Files
advent-of-code-go/2018/day15/main.go
T
2020-12-12 17:23:24 -05:00

364 lines
9.0 KiB
Go

package main
import (
"flag"
"fmt"
"sort"
"strings"
"github.com/alexchao26/advent-of-code-go/util"
)
func main() {
var part int
flag.IntVar(&part, "part", 1, "part 1 or 2")
flag.Parse()
fmt.Println("Running part", part)
if part == 1 {
ans := part1(util.ReadFile("./input.txt"))
fmt.Println("Output:", ans)
} else {
ans := part2(util.ReadFile("./input.txt"))
fmt.Println("Output:", ans)
}
}
func part1(input string) int {
g := newGame(input)
return g.runFullGame()
}
func part2(input string) int {
var outcome int
for elfPower := 4; ; elfPower++ {
g := newGame(input)
elvesBefore := g.countElves()
// update all elves to the new attack power
for _, c := range g.coordsToChars {
if c.charType == "E" {
c.attackPower = elfPower
}
}
// run the game until it ends... not optimized: could abort when an elf dies
// but it's good enough
outcome = g.runFullGame()
// check if all elves are still alive
if elvesBefore == g.countElves() {
break
}
}
return outcome
}
type game struct {
grid [][]string
coordsToChars map[[2]int]*character
rounds int
}
func (g game) String() string {
ans := fmt.Sprintf("Rounds: %d\n", g.rounds)
for rowNum, row := range g.grid {
ans += fmt.Sprintf("\n%02d: ", rowNum)
for _, v := range row {
ans += v
}
}
ans += "\nAlive characters:"
for coord, char := range g.coordsToChars {
ans += fmt.Sprintf("\n%v: Char: %v", coord, char)
}
return ans
}
func (g *game) countElves() int {
var elves int
for _, c := range g.coordsToChars {
if c.charType == "E" {
elves++
}
}
return elves
}
type character struct {
coord [2]int
hp int
charType string // "E" or "G"
attackPower int
}
func (c character) String() string {
return fmt.Sprintf("%v %v HP:%v", c.charType, c.coord, c.hp)
}
func newGame(input string) *game {
lines := strings.Split(input, "\n")
var grid [][]string
coordsToChars := map[[2]int]*character{}
for row, line := range lines {
grid = append(grid, make([]string, len(line)))
for col, val := range strings.Split(line, "") {
grid[row][col] = val
switch val {
case "E", "G":
coord := [2]int{row, col}
coordsToChars[coord] = &character{
coord: coord,
hp: 200,
charType: val,
attackPower: 3, // default to 3
}
}
}
}
return &game{
grid: grid,
coordsToChars: coordsToChars,
rounds: 0,
}
}
func (g *game) runFullGame() int {
var gameover bool
for !gameover {
gameover = g.runTurn()
}
var totalHp int
for _, c := range g.coordsToChars {
totalHp += c.hp
}
return g.rounds * totalHp
}
func (g *game) runTurn() (gameover bool) {
charsInOrder := g.getTurnOrder()
for _, char := range charsInOrder {
// if char is already dead, just continue on
if char.hp <= 0 {
continue
}
// check if there are enemies in entire game
enemyType := getEnemyType(char.charType)
var enemiesFound bool
for _, c := range g.coordsToChars {
if c.charType == enemyType {
enemiesFound = true
break
}
}
if !enemiesFound {
return true
}
// check if the character has a unit next to ir right now
enemy := g.pickTarget(char.coord)
if enemy != nil {
// attack & move on
g.attack(g.coordsToChars[char.coord], enemy)
} else {
// else try to move, then try to pick an enemy again
inRangeCoordsMap := g.getInRangeOfEnemies(char.charType)
// if no in range coords, that does not mean all enemies are dead
// it just means there is no open floor around enemies
if len(inRangeCoordsMap) == 0 {
continue
}
// get next move
nextCoord, willMove := g.determineNextMove(char.coord, inRangeCoordsMap)
if willMove {
// update grid for this character
g.grid[nextCoord[0]][nextCoord[1]] = char.charType
g.grid[char.coord[0]][char.coord[1]] = "."
// coords of this char have changed, update variables
delete(g.coordsToChars, char.coord) // delete old entry using char's outdated coords
g.coordsToChars[nextCoord] = char // add new entry
char.coord = nextCoord // update char's coords too
// pick a target and attack it
enemy := g.pickTarget(nextCoord)
if enemy != nil {
g.attack(g.coordsToChars[nextCoord], enemy)
}
}
}
}
g.rounds++
return false
}
// returns a slice of coordinates where there are characters, in turn order
func (g *game) getTurnOrder() []*character {
var charsInOrder []*character
for i, row := range g.grid {
for j, tile := range row {
if tile == "E" || tile == "G" {
charsInOrder = append(charsInOrder, g.coordsToChars[[2]int{i, j}])
}
}
}
return charsInOrder
}
var diffs = [][2]int{
{-1, 0}, // up
{0, -1}, // left
{0, 1}, // right
{1, 0}, // down
}
// checks the four directions around the given coordinate
func (g *game) pickTarget(currentCoords [2]int) *character {
enemyType := getEnemyType(g.grid[currentCoords[0]][currentCoords[1]])
var chosenEnemy *character
for _, d := range diffs {
nextRow := currentCoords[0] + d[0]
nextCol := currentCoords[1] + d[1]
next := [2]int{nextRow, nextCol}
enemy, ok := g.coordsToChars[next]
// fmt.Printf(" picking target, checking %v, enemy? %v\n", next, enemy)
if ok && enemy.charType == enemyType {
if chosenEnemy == nil || chosenEnemy.hp > enemy.hp {
chosenEnemy = enemy
}
// due to the ordering of diffs slice, the reading-order enemy will
// be chosen first if there is an HP tie... I think...
}
}
return chosenEnemy
}
func (g *game) attack(attacker, target *character) {
target.hp -= attacker.attackPower
if target.hp <= 0 {
// remove target from map and update grid
targetCoords := target.coord
delete(g.coordsToChars, target.coord)
g.grid[targetCoords[0]][targetCoords[1]] = "."
}
}
type bfsNode struct {
coord [2]int
dist int
initialMove [2]int
}
func (g *game) determineNextMove(startingCoord [2]int, inRangeCoordsMap map[[2]int]bool) (nextCoord [2]int, willMove bool) {
queue := []bfsNode{
{coord: startingCoord, dist: 0, initialMove: [2]int{}}, // some zero values are redundant, but readable
}
visitedCoords := map[[2]int]bool{[2]int{0, 0}: true}
// store the closest in range nodes to tie break
var closestInRange []bfsNode
// run while the closet in range slice is still empty and queue is not empty
for checkDist := 0; len(closestInRange) == 0 && len(queue) > 0; checkDist++ {
// process front of queue while its distance is equal to the check distance
for len(queue) > 0 && queue[0].dist == checkDist {
front := queue[0]
queue = queue[1:]
// if front is in range of an enemy, add to closest in range slice
if inRangeCoordsMap[front.coord] {
closestInRange = append(closestInRange, front)
}
// if it has not been visited before, then check its four directions
if !visitedCoords[front.coord] {
for _, d := range diffs {
nextCoord := [2]int{d[0] + front.coord[0], d[1] + front.coord[1]}
// only proceed if next coordinate is walkable
if g.grid[nextCoord[0]][nextCoord[1]] == "." {
// add next coord to queue
node := bfsNode{
coord: nextCoord,
dist: front.dist + 1,
initialMove: front.initialMove,
}
if front.dist == 0 {
node.initialMove = nextCoord
}
queue = append(queue, node)
}
}
}
visitedCoords[front.coord] = true
}
}
if len(closestInRange) == 0 {
return [2]int{}, false
}
// sort destination nodes via reading order of coords, break ties on initialMove
sort.Slice(closestInRange, func(i, j int) bool {
nodeI, nodeJ := closestInRange[i], closestInRange[j]
if nodeI.coord != nodeJ.coord {
return readingOrderSortFunc(nodeI.coord, nodeJ.coord)
}
return readingOrderSortFunc(nodeI.initialMove, nodeJ.initialMove)
})
// return the initial move of the winning bfs node, will be used to move
// the character
return closestInRange[0].initialMove, true
}
// returns a slice of coordinates that are next to enemies and tile is floor
// to be run when a character wants to figure out where to move
// if the returned map is empty (len 0), that indicates no one should move
func (g *game) getInRangeOfEnemies(attackingType string) map[[2]int]bool {
enemyType := getEnemyType(attackingType)
inRangeCoords := map[[2]int]bool{}
for row := 1; row < len(g.grid)-1; row++ {
for col := 1; col < len(g.grid[0])-1; col++ {
// if search type is found, check four neighbors for a ground
if g.grid[row][col] == enemyType {
for _, d := range diffs {
nextRow := row + d[0]
nextCol := col + d[1]
if g.grid[nextRow][nextCol] == "." {
inRangeCoords[[2]int{nextRow, nextCol}] = true
}
}
}
}
}
return inRangeCoords
}
func getEnemyType(attacker string) string {
if attacker == "G" {
return "E"
}
return "G"
}
// should i go before j in a slice where we're sorting by reading order
func readingOrderSortFunc(i, j [2]int) (iBeforeJ bool) {
// compare via first indices if not equal
if i[0] != j[0] {
return i[0] < j[0]
}
// otherwise tie break via second indices
return i[1] < j[1]
}