
state, | ||
cost, | ||
} | ||
} | ||
} | ||
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impl State { | ||
fn new(position: Position, entered_from: Direction, straight_steps: u32) -> Self { | ||
Self { | ||
position, | ||
entered_from, | ||
straight_steps, | ||
} | ||
} | ||
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fn can_go(&self, direction: &Direction, grid: &Grid) -> bool { | ||
let modifier = direction.get_offset(); | ||
let (x, y) = (self.position.0 as isize + modifier.0, self.position.1 as isize + modifier.1); | ||
x >= 0 && y >= 0 && x < grid[0].len() as isize && y < grid.len() as isize | ||
} | ||
} | ||
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// Implementation of Dijkstra's algorithm that considers steps taken in a direction as well as path cost. | ||
fn solve(input: &str, min_straight_steps: u32, max_straight_steps: u32) -> Option<u32> { | ||
let grid: Grid = input.lines().map(|l| l.chars().map(|c| c.to_digit(10).unwrap()).collect()).collect(); | ||
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let start = (0, 0); | ||
let end = (grid[0].len() - 1, grid.len() - 1); | ||
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let mut costs: HashMap<State, u32> = HashMap::new(); | ||
let mut heap: BinaryHeap<Step> = BinaryHeap::new(); | ||
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let directions = vec![Direction::North, Direction::East, Direction::South, Direction::West]; | ||
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costs.insert(State { position: start, entered_from: Direction::East, straight_steps: 0 }, 0); | ||
costs.insert(State { position: start, entered_from: Direction::South, straight_steps: 0 }, 0); | ||
heap.push(Step::new(State::new(start, Direction::East, 0), 0)); | ||
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while let Some(Step { state, cost }) = heap.pop() { | ||
if state.position == end && state.straight_steps >= min_straight_steps { | ||
return Some(cost); | ||
} | ||
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if costs.contains_key(&state) && costs[&state] > cost { | ||
continue; | ||
} | ||
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for direction in directions.iter() { | ||
if *direction == state.entered_from.opposite() { | ||
continue; | ||
} | ||
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if !state.can_go(direction, &grid) { | ||
continue; | ||
} | ||
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if state.straight_steps == max_straight_steps && *direction == state.entered_from { | ||
continue; | ||
} | ||
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let (offset_x, offset_y) = direction.get_offset(); | ||
let new_position = ((state.position.0 as isize + offset_x) as usize, (state.position.1 as isize + offset_y) as usize); | ||
let neighbour = Step::new( | ||
State::new( | ||
new_position, | ||
direction.clone(), | ||
if *direction == state.entered_from { state.straight_steps + 1 } else { 1 }, | ||
), | ||
cost + grid[new_position.1][new_position.0], | ||
); | ||
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if (*direction == state.entered_from || state.straight_steps >= min_straight_steps) | ||
&& neighbour.cost < *costs.get(&neighbour.state).unwrap_or(&u32::MAX) { | ||
heap.push(neighbour.clone()); | ||
costs.insert(neighbour.state, neighbour.cost); | ||
} | ||
} | ||
} | ||
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None | ||
} | ||
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pub fn part_one(input: &str) -> Option<u32> { | ||
solve(input, 0, 3) | ||
} | ||
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pub fn part_two(input: &str) -> Option<u32> { | ||
solve(input, 4, 10) | ||
} | ||
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#[cfg(test)] | ||
mod tests { | ||
use super::*; | ||
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#[test] | ||
fn test_part_one() { | ||
let result = part_one(&advent_of_code::template::read_file("examples", DAY)); | ||
assert_eq!(result, Some(102)); | ||
} | ||
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#[test] | ||
fn test_part_two() { | ||
let result = part_two(&advent_of_code::template::read_file("examples", DAY)); | ||
assert_eq!(result, Some(94)); | ||
} | ||
} |