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Module:User:Cscott/Advent Of Code 2023/Day 14

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return (function()
local builders = {}
local function register(name, f)
  builders[name] = f
end
register('llpeg', function() return require [[Module:User:Cscott/llpeg]] end)

register('pqueue', function(myrequire)
--[[  Priority Queue implemented in lua, based on a binary heap.
Copyright (C) 2017 Lucas de Morais Siqueira <lucas.morais.siqueira@gmail.com>
License: zlib
  This software is provided 'as-is', without any express or implied
  warranty. In no event will the authors be held liable for any damages
  arising from the use of this software.
  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely, subject to the following restrictions:
  1. The origin of this software must not be misrepresented; you must not
     claim that you wrote the original software. If you use this software
     in a product, an acknowledgement in the product documentation would be
     appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be
     misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.
]]--
-- modified by xxopxe@gmail.com

local floor = math.floor


local PriorityQueue = {}
PriorityQueue.__index = PriorityQueue

setmetatable(
  PriorityQueue,
  {
    __call = function ()
      local new = {}
      setmetatable(new, PriorityQueue)
      new:initialize()
      return new
    end
  }
)


function PriorityQueue:initialize()
  --[[  Initialization.
    Example:
        PriorityQueue = require "priority_queue"
        pq = PriorityQueue()
    ]]--
  self.heap_val = {}
  self.heap_pri = {}
  self.current_size = 0
end

function PriorityQueue:empty()
  return self.current_size == 0
end

function PriorityQueue:size()
  return self.current_size
end

function PriorityQueue:swim()
  -- Swim up on the tree and fix the order heap property.
  local heap_val = self.heap_val
  local heap_pri = self.heap_pri
  local floor = floor
  local i = self.current_size

  while floor(i / 2) > 0 do
    local half = floor(i / 2)
    if heap_pri[i] < heap_pri[half] then
      heap_val[i], heap_val[half] = heap_val[half], heap_val[i]
      heap_pri[i], heap_pri[half] = heap_pri[half], heap_pri[i]
    end
    i = half
  end
end

function PriorityQueue:put(v, p)
  --[[ Put an item on the queue.
    Args:
        v: the item to be stored
        p(number): the priority of the item
    ]]--
  --
  self.current_size = self.current_size + 1
  self.heap_val[self.current_size] = v
  self.heap_pri[self.current_size] = p
  self:swim()
end

function PriorityQueue:sink()
  -- Sink down on the tree and fix the order heap property.
  local size = self.current_size
  local heap_val = self.heap_val
  local heap_pri = self.heap_pri
  local i = 1

  while (i * 2) <= size do
    local mc = self:min_child(i)
    if heap_pri[i] > heap_pri[mc] then
      heap_val[i], heap_val[mc] = heap_val[mc], heap_val[i]
      heap_pri[i], heap_pri[mc] = heap_pri[mc], heap_pri[i]
    end
    i = mc
  end
end

function PriorityQueue:min_child(i)
  if (i * 2) + 1 > self.current_size then
    return i * 2
  else
    if self.heap_pri[i * 2] < self.heap_pri[i * 2 + 1] then
      return i * 2
    else
      return i * 2 + 1
    end
  end
end

function PriorityQueue:pop()
  -- Remove and return the top priority item
  local heap_val = self.heap_val
  local heap_pri = self.heap_pri
  local retval, retprio = heap_val[1], heap_pri[1]
  heap_val[1], heap_pri[1] = heap_val[self.current_size], heap_pri[self.current_size]
  heap_val[self.current_size], heap_pri[self.current_size] = nil, nil
  self.current_size = self.current_size - 1
  self:sink()
  return retval, retprio
end

function PriorityQueue:peek()
  -- return the top priority item
  return self.heap_val[1], self.heap_pri[1]
end

return PriorityQueue

end)

register('day14', function(myrequire)
--[[ DAY 14 ]]--
local l = myrequire('llpeg')
local PriorityQueue = myrequire('pqueue')

--[[ PARSING ]]--
local Spot = {}
Spot.__index = Spot
function Spot:new(args)
   return setmetatable(args, self)
end
function Spot:isEmpty()
   return not(self.round or self.cube)
end
function Spot:__tostring()
   if self.round then return "O" end
   if self.cube then return "#" end
   return "."
end

local nl = l.P"\n"

function make_spot(s)
   if s == "#" then return Spot:new{cube=true} end
   if s == "O" then return Spot:new{round=true} end
   return Spot:new{}
end

local patt = l.P{
   "Graph",
   Graph = l.Ct( l.V"Row" * (nl^1 * l.V"Row")^0 * nl^0) * -1,
   Row = l.Ct( l.V"Spot"^1 ),
   Spot = l.S"#O." / make_spot,
}

local Graph = {}
Graph.__index = Graph

function parse(source)
   --print(inspect(source))
   local ast, errlabel, pos = patt:match(source)
   if not ast then
      error(string.format("Error at pos %s label '%s'", pos, errlabel))
   end
   --print('Parsed with success!')
   --print(inspect(ast))
   return Graph:new(ast)
end

--[[ Part 1 ]]--

function Graph:new(data)
   return setmetatable({ data=data }, self)
end

function Graph:at(row,col,default)
   return (self.data[row] or {})[col] or default
end

function Graph:set(row,col,val)
   if self.data == nil then
      self.data = {}
   end
   if self.data[row] == nil then
      self.data[row] = {}
   end
   self.data[row][col] = val
end

function Graph:rowN()
   return #(self.data)
end

function Graph:colN()
   return #(self.data[1])
end

function Graph:print()
   for r,row in ipairs(self.data) do
      for c,val in ipairs(row) do
         if val == nil then val = " " end
         io.write(tostring(val))
      end
      io.write("\n")
   end
end

function Graph:link()
   for r=1,self:rowN() do
      for c=1,self:colN() do
         local sp = self:at(r,c)
         sp.r, sp.c = r,c
         if r > 1 then sp.n = self:at(r-1,c) end
         if c > 1 then sp.w = self:at(r,c-1) end
         if r < self:rowN() then sp.s = self:at(r+1,c) end
         if c < self:colN() then sp.e = self:at(r,c+1) end
         --print(string.format("%d,%d %s %s %s %s", sp.r,sp.c,sp.n,sp.e,sp.s,sp.w))
      end
   end
end

function Graph:numberRocks()
   local rocks = {}
   local num = 1
   for r=1,self:rowN() do
      for c=1,self:colN() do
         local sp = self:at(r,c)
         if sp.round then
            sp.id = num
            num = num + 1
            table.insert(rocks, sp)
         end
      end
   end
   return rocks
end

-- the cube rocks partition each row or column, and after each
-- roll all the rocks are going to pile up at each.  so we just
-- need to know for a given rock its (wlog) col, compare that to
-- the closest cube in the row, and move it adjacent to the cube.
-- if each cube keeps track of how many rocks have moved beside it,
-- we can space them out appropriately.  This makes rocks move
-- through each other! ie doesn't actually respect the rock identity,
-- but the results are correct.

-- HOWEVER, this way also works, and is "fast enough"
function Graph:roll(rocks, dir, keyFunc)
   local Q = PriorityQueue()
   for _,sp in ipairs(rocks) do
      Q:put(sp, keyFunc(sp))
   end
   -- now start rolling <direction>!
   while not Q:empty() do
      local sp = Q:pop()
      local neigh = sp[dir]
      if neigh ~= nil and neigh:isEmpty() then -- can we roll here?
         local id = sp.id
         sp.round = false
         sp.id = nil
         neigh.round = true
         neigh.id = id
         rocks[id] = neigh
         Q:put(neigh, keyFunc(neigh))
      end
   end
end

function Graph:debug_cycle(rocks)
   print("Roll north:")
   self:roll(rocks, "n", function(sp) return sp.r end)
   self:print()
   print()

   print("Roll west:")
   self:roll(rocks, "w", function(sp) return sp.c end)
   self:print()
   print()

   print("Roll south:")
   self:roll(rocks, "s", function(sp) return -sp.r end)
   self:print()
   print()

   print("Roll east:")
   self:roll(rocks, "e", function(sp) return -sp.c end)
end

function Graph:cycle_one(rocks)
   self:roll(rocks, "n", function(sp) return sp.r end)
   self:roll(rocks, "w", function(sp) return sp.c end)
   self:roll(rocks, "s", function(sp) return -sp.r end)
   self:roll(rocks, "e", function(sp) return -sp.c end)
end

function Graph:cycle(rocks, n)
   local seen = {}
   local i=1
   while i <= n do
      local h = self:hash()
      if seen[h] == nil then
         seen[h] = i
         self:cycle_one(rocks)
         i = i + 1
      else
         -- short cut!
         local s = seen[h]
         -- after s steps we're at a cycle point
         -- we'll be back here/there in (i-s) more steps
         -- so skip ahead as many (i-s) steps as we can
         local cycles = math.floor((n - i) / (i - s))
         -- print(i,s,cycles)
         i = i + cycles*(i-s)
         while i<=n do
            self:cycle_one(rocks)
            i = i + 1
         end
         return
      end
   end
end


function Graph:hash()
   local t = {}
   for r=1,self:rowN() do
      for c=1,self:colN() do
         local sp = self:at(r,c)
         if sp.cube then
            -- skip, cubes never move
         else
            table.insert(t, tostring(sp))
         end
      end
   end
   return table.concat(t)
end

function Graph:score()
   local sum = 0
   for r=1,self:rowN() do
      local row_score = 1 + self:rowN() - r
      for c=1,self:colN() do
         local sp = self:at(r,c)
         if sp.round then
            sum = sum + row_score
         end
      end
   end
   return sum
end

function part1(source)
   local graph = parse(source)
   graph:link()
   --graph:print()
   --print()
   local rocks = graph:numberRocks()
   graph:roll(rocks, "n", function(sp) return sp.r end)
   --graph:print()
   return graph:score()
end

function part2(source)
   local graph = parse(source)
   graph:link()
   --graph:print()
   --print()
   local rocks = graph:numberRocks()
   graph:cycle(rocks, 1000000000)
   --graph:print()
   return graph:score()
end


--[[ CLI ] ]--
local source = io.input("day14.input"):read("a")
print('Sum:', part1(source))
print('Sum:', part2(source))
--[ [ END CLI ]]--

return {
   part1 = function(frame)
      local s = mw.title.new(frame.args[1]):getContent()
      return part1(s)
   end,
   part2 = function(frame)
      local s = mw.title.new(frame.args[1]):getContent()
      return part2(s, tonumber(frame.args[2]))
   end,
}

end)

local modules = {}
modules['table'] = require('table')
modules['string'] = require('string')
modules['strict'] = {}
local function myrequire(name)
  if modules[name] == nil then
    modules[name] = true
    modules[name] = (builders[name])(myrequire)
  end
  return modules[name]
end
return myrequire('day14')
end)()