mirror of
https://github.com/Threnklyn/advent-of-code-go.git
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280 lines
8.7 KiB
Go
280 lines
8.7 KiB
Go
/*
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Intcode struct is defined within this file
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Robot struct houses an Intcode computer and a method to initialize the floor details
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- an algorithm in the main function traverses all tiles and checks all of its neighbors
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- for all intersections that are found, their alignment parameters are calculated & added to a sum
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*/
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package main
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import (
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"adventofcode/util"
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"fmt"
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"log"
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"strconv"
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"strings"
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)
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func main() {
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// read the input file, modify it to a slice of numbers
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inputFile := util.ReadFile("../input.txt")
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splitStrings := strings.Split(inputFile, ",")
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inputNumbers := make([]int, len(splitStrings))
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for i, v := range splitStrings {
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inputNumbers[i], _ = strconv.Atoi(v)
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}
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robot := MakeRobot(inputNumbers)
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// fire off function to populate the robot's floorGrid property
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robot.GetFloorGrid()
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// find all intersections and sum up the products of its row and col - 0-indexed
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// helper directions to traverse in all 4 directions
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dRow := []int{0, 0, -1, 1}
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dCol := []int{-1, 1, 0, 0}
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var sumOfAlignmentParameters int
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for row, rowSlice := range robot.floorGrid {
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for col, floorType := range rowSlice {
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// traverse to the four directions around the particular cell, increment surroundingScaffolds
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// by 1 for every neighbor that is a scaffold,
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// if this is equal to 4 after looping, then an intersection was found
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var surroundingScaffolds int
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for i := 0; i < 4; i++ {
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neighborRow, neighborCol := row+dRow[i], col+dCol[i]
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isInbounds := neighborRow >= 0 && neighborRow < len(robot.floorGrid) && neighborCol >= 0 && neighborCol < len(robot.floorGrid[0])
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if isInbounds && floorType == "#" && robot.floorGrid[neighborRow][neighborCol] == "#" {
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surroundingScaffolds++
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}
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}
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if surroundingScaffolds == 4 {
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sumOfAlignmentParameters += row * col
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}
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}
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}
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fmt.Println("Sum of alignment parameters: ", sumOfAlignmentParameters)
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}
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// Robot struct to maintain detail's on the Robot's coordinates, path
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type Robot struct {
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row, col int
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floorGrid [][]string
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computer *Intcode
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}
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// MakeRobot returns an instance of a Robot
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func MakeRobot(intcodeInput []int) *Robot {
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return &Robot{
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computer: MakeComputer(intcodeInput),
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}
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}
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// GetFloorGrid will fire off the computer and populate the robot's floor details
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func (robot *Robot) GetFloorGrid() {
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robot.computer.Step(-1)
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robot.floorGrid = append(robot.floorGrid, []string{})
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row := 0
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for _, v := range robot.computer.Outputs {
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switch v {
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case 10:
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row++
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robot.floorGrid = append(robot.floorGrid, []string{})
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default:
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tileType := string(v)
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robot.floorGrid[row] = append(robot.floorGrid[row], tileType)
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}
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}
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// parse off empty slices @ end
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for i := len(robot.floorGrid) - 1; i >= 0; i-- {
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if len(robot.floorGrid[i]) == 0 {
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robot.floorGrid = robot.floorGrid[:len(robot.floorGrid)-1]
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}
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}
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}
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/*
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Intcode is an OOP approach *************************************************
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MakeComputer is equivalent to the constructor
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Step takes in an input int and updates properties in the computer:
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- InstructionIndex: where to read the next instruction from
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- LastOutput, what the last opcode 4 outputted
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- PuzzleIndex based if the last instruction modified the puzzle at all
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****************************************************************************/
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type Intcode struct {
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PuzzleInput []int // file/puzzle input parsed into slice of ints
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InstructionIndex int // stores the index where the next instruction is
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RelativeBase int // relative base for opcode 9 and param mode 2
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Outputs []int // stores all outputs
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IsRunning bool // will be true until a 99 opcode is hit
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}
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// MakeComputer initializes a new comp
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func MakeComputer(PuzzleInput []int) *Intcode {
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puzzleInputCopy := make([]int, len(PuzzleInput))
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copy(puzzleInputCopy, PuzzleInput)
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comp := Intcode{
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puzzleInputCopy,
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0,
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0,
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make([]int, 0),
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true,
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}
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return &comp
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}
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// Step will read the next 4 values in the input `sli` and make updates
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// according to the opcodes
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func (comp *Intcode) Step(input int) {
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// read the instruction, opcode and the indexes where the params point to
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opcode, paramIndexes := comp.GetOpCodeAndParamIndexes()
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param1, param2, param3 := paramIndexes[0], paramIndexes[1], paramIndexes[2]
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// ensure params are within the bounds of PuzzleInput, resize if necessary
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switch opcode {
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case 1, 2, 7, 8:
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comp.ResizeMemory(param1, param2, param3)
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case 5, 6:
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comp.ResizeMemory(param1, param2)
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case 3, 4, 9:
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comp.ResizeMemory(param1)
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}
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switch opcode {
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case 99: // 99: Terminates program
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fmt.Println("Terminating...")
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comp.IsRunning = false
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case 1: // 1: Add next two paramIndexes, store in third
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comp.PuzzleInput[param3] = comp.PuzzleInput[param1] + comp.PuzzleInput[param2]
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comp.InstructionIndex += 4
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comp.Step(input)
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case 2: // 2: Multiply next two and store in third
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comp.PuzzleInput[param3] = comp.PuzzleInput[param1] * comp.PuzzleInput[param2]
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comp.InstructionIndex += 4
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comp.Step(input)
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case 3: // 3: Takes one input and saves it to position of one parameter
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// check if input has already been used (i.e. input == -1)
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// if it's been used, return out to prevent further Steps
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// NOTE: making a big assumption that -1 will never be an input...
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if input == -1 {
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return
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}
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// else recurse with a -1 to signal the initial input has been processed
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comp.PuzzleInput[param1] = input
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comp.InstructionIndex += 2
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comp.Step(-1)
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case 4: // 4: outputs its input value
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// set LastOutput of the computer & log it
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comp.Outputs = append(comp.Outputs, comp.PuzzleInput[param1])
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// fmt.Printf("Opcode 4 output: %v\n", comp.LastOutput)
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comp.InstructionIndex += 2
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// continue running until terminates or asks for another input
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comp.Step(input)
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// 5: jump-if-true: if first param != 0, move pointer to second param, else nothing
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case 5:
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if comp.PuzzleInput[param1] != 0 {
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comp.InstructionIndex = comp.PuzzleInput[param2]
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} else {
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comp.InstructionIndex += 3
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}
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comp.Step(input)
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// 6: jump-if-false, if first param == 0 then set instruction pointer to 2nd param, else nothing
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case 6:
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if comp.PuzzleInput[param1] == 0 {
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comp.InstructionIndex = comp.PuzzleInput[param2]
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} else {
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comp.InstructionIndex += 3
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}
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comp.Step(input)
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// 7: less-than, if param1 < param2 then store 1 in postion of 3rd param, else store 0
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case 7:
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if comp.PuzzleInput[param1] < comp.PuzzleInput[param2] {
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comp.PuzzleInput[param3] = 1
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} else {
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comp.PuzzleInput[param3] = 0
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}
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comp.InstructionIndex += 4
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comp.Step(input)
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// 8: equals, if param1 == param2 then set position of 3rd param to 1, else store 0
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case 8:
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if comp.PuzzleInput[param1] == comp.PuzzleInput[param2] {
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comp.PuzzleInput[param3] = 1
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} else {
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comp.PuzzleInput[param3] = 0
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}
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comp.InstructionIndex += 4
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comp.Step(input)
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// 9: adjust relative base
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case 9:
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comp.RelativeBase += comp.PuzzleInput[param1]
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comp.InstructionIndex += 2
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comp.Step(input)
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default:
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log.Fatalf("Error: unknown opcode %v at index %v", opcode, comp.PuzzleInput[comp.InstructionIndex])
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}
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}
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/*
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GetOpCodeAndParamIndexes will parse the instruction at comp.PuzzleInput[comp.InstructionIndex]
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- opcode will be the left two digits, mod by 100 will get that
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- rest of instructions will be grabbed via mod 10
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- these also have to be parsed for the
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*/
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func (comp *Intcode) GetOpCodeAndParamIndexes() (int, [3]int) {
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instruction := comp.PuzzleInput[comp.InstructionIndex]
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// opcode is the lowest two digits, so mod by 100
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opcode := instruction % 100
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instruction /= 100
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// assign the indexes that need to be read by reading the parameter modes
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var paramIndexes [3]int
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for i := 1; i <= 3 && comp.InstructionIndex+i < len(comp.PuzzleInput); i++ {
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// grab the mode with a mod, last digit
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mode := instruction % 10
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instruction /= 10
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switch mode {
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case 0: // position mode, index will be the value at the index
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paramIndexes[i-1] = comp.PuzzleInput[comp.InstructionIndex+i]
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case 1: // immediate mode, the index itself
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paramIndexes[i-1] = comp.InstructionIndex + i
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case 2: // relative mode, like position mode but index is added to relative base
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paramIndexes[i-1] = comp.PuzzleInput[comp.InstructionIndex+i] + comp.RelativeBase
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}
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}
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return opcode, paramIndexes
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}
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// ResizeMemory will take any number of integers and resize the computer's memory appropriately
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func (comp *Intcode) ResizeMemory(sizes ...int) {
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// get largest of input sizes
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maxArg := sizes[0]
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for _, v := range sizes {
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if v > maxArg {
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maxArg = v
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}
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}
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// resize if PuzzleInput's length is shorter
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if maxArg >= len(comp.PuzzleInput) {
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// make empty slice to copy into, of the new, larger size
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resizedPuzzleInput := make([]int, maxArg+1)
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// copy old puzzle input values in
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copy(resizedPuzzleInput, comp.PuzzleInput)
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// overwrite puzzle input
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comp.PuzzleInput = resizedPuzzleInput
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}
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}
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