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all: solve | ||
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solve: solve.hs | ||
ghc -o solve solve.hs | ||
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clean: | ||
rm -f solve *.o *.hi |
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# Day 13: Care Package | ||
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## Part One | ||
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As you ponder the solitude of space and the ever-increasing three-hour roundtrip for messages between you and Earth, you notice that the Space Mail Indicator Light is blinking. To help keep you sane, the Elves have sent you a care package. | ||
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It's a new game for the ship's arcade cabinet! Unfortunately, the arcade is all the way on the other end of the ship. Surely, it won't be hard to build your own - the care package even comes with schematics. | ||
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The arcade cabinet runs Intcode software like the game the Elves sent (your puzzle input). It has a primitive screen capable of drawing square tiles on a grid. The software draws tiles to the screen with output instructions: every three output instructions specify the x position (distance from the left), y position (distance from the top), and tile id. The tile id is interpreted as follows: | ||
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``` | ||
0 is an empty tile. No game object appears in this tile. | ||
1 is a wall tile. Walls are indestructible barriers. | ||
2 is a block tile. Blocks can be broken by the ball. | ||
3 is a horizontal paddle tile. The paddle is indestructible. | ||
4 is a ball tile. The ball moves diagonally and bounces off objects. | ||
``` | ||
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For example, a sequence of output values like 1,2,3,6,5,4 would draw a horizontal paddle tile (1 tile from the left and 2 tiles from the top) and a ball tile (6 tiles from the left and 5 tiles from the top). | ||
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Start the game. How many block tiles are on the screen when the game exits? | ||
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## Part Two | ||
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The game didn't run because you didn't put in any quarters. Unfortunately, you did not bring any quarters. Memory address 0 represents the number of quarters that have been inserted; set it to 2 to play for free. | ||
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The arcade cabinet has a joystick that can move left and right. The software reads the position of the joystick with input instructions: | ||
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``` | ||
If the joystick is in the neutral position, provide 0. | ||
If the joystick is tilted to the left, provide -1. | ||
If the joystick is tilted to the right, provide 1. | ||
``` | ||
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The arcade cabinet also has a segment display capable of showing a single number that represents the player's current score. When three output instructions specify X=-1, Y=0, the third output instruction is not a tile; the value instead specifies the new score to show in the segment display. For example, a sequence of output values like -1,0,12345 would show 12345 as the player's current score. | ||
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Beat the game by breaking all the blocks. What is your score after the last block is broken? |
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{-# Language RecordWildCards #-} | ||
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import Data.Maybe | ||
import Data.List | ||
import qualified Data.Map as Map | ||
import Data.List.Split | ||
import Data.Vector (Vector, (!), (//), toList, fromList) | ||
import System.Environment | ||
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type Memory = Map.Map Integer Integer | ||
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data MemoryMessVm = MemoryMessVm { | ||
pc :: Integer, | ||
rb :: Integer, | ||
mem :: Memory, | ||
halt :: Bool | ||
} | ||
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data Param = Ref Integer | Val Integer | RbRef Integer deriving (Show, Eq) | ||
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data Instruction = | ||
Add Param Param Param | ||
| Mul Param Param Param | ||
| Input Param | ||
| Output Param | ||
| JmpZero Param Param | ||
| JmpNz Param Param | ||
| CmpLe Param Param Param | ||
| CmpEq Param Param Param | ||
| SetRb Param | ||
| Halt | ||
deriving (Show, Eq) | ||
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data StepSideEffect = | ||
StepHalt MemoryMessVm | ||
| StepInput (Integer -> MemoryMessVm) | ||
| StepOutput Integer MemoryMessVm | ||
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fetch :: Memory -> Integer -> Integer | ||
fetch mem index = Map.findWithDefault 0 index mem | ||
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save :: Memory -> Integer -> Integer -> Memory | ||
save mem index value = Map.insert index value mem | ||
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evalParam :: MemoryMessVm -> Param -> Integer | ||
evalParam vm@MemoryMessVm{..} (Ref x) = fetch mem x | ||
evalParam vm@MemoryMessVm{..} (RbRef x) = fetch mem (rb + x) | ||
evalParam vm@MemoryMessVm{..} (Val x) = x | ||
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updateMem :: MemoryMessVm -> Param -> Integer -> Memory | ||
updateMem vm@MemoryMessVm{..} (Ref x) value = save mem x value | ||
updateMem vm@MemoryMessVm{..} (RbRef x) value = save mem (rb + x) value | ||
updateMem vm@MemoryMessVm{..} (Val _) _ = error "unavaiable" | ||
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currentValue :: MemoryMessVm -> Integer -> Integer | ||
currentValue vm@MemoryMessVm{..} i = fetch mem (pc + i) | ||
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param :: Integer -> Integer -> Param | ||
param 0 x = Ref x | ||
param 1 x = Val x | ||
param 2 x = RbRef x | ||
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currentInstruction :: MemoryMessVm -> Instruction | ||
currentInstruction vm = case opCode of | ||
1 -> Add (param' 1) (param' 2) (param' 3) | ||
2 -> Mul (param' 1) (param' 2) (param' 3) | ||
3 -> Input (param' 1) | ||
4 -> Output (param' 1) | ||
5 -> JmpNz (param' 1) (param' 2) | ||
6 -> JmpZero (param' 1) (param' 2) | ||
7 -> CmpLe (param' 1) (param' 2) (param' 3) | ||
8 -> CmpEq (param' 1) (param' 2) (param' 3) | ||
9 -> SetRb (param' 1) | ||
99 -> Halt | ||
x -> error ("Unknown op " ++ show x) | ||
where opCode = val 0 `mod` 100 | ||
getMode i x = x `div` (10^i) `mod` 10 | ||
val = currentValue vm | ||
param' i = param (getMode (i+1) (val 0)) (val i) | ||
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evalOp :: MemoryMessVm -> Instruction -> MemoryMessVm | ||
evalOp vm@MemoryMessVm{..} inst = case inst of | ||
Add a b out -> vm{ pc = pc + 4, mem = updateMem vm out (op a + op b) } | ||
Mul a b out -> vm{ pc = pc + 4, mem = updateMem vm out (op a * op b) } | ||
JmpNz a b -> evalJmp (/=0) a b | ||
JmpZero a b -> evalJmp (==0) a b | ||
CmpLe a b out -> evalCmp (<) a b out | ||
CmpEq a b out -> evalCmp (==) a b out | ||
SetRb out -> vm { pc = pc + 2, rb = rb + (op out) } | ||
where | ||
op = evalParam vm | ||
evalJmp f a b | ||
| f . op $ a = vm { pc = op b } | ||
| otherwise = vm { pc = pc + 3 } | ||
evalCmp f a b out = | ||
let val = if f (op a) (op b) then 1 else 0 | ||
in vm { pc = pc + 4, mem = updateMem vm out val } | ||
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execute :: MemoryMessVm -> StepSideEffect | ||
execute vm@MemoryMessVm{..} = case current of | ||
Halt -> StepHalt vm { halt = True } | ||
Input out -> StepInput (\stdin -> vm { pc = pc + 2, mem = updateMem vm out stdin }) | ||
Output o -> StepOutput (evalParam vm o) (vm { pc = pc + 2 }) | ||
_ -> execute . evalOp vm $ current | ||
where current = currentInstruction vm | ||
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parseNumberList :: String -> [Integer] | ||
parseNumberList = map toInteger . splitOn "," | ||
where toInteger = read::String->Integer | ||
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loadProgram :: [Integer] -> MemoryMessVm | ||
loadProgram program = MemoryMessVm { | ||
pc = 0, rb = 0, mem = mem, halt = False } | ||
where mem = Map.fromList . zip [0..] $ program | ||
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data SideEffect = | ||
EffectInput (Integer -> SideEffect) | ||
| EffectOutput Integer SideEffect | ||
| EffectHalt | ||
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exec :: MemoryMessVm -> SideEffect | ||
exec vm = case execute vm of | ||
StepHalt _ -> EffectHalt | ||
StepInput f -> EffectInput (exec . f) | ||
StepOutput o vm' -> EffectOutput o (exec vm') | ||
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data Tile = Empty | Wall | Block | Paddle | Ball deriving (Show, Eq) | ||
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tile :: Integer -> Tile | ||
tile 0 = Empty | ||
tile 1 = Wall | ||
tile 2 = Block | ||
tile 3 = Paddle | ||
tile 4 = Ball | ||
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loadTiles :: MemoryMessVm -> [((Integer, Integer), Tile)] | ||
loadTiles vm = loadTiles' (exec vm) | ||
where loadTiles' EffectHalt = [] | ||
loadTiles' (EffectOutput x (EffectOutput y (EffectOutput id e))) = ((x, y), tile id):(loadTiles' e) | ||
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data GameState = GameState { | ||
score :: Integer, | ||
ballX :: Maybe Integer, | ||
paddleX :: Maybe Integer | ||
}; | ||
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play :: MemoryMessVm -> Integer | ||
play vm = play' newGame (exec vm) | ||
where newGame = GameState { score = 0, ballX = Nothing, paddleX = Nothing } | ||
play' game@GameState{..} effect = case effect of | ||
EffectHalt -> score | ||
(EffectOutput (-1) (EffectOutput 0 (EffectOutput score' e))) -> play' game{ score = score' } e | ||
(EffectOutput x (EffectOutput _ (EffectOutput id e))) -> case tile id of | ||
Ball -> play' game{ ballX = Just x } e | ||
Paddle -> play' game{ paddleX = Just x} e | ||
_ -> play' game e | ||
(EffectInput f) | ||
| ballX > paddleX -> play' game (f 1) | ||
| ballX < paddleX -> play' game (f (-1)) | ||
| otherwise -> play' game (f 0) | ||
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solve :: String -> Int | ||
solve input = length . filter (==Block) . map snd . loadTiles $ vm | ||
where startup = parseNumberList $ input | ||
vm = loadProgram startup | ||
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solve2 :: String -> Integer | ||
solve2 input = play vm{mem = initMem} | ||
where startup = parseNumberList $ input | ||
vm = loadProgram startup | ||
initMem = save (mem vm) 0 2 | ||
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main :: IO () | ||
main = do | ||
[f] <- getArgs | ||
content <- readFile f | ||
putStrLn . show . solve $ content | ||
putStrLn . show . solve2 $ content |