/* Intcode struct is defined within this file Robot struct contains coordinates and robot's directions - methods can Move the robot based on its brain's (intcode comp.) output Draw function generates a string to display in terminal - helper functions remove some whitespace and rotate the grid/matrix */ package main import ( "github.com/alexchao26/advent-of-code-go/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) } // initialize a computer with a senor boost input of `2` robotBrain := MakeComputer(inputNumbers) robot := MakeRobot(0, 0) // initialize starting coordinates to a white panel, i.e. 1 robot.MapCoordsToColor["0,0"] = 1 // let robot paint entire map for robotBrain.IsRunning { // get the current color from the robot's map currentCoords := fmt.Sprintf("%v,%v", robot.x, robot.y) currentColor := robot.MapCoordsToColor[currentCoords] robotBrain.Step(currentColor) // get outputs from the robot's brain (Intcode) lenOutputs := len(robotBrain.Outputs) color := robotBrain.Outputs[lenOutputs-2] direction := robotBrain.Outputs[lenOutputs-1] // "paint"/update robot's Map and move the robot robot.MapCoordsToColor[currentCoords] = color robot.MoveRobot(direction) } // pass robot.MapCoordsToColor to a "drawing" function output := Draw(robot.MapCoordsToColor) fmt.Println(output) } // Draw will return a multiline string using mapCoordsToColor to determine // which cells should be colored white (1) or black/empty (0) func Draw(mapCoordsToColor map[string]int) string { var lowX, highX, lowY, highY int for key := range mapCoordsToColor { coords := strings.Split(key, ",") x, _ := strconv.Atoi(coords[0]) y, _ := strconv.Atoi(coords[1]) switch { case x < lowX: lowX = x case x > highX: highX = x } switch { case y < lowY: lowY = y case y > highY: highY = y } } // Determine the bounds of the grid edgeLength := 2 * util.MaxInts(-lowY, -lowX, highY, highX) grid := make([][]string, edgeLength) for i := 0; i < edgeLength; i++ { // each character will initialize as a space character grid[i] = make([]string, edgeLength) for j := range grid[i] { grid[i][j] = " " } } // Iterate through all coordinates and transcribe x,y onto a 2D grid // where the math is a little different... for key, val := range mapCoordsToColor { // key is string coords coords := strings.Split(key, ",") x, _ := strconv.Atoi(coords[0]) y, _ := strconv.Atoi(coords[1]) x += edgeLength / 2 y += edgeLength / 2 // val is color to paint (1 or 0) if val == 1 { grid[x][y] = "#" } } // trim off due to making the initial grid too large grid = trim(grid) // rotate it because of how I coded up the robot's coordinates :/ grid = util.RotateGrid(grid) // retrim grid = trim(grid) // combine each layer into an individual string via join w/ empty string helpMakeFinalString := make([]string, len(grid)) for i := range helpMakeFinalString { helpMakeFinalString[i] = strings.Join(grid[i], "") } // join all levels together with newlines return strings.Join(helpMakeFinalString, "\n") } // helper function for Draw to remove whitespace from overestimating the size // of the drawing space func trim(grid [][]string) [][]string { // remove all empty rows at top and bottom removeRowsTop: for i := 0; i < len(grid); { for j := 0; j < len(grid[i]); j++ { if grid[i][j] != " " { break removeRowsTop } } grid = grid[1:] } // remove empty columns on left removeColsLeft: for i := 0; i < len(grid[0]); { for j := 0; j < len(grid); j++ { if grid[j][i] != " " { break removeColsLeft } } // if loop hasn't broken out, iterate over first "column" and slice off "0-index" for j := 0; j < len(grid); j++ { grid[j] = grid[j][1:] } } return grid } // Robot struct, x and y are coordinate system based, NOT 2D array 0-indexed type Robot struct { x int y int Direction string MapCoordsToColor map[string]int } // MakeRobot holds info on the location and direction of the robot only func MakeRobot(startX, startY int) *Robot { return &Robot{ startX, startY, "up", make(map[string]int), } } // MoveRobot moves the Robot func (robot *Robot) MoveRobot(direction int) { // direction is the same as the output from the robot brain // i.e. 0 to turn left, 1 to turn right, then step forward 1 space turnLeft := map[string]string{ "up": "left", "left": "down", "down": "right", "right": "up", } turnRight := map[string]string{ "up": "right", "right": "down", "down": "left", "left": "up", } if direction == 0 { robot.Direction = turnLeft[robot.Direction] } else { robot.Direction = turnRight[robot.Direction] } switch robot.Direction { case "up": robot.y++ case "down": robot.y-- case "left": robot.x-- case "right": robot.x++ } } /* 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 func (comp *Intcode) Step(input int) { // 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 // Note: need to optimize this to not resize if the params are not being used 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 comp.Step(input) case 2: // 2: Multiply next two and store in third comp.PuzzleInput[param3] = comp.PuzzleInput[param1] * comp.PuzzleInput[param2] comp.InstructionIndex += 4 comp.Step(input) 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 comp.Step(-1) case 4: // 4: outputs its input value // set LastOutput of the computer & log it comp.Outputs = append(comp.Outputs, comp.PuzzleInput[param1]) // fmt.Printf("Opcode 4 output: %v\n", comp.LastOutput) comp.InstructionIndex += 2 // continue running until terminates or asks for another input comp.Step(input) // 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 } comp.Step(input) // 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 } comp.Step(input) // 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 comp.Step(input) // 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 comp.Step(input) // 9: adjust relative base case 9: comp.RelativeBase += comp.PuzzleInput[param1] comp.InstructionIndex += 2 comp.Step(input) 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 } }