might be making a mistake starting 2018...

This commit is contained in:
alexchao26
2020-09-06 20:12:08 -04:00
parent 6508ec81d4
commit 3aa2b3e09a
104 changed files with 1100 additions and 0 deletions
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/*
Intcode struct is defined within this file
- Every drone needs its own computer made, I let them get garbage collected as often
as possible, not sure how extendable this is going to be to part 2
*/
package main
import (
"adventofcode/util"
"fmt"
"log"
"strconv"
"strings"
)
func main() {
// read the input file, modify it to a slice of numbers
inputFile := util.ReadFile("../input.txt")
splitStrings := strings.Split(inputFile, ",")
inputNumbers := make([]int, len(splitStrings))
for i, v := range splitStrings {
inputNumbers[i], _ = strconv.Atoi(v)
}
grid := make([][]string, 50)
var pulledDrones int
for y := 0; y < 50; y++ {
grid[y] = make([]string, 50)
for x := 0; x < 50; x++ {
// NOTE Every drone gets its own computer...
comp := MakeComputer(inputNumbers)
comp.Step(x)
comp.Step(y)
lastOutput := comp.Outputs[len(comp.Outputs)-1]
if lastOutput == 0 {
grid[y][x] = "."
} else {
grid[y][x] = "#"
pulledDrones++
}
}
}
fmt.Println("Total pulled drones", pulledDrones)
for _, v := range grid {
fmt.Println(v)
}
}
/*
Intcode is an OOP approach *************************************************
MakeComputer is equivalent to the constructor
Step takes in an input int and updates properties in the computer:
- InstructionIndex: where to read the next instruction from
- LastOutput, what the last opcode 4 outputted
- PuzzleIndex based if the last instruction modified the puzzle at all
****************************************************************************/
type Intcode struct {
PuzzleInput []int // file/puzzle input parsed into slice of ints
InstructionIndex int // stores the index where the next instruction is
RelativeBase int // relative base for opcode 9 and param mode 2
Outputs []int // stores all outputs
IsRunning bool // will be true until a 99 opcode is hit
}
// MakeComputer initializes a new comp
func MakeComputer(PuzzleInput []int) *Intcode {
puzzleInputCopy := make([]int, len(PuzzleInput))
copy(puzzleInputCopy, PuzzleInput)
comp := Intcode{
puzzleInputCopy,
0,
0,
make([]int, 0),
true,
}
return &comp
}
// Step will read the next 4 values in the input `sli` and make updates
// according to the opcodes
// Update to run iteratively (while the computer is running)
// it will also return out if a -1 input is asked for
// then call Step again to provide the next input, or run with -1 from the start
// to run the computer until it asks for an input OR terminates
func (comp *Intcode) Step(input int) {
for comp.IsRunning {
// read the instruction, opcode and the indexes where the params point to
opcode, paramIndexes := comp.GetOpCodeAndParamIndexes()
param1, param2, param3 := paramIndexes[0], paramIndexes[1], paramIndexes[2]
// ensure params are within the bounds of PuzzleInput, resize if necessary
switch opcode {
case 1, 2, 7, 8:
comp.ResizeMemory(param1, param2, param3)
case 5, 6:
comp.ResizeMemory(param1, param2)
case 3, 4, 9:
comp.ResizeMemory(param1)
}
switch opcode {
case 99: // 99: Terminates program
// fmt.Println("Terminating...")
comp.IsRunning = false
case 1: // 1: Add next two paramIndexes, store in third
comp.PuzzleInput[param3] = comp.PuzzleInput[param1] + comp.PuzzleInput[param2]
comp.InstructionIndex += 4
case 2: // 2: Multiply next two and store in third
comp.PuzzleInput[param3] = comp.PuzzleInput[param1] * comp.PuzzleInput[param2]
comp.InstructionIndex += 4
case 3: // 3: Takes one input and saves it to position of one parameter
// check if input has already been used (i.e. input == -1)
// if it's been used, return out to prevent further Steps
// NOTE: making a big assumption that -1 will never be an input...
if input == -1 {
return
}
// else recurse with a -1 to signal the initial input has been processed
comp.PuzzleInput[param1] = input
comp.InstructionIndex += 2
// change the input value so the next time a 3 opcode is hit, will return out
input = -1
case 4: // 4: outputs its input value
output := comp.PuzzleInput[param1]
// set LastOutput of the computer & log it
comp.Outputs = append(comp.Outputs, output)
comp.InstructionIndex += 2
// 5: jump-if-true: if first param != 0, move pointer to second param, else nothing
case 5:
if comp.PuzzleInput[param1] != 0 {
comp.InstructionIndex = comp.PuzzleInput[param2]
} else {
comp.InstructionIndex += 3
}
// 6: jump-if-false, if first param == 0 then set instruction pointer to 2nd param, else nothing
case 6:
if comp.PuzzleInput[param1] == 0 {
comp.InstructionIndex = comp.PuzzleInput[param2]
} else {
comp.InstructionIndex += 3
}
// 7: less-than, if param1 < param2 then store 1 in postion of 3rd param, else store 0
case 7:
if comp.PuzzleInput[param1] < comp.PuzzleInput[param2] {
comp.PuzzleInput[param3] = 1
} else {
comp.PuzzleInput[param3] = 0
}
comp.InstructionIndex += 4
// 8: equals, if param1 == param2 then set position of 3rd param to 1, else store 0
case 8:
if comp.PuzzleInput[param1] == comp.PuzzleInput[param2] {
comp.PuzzleInput[param3] = 1
} else {
comp.PuzzleInput[param3] = 0
}
comp.InstructionIndex += 4
// 9: adjust relative base
case 9:
comp.RelativeBase += comp.PuzzleInput[param1]
comp.InstructionIndex += 2
default:
log.Fatalf("Error: unknown opcode %v at index %v", opcode, comp.PuzzleInput[comp.InstructionIndex])
}
}
}
/*
GetOpCodeAndParamIndexes will parse the instruction at comp.PuzzleInput[comp.InstructionIndex]
- opcode will be the left two digits, mod by 100 will get that
- rest of instructions will be grabbed via mod 10
- these also have to be parsed for the
*/
func (comp *Intcode) GetOpCodeAndParamIndexes() (int, [3]int) {
instruction := comp.PuzzleInput[comp.InstructionIndex]
// opcode is the lowest two digits, so mod by 100
opcode := instruction % 100
instruction /= 100
// assign the indexes that need to be read by reading the parameter modes
var paramIndexes [3]int
for i := 1; i <= 3 && comp.InstructionIndex+i < len(comp.PuzzleInput); i++ {
// grab the mode with a mod, last digit
mode := instruction % 10
instruction /= 10
switch mode {
case 0: // position mode, index will be the value at the index
paramIndexes[i-1] = comp.PuzzleInput[comp.InstructionIndex+i]
case 1: // immediate mode, the index itself
paramIndexes[i-1] = comp.InstructionIndex + i
case 2: // relative mode, like position mode but index is added to relative base
paramIndexes[i-1] = comp.PuzzleInput[comp.InstructionIndex+i] + comp.RelativeBase
}
}
return opcode, paramIndexes
}
// ResizeMemory will take any number of integers and resize the computer's memory appropriately
func (comp *Intcode) ResizeMemory(sizes ...int) {
// get largest of input sizes
maxArg := sizes[0]
for _, v := range sizes {
if v > maxArg {
maxArg = v
}
}
// resize if PuzzleInput's length is shorter
if maxArg >= len(comp.PuzzleInput) {
// make empty slice to copy into, of the new, larger size
resizedPuzzleInput := make([]int, maxArg+1)
// copy old puzzle input values in
copy(resizedPuzzleInput, comp.PuzzleInput)
// overwrite puzzle input
comp.PuzzleInput = resizedPuzzleInput
}
}
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/*
Intcode struct is defined within this file
- Every drone needs its own computer made, I let them get garbage collected as often
as possible, not sure how extendable this is going to be to part 2
*/
package main
import (
"adventofcode/util"
"fmt"
"log"
"strconv"
"strings"
)
func main() {
// read the input file, modify it to a slice of numbers
inputFile := util.ReadFile("../input.txt")
splitStrings := strings.Split(inputFile, ",")
inputNumbers := make([]int, len(splitStrings))
for i, v := range splitStrings {
inputNumbers[i], _ = strconv.Atoi(v)
}
// wrapper to produce drones
deployDrone := droneFactory(inputNumbers)
// follow the bottom edge of the tractor beam
for y := 100; ; {
for x := 0; ; {
// fmt.Printf("Coordinates x: %v, y %v\n", x, y)
if !deployDrone(x, y) {
// cell not being pulled, move right
x++
// cell being pulled, check 2 spots, 100 up & 100 up and right
} else {
if deployDrone(x, y-99) && deployDrone(x+99, y-99) {
fmt.Println("Top left of 100x100 square is:", x, y-99)
return
}
// otherwise move down
y++
}
}
}
}
// takes in the inputNumbers, returns a function that initializes a new intcode computer
// returned function takes in x and y values, returns true if that cell is being "pulled"
func droneFactory(inputNumbers []int) func(int, int) bool {
return func(x, y int) bool {
drone := MakeComputer(inputNumbers)
drone.Step(x)
drone.Step(y)
lastOutput := drone.Outputs[len(drone.Outputs)-1]
return lastOutput == 1
}
}
/*
Intcode is an OOP approach *************************************************
MakeComputer is equivalent to the constructor
Step takes in an input int and updates properties in the computer:
- InstructionIndex: where to read the next instruction from
- LastOutput, what the last opcode 4 outputted
- PuzzleIndex based if the last instruction modified the puzzle at all
****************************************************************************/
type Intcode struct {
PuzzleInput []int // file/puzzle input parsed into slice of ints
InstructionIndex int // stores the index where the next instruction is
RelativeBase int // relative base for opcode 9 and param mode 2
Outputs []int // stores all outputs
IsRunning bool // will be true until a 99 opcode is hit
}
// MakeComputer initializes a new comp
func MakeComputer(PuzzleInput []int) *Intcode {
puzzleInputCopy := make([]int, len(PuzzleInput))
copy(puzzleInputCopy, PuzzleInput)
comp := Intcode{
puzzleInputCopy,
0,
0,
make([]int, 0),
true,
}
return &comp
}
// Step will read the next 4 values in the input `sli` and make updates
// according to the opcodes
// Update to run iteratively (while the computer is running)
// it will also return out if a -1 input is asked for
// then call Step again to provide the next input, or run with -1 from the start
// to run the computer until it asks for an input OR terminates
func (comp *Intcode) Step(input int) {
for comp.IsRunning {
// read the instruction, opcode and the indexes where the params point to
opcode, paramIndexes := comp.GetOpCodeAndParamIndexes()
param1, param2, param3 := paramIndexes[0], paramIndexes[1], paramIndexes[2]
// ensure params are within the bounds of PuzzleInput, resize if necessary
switch opcode {
case 1, 2, 7, 8:
comp.ResizeMemory(param1, param2, param3)
case 5, 6:
comp.ResizeMemory(param1, param2)
case 3, 4, 9:
comp.ResizeMemory(param1)
}
switch opcode {
case 99: // 99: Terminates program
// fmt.Println("Terminating...")
comp.IsRunning = false
case 1: // 1: Add next two paramIndexes, store in third
comp.PuzzleInput[param3] = comp.PuzzleInput[param1] + comp.PuzzleInput[param2]
comp.InstructionIndex += 4
case 2: // 2: Multiply next two and store in third
comp.PuzzleInput[param3] = comp.PuzzleInput[param1] * comp.PuzzleInput[param2]
comp.InstructionIndex += 4
case 3: // 3: Takes one input and saves it to position of one parameter
// check if input has already been used (i.e. input == -1)
// if it's been used, return out to prevent further Steps
// NOTE: making a big assumption that -1 will never be an input...
if input == -1 {
return
}
// else recurse with a -1 to signal the initial input has been processed
comp.PuzzleInput[param1] = input
comp.InstructionIndex += 2
// change the input value so the next time a 3 opcode is hit, will return out
input = -1
case 4: // 4: outputs its input value
output := comp.PuzzleInput[param1]
// set LastOutput of the computer & log it
comp.Outputs = append(comp.Outputs, output)
comp.InstructionIndex += 2
// 5: jump-if-true: if first param != 0, move pointer to second param, else nothing
case 5:
if comp.PuzzleInput[param1] != 0 {
comp.InstructionIndex = comp.PuzzleInput[param2]
} else {
comp.InstructionIndex += 3
}
// 6: jump-if-false, if first param == 0 then set instruction pointer to 2nd param, else nothing
case 6:
if comp.PuzzleInput[param1] == 0 {
comp.InstructionIndex = comp.PuzzleInput[param2]
} else {
comp.InstructionIndex += 3
}
// 7: less-than, if param1 < param2 then store 1 in postion of 3rd param, else store 0
case 7:
if comp.PuzzleInput[param1] < comp.PuzzleInput[param2] {
comp.PuzzleInput[param3] = 1
} else {
comp.PuzzleInput[param3] = 0
}
comp.InstructionIndex += 4
// 8: equals, if param1 == param2 then set position of 3rd param to 1, else store 0
case 8:
if comp.PuzzleInput[param1] == comp.PuzzleInput[param2] {
comp.PuzzleInput[param3] = 1
} else {
comp.PuzzleInput[param3] = 0
}
comp.InstructionIndex += 4
// 9: adjust relative base
case 9:
comp.RelativeBase += comp.PuzzleInput[param1]
comp.InstructionIndex += 2
default:
log.Fatalf("Error: unknown opcode %v at index %v", opcode, comp.PuzzleInput[comp.InstructionIndex])
}
}
}
/*
GetOpCodeAndParamIndexes will parse the instruction at comp.PuzzleInput[comp.InstructionIndex]
- opcode will be the left two digits, mod by 100 will get that
- rest of instructions will be grabbed via mod 10
- these also have to be parsed for the
*/
func (comp *Intcode) GetOpCodeAndParamIndexes() (int, [3]int) {
instruction := comp.PuzzleInput[comp.InstructionIndex]
// opcode is the lowest two digits, so mod by 100
opcode := instruction % 100
instruction /= 100
// assign the indexes that need to be read by reading the parameter modes
var paramIndexes [3]int
for i := 1; i <= 3 && comp.InstructionIndex+i < len(comp.PuzzleInput); i++ {
// grab the mode with a mod, last digit
mode := instruction % 10
instruction /= 10
switch mode {
case 0: // position mode, index will be the value at the index
paramIndexes[i-1] = comp.PuzzleInput[comp.InstructionIndex+i]
case 1: // immediate mode, the index itself
paramIndexes[i-1] = comp.InstructionIndex + i
case 2: // relative mode, like position mode but index is added to relative base
paramIndexes[i-1] = comp.PuzzleInput[comp.InstructionIndex+i] + comp.RelativeBase
}
}
return opcode, paramIndexes
}
// ResizeMemory will take any number of integers and resize the computer's memory appropriately
func (comp *Intcode) ResizeMemory(sizes ...int) {
// get largest of input sizes
maxArg := sizes[0]
for _, v := range sizes {
if v > maxArg {
maxArg = v
}
}
// resize if PuzzleInput's length is shorter
if maxArg >= len(comp.PuzzleInput) {
// make empty slice to copy into, of the new, larger size
resizedPuzzleInput := make([]int, maxArg+1)
// copy old puzzle input values in
copy(resizedPuzzleInput, comp.PuzzleInput)
// overwrite puzzle input
comp.PuzzleInput = resizedPuzzleInput
}
}
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--- Day 19: Tractor Beam ---
Unsure of the state of Santa's ship, you borrowed the tractor beam technology from Triton. Time to test it out.
When you're safely away from anything else, you activate the tractor beam, but nothing happens. It's hard to tell whether it's working if there's nothing to use it on. Fortunately, your ship's drone system can be configured to deploy a drone to specific coordinates and then check whether it's being pulled. There's even an Intcode program (your puzzle input) that gives you access to the drone system.
The program uses two input instructions to request the X and Y position to which the drone should be deployed. Negative numbers are invalid and will confuse the drone; all numbers should be zero or positive.
Then, the program will output whether the drone is stationary (0) or being pulled by something (1). For example, the coordinate X=0, Y=0 is directly in front of the tractor beam emitter, so the drone control program will always report 1 at that location.
To better understand the tractor beam, it is important to get a good picture of the beam itself. For example, suppose you scan the 10x10 grid of points closest to the emitter:
X
0-> 9
0#.........
|.#........
v..##......
...###....
....###...
Y .....####.
......####
......####
.......###
9........##
In this example, the number of points affected by the tractor beam in the 10x10 area closest to the emitter is 27.
However, you'll need to scan a larger area to understand the shape of the beam. How many points are affected by the tractor beam in the 50x50 area closest to the emitter? (For each of X and Y, this will be 0 through 49.)
Your puzzle answer was 126.
--- Part Two ---
You aren't sure how large Santa's ship is. You aren't even sure if you'll need to use this thing on Santa's ship, but it doesn't hurt to be prepared. You figure Santa's ship might fit in a 100x100 square.
The beam gets wider as it travels away from the emitter; you'll need to be a minimum distance away to fit a square of that size into the beam fully. (Don't rotate the square; it should be aligned to the same axes as the drone grid.)
For example, suppose you have the following tractor beam readings:
#.......................................
.#......................................
..##....................................
...###..................................
....###.................................
.....####...............................
......#####.............................
......######............................
.......#######..........................
........########........................
.........#########......................
..........#########.....................
...........##########...................
...........############.................
............############................
.............#############..............
..............##############............
...............###############..........
................###############.........
................#################.......
.................########OOOOOOOOOO.....
..................#######OOOOOOOOOO#....
...................######OOOOOOOOOO###..
....................#####OOOOOOOOOO#####
.....................####OOOOOOOOOO#####
.....................####OOOOOOOOOO#####
......................###OOOOOOOOOO#####
.......................##OOOOOOOOOO#####
........................#OOOOOOOOOO#####
.........................OOOOOOOOOO#####
..........................##############
..........................##############
...........................#############
............................############
.............................###########
In this example, the 10x10 square closest to the emitter that fits entirely within the tractor beam has been marked O. Within it, the point closest to the emitter (the only highlighted O) is at X=25, Y=20.
Find the 100x100 square closest to the emitter that fits entirely within the tractor beam; within that square, find the point closest to the emitter. What value do you get if you take that point's X coordinate, multiply it by 10000, then add the point's Y coordinate? (In the example above, this would be 250020.)
Your puzzle answer was 11351625.
Both parts of this puzzle are complete! They provide two gold stars: **