mirror of
https://github.com/Threnklyn/advent-of-code-go.git
synced 2026-05-18 19:13:27 +02:00
2018-day15: lots of code for elf vs goblin battles
This commit is contained in:
+151
-122
@@ -3,6 +3,7 @@ package main
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import (
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"flag"
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"fmt"
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"sort"
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"strings"
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"github.com/alexchao26/advent-of-code-go/util"
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@@ -18,28 +19,40 @@ func main() {
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ans := part1(util.ReadFile("./input.txt"))
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fmt.Println("Output:", ans)
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} else {
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// ans := part2(util.ReadFile("./input.txt"))
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// fmt.Println("Output:", ans)
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ans := part2(util.ReadFile("./input.txt"))
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fmt.Println("Output:", ans)
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}
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}
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func part1(input string) int {
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g := newGame(input)
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fmt.Println("game: ", g)
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return g.runFullGame()
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}
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var gameover bool
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for !gameover {
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gameover = g.runTurn()
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fmt.Println("AFTER IN PART 1", g)
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func part2(input string) int {
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var outcome int
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for elfPower := 4; ; elfPower++ {
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g := newGame(input)
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elvesBefore := g.countElves()
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// update all elves to the new attack power
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for _, c := range g.coordsToChars {
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if c.charType == "E" {
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c.attackPower = elfPower
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}
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}
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// run the game until it ends... not optimized: could abort when an elf dies
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// but it's good enough
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outcome = g.runFullGame()
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// check if all elves are still alive
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if elvesBefore == g.countElves() {
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break
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}
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}
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var totalHp int
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for _, c := range g.coordsToChars {
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totalHp += c.hp
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}
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// NOT 182715, too low
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return g.rounds * totalHp
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return outcome
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}
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type game struct {
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@@ -50,23 +63,34 @@ type game struct {
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func (g game) String() string {
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ans := fmt.Sprintf("Rounds: %d\n", g.rounds)
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for _, row := range g.grid {
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for rowNum, row := range g.grid {
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ans += fmt.Sprintf("\n%02d: ", rowNum)
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for _, v := range row {
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ans += v
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}
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ans += "\n"
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}
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ans += "\nAlive characters:"
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for coord, char := range g.coordsToChars {
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ans += fmt.Sprintf("%v: Char: %v\n", coord, char)
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ans += fmt.Sprintf("\n%v: Char: %v", coord, char)
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}
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return ans
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}
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func (g *game) countElves() int {
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var elves int
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for _, c := range g.coordsToChars {
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if c.charType == "E" {
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elves++
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}
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}
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return elves
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}
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type character struct {
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coord [2]int
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hp int
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charType string // "E" or "G"
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coord [2]int
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hp int
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charType string // "E" or "G"
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attackPower int
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}
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func (c character) String() string {
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@@ -86,9 +110,10 @@ func newGame(input string) *game {
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case "E", "G":
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coord := [2]int{row, col}
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coordsToChars[coord] = &character{
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coord: coord,
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hp: 200,
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charType: val,
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coord: coord,
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hp: 200,
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charType: val,
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attackPower: 3, // default to 3
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}
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}
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}
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@@ -101,23 +126,34 @@ func newGame(input string) *game {
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}
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}
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func (g *game) runTurn() (gameover bool) {
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turnOrder := g.getTurnOrder()
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func (g *game) runFullGame() int {
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var gameover bool
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for !gameover {
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gameover = g.runTurn()
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}
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for _, charCoords := range turnOrder {
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// ensure this character is still alive
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currentChar, ok := g.coordsToChars[charCoords]
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if !ok {
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fmt.Println("character is dead, skipping turn; ", charCoords)
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var totalHp int
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for _, c := range g.coordsToChars {
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totalHp += c.hp
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}
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return g.rounds * totalHp
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}
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func (g *game) runTurn() (gameover bool) {
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charsInOrder := g.getTurnOrder()
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for _, char := range charsInOrder {
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// if char is already dead, just continue on
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if char.hp <= 0 {
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continue
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}
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fmt.Println("turn's coordinates:", charCoords)
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// check if there are enemies still
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enemyType := getEnemyType(g.grid[charCoords[0]][charCoords[1]])
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// check if there are enemies in entire game
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enemyType := getEnemyType(char.charType)
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var enemiesFound bool
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for _, char := range g.coordsToChars {
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if char.charType == enemyType {
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for _, c := range g.coordsToChars {
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if c.charType == enemyType {
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enemiesFound = true
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break
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}
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@@ -127,40 +163,35 @@ func (g *game) runTurn() (gameover bool) {
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}
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// check if the character has a unit next to ir right now
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enemy := g.pickTarget(charCoords)
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enemy := g.pickTarget(char.coord)
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if enemy != nil {
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// attack & move on
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g.attack(g.coordsToChars[charCoords], enemy)
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fmt.Println(" immediately attacking:", enemy)
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g.attack(g.coordsToChars[char.coord], enemy)
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} else {
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// try to move, then try to pick an enemy again
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inRangeCoordsMap := g.calcInRangeCoordsMap(g.grid[charCoords[0]][charCoords[1]])
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// fmt.Println("for starting", startingCoord, "\n IN RANGE MAP", inRangeCoordsMap)
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// if no enemies are in the map, they're all dead
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// else try to move, then try to pick an enemy again
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inRangeCoordsMap := g.getInRangeOfEnemies(char.charType)
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// if no in range coords, that does not mean all enemies are dead
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// it just means there is no open floor around enemies
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if len(inRangeCoordsMap) == 0 {
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fmt.Println("--nowhere to move, continuing...")
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continue
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}
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nextCoord, willMove := g.determineNextMove(charCoords, inRangeCoordsMap)
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// get next move
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nextCoord, willMove := g.determineNextMove(char.coord, inRangeCoordsMap)
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if willMove {
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fmt.Println("moving to", nextCoord)
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// update grid and coordinates for this character
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g.grid[nextCoord[0]][nextCoord[1]] = currentChar.charType
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g.grid[charCoords[0]][charCoords[1]] = "."
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g.coordsToChars[nextCoord] = g.coordsToChars[charCoords]
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currentChar.coord = nextCoord
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delete(g.coordsToChars, charCoords)
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// update grid for this character
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g.grid[nextCoord[0]][nextCoord[1]] = char.charType
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g.grid[char.coord[0]][char.coord[1]] = "."
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fmt.Println(" searching for enemy after moving")
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// coords of this char have changed, update variables
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delete(g.coordsToChars, char.coord) // delete old entry using char's outdated coords
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g.coordsToChars[nextCoord] = char // add new entry
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char.coord = nextCoord // update char's coords too
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// pick a target and attack it
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enemy := g.pickTarget(nextCoord)
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if enemy != nil {
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// attack & move on
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g.attack(g.coordsToChars[nextCoord], enemy)
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fmt.Println(" after attack:", enemy)
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}
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} else {
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fmt.Println("NO IN RANGE TARGETS TO MOVE TO")
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}
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}
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}
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@@ -170,20 +201,18 @@ func (g *game) runTurn() (gameover bool) {
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}
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// returns a slice of coordinates where there are characters, in turn order
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func (g *game) getTurnOrder() [][2]int {
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var charCoords [][2]int
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func (g *game) getTurnOrder() []*character {
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var charsInOrder []*character
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for i, row := range g.grid {
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for j, tile := range row {
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if tile == "E" || tile == "G" {
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charCoords = append(charCoords, [2]int{i, j})
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charsInOrder = append(charsInOrder, g.coordsToChars[[2]int{i, j}])
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}
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}
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}
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return charCoords
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return charsInOrder
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}
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// order diffs in such a way that the shortest paths found will be in reading
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// list order
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var diffs = [][2]int{
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{-1, 0}, // up
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{0, -1}, // left
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@@ -215,9 +244,8 @@ func (g *game) pickTarget(currentCoords [2]int) *character {
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}
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func (g *game) attack(attacker, target *character) {
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target.hp -= 3
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target.hp -= attacker.attackPower
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if target.hp <= 0 {
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fmt.Println(" KILLED:", target)
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// remove target from map and update grid
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targetCoords := target.coord
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delete(g.coordsToChars, target.coord)
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@@ -233,50 +261,70 @@ type bfsNode struct {
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func (g *game) determineNextMove(startingCoord [2]int, inRangeCoordsMap map[[2]int]bool) (nextCoord [2]int, willMove bool) {
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queue := []bfsNode{
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{coord: startingCoord, dist: 0, initialMove: [2]int{}},
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{coord: startingCoord, dist: 0, initialMove: [2]int{}}, // some zero values are redundant, but readable
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}
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visitedCoords := map[[2]int]bool{[2]int{0, 0}: true}
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for len(queue) > 0 {
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// get front of queue
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front := queue[0]
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queue = queue[1:]
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// store the closest in range nodes to tie break
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var closestInRange []bfsNode
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// if front is in range of an enemy, return the initial move
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if inRangeCoordsMap[front.coord] {
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return front.initialMove, true
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}
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// run while the closet in range slice is still empty and queue is not empty
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for checkDist := 0; len(closestInRange) == 0 && len(queue) > 0; checkDist++ {
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// process front of queue while its distance is equal to the check distance
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for len(queue) > 0 && queue[0].dist == checkDist {
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front := queue[0]
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queue = queue[1:]
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// if it has not been visited before, then check its four directions
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if !visitedCoords[front.coord] {
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for _, d := range diffs {
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nextCoord := [2]int{d[0] + front.coord[0], d[1] + front.coord[1]}
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// only proceed if next coordinate is walkable
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if g.grid[nextCoord[0]][nextCoord[1]] == "." {
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// add next coord to queue
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node := bfsNode{
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coord: nextCoord,
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dist: front.dist + 1,
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initialMove: front.initialMove,
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// if front is in range of an enemy, add to closest in range slice
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if inRangeCoordsMap[front.coord] {
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closestInRange = append(closestInRange, front)
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}
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// if it has not been visited before, then check its four directions
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if !visitedCoords[front.coord] {
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for _, d := range diffs {
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nextCoord := [2]int{d[0] + front.coord[0], d[1] + front.coord[1]}
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// only proceed if next coordinate is walkable
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if g.grid[nextCoord[0]][nextCoord[1]] == "." {
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// add next coord to queue
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node := bfsNode{
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coord: nextCoord,
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dist: front.dist + 1,
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initialMove: front.initialMove,
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}
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if front.dist == 0 {
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node.initialMove = nextCoord
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}
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queue = append(queue, node)
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}
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if front.dist == 0 {
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node.initialMove = nextCoord
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}
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queue = append(queue, node)
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}
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}
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visitedCoords[front.coord] = true
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}
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visitedCoords[front.coord] = true
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}
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fmt.Println("WILL NOT MOVE FROM ", startingCoord, "\nON GAME\n", g)
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return [2]int{}, false
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if len(closestInRange) == 0 {
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return [2]int{}, false
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}
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// sort destination nodes via reading order of coords, break ties on initialMove
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sort.Slice(closestInRange, func(i, j int) bool {
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nodeI, nodeJ := closestInRange[i], closestInRange[j]
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if nodeI.coord != nodeJ.coord {
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return readingOrderSortFunc(nodeI.coord, nodeJ.coord)
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}
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return readingOrderSortFunc(nodeI.initialMove, nodeJ.initialMove)
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})
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// return the initial move of the winning bfs node, will be used to move
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// the character
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return closestInRange[0].initialMove, true
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}
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// returns a slice of coordinates that are next to enemies and tile is floor
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// to be run when a character wants to figure out where to move
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// if the returned map is empty (len 0), that indicates no one should move
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func (g *game) calcInRangeCoordsMap(attackingType string) map[[2]int]bool {
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func (g *game) getInRangeOfEnemies(attackingType string) map[[2]int]bool {
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enemyType := getEnemyType(attackingType)
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inRangeCoords := map[[2]int]bool{}
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@@ -304,31 +352,12 @@ func getEnemyType(attacker string) string {
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return "G"
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}
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// Path finding...
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// Ties broken in READING order
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// top to bottom, left to right
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//
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// # wall
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// . open
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// G goblin
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// E Elf
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//
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// Rounds:
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// each unit takes a turn & completes all its actions until the next unit goes
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// IN order of reading position (record at start of round)
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// 1. IF not in range of energy, tries to move towrds one
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// 1.1. identify all possible targets, if no targets, end combat
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// 1.2. get open squares (.) in range of all targets
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// 1.2.1 if no open squares found, end turn
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// 1.3. determine closest open square, tie break via reading order
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// 1.4. takes single step towards chosen target, along SHORTEST path, ties broken via reading order
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// 2. IF in range, attack
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// 2.1. if no units next to it, move on
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// 2.2. select neighbor with fewest hitpoints, tie break via reading order
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// 2.3. do damage equal to attack power (starts w/ 200HP & 3 attack power)
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// 2.4. if unit dies, make it a (.)
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// Part 1:
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// - find number of FULL rounds (i.e. do not include last one)
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// - find sum of remaining hit points on board
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// multiply them together
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// should i go before j in a slice where we're sorting by reading order
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func readingOrderSortFunc(i, j [2]int) (iBeforeJ bool) {
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// compare via first indices if not equal
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if i[0] != j[0] {
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return i[0] < j[0]
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}
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// otherwise tie break via second indices
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return i[1] < j[1]
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}
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+45
-20
@@ -1,6 +1,10 @@
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package main
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import "testing"
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import (
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"testing"
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"github.com/alexchao26/advent-of-code-go/util"
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)
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var exampleInput1 = `#######
|
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#.G...#
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@@ -9,6 +13,8 @@ var exampleInput1 = `#######
|
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#..G#E#
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#.....#
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#######`
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// this example is in part 1 but not part 2 -shrug-
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var exampleInput2 = `#######
|
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#G..#E#
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#E#E.E#
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@@ -58,7 +64,7 @@ var tests1 = []struct {
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{"example4", exampleInput4, 27755},
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{"example5", exampleInput5, 28944},
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{"example6", exampleInput6, 18740},
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// {"actual", ACTUAL_ANSWER, util.ReadFile("input.txt")},
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{"actual", util.ReadFile("input.txt"), 183300},
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}
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func TestPart1(t *testing.T) {
|
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@@ -72,22 +78,41 @@ func TestPart1(t *testing.T) {
|
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}
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}
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|
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// var tests2 = []struct {
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// name string
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// want int
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// input string
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// // add extra args if needed
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// }{
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// // {"actual", ACTUAL_ANSWER, util.ReadFile("input.txt")},
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// }
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var reddit1 = `#######
|
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#######
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#.E..G#
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#.#####
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#G#####
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#######
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#######`
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// func TestPart2(t *testing.T) {
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// for _, test := range tests2 {
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// t.Run(test.name, func(*testing.T) {
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// got := part2(test.input)
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// if got != test.want {
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// t.Errorf("got %v, want %v", got, test.want)
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// }
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// })
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// }
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// }
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// used a sample test from a reddit thread where I was failing this specific issue
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// https://www.reddit.com/r/adventofcode/comments/a6r6kg/2018_day_15_part_1_what_am_i_missing/ebxjjuo?utm_source=share&utm_medium=web2x&context=3
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func TestMovement(t *testing.T) {
|
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t.Log("Expect Elf's first move to go RIGHT")
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part1(reddit1)
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}
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|
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var tests2 = []struct {
|
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name string
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input string
|
||||
want int
|
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}{
|
||||
{"example1", exampleInput1, 4988},
|
||||
{"example3", exampleInput3, 31284},
|
||||
{"example4", exampleInput4, 3478},
|
||||
{"example5", exampleInput5, 6474},
|
||||
{"example6", exampleInput6, 1140},
|
||||
{"actual", util.ReadFile("input.txt"), 40625},
|
||||
}
|
||||
|
||||
func TestPart2(t *testing.T) {
|
||||
for _, test := range tests2 {
|
||||
t.Run(test.name, func(*testing.T) {
|
||||
got := part2(test.input)
|
||||
if got != test.want {
|
||||
t.Errorf("got %v, want %v", got, test.want)
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user