Files
advent-of-code-go/2019/day15/part2/main.go
T
2020-11-27 02:53:18 -05:00

453 lines
13 KiB
Go

/*
Intcode struct is defined within this file
Robot struct houses an Intcode computer and its RecursiveMove method populates a map of
coordinates to the floor type (-1: wall, 1: hallway, 2: O2 tank, 5: origin)
That map is converted into a 2D grid (slice)
The shortest length is no longer needed
Two functions added that determine if the space is full of O2 and to spreadOxygen for one minute
*/
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)
}
robot := MakeRobot(inputNumbers)
// fire off recursive move function to populate the robot's floorDetails property
robot.RecursiveMove()
// make grid from the map of coordinates to floor types
grid := Draw(robot.floorDetails)
// overwrite the origin with a 1 (open floor space)
for y, row := range grid {
for x, tileType := range row {
if tileType == 5 {
grid[y][x] = 1
}
}
}
// while the grid is not full of oxygen, spread oxygen and increment minutes
var minutes int
for !isFullOfOxygen(grid) {
spreadOxygen(grid)
minutes++
}
fmt.Println("Minutes elapsed", minutes)
}
func isFullOfOxygen(grid [][]int) bool {
for _, row := range grid {
for _, tile := range row {
// if there is a hallway space that is not filled with O2, return false
if tile == 1 {
return false
}
}
}
// if entire looping passes, return true
return true
}
var dRow []int = []int{0, 0, -1, 1}
var dCol []int = []int{-1, 1, 0, 0}
// spreadOxygen will spread all oxygen to one neighboring cell
// returns boolean true if O2 has not spread everywhere (i.e. run again), false if O2 is everywhere
func spreadOxygen(grid [][]int) {
// traverse through grid and mark all cells that are a 1 and have a neighboring 2
// tag with -1
for i := 0; i < len(grid); i++ {
for j := 0; j < len(grid[0]); j++ {
if grid[i][j] == 1 {
// traverse around neighbors
for d := 0; d < 4; d++ {
neighborRow := i + dRow[d]
neighborCol := j + dCol[d]
inBounds := neighborRow >= 0 && neighborRow < len(grid) && neighborCol >= 0 && neighborCol < len(grid[0])
// if a neighboring cell is a 2 (i.e. filled with oxygen), then mark this cell
if inBounds && grid[neighborRow][neighborCol] == 2 {
grid[i][j] = -1
break
}
}
}
}
}
// then iterate through again changing all -1's to a 2
for i := 0; i < len(grid); i++ {
for j := 0; j < len(grid); j++ {
if grid[i][j] == -1 {
grid[i][j] = 2
}
}
}
}
// Robot struct to maintain detail's on the Robot's coordinates, path
type Robot struct {
fromTop, fromLeft int
floorDetails map[string]int // maps coordinates and type of tile (0 == wall, 1 == path, 2 == oxygen)
computer *Intcode
}
// MakeRobot returns an instance of a Robot
func MakeRobot(intcodeInput []int) *Robot {
return &Robot{
0,
0,
map[string]int{"0,0": 5}, // mark the origin specially with a 5
MakeComputer(intcodeInput),
}
}
var backtrack map[int]int = map[int]int{
1: 2, // north (1), south (2)
2: 1,
3: 4, // west (3), east(4)
4: 3,
}
// dx is the difference to add when traveling in the given direction
// i.e. add 0 for north and south, for west decrement 1, for east add 1
var dx map[int]int = map[int]int{
1: 0,
2: 0,
3: -1,
4: 1,
}
// dy is the vertical distance traveled
var dy map[int]int = map[int]int{
1: 1,
2: -1,
3: 0,
4: 0,
}
// RecursiveMove will populate a robot's floor details property by traveling in all directions
// and
func (robot *Robot) RecursiveMove() {
for i := 1; i <= 4; i++ {
// if next coordinates have already been detailed, skip all calculations
nextCoords := fmt.Sprintf("%v,%v", robot.fromTop+dy[i], robot.fromLeft+dx[i])
if robot.floorDetails[nextCoords] == 0 {
robot.computer.Step(i)
computerOutput := robot.computer.Outputs[len(robot.computer.Outputs)-1]
switch computerOutput {
case 0: // hit a wall, do not recurse
// update robot's wall coords to include the wall
// note representing walls with a -1 to avoid the zero value detection
robot.floorDetails[nextCoords] = -1
case 1, 2: // walked and hit the O2 tank or not
// update floorDetails
robot.floorDetails[nextCoords] = computerOutput
// continue to walk the robot. walk the robot into the nextCoords spot
robot.fromLeft += dx[i]
robot.fromTop += dy[i]
// recurse
robot.RecursiveMove()
// backtrack so the robot walks in the remainder of directions from this output
robot.fromLeft -= dx[i]
robot.fromTop -= dy[i]
// backtrack the computer
robot.computer.Step(backtrack[i])
}
}
}
}
/*
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
}
}
// Draw was copied from day11. It converts a map of points mapped from a (0,0) origin to a 2D grid
// The origin loses its reference...
func Draw(mapCoordsToType map[string]int) [][]int {
var lowX, highX, lowY, highY int
for key := range mapCoordsToType {
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([][]int, edgeLength)
for i := 0; i < edgeLength; i++ {
// each character will initialize as a space character
grid[i] = make([]int, edgeLength)
}
// Iterate through all coordinates and transcribe x,y onto a 2D grid
// where the math is a little different...
for key, val := range mapCoordsToType {
// 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] = val
}
}
// 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.RotateGridInts(grid)
// retrim
grid = trim(grid)
return grid
}
// helper function for Draw to remove whitespace from overestimating the size
// of the drawing space
func trim(grid [][]int) [][]int {
// 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] != 0 {
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] != 0 {
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
}