Commiting, things aren't quite right yet

This commit is contained in:
Brian Buller 2016-12-13 09:20:43 -06:00
parent 88bea1705d
commit 529cd54788
2 changed files with 317 additions and 0 deletions

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day13/day13 Executable file

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day13/main.go Normal file
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package main
import (
"fmt"
"log"
"os"
"strconv"
"strings"
"time"
"github.com/fatih/color"
)
// Puzzle 1 Input: 1364 31 39
// Puzzle 1 Test Input: 10 7 4
// Puzzle 2: 101 < x < 128 ?? 103
func main() {
if len(os.Args) < 4 {
fmt.Println("Usage: day13 <seed> <dest-x> <dest-y>")
os.Exit(1)
}
seed := atoi(os.Args[1])
destX, destY := atoi(os.Args[2]), atoi(os.Args[3])
f := CreateFloor(1, 1, destX, destY, seed)
//f.Print()
//SolveMaze(f)
fmt.Println("WalkFloor(50):", f.player.WalkFloor(50))
f.Print()
}
// SolveMaze finds a solution to the maze
func SolveMaze(f *Floor) {
for !f.player.FoundExit() {
time.Sleep(time.Millisecond * 100)
ClearScreen()
f.player.MoveToExit()
f.Print()
}
fmt.Println("Found the exit in", f.player.NumSteps(), "steps")
}
type Coord struct {
x, y int
}
func (c *Coord) Is(x, y int) bool {
return c.x == x && c.y == y
}
func (c *Coord) Equals(t *Coord) bool {
return c.x == t.x && c.y == t.y
}
func NewCoord(x, y int) *Coord {
return &Coord{x, y}
}
type Player struct {
pos *Coord
currentFloor *Floor
visited []Coord
path Path
}
// WalkFloor determines how many places you can get to by taking
// <dist> steps
func (p *Player) WalkFloor(dist int) int {
if dist <= 0 {
return 0
}
fmt.Println("WalkFloor(", dist, ")")
var ret int
tryX, tryY := p.pos.x+1, p.pos.y
if !p.HasBeenAt(tryX, tryY) && !p.currentFloor.IsWall(tryX, tryY) {
ret++
p.WalkEast()
fmt.Println(" Walking East")
ret += p.WalkFloor(dist - 1)
p.WalkWest()
}
tryX, tryY = p.pos.x-1, p.pos.y
if !p.HasBeenAt(tryX, tryY) && !p.currentFloor.IsWall(tryX, tryY) {
ret++
p.WalkWest()
fmt.Println(" Walking West")
ret += p.WalkFloor(dist - 1)
p.WalkEast()
}
tryX, tryY = p.pos.x, p.pos.y+1
if !p.HasBeenAt(tryX, tryY) && !p.currentFloor.IsWall(tryX, tryY) {
ret++
p.WalkSouth()
fmt.Println(" Walking South")
ret += p.WalkFloor(dist - 1)
p.WalkNorth()
}
tryX, tryY = p.pos.x, p.pos.y-1
if !p.HasBeenAt(tryX, tryY) && !p.currentFloor.IsWall(tryX, tryY) {
ret++
p.WalkNorth()
fmt.Println(" Walking North")
ret += p.WalkFloor(dist - 1)
p.WalkSouth()
}
return ret
}
func (p *Player) NumSteps() int {
return len(p.path.coords)
}
func (p *Player) MoveToExit() bool {
// First try to move closer to the goal
// Horizontally, then Vertically
if p.pos.x < p.currentFloor.end.x {
if !p.HasBeenAt(p.pos.x+1, p.pos.y) && p.WalkEast() {
return true
}
}
if p.pos.x > p.currentFloor.end.x {
if !p.HasBeenAt(p.pos.x-1, p.pos.y) && p.WalkWest() {
return true
}
}
if p.pos.y < p.currentFloor.end.y {
if !p.HasBeenAt(p.pos.x, p.pos.y+1) && p.WalkSouth() {
return true
}
}
if p.pos.y > p.currentFloor.end.y {
if !p.HasBeenAt(p.pos.x, p.pos.y-1) && p.WalkNorth() {
return true
}
}
// Couldn't move towards it, can we move anywhere?
if !p.HasBeenAt(p.pos.x+1, p.pos.y) && p.WalkEast() {
return true
}
if !p.HasBeenAt(p.pos.x-1, p.pos.y) && p.WalkWest() {
return true
}
if !p.HasBeenAt(p.pos.x, p.pos.y+1) && p.WalkSouth() {
return true
}
if !p.HasBeenAt(p.pos.x, p.pos.y-1) && p.WalkNorth() {
return true
}
// Couldn't do any of those. Pop the path
if !p.Backtrack() {
// Couldn't backtrack! Game over man!
fmt.Println("Error! Couldn't find valid path!")
os.Exit(1)
}
return false
}
func (p *Player) Backtrack() bool {
if len(p.path.coords) == 0 {
return false
}
p.path.Pop()
p.pos = &p.path.coords[len(p.path.coords)-1]
return true
}
func (p *Player) WalkEast() bool {
if !p.currentFloor.IsWall(p.pos.x+1, p.pos.y) {
p.pos.x++
p.path.Append(*p.pos)
p.visited = append(p.visited, *p.pos)
return true
}
return false
}
func (p *Player) WalkWest() bool {
if !p.currentFloor.IsWall(p.pos.x-1, p.pos.y) && p.pos.x > 0 {
p.pos.x--
p.path.Append(*p.pos)
p.visited = append(p.visited, *p.pos)
return true
}
return false
}
func (p *Player) WalkNorth() bool {
if !p.currentFloor.IsWall(p.pos.x, p.pos.y-1) && p.pos.y > 0 {
p.pos.y--
p.path.Append(*p.pos)
p.visited = append(p.visited, *p.pos)
return true
}
return false
}
func (p *Player) WalkSouth() bool {
if !p.currentFloor.IsWall(p.pos.x, p.pos.y+1) {
p.pos.y++
p.path.Append(*p.pos)
p.visited = append(p.visited, *p.pos)
return true
}
return false
}
func (p *Player) HasBeenAt(x, y int) bool {
for i := range p.visited {
if p.visited[i].Is(x, y) {
return true
}
}
return false
}
func (p *Player) FoundExit() bool {
return p.pos.Equals(p.currentFloor.end)
}
type Path struct {
coords []Coord
}
func (p *Path) Append(c Coord) {
p.coords = append(p.coords, c)
}
func (p *Path) Pop() Coord {
var ret Coord
ret, p.coords = p.coords[len(p.coords)-1], p.coords[:len(p.coords)-1]
return ret
}
func (p *Path) ContainsCoord(c *Coord) bool {
for i := range p.coords {
if p.coords[i].Equals(c) {
return true
}
}
return false
}
type Floor struct {
player *Player
start *Coord
end *Coord
seed int
}
func CreateFloor(stX, stY, endX, endY, seed int) *Floor {
f := Floor{
start: NewCoord(stX, stY),
end: NewCoord(endX, endY),
seed: seed,
}
f.player = &Player{pos: f.start}
f.player.currentFloor = &f
return &f
}
func (f *Floor) IsWall(x, y int) bool {
sum := (x*x + 3*x + 2*x*y + y + y*y + f.seed)
s := fmt.Sprintf("%b", sum)
if strings.Count(s, "1")%2 == 0 {
return false
}
return true
}
func (f *Floor) Print() {
wall := color.New(color.BgWhite)
space := color.New(color.FgWhite)
g := color.New(color.BgGreen).Add(color.FgBlack)
g.Add(color.Bold)
r := color.New(color.BgRed)
topY, topX := f.end.y+10, f.end.x+10
if f.player.pos.y > f.end.y {
topY = f.player.pos.y + 5
}
if f.player.pos.x > f.end.x {
topX = f.player.pos.x + 5
}
for y := 0; y < topY; y++ {
for x := 0; x < topX; x++ {
if f.player.pos.Is(x, y) {
g.Print("O")
} else if f.player.path.ContainsCoord(&Coord{x, y}) {
g.Print(".")
} else if f.player.HasBeenAt(x, y) {
r.Print(" ")
} else {
if f.end.Is(x, y) {
space.Print("X")
} else if f.IsWall(x, y) {
wall.Print(" ")
} else {
space.Print(".")
}
}
}
fmt.Println()
}
}
func ClearScreen() {
fmt.Print("\033[H\033[2J")
}
func atoi(i string) int {
var ret int
var err error
if ret, err = strconv.Atoi(i); err != nil {
log.Fatal("Invalid Atoi")
}
return ret
}