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advent-of-code/2018/day15/src/main.rs

365 lines
11 KiB
Rust
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2018-12-26 17:11:03 -05:00
#[macro_use]
extern crate log;
extern crate pretty_env_logger;
use std::collections::{HashSet, VecDeque};
use std::fs::File;
use std::io::{BufRead, BufReader};
type MapType = [[char; MAP_SIZE]; MAP_SIZE];
const MAP_SIZE: usize = 32;
const EMPTY_SPACE: char = '.';
#[derive(Copy, Clone, Debug)]
struct Player {
id: usize,
x: usize,
y: usize,
dead: bool,
attack: i16,
hp: i16,
player_type: char,
enemy_type: char,
}
#[derive(Debug)]
struct PlayerVector {
weight: usize,
x: usize,
y: usize,
}
fn has_enemy_neighbor(player: &Player, players: &Vec<Player>, map: &MapType) -> Option<usize> {
let mut hps = [0i16; 4];
let mut min_hp = std::i16::MAX;
let mut indexes = [0usize; 4];
if map[player.x][player.y - 1] == player.enemy_type {
let (i, target) = players
.iter()
.enumerate()
.find(|p| !p.1.dead && p.1.x == player.x && p.1.y == player.y - 1)
.expect("could not find the target north");
hps[0] = target.hp;
indexes[0] = i;
if target.hp < min_hp {
min_hp = target.hp;
}
}
if map[player.x - 1][player.y] == player.enemy_type {
let (i, target) = players
.iter()
.enumerate()
.find(|p| !p.1.dead && p.1.x == player.x - 1 && p.1.y == player.y)
.expect("could not find the target west");
hps[1] = target.hp;
indexes[1] = i;
if target.hp < min_hp {
min_hp = target.hp;
}
}
if map[player.x + 1][player.y] == player.enemy_type {
let (i, target) = players
.iter()
.enumerate()
.find(|p| !p.1.dead && p.1.x == player.x + 1 && p.1.y == player.y)
.expect("could not find the target east");
hps[2] = target.hp;
indexes[2] = i;
if target.hp < min_hp {
min_hp = target.hp;
}
}
if map[player.x][player.y + 1] == player.enemy_type {
let (i, target) = players
.iter()
.enumerate()
.find(|p| !p.1.dead && p.1.x == player.x && p.1.y == player.y + 1)
.expect("could not find the target south");
hps[3] = target.hp;
indexes[3] = i;
if target.hp < min_hp {
min_hp = target.hp;
}
}
if hps[0] == min_hp {
Some(indexes[0])
} else if hps[1] == min_hp {
Some(indexes[1])
} else if hps[2] == min_hp {
Some(indexes[2])
} else if hps[3] == min_hp {
Some(indexes[3])
} else {
None
}
}
fn find_next_move(player: &Player, map: &MapType) -> Option<PlayerVector> {
match find_enemy(player, map) {
Some(target) => {
debug!("found target {:?}", target);
let best_direction = find_best_direction_to_player(player, map, &target);
debug!("best direction {:?}", best_direction);
best_direction
}
None => None,
}
}
fn find_enemy(player: &Player, map: &MapType) -> Option<PlayerVector> {
let mut visited = HashSet::new();
let mut queue = VecDeque::new();
queue.push_back(PlayerVector {
x: player.x,
y: player.y,
weight: 0,
});
while let Some(coord) = queue.pop_front() {
if !visited.insert((coord.x, coord.y)) {
continue;
}
if map[coord.x][coord.y] == player.enemy_type {
return Some(coord);
}
if coord.weight > 0 {
match map[coord.x][coord.y] {
'E' => continue,
'G' => continue,
'#' => continue,
_ => ()
}
}
queue.push_back(PlayerVector {
x: coord.x,
y: coord.y - 1,
weight: coord.weight + 1,
});
queue.push_back(PlayerVector {
x: coord.x - 1,
y: coord.y,
weight: coord.weight + 1,
});
queue.push_back(PlayerVector {
x: coord.x + 1,
y: coord.y,
weight: coord.weight + 1,
});
queue.push_back(PlayerVector {
x: coord.x,
y: coord.y + 1,
weight: coord.weight + 1,
});
}
None
}
fn find_best_direction_to_player(
player: &Player,
map: &MapType,
source: &PlayerVector,
) -> Option<PlayerVector> {
let mut visited = HashSet::new();
let mut queue = VecDeque::new();
queue.push_back(PlayerVector {
x: source.x,
y: source.y,
weight: 0,
});
visited.insert((source.x, source.y));
let mut destinations = HashSet::new();
destinations.insert((player.x, player.y - 1));
destinations.insert((player.x - 1, player.y));
destinations.insert((player.x + 1, player.y));
destinations.insert((player.x, player.y + 1));
while let Some(coord) = queue.pop_front() {
if coord.weight > 0 {
if !visited.insert((coord.x, coord.y)) {
continue;
}
if map[coord.x][coord.y] != EMPTY_SPACE {
continue;
}
}
// it's weight - 1 because we are only travelling to the neighbor cell
if coord.weight == source.weight - 1 && destinations.contains(&(coord.x, coord.y)) {
return Some(coord);
}
queue.push_back(PlayerVector {
x: coord.x,
y: coord.y - 1,
weight: coord.weight + 1,
});
queue.push_back(PlayerVector {
x: coord.x - 1,
y: coord.y,
weight: coord.weight + 1,
});
queue.push_back(PlayerVector {
x: coord.x + 1,
y: coord.y,
weight: coord.weight + 1,
});
queue.push_back(PlayerVector {
x: coord.x,
y: coord.y + 1,
weight: coord.weight + 1,
});
}
None
}
fn play_game(mut players: Vec<Player>, map: &mut MapType) -> (i32, usize) {
let mut rounds = 0;
let player_count = players.len();
loop {
info!("round {}", rounds);
for i in 0..MAP_SIZE {
let mut row = String::new();
for j in 0..MAP_SIZE {
row.push(map[j][i]);
}
debug!("{}", row);
}
players.sort_by(|a, b| {
if a.y == b.y {
a.x.cmp(&b.x)
} else {
a.y.cmp(&b.y)
}
});
let mut quit_condition = false;
for i in 0..player_count {
let mut player = players[i];
if player.dead {
continue;
}
debug!("{:?}", player);
if !players
.iter()
.any(|p| !p.dead && p.enemy_type == player.player_type)
{
if i < player_count - 1 {
debug!("quitting before end of round");
quit_condition = true;
}
break;
}
match has_enemy_neighbor(&player, &players, map) {
Some(_) => {
debug!("have enemy neighbor, no moving allowed");
()
}
None => match find_next_move(&player, map) {
Some(new_vect) => {
debug!("moving");
map[player.x][player.y] = EMPTY_SPACE;
players[i].x = new_vect.x;
players[i].y = new_vect.y;
player.x = new_vect.x;
player.y = new_vect.y;
map[new_vect.x][new_vect.y] = player.player_type;
}
None => (),
},
}
match has_enemy_neighbor(&player, &players, map) {
Some(enemy_index) => {
debug!("attacking {:?}", players[enemy_index]);
players[enemy_index].hp -= player.attack;
if players[enemy_index].hp <= 0 {
debug!("enemy is dead");
players[enemy_index].dead = true;
players[enemy_index].hp = 0;
map[players[enemy_index].x][players[enemy_index].y] = EMPTY_SPACE;
}
}
None => {
debug!("no enemy neighbors, ending turn");
()
}
}
}
if quit_condition {
debug!("quitting condition");
break;
}
rounds += 1;
}
let sum: i32 = players.iter().map(|p| p.hp as i32).sum();
info!("sum {} rounds {}", sum, rounds);
let elf_count = players.iter().filter(|p| p.player_type == 'E' && !p.dead).count();
(sum * rounds, elf_count)
}
fn main() {
pretty_env_logger::init();
let lines: Vec<String> = BufReader::new(File::open("input").unwrap())
.lines()
.map(|line| line.unwrap())
.collect();
let mut map = [[EMPTY_SPACE; MAP_SIZE]; MAP_SIZE];
let mut y = 0;
let mut players: Vec<Player> = Vec::with_capacity(20);
let mut id = 0;
let mut elf_count = 0;
for line in lines.iter() {
for (x, c) in line.char_indices() {
map[x][y] = c;
if c == '.' {
map[x][y] = EMPTY_SPACE;
}
if c != 'E' && c != 'G' {
continue;
}
if c == 'E' {
elf_count += 1;
}
let enemy_type = if c == 'E' { 'G' } else { 'E' };
id += 1;
players.push(Player {
id,
x,
y,
dead: false,
attack: 3,
hp: 200,
player_type: c,
enemy_type,
});
}
y += 1;
}
let (score, _elves_remaining) = play_game(players.clone(), &mut map.clone());
println!("score of winning team is {}", score);
for i in 4..50 {
let new_players: Vec<Player> = players.clone().into_iter().map(|p| {
if p.player_type == 'G' {
p
} else {
Player {
id: p.id,
x: p.x,
y: p.y,
dead: false,
attack: i,
hp: 200,
player_type: 'E',
enemy_type: 'G'
}
}
}).collect();
let (score, elves_remaining) = play_game(new_players, &mut map.clone());
if elves_remaining == elf_count {
println!("all elves survived with a score of {} with attack of {}", score, i);
break;
}
}
}