mirror of
https://github.com/Threnklyn/advent-of-code-go.git
synced 2026-05-18 19:13:27 +02:00
388 lines
11 KiB
Go
388 lines
11 KiB
Go
/*
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Intcode struct is defined within this file
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Robot struct contains coordinates and robot's directions
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- methods can Move the robot based on its brain's (intcode comp.) output
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Draw function generates a string to display in terminal
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- helper functions remove some whitespace and rotate the grid/matrix
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*/
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package main
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import (
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"github.com/alexchao26/advent-of-code-go/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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// initialize a computer with a senor boost input of `2`
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robotBrain := MakeComputer(inputNumbers)
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robot := MakeRobot(0, 0)
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// initialize starting coordinates to a white panel, i.e. 1
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robot.MapCoordsToColor["0,0"] = 1
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// let robot paint entire map
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for robotBrain.IsRunning {
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// get the current color from the robot's map
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currentCoords := fmt.Sprintf("%v,%v", robot.x, robot.y)
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currentColor := robot.MapCoordsToColor[currentCoords]
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robotBrain.Step(currentColor)
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// get outputs from the robot's brain (Intcode)
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lenOutputs := len(robotBrain.Outputs)
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color := robotBrain.Outputs[lenOutputs-2]
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direction := robotBrain.Outputs[lenOutputs-1]
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// "paint"/update robot's Map and move the robot
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robot.MapCoordsToColor[currentCoords] = color
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robot.MoveRobot(direction)
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}
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// pass robot.MapCoordsToColor to a "drawing" function
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output := Draw(robot.MapCoordsToColor)
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fmt.Println(output)
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}
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// Draw will return a multiline string using mapCoordsToColor to determine
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// which cells should be colored white (1) or black/empty (0)
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func Draw(mapCoordsToColor map[string]int) string {
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var lowX, highX, lowY, highY int
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for key := range mapCoordsToColor {
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coords := strings.Split(key, ",")
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x, _ := strconv.Atoi(coords[0])
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y, _ := strconv.Atoi(coords[1])
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switch {
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case x < lowX:
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lowX = x
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case x > highX:
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highX = x
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}
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switch {
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case y < lowY:
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lowY = y
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case y > highY:
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highY = y
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}
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}
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// Determine the bounds of the grid
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edgeLength := 2 * util.MaxInts(-lowY, -lowX, highY, highX)
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grid := make([][]string, edgeLength)
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for i := 0; i < edgeLength; i++ {
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// each character will initialize as a space character
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grid[i] = make([]string, edgeLength)
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for j := range grid[i] {
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grid[i][j] = " "
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}
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}
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// Iterate through all coordinates and transcribe x,y onto a 2D grid
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// where the math is a little different...
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for key, val := range mapCoordsToColor {
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// key is string coords
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coords := strings.Split(key, ",")
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x, _ := strconv.Atoi(coords[0])
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y, _ := strconv.Atoi(coords[1])
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x += edgeLength / 2
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y += edgeLength / 2
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// val is color to paint (1 or 0)
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if val == 1 {
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grid[x][y] = "#"
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}
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}
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// trim off due to making the initial grid too large
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grid = trim(grid)
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// rotate it because of how I coded up the robot's coordinates :/
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grid = util.RotateGrid(grid)
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// retrim
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grid = trim(grid)
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// combine each layer into an individual string via join w/ empty string
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helpMakeFinalString := make([]string, len(grid))
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for i := range helpMakeFinalString {
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helpMakeFinalString[i] = strings.Join(grid[i], "")
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}
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// join all levels together with newlines
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return strings.Join(helpMakeFinalString, "\n")
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}
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// helper function for Draw to remove whitespace from overestimating the size
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// of the drawing space
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func trim(grid [][]string) [][]string {
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// remove all empty rows at top and bottom
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removeRowsTop:
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for i := 0; i < len(grid); {
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for j := 0; j < len(grid[i]); j++ {
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if grid[i][j] != " " {
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break removeRowsTop
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}
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}
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grid = grid[1:]
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}
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// remove empty columns on left
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removeColsLeft:
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for i := 0; i < len(grid[0]); {
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for j := 0; j < len(grid); j++ {
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if grid[j][i] != " " {
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break removeColsLeft
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}
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}
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// if loop hasn't broken out, iterate over first "column" and slice off "0-index"
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for j := 0; j < len(grid); j++ {
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grid[j] = grid[j][1:]
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}
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}
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return grid
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}
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// Robot struct, x and y are coordinate system based, NOT 2D array 0-indexed
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type Robot struct {
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x int
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y int
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Direction string
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MapCoordsToColor map[string]int
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}
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// MakeRobot holds info on the location and direction of the robot only
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func MakeRobot(startX, startY int) *Robot {
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return &Robot{
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startX,
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startY,
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"up",
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make(map[string]int),
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}
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}
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// MoveRobot moves the Robot
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func (robot *Robot) MoveRobot(direction int) {
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// direction is the same as the output from the robot brain
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// i.e. 0 to turn left, 1 to turn right, then step forward 1 space
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turnLeft := map[string]string{
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"up": "left",
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"left": "down",
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"down": "right",
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"right": "up",
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}
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turnRight := map[string]string{
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"up": "right",
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"right": "down",
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"down": "left",
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"left": "up",
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}
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if direction == 0 {
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robot.Direction = turnLeft[robot.Direction]
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} else {
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robot.Direction = turnRight[robot.Direction]
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}
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switch robot.Direction {
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case "up":
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robot.y++
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case "down":
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robot.y--
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case "left":
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robot.x--
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case "right":
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robot.x++
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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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// Note: need to optimize this to not resize if the params are not being used
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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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