adventofcode/2018/day15/day15.go

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package main
import (
"bufio"
"errors"
"fmt"
"math"
"os"
"sort"
"time"
)
/*
* 173327 is too low
*/
var input []byte
var width int
var characters map[complex64]*Character
var charSlice []*complex64
var turnCount int
const (
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CLEAR_SCREEN = "\033[H\033[2J"
MAX_INT = int(^uint(0) >> 1)
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DIR_N = -1i
DIR_E = 1
DIR_S = 1i
DIR_W = -1
)
func main() {
characters = make(map[complex64]*Character)
stdinToByteSlice()
setupBattle()
part1()
}
func part1() {
for {
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// Sort the players on the field
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charSlice = charSlice[0:0]
for i := 0; i < len(input); i++ {
pos := getPosFromInt(i)
bt := getByte(pos)
if bt == 'G' || bt == 'E' {
charSlice = append(charSlice, &pos)
}
}
sort.Sort(ByPos(charSlice))
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// Tick every player
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for _, v := range charSlice {
if char, ok := characters[*v]; ok {
if !char.tick() {
break
}
}
}
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if true {
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time.Sleep(time.Millisecond * 250)
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printBattlefield()
fmt.Println()
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}
if checkBattleOver() {
break
}
turnCount++
}
var totalHP int
sort.Sort(ByPos(charSlice))
for _, v := range charSlice {
if c, ok := characters[*v]; ok {
fmt.Println(c.string())
totalHP += c.health
}
}
fmt.Println(turnCount, totalHP)
fmt.Println("Result:", (totalHP * turnCount))
}
func checkBattleOver() bool {
var elves, gobs int
for _, v := range characters {
if v.tp == 'E' {
elves++
} else if v.tp == 'G' {
gobs++
}
}
return elves == 0 || gobs == 0
}
type Character struct {
tp byte
health int
power int
pos complex64
kills int
}
func (c *Character) hasEnemies() bool {
for _, oppPos := range charSlice {
if v, ok := characters[*oppPos]; ok {
if v.tp != c.tp {
return true
}
}
}
return false
}
func (c *Character) tick() bool {
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// Check if this character has any enemies on the field
if !c.hasEnemies() {
fmt.Println(c.string(), "is unopposed")
return false
}
// Now move/attack
if _, err := c.easiestAdjacentTarget(); err != nil {
// Ok, figure out a move
nxt, tgt := c.findMove()
if nxt != nil {
fmt.Println(c.string(), "is moving to", *nxt, "(", *tgt, ")")
c.moveTo(*nxt)
}
}
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if tPos, err := c.easiestAdjacentTarget(); err == nil {
c.attack(tPos)
}
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return c.hasEnemies()
}
// findMove returns the position this character should move to and the position
// that is it's ultimate target
func (c *Character) findMove() (*complex64, *complex64) {
var opps []*complex64
closestTargetDistance := MAX_INT
dist, path := findAllPaths(&c.pos)
for _, v := range characters {
if v.health <= 0 {
continue
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}
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if v.tp != c.tp {
for _, t := range v.getOpenSides() {
if d, ok := dist[t]; ok && d <= closestTargetDistance {
if d < closestTargetDistance {
closestTargetDistance = d
opps = []*complex64{}
}
opps = append(opps, &t)
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}
}
}
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sort.Sort(ByPos(opps))
if len(opps) > 0 {
t := opps[0]
curr := *t
for {
if pv == c.pos {
return &curr, t
}
curr = pv
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}
}
}
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return nil, nil
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}
func (c *Character) string() string {
return fmt.Sprintf("[%s%s:%d]", string(c.tp), getCoordString(c.pos), c.health)
}
func (c *Character) attack(p complex64) {
fmt.Println(c.string(), "attacks", characters[p].string())
characters[p].health -= c.power
if characters[p].health <= 0 {
c.kills++
delete(characters, p)
setByte(p, '.')
}
}
func (c *Character) easiestAdjacentTarget() (complex64, error) {
var wrk *Character
if v, ok := characters[c.pos+DIR_N]; ok && v != nil && v.tp != c.tp {
wrk = v
}
if v, ok := characters[c.pos+DIR_W]; ok && v != nil && v.tp != c.tp {
if wrk == nil || v.health < wrk.health {
wrk = v
}
}
if v, ok := characters[c.pos+DIR_E]; ok && v != nil && v.tp != c.tp {
if wrk == nil || v.health < wrk.health {
wrk = v
}
}
if v, ok := characters[c.pos+DIR_S]; ok && v != nil && v.tp != c.tp {
if wrk == nil || v.health < wrk.health {
wrk = v
}
}
if wrk != nil {
return wrk.pos, nil
}
return 0i, errors.New("No adjacent target")
}
func (c *Character) isAdjacentTo(p complex64) bool {
return c.pos+DIR_N == p || c.pos+DIR_E == p ||
c.pos+DIR_S == p || c.pos+DIR_W == p
}
func (c *Character) getOpenSides() []complex64 {
var ret []complex64
for _, d := range []complex64{DIR_N, DIR_W, DIR_E, DIR_S} {
if getByte(c.pos+d) == '.' {
ret = append(ret, c.pos+d)
}
}
return ret
}
func (c *Character) hasOpenFlank() bool {
for _, d := range []complex64{DIR_N, DIR_E, DIR_S, DIR_W} {
if getByte(c.pos+d) == '.' {
return true
}
}
return false
}
func (c *Character) moveTo(pos complex64) bool {
if getByte(pos) != '.' {
return false
}
delete(characters, c.pos)
setByte(c.pos, '.')
c.pos = pos
characters[c.pos] = c
setByte(c.pos, c.tp)
return true
}
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func getOpenSides(c complex64) []complex64 {
var ret []complex64
for _, d := range []complex64{DIR_N, DIR_E, DIR_S, DIR_W} {
if getByte(c+d) == '.' {
ret = append(ret, c+d)
}
}
return ret
}
// findAllPaths returns a map of all distances and a map of all paths
func findAllPaths(start *complex64) (map[complex64]int, map[complex64]complex64) {
all := []complex64{*start}
dist := map[complex64]int{*start: 0}
prev := map[complex64]complex64{*start: 0}
for len(all) > 0 {
c := all[0]
all = all[1:]
for _, n := range getOpenSides(c) {
if _, ok := dist[n]; !ok {
all = append(all, n)
dist[n] = dist[c] + 1
prev[n] = c
}
}
}
return dist, prev
}
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func printBattlefield() {
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//fmt.Print(CLEAR_SCREEN)
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for i := 0; i < len(input)/width; i++ {
fmt.Println(string(input[i*width : (i+1)*width]))
}
}
func setupBattle() {
characters = make(map[complex64]*Character)
for i := 0; i < len(input); i++ {
pos := getPosFromInt(i)
bt := getByte(pos)
if bt == 'G' || bt == 'E' {
characters[pos] = &Character{
tp: bt,
pos: pos,
power: 3,
health: 200,
}
charSlice = append(charSlice, &pos)
}
}
}
func isInMap(pos complex64) bool {
idx := int(real(pos)) + int(imag(pos))*width
return idx >= 0 && idx < len(input)
}
// getByte pulls a byte from the given position in the input
func getByte(pos complex64) byte {
return input[int(real(pos))+int(imag(pos))*width]
}
// setByte sets a byte in the input
func setByte(pos complex64, b byte) {
input[int(real(pos))+int(imag(pos))*width] = b
}
func getPosFromInt(i int) complex64 {
return complex(float32(i%width), float32(i/width))
}
func getCoordString(p complex64) string {
return fmt.Sprintf("(%d,%d)", int(real(p)), int(imag(p)))
}
func stdinToByteSlice() {
scanner := bufio.NewScanner(os.Stdin)
for scanner.Scan() {
data := scanner.Bytes()
if width == 0 {
width = len(data)
}
input = append(input, data...)
}
}
// Returns the next move for the shortest path from p1 to p2
type pathPoint struct {
pos complex64
count int
}
func findMove(p1 complex64, paths []pathPoint) (complex64, int) {
pathCount := len(paths)
// First check if p1 has _any_ possible moves
lowest := pathPoint{
pos: 0 - 1i,
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count: MAX_INT,
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}
for _, v := range paths {
for _, d := range []complex64{DIR_N, DIR_E, DIR_S, DIR_W} {
wrkPt := pathPoint{
pos: v.pos + d,
count: v.count + 1,
}
if !isInMap(wrkPt.pos) {
continue
}
if wrkPt.pos == p1 {
if wrkPt.count < lowest.count {
lowest.pos = v.pos
lowest.count = v.count
}
}
if getByte(wrkPt.pos) != '.' {
continue
}
var skip bool
for _, v2 := range paths {
if v2.pos == wrkPt.pos && v2.count <= wrkPt.count {
skip = true
break
}
}
if skip {
continue
}
paths = append(paths, wrkPt)
}
}
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if len(paths) != pathCount && lowest.count == MAX_INT {
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return findMove(p1, paths)
}
// We hit the end, return the lowest part
return lowest.pos, lowest.count
}
// (Manhattan Distance, thanks earlier day)
func distance(p1, p2 complex64) int {
x1, y1, x2, y2 := real(p1), imag(p1), real(p2), imag(p2)
return int(math.Abs(float64(x1)-float64(x2)) + math.Abs(float64(y1)-float64(y2)))
}
type ByPos []*complex64
func (c ByPos) Len() int { return len(c) }
func (c ByPos) Swap(i, j int) { c[i], c[j] = c[j], c[i] }
func (c ByPos) Less(i, j int) bool {
return imag(*c[i]) < imag(*c[j]) ||
(imag(*c[i]) == imag(*c[j]) && real(*c[i]) < real(*c[j]))
}