aoc2023/3/src/main.rs

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Rust
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use num::traits;
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use std::fs::File;
use std::io::{BufRead, BufReader, Lines};
use std::ops::Range;
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// --- Day 3: Gear Ratios ---
// You and the Elf eventually reach a gondola lift station; he says the gondola lift
// will take you up to the water source, but this is as far as he can bring you. You go
// inside.
// It doesn't take long to find the gondolas, but there seems to be a problem: they're
// not moving.
// "Aaah!"
// You turn around to see a slightly-greasy Elf with a wrench and a look of surprise.
// "Sorry, I wasn't expecting anyone! The gondola lift isn't working right now; it'll
// still be a while before I can fix it." You offer to help.
// The engineer explains that an engine part seems to be missing from the engine, but
// nobody can figure out which one. If you can add up all the part numbers in the engine
// schematic, it should be easy to work out which part is missing.
// The engine schematic (your puzzle input) consists of a visual representation of the
// engine. There are lots of numbers and symbols you don't really understand, but
// apparently any number adjacent to a symbol, even diagonally, is a "part number" and
// should be included in your sum. (Periods (.) do not count as a symbol.)
// Here is an example engine schematic:
// 467..114.. ...*...... ..35..633. ......#... 617*...... .....+.58. ..592.....
// ......755. ...$.*.... .664.598..
// In this schematic, two numbers are not part numbers because they are not adjacent to
// a symbol: 114 (top right) and 58 (middle right). Every other number is adjacent to a
// symbol and so is a part number; their sum is 4361.
// BOILERPLATE
type InputIter = Lines<BufReader<File>>;
fn get_input() -> InputIter {
let f = File::open("input").unwrap();
let br = BufReader::new(f);
br.lines()
}
fn main() {
println!("Problem 1 solution: {}", problem1(get_input()));
println!("Problem 2 solution: {}", problem2(get_input()));
}
// PARSING
// We will store the schematic as a 2D Vector of char
#[derive(Debug)]
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struct Pos(usize, usize);
// Outer Vec holds rows, so addressing is column then row
#[derive(Debug)]
struct SchematicRow(Vec<char>);
#[derive(Debug)]
struct Schematic(Vec<SchematicRow>);
impl From<&str> for SchematicRow {
fn from(s: &str) -> Self {
SchematicRow(s.chars().collect())
}
}
impl From<InputIter> for Schematic {
fn from(input: InputIter) -> Self {
Self(input.map(|line| line.unwrap().as_str().into()).collect())
}
}
const ADJACENCY_OFFSETS: &[(i64, i64)] = &[
(-1, -1),
(0, -1),
(1, -1),
(-1, 0),
(1, 0),
(-1, 1),
(0, 1),
(1, 1),
];
// We assume the schematic is composed of equal length lines
impl Schematic {
fn in_bounds<T: PartialOrd + num::traits::Zero + TryFrom<usize>>(&self, x: T, y: T) -> bool {
let x_bound: T = self.0[0]
.0
.len()
.try_into()
.unwrap_or_else(|_| panic!("bad bounds"));
let y_bound: T = self
.0
.len()
.try_into()
.unwrap_or_else(|_| panic!("bad bounds"));
x >= T::zero() && x < x_bound && y >= T::zero() && y < y_bound
}
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fn at(&self, pos: &Pos) -> char {
self.0[pos.1].0[pos.0]
}
fn adjacent_to_symbol(&self, pos: &Pos) -> bool {
ADJACENCY_OFFSETS.iter().any(|(x_ofs, y_ofs)| {
let adj_x = (pos.0 as i64) + x_ofs;
let adj_y = (pos.1 as i64) + y_ofs;
if !self.in_bounds(adj_x, adj_y) {
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false
} else {
let adj_c = self.at(&Pos(adj_x as usize, adj_y as usize));
adj_c != '.' && adj_c.is_ascii_punctuation()
}
})
}
fn is_gear(&self, pos: &Pos) -> bool {
if self.at(pos) != '*' {
return false;
}
ADJACENCY_OFFSETS
.iter()
.filter(|(x_ofs, y_ofs)| {
let adj_x = (pos.0 as i64) + x_ofs;
let adj_y = (pos.1 as i64) + y_ofs;
if adj_x < 0
|| adj_x >= self.0[pos.1].0.len() as i64
|| adj_y < 0
|| adj_y >= self.0.len() as i64
{
false
} else {
let adj_c = self.at(&Pos(adj_x as usize, adj_y as usize));
adj_c.is_digit(10)
}
})
.count()
>= 2
}
fn gear_ratio(&self, pos: &Pos) -> Option<u64> {
if self.at(pos) != '*' {
return None;
}
let mut exclusions: Vec<(Range<usize>, i64)> = Vec::new();
let mut nums = (0u64, 0u64);
for (x_ofs, y_ofs) in ADJACENCY_OFFSETS {
let adj_x = (pos.0 as i64) + x_ofs;
let adj_y = (pos.1 as i64) + y_ofs;
if !self.in_bounds(adj_x, adj_y)
|| exclusions
.iter()
.any(|(ex_x_range, ex_y)| *ex_y == adj_y && ex_x_range.contains(&(adj_x as usize)))
{
continue;
}
let adj_c = self.at(&Pos(adj_x as usize, adj_y as usize));
if adj_c.is_digit(10) {
let mut num_start_x = adj_x as usize;
loop {
if num_start_x > 0
&& self
.at(&Pos((num_start_x - 1) as usize, adj_y as usize))
.is_digit(10)
{
num_start_x -= 1;
} else {
break;
}
}
let mut num_end_x = adj_x as usize;
loop {
if self.in_bounds(num_end_x + 1, adj_y as usize)
&& self
.at(&Pos((num_end_x + 1) as usize, adj_y as usize))
.is_digit(10)
{
num_end_x += 1;
} else {
break;
}
}
// we have the bounds for the number, extract a slice
let num_slice = &self.0[adj_y as usize].0[num_start_x..num_end_x + 1];
let mut num = 0u64;
for c in num_slice {
num = num * 10 + c.to_digit(10).unwrap() as u64;
}
if nums.0 == 0 {
nums.0 = num
} else {
nums.1 = num;
return Some(nums.0 * nums.1);
}
exclusions.push((num_start_x..num_end_x + 1, adj_y));
}
}
None
}
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}
// PROBLEM 1 solution
// Of course, the actual engine schematic is much larger. What is the sum of all of the
// part numbers in the engine schematic?
fn problem1_all_valid_part_numbers(schematic: &Schematic) -> Vec<u64> {
let mut results = Vec::new();
let mut cur_pos = Pos(0usize, 0usize);
while cur_pos.1 < schematic.0.len() {
while cur_pos.0 < schematic.0[0].0.len() {
let c = schematic.at(&cur_pos);
if c.is_digit(10) {
let mut valid: bool = schematic.adjacent_to_symbol(&cur_pos);
let mut num = c.to_digit(10).unwrap() as u64;
loop {
if cur_pos.0 + 1 >= schematic.0[0].0.len() {
break;
}
cur_pos.0 += 1;
if schematic.at(&cur_pos).is_digit(10) {
num = num * 10 + schematic.at(&cur_pos).to_digit(10).unwrap() as u64;
valid = valid || schematic.adjacent_to_symbol(&cur_pos);
} else {
break;
}
}
if valid {
results.push(num);
}
}
cur_pos.0 += 1;
}
cur_pos.1 += 1;
cur_pos.0 = 0;
}
results
}
fn problem1(input: InputIter) -> u64 {
let schematic: Schematic = input.into();
problem1_all_valid_part_numbers(&schematic).iter().sum()
}
// PROBLEM 2 solution
// --- Part Two ---
// The engineer finds the missing part and installs it in the engine! As the engine
// springs to life, you jump in the closest gondola, finally ready to ascend to the
// water source.
// You don't seem to be going very fast, though. Maybe something is still wrong?
// Fortunately, the gondola has a phone labeled "help", so you pick it up and the
// engineer answers.
// Before you can explain the situation, she suggests that you look out the window.
// There stands the engineer, holding a phone in one hand and waving with the other.
// You're going so slowly that you haven't even left the station. You exit the gondola.
// The missing part wasn't the only issue - one of the gears in the engine is wrong. A
// gear is any * symbol that is adjacent to exactly two part numbers. Its gear ratio is
// the result of multiplying those two numbers together.
// This time, you need to find the gear ratio of every gear and add them all up so that
// the engineer can figure out which gear needs to be replaced.
// Consider the same engine schematic again:
// 467..114.. ...*...... ..35..633. ......#... 617*...... .....+.58. ..592.....
// ......755. ...$.*.... .664.598..
// In this schematic, there are two gears. The first is in the top left; it has part
// numbers 467 and 35, so its gear ratio is 16345. The second gear is in the lower
// right; its gear ratio is 451490. (The * adjacent to 617 is not a gear because it is
// only adjacent to one part number.) Adding up all of the gear ratios produces 467835.
// What is the sum of all of the gear ratios in your engine schematic?
fn problem2_all_gear_ratios(schematic: &Schematic) -> Vec<u64> {
let mut gears = Vec::new();
for y in 0..schematic.0.len() {
for x in 0..schematic.0[0].0.len() {
match schematic.gear_ratio(&Pos(x, y)) {
Some(ratio) => gears.push(ratio),
_ => ()
}
}
}
gears
}
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fn problem2(input: InputIter) -> u64 {
let schematic: Schematic = input.into();
problem2_all_gear_ratios(&schematic).iter().sum()
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}