-
Notifications
You must be signed in to change notification settings - Fork 0
/
10_monitoring_station.rb
122 lines (106 loc) · 3.21 KB
/
10_monitoring_station.rb
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
TO_DESTROY = 200
def asteroid_in_direction(start, dy, dx, asteroids, height, width)
# Be careful here.
# You cannot just add (dy * width + dx) to (y * width + x) blindly.
# You might wrap around a row when you're not supposed to.
# (To detect this, see whether y changed more than you expected it to)
# It's too much work to track that so I'll just keep y and x separate.
y, x = start.divmod(width)
y += dy
x += dx
pos = y * width + x
dpos = dy * width + dx
while (0...height).cover?(y) && (0...width).cover?(x)
return pos if asteroids[pos]
y += dy
x += dx
pos += dpos
end
nil
end
def detect?(a1, a2, asteroids, height, width)
y1, x1 = a1.divmod(width)
y2, x2 = a2.divmod(width)
dy = y2 - y1
dx = x2 - x1
g = dy.gcd(dx)
# This shortcut saves a little bit of time.
# The code would still be correct without it,
# so it's purely for saving a little bit of unnecessary work.
return true if g == 1
asteroid_in_direction(a1, dy / g, dx / g, asteroids, height, width) == a2
end
verbose = ARGV.delete('-v')
input = ARGF.map(&:chomp).map(&:freeze).freeze
height = input.size
width = input.map(&:size).max
# Just like day 03, encode a coordinate as y * width + x,
# because creating [y, x] for all asteroids is bad perf.
# About 2.4x as fast with this.
asteroids = {}
input.each_with_index { |row, y|
row.chars.each_with_index { |c, x|
asteroids[y * width + x] = true if c == ?#
}
}
detect = Hash.new(0)
asteroids.keys.combination(2) { |a1, a2|
# For each pair, check whether they detect each other.
# Another idea: add their reduced (dy, dx) to a set,
# and find the set with the most elements.
# That turns out to be about 1.5x slower.
if detect?(a1, a2, asteroids, height, width)
detect[a1] += 1
detect[a2] += 1
end
}
station, max = detect.max_by(&:last)
p max
p station if verbose
# <= instead of < is intentioal: can't destroy itself!
if asteroids.size <= TO_DESTROY
puts "bad #{asteroids.size}"
exit 1
end
sy, sx = station.divmod(width)
has_at_least = Hash.new { |h, k| h[k] = [0, 0, 0, 0] }
in_dir = Hash.new { |h, k| h[k] = [] }
# Two optimisations:
# - Using rationals is slightly faster than using atan2.
# - Skip quadrants to avoid having to sort them.
# But part 2 runs in about 1/30 the time of part 1
# (even without both of these), so this was mostly academic.
asteroids.keys.each { |pos|
next if pos == station
y, x = pos2d = pos.divmod(width)
dy = y - sy
dx = x - sx
quadrant, _ = key = if dy < 0 && dx >= 0
[0, Rational(dx, -dy)]
elsif dy >= 0 && dx > 0
[1, Rational(dy, dx)]
elsif dy > 0 && dx <= 0
[2, Rational(-dx, dy)]
elsif dy <= 0 && dx < 0
[3, Rational(-dy, -dx)]
else
raise "no quadrant for #{dy} #{dx}"
end
new_size = (in_dir[key] << pos2d).size
has_at_least[new_size][quadrant] += 1
}
remain = TO_DESTROY
round = 1
quadrant = 0
until has_at_least[round][quadrant] >= remain
remain -= has_at_least[round][quadrant]
quadrant += 1
if quadrant == 4
quadrant = 0
round += 1
end
end
candidates = in_dir.select { |(q, _), v| q == quadrant && v.size >= round }
_, at_angle = candidates.sort_by(&:first)[remain - 1]
y, x = at_angle.min_by(round) { |y, x| (y - sy).abs + (x - sx).abs }[-1]
puts x * 100 + y