ace

joined 2 years ago
[–] ace@lemmy.ananace.dev 13 points 3 months ago (5 children)

I might be slightly biased, but I can also recommend OpenMW for Deck.

[–] ace@lemmy.ananace.dev 42 points 5 months ago (3 children)

Eurofighter Typhoon

[–] ace@lemmy.ananace.dev 59 points 5 months ago (2 children)

Eurofighter Typhoon

[–] ace@lemmy.ananace.dev 35 points 5 months ago (3 children)

Apparently posting it caused enough load to take down my pict-rs server, sorry about that.

[–] ace@lemmy.ananace.dev 2 points 5 months ago

Ended up oversleeping somewhat, so I did the first part on the way to work using flood fills over a global visited set, and now that work's over I've sat down to expand that solution to do corner counting for part two as well.

C#

char[] map = new char[0];
(int X, int Y) size = (0, 0);

public void Input(IEnumerable<string> lines)
{
  map = string.Concat(lines).ToCharArray();
  size = (lines.First().Length, lines.Count());
}

Dictionary<HashSet<(int,int)>,int> areas = new Dictionary<HashSet<(int,int)>,int>();
public void PreCalc()
{
  HashSet<(int, int)> visited = new HashSet<(int, int)>();
  for (int y = 0; y < size.Y; ++y)
    for (int x = 0; x < size.X; ++x)
    {
      var at = (x, y);
      if (visited.Contains(at))
        continue;

      var area = Flood((x, y), visited);
      areas[area.Area] = area.Perim;
    }
}

public void Part1()
{
  int sum = areas.Select(kv => kv.Key.Count * kv.Value).Sum();

  Console.WriteLine($"Fencing total: {sum}");
}
public void Part2()
{
  int sum = areas.Select(kv => kv.Key.Count * countCorners(kv.Key)).Sum();

  Console.WriteLine($"Fencing total: {sum}");
}

readonly (int dX, int dY)[] links = new[] { (1, 0), (0, 1), (-1, 0), (0, -1) };
(HashSet<(int,int)> Area, int Perim) Flood((int X, int Y) from, HashSet<(int X, int Y)> visited)
{
  char at = map[from.Y * size.X + from.X];

  (HashSet<(int,int)> Area, int Perim) ret = (new HashSet<(int,int)>(), 0);
  visited.Add(from);
  ret.Area.Add(from);

  foreach (var link in links)
  {
    (int X, int Y) newAt = (from.X + link.dX, from.Y + link.dY);
    char offset ;
    if (newAt.X < 0 || newAt.X >= size.X || newAt.Y < 0 || newAt.Y >= size.Y)
      offset = '\0';
    else
      offset = map[newAt.Y * size.X + newAt.X];

    if (offset == at)
    {
      if (visited.Contains(newAt))
        continue;

      var nextArea = Flood(newAt, visited);
      ret.Area.UnionWith(nextArea.Area);
      ret.Perim += nextArea.Perim;
    }
    else
    {
      ret.Perim += 1;
    }
  }

  return ret;
}

readonly (int dX, int dY)[] cornerPoints = new[] { (0, 0), (1, 0), (1, 1), (0, 1) };
readonly int[] diagonalValues = new[] { (2 << 0) + (2 << 2), (2 << 1) + (2 << 3) };
int countCorners(HashSet<(int X, int Y)> points)
{
  int corners = 0;
  var bounds = findBounds(points);
  for (int y = bounds.minY - 1; y < bounds.maxY + 1; ++y)
    for (int x = bounds.minX - 1; x < bounds.maxX + 1; ++x)
    {
      var atPoint = cornerPoints.Select(c => points.Contains((x + c.dX, y + c.dY)));
      var before = corners;
      if (atPoint.Where(c => c).Count() % 2 == 1)
        corners++;
      else if (diagonalValues.Contains(atPoint.Select((c, i) => c ? (2 << i) : 0).Sum()))
        corners += 2;
    }

  return corners;
}

(int minX, int minY, int maxX, int maxY) findBounds(HashSet<(int X, int Y)> points)
{
  (int minX, int minY, int maxX, int maxY) ret = (int.MaxValue, int.MaxValue, int.MinValue, int.MinValue);
  foreach (var point in points)
  {
    ret.minX = Math.Min(ret.minX, point.X);
    ret.minY = Math.Min(ret.minY, point.Y);
    ret.maxX = Math.Max(ret.maxX, point.X);
    ret.maxY = Math.Max(ret.maxY, point.Y);
  }

  return ret;
}

[–] ace@lemmy.ananace.dev 2 points 5 months ago

Well, there's the ALFIS project

[–] ace@lemmy.ananace.dev 3 points 5 months ago

And now we get into the days where caching really is king. My first attempt didn't go so well, I tried to handle the full list result as one cache step, instead of individually caching the result of calculating each stone per step.

I think my original attempt is still calculating at home, but I finished up this much better version on the trip to work.
All hail public transport.

C#

List<long> stones = new List<long>();
public void Input(IEnumerable<string> lines)
{
  stones = string.Concat(lines).Split(' ').Select(v => long.Parse(v)).ToList();
}

public void Part1()
{
  var expanded = TryExpand(stones, 25);

  Console.WriteLine($"Stones: {expanded}");
}
public void Part2()
{
  var expanded = TryExpand(stones, 75);

  Console.WriteLine($"Stones: {expanded}");
}

public long TryExpand(IEnumerable<long> stones, int steps)
{
  if (steps == 0)
    return stones.Count();
  return stones.Select(s => TryExpand(s, steps)).Sum();
}
Dictionary<(long, int), long> cache = new Dictionary<(long, int), long>();
public long TryExpand(long stone, int steps)
{
  var key = (stone, steps);
  if (cache.ContainsKey(key))
    return cache[key];

  var result = TryExpand(Blink(stone), steps - 1);
  cache[key] = result;
  return result;
}

public IEnumerable<long> Blink(long stone)
{
  if (stone == 0)
  {
    yield return 1;
    yield break;
  }
  var str = stone.ToString();
  if (str.Length % 2 == 0)
  {
    yield return long.Parse(str[..(str.Length / 2)]);
    yield return long.Parse(str[(str.Length / 2)..]);
    yield break;
  }
  yield return stone * 2024;
}

[–] ace@lemmy.ananace.dev 2 points 5 months ago

Nice to have a really simple one for a change, both my day 1 and 2 solutions worked on their very first attempts.
I rewrote the code to combine the two though, since the implementations were almost identical for both solutions, and also to replace the recursion with a search list instead.

C#

int[] heights = new int[0];
(int, int) size = (0, 0);

public void Input(IEnumerable<string> lines)
{
  size = (lines.First().Length, lines.Count());
  heights = string.Concat(lines).Select(c => int.Parse(c.ToString())).ToArray();
}

int trails = 0, trailheads = 0;
public void PreCalc()
{
  for (int y = 0; y < size.Item2; ++y)
    for (int x = 0; x < size.Item1; ++x)
      if (heights[y * size.Item1 + x] == 0)
      {
        var unique = new HashSet<(int, int)>();
        trails += CountTrails((x, y), unique);
        trailheads += unique.Count;
      }
}

public void Part1()
{
  Console.WriteLine($"Trailheads: {trailheads}");
}
public void Part2()
{
  Console.WriteLine($"Trails: {trails}");
}

int CountTrails((int, int) from, HashSet<(int,int)> unique)
{
  int found = 0;

  List<(int,int)> toSearch = new List<(int, int)>();
  toSearch.Add(from);

  while (toSearch.Any())
  {
    var cur = toSearch.First();
    toSearch.RemoveAt(0);

    int height = heights[cur.Item2 * size.Item1 + cur.Item1];
    for (int y = -1; y <= 1; ++y)
      for (int x = -1; x <= 1; ++x)
      {
        if ((y != 0 && x != 0) || (y == 0 && x == 0))
          continue;

        var newAt = (cur.Item1 + x, cur.Item2 + y);
        if (newAt.Item1 < 0 || newAt.Item1 >= size.Item1 || newAt.Item2 < 0 || newAt.Item2 >= size.Item2)
          continue;

        int newHeight = heights[newAt.Item2 * size.Item1 + newAt.Item1];
        if (newHeight - height != 1)
          continue;

        if (newHeight == 9)
        {
          unique.Add(newAt);
          found++;
          continue;
        }

        toSearch.Add(newAt);
      }
  }

  return found;
}

[–] ace@lemmy.ananace.dev 3 points 5 months ago

Was really blanking on how to do this one nicely, so a bunch of stacked loops it is...
Also ended up writing two separate solutions for the first and second part, since I couldn't get acceptable performance otherwise. Still takes half a second on my machine, mainly on the second part.

This is technically the second implementation, the first one took minutes to calculate, so I wasn't really okay with stamping it as my solution-of-choice.

Can definitely still be improved, but I've been poking and prodding at this code for hours on end now, so it's long past time to let it sit for a while and see if I get any better ideas later.

C#

int[] layout = new int[0];
public void Input(IEnumerable<string> lines)
{
  layout = string.Join("", lines).ToCharArray().Select(c => int.Parse(c.ToString())).ToArray();
}

public void Part1()
{
  ushort?[] blocks = BuildBlockmap().ToArray();

  var it = 0;
  for (var i = blocks.Length - 1; i > it; i--)
  {
    if (blocks[i] == null)
      continue;

    while (it < blocks.Length && blocks[it] != null)
      ++it;

    if (it >= blocks.Length)
      break;

    (blocks[it], blocks[i]) = (blocks[i], null);
  }

  long checksum = 0;
  foreach (var part in blocks.OfType<ushort>().Select((b, i) => i * b))
    checksum += part;

  Console.WriteLine($"Checksum: {checksum}");
}

public void Part2()
{
  var sparse = BuildSparsemap().ToList();

  for (var i = sparse.Count - 1; i >= 0; i--)
  {
    if (sparse[i].Item1 == null)
      continue;

    for (var j = 0; j < i; ++j)
    {
      if (sparse[j].Item1 != null)
        continue;

      if (sparse[i].Item2 > sparse[j].Item2)
        continue;

      var size = sparse[j].Item2;
      size -= sparse[i].Item2;

      (sparse[j], sparse[i]) = (sparse[i], (null, sparse[i].Item2));

      if (i + 1 < sparse.Count && sparse[i + 1].Item1 == null)
      {
        sparse[i] = (null, (ushort)(sparse[i].Item2 + sparse[i + 1].Item2));
        sparse.RemoveAt(i + 1);
      }

      if (sparse[i - 1].Item1 == null)
      {
        sparse[i - 1] = (null, (ushort)(sparse[i - 1].Item2 + sparse[i].Item2));
        sparse.RemoveAt(i);
      }

      if (size > 0)
        sparse.Insert(j + 1, (null, size));

      j = i + 1;
    }
  }

  int ind = 0;
  long checksum = 0;
  foreach (var (val, cnt) in sparse)
    for (var i = 0; i < cnt; ++i)
    {
      checksum += (val ?? 0) * ind;
      ++ind;
    }

  Console.WriteLine($"Checksum: {checksum}");
}

IEnumerable<ushort?> BuildBlockmap()
{
  ushort blockit = 0;
  bool block = true;
  foreach (var value in layout)
  {
    for (int i = 0; i < value; ++i)
      yield return block ? blockit : null;
    if (block)
      blockit++;
    block = !block;
  }
}

IEnumerable<(ushort?, ushort)> BuildSparsemap()
{
  ushort blockit = 0;
  bool block = true;
  foreach (var value in layout)
  {
    if (block)
      yield return (blockit++, (ushort)value);
    else
      yield return (null, (ushort)value);
    block = !block;
  }
}

[–] ace@lemmy.ananace.dev 1 points 5 months ago

And I of course misread and wasted a bunch of time debugging the second part, entirely missed the fact that antinodes occurred on top of the emanating antennae as well...

C#

public static class LINQExt
{
  public static IEnumerable<(T,T)> PermutatePairs<T>(this IEnumerable<T> source) {
    return source.SelectMany(k => source.Where(v => !v?.Equals(k) ?? false).Select(v => (k, v)));
  }
}

struct Antenna
{
  public int X, Y;
  public char Frequency;
}

List<Antenna> antennae = new List<Antenna>();
int width, height;

public void Input(IEnumerable<string> lines)
{
  char[] map = string.Join("", lines).ToCharArray();
  width = lines.First().Length;
  height = lines.Count();

  for (int y = 0; y < height; ++y)
    for (int x = 0; x < width; ++x)
    {
      char at = map[y * width + x];
      if (at == '.')
        continue;

      antennae.Add(new Antenna{ X = x, Y = y, Frequency = at });
    }
}

public void Part1()
{
  HashSet<(int, int)> antinodes = new HashSet<(int, int)>();

  foreach (var antinode in antennae.GroupBy(k => k.Frequency).SelectMany(g => g.PermutatePairs()).SelectMany(v => GetOpposing(v.Item1, v.Item2)).Where(InRange))
    antinodes.Add(antinode);

  Console.WriteLine($"Unique antinodes: {antinodes.Count}");
}
public void Part2()
{
  HashSet<(int, int)> antinodes = new HashSet<(int, int)>();

  foreach (var antennaePair in antennae.GroupBy(k => k.Frequency).SelectMany(g => g.PermutatePairs()))
  {
    // Iterate separately, to make the handling of bound exit easier
    foreach (var antinode in GetAllOpposing(antennaePair.Item1, antennaePair.Item2).TakeWhile(InRange))
      antinodes.Add(antinode);
    foreach (var antinode in GetAllOpposing(antennaePair.Item2, antennaePair.Item1).TakeWhile(InRange))
      antinodes.Add(antinode);
  }
  Console.WriteLine($"Unique antinodes: {antinodes.Count}");
}

bool InRange((int, int) point) {
  return point.Item1 >= 0 && point.Item1 < width && point.Item2 >= 0 && point.Item2 < height;
}
(int, int)[] GetOpposing(Antenna a, Antenna b) {
  return new[] { (a.X + (a.X - b.X), a.Y + (a.Y - b.Y)), (b.X + (b.X - a.X), b.Y + (b.Y - a.Y)) };
}
IEnumerable<(int, int)> GetAllOpposing(Antenna a, Antenna b) {
  (int, int) diff = (a.X - b.X, a.Y - b.Y);
  (int, int) at = (a.X, a.Y);
  yield return at;

  while (true)
  {
    at.Item1 += diff.Item1;
    at.Item2 += diff.Item2;

    yield return at;
  }
}

[–] ace@lemmy.ananace.dev 1 points 5 months ago

That is true, I've evidently not had enough coffee yet this morning.

[–] ace@lemmy.ananace.dev 2 points 5 months ago* (last edited 5 months ago) (2 children)

Made a couple of attempts to munge the input data into some kind of binary search tree, lost some time to that, then threw my hands into the air and did a more naïve sort-of breadth-first search instead. Which turned out to be better for part 2 anyway.
Also, maths. Runs in just over a hundred milliseconds when using AsParallel, around half a second without.

::: spoiler C#

List<(long, int[])> data = new List<(long, int[])>();

public void Input(IEnumerable<string> lines)
{
  foreach (var line in lines)
  {
    var parts = line.Split(':', StringSplitOptions.TrimEntries);

    data.Add((long.Parse(parts.First()), parts.Last().Split(' ').Select(int.Parse).ToArray()));
  }
}

public void Part1()
{
  var correct = data.Where(kv => CalcPart(kv.Item1, kv.Item2)).Select(kv => kv.Item1).Sum();

  Console.WriteLine($"Correct: {correct}");
}
public void Part2()
{
  var correct = data.AsParallel().Where(kv => CalcPart2(kv.Item1, kv.Item2)).Select(kv => kv.Item1).Sum();

  Console.WriteLine($"Correct: {correct}");
}

public bool CalcPart(long res, Span<int> num, long carried = 0)
{
  var next = num[0];
  if (num.Length == 1)
    return res == carried + next || res == carried * next;
  return CalcPart(res, num.Slice(1), carried + next) || CalcPart(res, num.Slice(1), carried * next);
}

public bool CalcPart2(long res, Span<int> num, long carried = 0)
{
  var next = num[0];
  // Get the 10 logarithm for the next number, expand the carried value by 10^<next 10log + 1>, add the two together
  // For 123 || 45
  // 45 ⇒ 10log(45) + 1 == 2
  // 123 * 10^2 + 45 == 12345
  long combined = carried * (long)Math.Pow(10, Math.Floor(Math.Log10(next) + 1)) + next;
  if (num.Length == 1)
    return res == carried + next || res == carried * next || res == combined;
  return CalcPart2(res, num.Slice(1), carried + next) || CalcPart2(res, num.Slice(1), carried * next) || CalcPart2(res, num.Slice(1), combined);
}
 

The quality of life just keeps on coming.

 

The QoL work keep on coming, really feels like it's going to become a whole new game once they get the expansion ready for release.

 

It's really nice to see how they continue to cater to player quality of life, lots of great improvements both for new and returning players here.

 

Some more general improvements to trains, the upcoming patch (and DLC) just continue to collect quality of life improvements it seems.

 
 
 

The quality of life just keeps on coming, proper flipping is great, and core support for setting recipes through circuits is great - I've used mods to do just that many times before.

 

And the Factorio devs just continue to add more quality of life and interest to the game mechanics.

Native stacking of items is a great idea for larger bases, and also something I see mods getting a lot of use from. (Always been a fan of the stacking beltboxes mod)

 
 

And even more general improvements happening.

Amusingly enough, I've also written my own command-line Factorio mod manager for similar reasons, though I never really shared mine.

 

Trebuchet.

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