Day23
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6f91c0b535
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@ -9,7 +9,6 @@ import (
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type board struct {
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corridor [11]rune
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rooms [4][4]rune
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energy int
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}
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var costs = map[rune]int{
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@ -31,21 +30,18 @@ var enterableCorridorPos = [7]int{0, 1, 3, 5, 7, 9, 10}
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func main() {
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playBoard := board{
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[11]rune{'.', '.', '.', '.', '.', '.', '.', '.', '.', '.', '.'},
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[4][4]rune{{'D', 'D', 'D', 'B'}, {'D', 'C', 'B', 'A'}, {'C', 'B', 'A', 'A'}, {'B', 'A', 'C', 'C'}}, 0}
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currentBoards := []board{}
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endBoards := []board{}
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currentBoards = append(currentBoards, playBoard)
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[4][4]rune{{'D', 'D', 'D', 'B'}, {'D', 'C', 'B', 'A'}, {'C', 'B', 'A', 'A'}, {'B', 'A', 'C', 'C'}}}
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currentBoards := make(map[board]int)
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endBoards := make(map[board]int)
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currentBoards[playBoard] = 0
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for len(currentBoards) > 0 {
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step(¤tBoards, &endBoards)
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fmt.Println(len(currentBoards))
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fmt.Println(len(endBoards))
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}
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fmt.Println(len(endBoards))
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minEnergy := 9999999
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for _, endBoard := range endBoards {
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if checkWinner(endBoard) && endBoard.energy < minEnergy {
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if minEnergy > endBoard.energy {
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minEnergy = endBoard.energy
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for endBoard, energy := range endBoards {
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if checkWinner(endBoard) && energy < minEnergy {
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if minEnergy > energy {
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minEnergy = energy
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}
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}
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}
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@ -63,25 +59,28 @@ func checkWinner(board board) bool {
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return true
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}
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func step(currentBoards *[]board, endBoards *[]board) {
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var newBoards []board
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for _, selectedBoard := range *currentBoards {
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func step(currentBoards *map[board]int, endBoards *map[board]int) {
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for selectedBoard, selectedEnergy := range *currentBoards {
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delete(*currentBoards, selectedBoard)
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possibleMoves := getPossibleMoves(selectedBoard)
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if len(possibleMoves) == 0 {
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*endBoards = append(*endBoards, selectedBoard)
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if (*endBoards)[selectedBoard] == 0 || selectedEnergy < (*endBoards)[selectedBoard] {
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(*endBoards)[selectedBoard] = selectedEnergy
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}
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}
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for start, targets := range possibleMoves {
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for _, target := range targets {
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tmpNewBoard := useMove(selectedBoard, [2][2]int{start, target})
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newBoards = append(newBoards, tmpNewBoard)
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tmpNewBoard, tmpNewErnergy := useMove(selectedBoard, [2][2]int{start, target}, selectedEnergy)
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if (*currentBoards)[tmpNewBoard] == 0 || tmpNewErnergy < (*currentBoards)[tmpNewBoard] {
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(*currentBoards)[tmpNewBoard] = tmpNewErnergy
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}
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}
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}
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}
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*currentBoards = newBoards
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return
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}
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func useMove(board board, move [2][2]int) board {
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func useMove(board board, move [2][2]int, energy int) (board, int) {
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//Remove moved Amphoid
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var amphoidType rune
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if move[0][0] == 0 {
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@ -102,14 +101,14 @@ func useMove(board board, move [2][2]int) board {
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//Calculate cost
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traveledDistance := 0
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if move[0][0] == 0 {
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traveledDistance += Abs(move[0][1] - (move[1][0]*2 + 2))
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traveledDistance += Abs(move[0][1] - ((move[1][0]-1)*2 + 2))
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traveledDistance += move[1][1] + 1
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} else {
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traveledDistance += Abs(move[1][1] - (move[0][0]*2 + 2))
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traveledDistance += Abs(move[1][1] - ((move[0][0]-1)*2 + 2))
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traveledDistance += move[0][1] + 1
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}
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board.energy += costs[amphoidType] * (traveledDistance)
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return board
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energy += costs[amphoidType] * (traveledDistance)
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return board, energy
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}
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func getPossibleMoves(board board) map[[2]int][][2]int {
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