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day24.rs
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day24.rs
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//! # Lobby Layout
//!
//! Hex grid parsing and navigation uses
//! [Axial Coordinates](https://www.redblobgames.com/grids/hexagons/#coordinates-cube)
//! exactly as described in the excellent [Red Blob Games](https://www.redblobgames.com/) blog.
//!
//! Part two uses exactly the same approach as [`day 17`] and most of the code is identical.
//!
//! As the black tiles are very sparse (about 8% for my input) it's faster to switch from
//! a "pull" model where we check the surroundings neighbors of each tile, to a "push" model
//! where we update the neighbors of each black tile instead.
//!
//! [`day 17`]: crate::year2020::day17
use crate::util::hash::*;
use std::array::from_fn;
#[derive(PartialEq, Eq, Hash)]
pub struct Hex {
q: i32,
r: i32,
}
pub fn parse(input: &str) -> FastSet<Hex> {
let mut tiles = FastSet::new();
for line in input.lines() {
let mut iter = line.bytes();
let mut q = 0;
let mut r = 0;
while let Some(b) = iter.next() {
match b {
b'e' => q += 1,
b'w' => q -= 1,
b'n' => {
if b'e' == iter.next().unwrap() {
q += 1;
}
r -= 1;
}
b's' => {
if b'e' != iter.next().unwrap() {
q -= 1;
}
r += 1;
}
_ => unreachable!(),
}
}
let tile = Hex { q, r };
if tiles.contains(&tile) {
tiles.remove(&tile);
} else {
tiles.insert(tile);
}
}
tiles
}
pub fn part1(input: &FastSet<Hex>) -> usize {
input.len()
}
pub fn part2(input: &FastSet<Hex>) -> usize {
// Determine bounds
let mut q1 = i32::MAX;
let mut q2 = i32::MIN;
let mut r1 = i32::MAX;
let mut r2 = i32::MIN;
for hex in input {
q1 = q1.min(hex.q);
q2 = q2.max(hex.q);
r1 = r1.min(hex.r);
r2 = r2.max(hex.r);
}
// Create array with enough space to allow expansion for 100 generations.
// 2 * (100 generations + 1 buffer) + Origin = 203 extra in each dimension
let width = q2 - q1 + 203;
let height = r2 - r1 + 203;
let neighbors: [i32; 6] = [-1, 1, -width, width, 1 - width, width - 1];
let neighbors: [usize; 6] = from_fn(|i| neighbors[i] as usize);
let mut active = Vec::with_capacity(5_000);
let mut candidates = Vec::with_capacity(5_000);
let mut next_active = Vec::with_capacity(5_000);
// Create initial active state, offsetting tiles so that all indices are positive.
for hex in input {
let index = width * (hex.r - r1 + 101) + (hex.q - q1 + 101);
active.push(index as usize);
}
for _ in 0..100 {
let mut state: Vec<u8> = vec![0; (width * height) as usize];
for &tile in &active {
for &offset in &neighbors {
// Earlier we converted the offsets from signed `i32` to unsigned `usize`. To
// achieve subtraction for negative indices, we use a `wrapping_add` that performs
// [two's complement](https://en.wikipedia.org/wiki/Two%27s_complement) arithmetic.
let index = tile.wrapping_add(offset);
state[index] += 1;
if state[index] == 2 {
candidates.push(index);
}
}
}
// Active tiles remain active with both one and two neighbors.
for &tile in &active {
if state[tile] == 1 {
next_active.push(tile);
}
}
// Check that the neighbor count for inactive tiles hasn't exceeded two.
for &tile in &candidates {
if state[tile] == 2 {
next_active.push(tile);
}
}
// Swap to make next generation the current generation.
(active, next_active) = (next_active, active);
candidates.clear();
next_active.clear();
}
active.len()
}