py-tools/src/tools/grid.py
Stefan Harmuth 2de9725adb
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Grid(): make use of the fact that Coordinate is a tupple for some speedups
2023-12-14 16:18:25 +01:00

687 lines
23 KiB
Python

from __future__ import annotations
import re
from .aoc_ocr import convert_array_6
from .coordinate import Coordinate, DistanceAlgorithm, Shape
from collections import deque
from collections.abc import Callable
from enum import Enum
from heapq import heappop, heappush
from math import inf
from typing import Any, Dict, List, Iterable, Mapping
OFF = False
ON = True
class GridTransformation(Enum):
# Rotations always take the axis to rotate around as if it were the z-axis and then rotate clockwise
# Counter-Rotations likewise, just anti-clockwise
# 3D-only OPs have a number > 10
ROTATE_Z = 3
ROTATE_X = 11
ROTATE_Y = 12
COUNTER_ROTATE_X = 14
COUNTER_ROTATE_Y = 15
COUNTER_ROTATE_Z = 7
FLIP_X = 4
FLIP_Y = 5
FLIP_Z = 13
# Handy aliases
FLIP_HORIZONTALLY = 5
FLIP_VERTICALLY = 4
ROTATE_RIGHT = 3
ROTATE_LEFT = 7
class Grid:
def __init__(self, default=False):
self.__default = default
self.__grid = {}
self.minX = None
self.minY = None
self.maxX = None
self.maxY = None
self.minZ = None
self.maxZ = None
self.mode3D = False
def __trackBoundaries(self, pos: Coordinate):
if self.minX is None:
self.minX, self.maxX, self.minY, self.maxY = pos[0], pos[0], pos[1], pos[1]
else:
self.minX = pos[0] if pos[0] < self.minX else self.minX
self.minY = pos[1] if pos[1] < self.minY else self.minY
self.maxX = pos[0] if pos[0] > self.maxX else self.maxX
self.maxY = pos[1] if pos[1] > self.maxY else self.maxY
if self.mode3D:
if self.minZ is None:
self.minZ = self.maxZ = pos[2]
else:
self.minZ = pos[2] if pos[2] < self.minZ else self.minZ
self.maxZ = pos[2] if pos[2] > self.maxZ else self.maxZ
def recalcBoundaries(self) -> None:
self.minX, self.maxX, self.minY, self.maxY, self.minZ, self.maxZ = (
None,
None,
None,
None,
None,
None,
)
for c in self.__grid:
self.__trackBoundaries(c)
def getBoundaries(self) -> (int, int, int, int, int, int):
if self.mode3D:
return self.minX, self.minY, self.maxX, self.maxY, self.minZ, self.maxZ
else:
return self.minX, self.minY, self.maxX, self.maxY, -inf, inf
def rangeX(self, pad: int = 0, reverse=False):
if reverse:
return range(self.maxX + pad, self.minX - pad - 1, -1)
else:
return range(self.minX - pad, self.maxX + pad + 1)
def rangeY(self, pad: int = 0, reverse=False):
if reverse:
return range(self.maxY + pad, self.minY - pad - 1, -1)
else:
return range(self.minY - pad, self.maxY + pad + 1)
def rangeZ(self, pad: int = 0, reverse=False):
if not self.mode3D:
raise ValueError("rangeZ not available in 2D space")
if reverse:
return range(self.maxZ + pad, self.minZ - pad - 1, -1)
else:
return range(self.minZ - pad, self.maxZ + pad + 1)
def get_column(self, column: int) -> list[Any]:
return [self.get(Coordinate(column, y)) for y in self.rangeY()]
def get_row(self, row: int) -> list[Any]:
return [self.get(Coordinate(x, row)) for x in self.rangeX()]
def toggle(self, pos: Coordinate):
if pos in self.__grid:
del self.__grid[pos]
else:
self.__trackBoundaries(pos)
self.__grid[pos] = not self.__default
def toggleGrid(self):
for x in self.rangeX():
for y in self.rangeY():
if not self.mode3D:
self.toggle(Coordinate(x, y))
else:
for z in self.rangeZ():
self.toggle(Coordinate(x, y, z))
def set(self, pos: Coordinate, value: Any = True) -> Any:
if pos[2] is not None:
self.mode3D = True
if (value == self.__default) and pos in self.__grid:
del self.__grid[pos]
elif value != self.__default:
self.__trackBoundaries(pos)
self.__grid[pos] = value
return value
def move(
self,
pos: Coordinate,
vec: Coordinate,
):
target = pos + vec
self.set(target, self.get(pos))
if pos in self.__grid:
del self.__grid[pos]
def add(self, pos: Coordinate, value: int | float = 1) -> int | float:
return self.set(pos, self.get(pos) + value)
def sub(self, pos: Coordinate, value: int | float = 1) -> int | float:
return self.set(pos, self.get(pos) - value)
def mul(self, pos: Coordinate, value: int | float = 1) -> int | float:
return self.set(pos, self.get(pos) * value)
def div(self, pos: Coordinate, value: int | float = 1) -> int | float:
return self.set(pos, self.get(pos) / value)
def add_shape(self, shape: Shape, value: int | float = 1) -> None:
for x in range(shape.top_left[0], shape.bottom_right[0] + 1):
for y in range(shape.top_left[1], shape.bottom_right[1] + 1):
if not shape.mode_3d:
pos = Coordinate(x, y)
self.set(pos, self.get(pos) + value)
else:
for z in range(shape.top_left[2], shape.bottom_right[2] + 1):
pos = Coordinate(x, y, z)
self.set(pos, self.get(pos) + value)
def get(self, pos: Coordinate) -> Any:
return self.__grid.get(pos, self.__default)
def getOnCount(self) -> int:
return len(self.__grid)
def count(self, value: Any) -> int:
return list(self.__grid.values()).count(value)
def isSet(self, pos: Coordinate) -> bool:
return pos in self.__grid
def getCorners(self) -> List[Coordinate]:
if not self.mode3D:
return [
Coordinate(self.minX, self.minY),
Coordinate(self.minX, self.maxY),
Coordinate(self.maxX, self.minY),
Coordinate(self.maxX, self.maxY),
]
else:
return [
Coordinate(self.minX, self.minY, self.minZ),
Coordinate(self.minX, self.minY, self.maxZ),
Coordinate(self.minX, self.maxY, self.minZ),
Coordinate(self.minX, self.maxY, self.maxZ),
Coordinate(self.maxX, self.minY, self.minZ),
Coordinate(self.maxX, self.minY, self.maxZ),
Coordinate(self.maxX, self.maxY, self.minZ),
Coordinate(self.maxX, self.maxY, self.maxZ),
]
def isCorner(self, pos: Coordinate) -> bool:
return pos in self.getCorners()
def isWithinBoundaries(self, pos: Coordinate, pad: int = 0) -> bool:
if self.mode3D:
return (
self.minX + pad <= pos[0] <= self.maxX - pad
and self.minY + pad <= pos[1] <= self.maxY - pad
and self.minZ + pad <= pos[2] <= self.maxZ - pad
)
else:
return (
self.minX + pad <= pos[0] <= self.maxX - pad
and self.minY + pad <= pos[1] <= self.maxY - pad
)
def getActiveCells(
self, x: int = None, y: int = None, z: int = None
) -> Iterable[Coordinate]:
if x is not None or y is not None or z is not None:
return (
c
for c in self.__grid.keys()
if (c[0] == x if x is not None else True)
and (c[1] == y if y is not None else True)
and (c[2] == z if z is not None else True)
)
else:
return self.__grid.keys()
def getActiveRegion(
self,
start: Coordinate,
includeDiagonal: bool = False,
ignore: List[Coordinate] = None,
) -> List[Coordinate]:
if not self.get(start):
return []
if ignore is None:
ignore = []
ignore.append(start)
for c in self.getNeighboursOf(start, includeDiagonal=includeDiagonal):
if c not in ignore:
ignore = self.getActiveRegion(c, includeDiagonal, ignore)
return ignore
def values(self):
return self.__grid.values()
def getSum(self, includeNegative: bool = True) -> int | float:
if not self.mode3D:
return sum(
self.get(Coordinate(x, y))
for x in self.rangeX()
for y in self.rangeY()
if includeNegative or self.get(Coordinate(x, y)) >= 0
)
else:
return sum(
self.get(Coordinate(x, y, z))
for x in self.rangeX()
for y in self.rangeY()
for z in self.rangeZ()
if includeNegative or self.get(Coordinate(x, y)) >= 0
)
def getNeighboursOf(
self,
pos: Coordinate,
includeDefault: bool = False,
includeDiagonal: bool = True,
) -> Iterable[Coordinate]:
neighbours = pos.getNeighbours(
includeDiagonal=includeDiagonal,
minX=self.minX,
minY=self.minY,
minZ=self.minZ,
maxX=self.maxX,
maxY=self.maxY,
maxZ=self.maxZ,
)
for x in neighbours:
if includeDefault or x in self.__grid:
yield x
def getNeighbourSum(
self,
pos: Coordinate,
includeNegative: bool = True,
includeDiagonal: bool = True,
) -> int | float:
neighbour_sum = 0
for neighbour in self.getNeighboursOf(pos, includeDefault=includeDiagonal):
if includeNegative or self.get(neighbour) > 0:
neighbour_sum += self.get(neighbour)
return neighbour_sum
def flip(self, c1: Coordinate, c2: Coordinate):
buf = self.get(c1)
self.set(c1, self.get(c2))
self.set(c2, buf)
def transform(self, mode: GridTransformation):
if mode.value > 10 and not self.mode3D:
raise ValueError("Operation not possible in 2D space", mode)
coords = self.__grid
self.__grid = {}
if mode == GridTransformation.ROTATE_X:
shift_z = self.maxY
for c, v in coords.items():
self.set(Coordinate(c[0], c[2], -c[1]), v)
self.shift(shift_z=shift_z)
elif mode == GridTransformation.ROTATE_Y:
shift_x = self.maxX
for c, v in coords.items():
self.set(Coordinate(-c[2], c[1], c[0]), v)
self.shift(shift_x=shift_x)
elif mode == GridTransformation.ROTATE_Z:
shift_x = self.maxX
for c, v in coords.items():
self.set(Coordinate(-c[1], c[0], c[2]), v)
self.shift(shift_x=shift_x)
elif mode == GridTransformation.COUNTER_ROTATE_X:
shift_y = self.maxY
for c, v in coords.items():
self.set(Coordinate(c[0], -c[2], c[1]), v)
self.shift(shift_y=shift_y)
elif mode == GridTransformation.COUNTER_ROTATE_Y:
shift_z = self.maxZ
for c, v in coords.items():
self.set(Coordinate(c[2], c[1], -c[0]), v)
self.shift(shift_z=shift_z)
elif mode == GridTransformation.COUNTER_ROTATE_Z:
shift_y = self.maxY
for c, v in coords.items():
self.set(Coordinate(c[1], -c[0], c[2]), v)
self.shift(shift_y=shift_y)
elif mode == GridTransformation.FLIP_X:
shift_x = self.maxX
for c, v in coords.items():
self.set(Coordinate(-c[0], c[1], c[2]), v)
self.shift(shift_x=shift_x)
elif mode == GridTransformation.FLIP_Y:
shift_y = self.maxY
for c, v in coords.items():
self.set(Coordinate(c[0], -c[1], c[2]), v)
self.shift(shift_y=shift_y)
elif mode == GridTransformation.FLIP_Z:
shift_z = self.maxZ
for c, v in coords.items():
self.set(Coordinate(c[0], c[1], -c[2]), v)
self.shift(shift_z=shift_z)
else:
raise NotImplementedError(mode)
self.recalcBoundaries()
def shift(self, shift_x: int = 0, shift_y: int = 0, shift_z: int = 0):
self.minX, self.minY = self.minX + shift_x, self.minY + shift_y
self.maxX, self.maxY = self.maxX + shift_x, self.maxY + shift_y
if self.mode3D:
self.minZ, self.maxZ = self.minZ + shift_z, self.maxZ + shift_z
coords = self.__grid
self.__grid = {}
for c, v in coords.items():
if self.mode3D:
nc = Coordinate(c[0] + shift_x, c[1] + shift_y, c[2] + shift_z)
else:
nc = Coordinate(c[0] + shift_x, c[1] + shift_y)
self.set(nc, v)
def shift_zero(self, recalc: bool = True):
# self.shift() to (0, 0, 0) being top, left, front
if recalc:
self.recalcBoundaries()
if self.mode3D:
self.shift(0 - self.minX, 0 - self.minY, 0 - self.minZ)
else:
self.shift(0 - self.minX, 0 - self.minY)
def getPath_BFS(
self,
pos_from: Coordinate,
pos_to: Coordinate,
includeDiagonal: bool,
walls: List[Any] = None,
stop_at_first: Any = None,
) -> List[Coordinate] | None:
queue = deque()
came_from = {pos_from: None}
queue.append(pos_from)
if walls is None:
walls = [self.__default]
while queue:
current = queue.popleft()
found_end = False
for c in self.getNeighboursOf(
current,
includeDiagonal=includeDiagonal,
includeDefault=self.__default not in walls,
):
if c in came_from and self.get(c) in walls:
continue
came_from[c] = current
if c == pos_to or (
stop_at_first is not None and self.get(c) == stop_at_first
):
pos_to = c
found_end = True
break
queue.append(c)
if found_end:
break
if pos_to not in came_from:
return None
ret = []
while pos_to in came_from:
ret.insert(0, pos_to)
pos_to = came_from[pos_to]
return ret
def getPath(
self,
pos_from: Coordinate,
pos_to: Coordinate,
includeDiagonal: bool,
walls: List[Any] = None,
weighted: bool = False,
) -> List[Coordinate] | None:
f_costs = []
if walls is None:
walls = [self.__default]
openNodes: Dict[Coordinate, tuple] = {}
closedNodes: Dict[Coordinate, tuple] = {}
openNodes[pos_from] = (0, pos_from.getDistanceTo(pos_to), None)
heappush(f_costs, (0, pos_from))
while f_costs:
_, currentCoord = heappop(f_costs)
if currentCoord not in openNodes:
continue
currentNode = openNodes[currentCoord]
closedNodes[currentCoord] = currentNode
del openNodes[currentCoord]
if currentCoord == pos_to:
break
for neighbour in self.getNeighboursOf(
currentCoord, includeDefault=True, includeDiagonal=includeDiagonal
):
if self.get(neighbour) in walls or neighbour in closedNodes:
continue
if weighted:
neighbourDist = self.get(neighbour)
elif not includeDiagonal:
neighbourDist = 1
else:
neighbourDist = currentCoord.getDistanceTo(
neighbour, DistanceAlgorithm.MANHATTAN, includeDiagonal
)
targetDist = neighbour.getDistanceTo(pos_to)
f_cost = targetDist + neighbourDist + currentNode[1]
if neighbour not in openNodes or f_cost < openNodes[neighbour][0]:
openNodes[neighbour] = (
f_cost,
currentNode[1] + neighbourDist,
currentCoord,
)
heappush(f_costs, (f_cost, neighbour))
if pos_to not in closedNodes:
return None
else:
currentNode = closedNodes[pos_to]
pathCoords = [pos_to]
while currentNode[2]:
pathCoords.append(currentNode[2])
currentNode = closedNodes[currentNode[2]]
return pathCoords
def sub_grid(
self,
from_x: int,
from_y: int,
to_x: int,
to_y: int,
from_z: int = None,
to_z: int = None,
) -> "Grid":
if self.mode3D and (from_z is None or to_z is None):
raise ValueError(
"sub_grid() on mode3d Grids requires from_z and to_z to be set"
)
count_x, count_y, count_z = 0, 0, 0
new_grid = Grid(self.__default)
for x in range(from_x, to_x + 1):
for y in range(from_y, to_y + 1):
if not self.mode3D:
new_grid.set(
Coordinate(count_x, count_y), self.get(Coordinate(x, y))
)
else:
for z in range(from_z, to_z + 1):
new_grid.set(
Coordinate(count_x, count_y, count_z),
self.get(Coordinate(x, y, z)),
)
count_z += 1
count_z = 0
count_y += 1
count_y = 0
count_x += 1
return new_grid
def update(self, x: int, y: int, grid: Grid) -> None:
put_x, put_y = x, y
for get_x in grid.rangeX():
for get_y in grid.rangeY():
self.set(Coordinate(put_x, put_y), grid.get(Coordinate(get_x, get_y)))
put_y += 1
put_y = y
put_x += 1
def print(
self,
spacer: str = "",
true_char: str = "#",
false_char: str = " ",
translate: dict = None,
mark: list = None,
z_level: int = None,
bool_mode: bool = False,
):
if translate is None:
translate = {}
if true_char is not None and True not in translate:
translate[True] = true_char
if false_char is not None and False not in translate:
translate[False] = false_char
for y in range(self.minY, self.maxY + 1):
for x in range(self.minX, self.maxX + 1):
pos = Coordinate(x, y, z_level)
if mark and pos in mark:
print("X", end="")
elif bool_mode:
print(true_char if self.get(pos) else false_char, end="")
else:
value = self.get(pos)
if isinstance(value, list):
value = len(value)
if isinstance(value, Enum):
value = value.value
print(value if value not in translate else translate[value], end="")
print(spacer, end="")
print()
def get_aoc_ocr_string(self, x_shift: int = 0, y_shift: int = 0):
return convert_array_6(
[
[
"#" if self.get(Coordinate(x + x_shift, y + y_shift)) else "."
for x in self.rangeX()
]
for y in self.rangeY()
]
)
def __str__(self, true_char: str = "#", false_char: str = "."):
return "/".join(
"".join(
true_char if self.get(Coordinate(x, y)) else false_char
for x in range(self.minX, self.maxX + 1)
)
for y in range(self.minY, self.maxY + 1)
)
@classmethod
def from_str(
cls,
grid_string: str,
default: Any = False,
true_char: str = "#",
true_value: Any = True,
translate: dict = None,
mode3d: bool = False,
) -> "Grid":
if translate is None:
translate = {}
if (
true_char is not None
and True not in translate.values()
and true_char not in translate
):
translate[true_char] = true_value if true_value is not None else True
ret = cls(default=default)
for y, line in enumerate(grid_string.split("/")):
for x, c in enumerate(line):
if mode3d:
coord = Coordinate(x, y, 0)
else:
coord = Coordinate(x, y)
if c in translate:
ret.set(coord, translate[c])
else:
ret.set(coord, c)
return ret
@classmethod
def from_data(
cls,
data: Iterable[Iterable],
default: Any = False,
translate: Mapping[str, Any] = None,
gen_3d: bool = False,
) -> Grid:
"""
Every entry in data will be treated as row, every entry in data[entry] will be a separate column.
gen_3d = True will just add z=0 to every Coordinate
translate is used on every data[entry] and if present as key, its value will be used instead
a value in translate can be a function with the following signature: def translate(value: Any) -> Any
a key in translate is either a string of len 1 or it will be treated as regexp
if multiple regexp match, the first encountered wins
if there is a key that matches the entry it wins over any mathing regexp
"""
grid = cls(default=default)
regex_in_translate = False
if translate is not None:
for k in translate:
if len(k) > 1:
regex_in_translate = True
for y, row in enumerate(data):
for x, col in enumerate(row):
if translate is not None and col in translate:
if isinstance(translate[col], Callable):
col = translate[col](col)
else:
col = translate[col]
elif regex_in_translate:
for k, v in translate.items():
if len(k) == 1:
continue
if re.search(k, col):
if isinstance(v, Callable):
col = translate[k](col)
else:
col = v
break
if gen_3d:
grid.set(Coordinate(x, y, 0), col)
else:
grid.set(Coordinate(x, y), col)
return grid
def __hash__(self):
return hash(frozenset(self.__grid.items()))