Basic framework setup

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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sigonasr2 2 years ago
parent 29e05ef75f
commit d2a9653834
  1. BIN
      C++ProjectTemplate
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      input
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      main.cpp
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Blueprint 1: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 7 clay. Each geode robot costs 2 ore and 19 obsidian.
Blueprint 2: Each ore robot costs 2 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 20 clay. Each geode robot costs 4 ore and 18 obsidian.
Blueprint 3: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 3 ore and 20 clay. Each geode robot costs 2 ore and 10 obsidian.
Blueprint 4: Each ore robot costs 3 ore. Each clay robot costs 4 ore. Each obsidian robot costs 2 ore and 19 clay. Each geode robot costs 2 ore and 12 obsidian.
Blueprint 5: Each ore robot costs 3 ore. Each clay robot costs 4 ore. Each obsidian robot costs 3 ore and 20 clay. Each geode robot costs 3 ore and 14 obsidian.
Blueprint 6: Each ore robot costs 3 ore. Each clay robot costs 4 ore. Each obsidian robot costs 2 ore and 15 clay. Each geode robot costs 3 ore and 7 obsidian.
Blueprint 7: Each ore robot costs 3 ore. Each clay robot costs 3 ore. Each obsidian robot costs 2 ore and 19 clay. Each geode robot costs 2 ore and 20 obsidian.
Blueprint 8: Each ore robot costs 2 ore. Each clay robot costs 3 ore. Each obsidian robot costs 3 ore and 13 clay. Each geode robot costs 2 ore and 20 obsidian.
Blueprint 9: Each ore robot costs 2 ore. Each clay robot costs 2 ore. Each obsidian robot costs 2 ore and 8 clay. Each geode robot costs 2 ore and 14 obsidian.
Blueprint 10: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 2 ore and 11 clay. Each geode robot costs 3 ore and 14 obsidian.
Blueprint 11: Each ore robot costs 3 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 5 clay. Each geode robot costs 4 ore and 8 obsidian.
Blueprint 12: Each ore robot costs 3 ore. Each clay robot costs 3 ore. Each obsidian robot costs 2 ore and 16 clay. Each geode robot costs 2 ore and 18 obsidian.
Blueprint 13: Each ore robot costs 3 ore. Each clay robot costs 4 ore. Each obsidian robot costs 2 ore and 11 clay. Each geode robot costs 2 ore and 10 obsidian.
Blueprint 14: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 2 ore and 14 clay. Each geode robot costs 3 ore and 17 obsidian.
Blueprint 15: Each ore robot costs 3 ore. Each clay robot costs 3 ore. Each obsidian robot costs 3 ore and 19 clay. Each geode robot costs 3 ore and 17 obsidian.
Blueprint 16: Each ore robot costs 2 ore. Each clay robot costs 4 ore. Each obsidian robot costs 3 ore and 20 clay. Each geode robot costs 2 ore and 17 obsidian.
Blueprint 17: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 3 ore and 14 clay. Each geode robot costs 4 ore and 8 obsidian.
Blueprint 18: Each ore robot costs 2 ore. Each clay robot costs 3 ore. Each obsidian robot costs 3 ore and 9 clay. Each geode robot costs 3 ore and 9 obsidian.
Blueprint 19: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 2 ore and 10 clay. Each geode robot costs 3 ore and 14 obsidian.
Blueprint 20: Each ore robot costs 3 ore. Each clay robot costs 3 ore. Each obsidian robot costs 2 ore and 13 clay. Each geode robot costs 3 ore and 12 obsidian.
Blueprint 21: Each ore robot costs 4 ore. Each clay robot costs 3 ore. Each obsidian robot costs 4 ore and 15 clay. Each geode robot costs 4 ore and 9 obsidian.
Blueprint 22: Each ore robot costs 3 ore. Each clay robot costs 3 ore. Each obsidian robot costs 3 ore and 20 clay. Each geode robot costs 2 ore and 12 obsidian.
Blueprint 23: Each ore robot costs 4 ore. Each clay robot costs 3 ore. Each obsidian robot costs 4 ore and 19 clay. Each geode robot costs 4 ore and 12 obsidian.
Blueprint 24: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 15 clay. Each geode robot costs 3 ore and 8 obsidian.
Blueprint 25: Each ore robot costs 2 ore. Each clay robot costs 3 ore. Each obsidian robot costs 3 ore and 11 clay. Each geode robot costs 2 ore and 16 obsidian.
Blueprint 26: Each ore robot costs 3 ore. Each clay robot costs 4 ore. Each obsidian robot costs 3 ore and 17 clay. Each geode robot costs 3 ore and 7 obsidian.
Blueprint 27: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 3 ore and 7 clay. Each geode robot costs 3 ore and 20 obsidian.
Blueprint 28: Each ore robot costs 4 ore. Each clay robot costs 3 ore. Each obsidian robot costs 3 ore and 10 clay. Each geode robot costs 2 ore and 10 obsidian.
Blueprint 29: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 17 clay. Each geode robot costs 2 ore and 13 obsidian.
Blueprint 30: Each ore robot costs 4 ore. Each clay robot costs 3 ore. Each obsidian robot costs 4 ore and 20 clay. Each geode robot costs 4 ore and 8 obsidian.

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using namespace olc; using namespace olc;
class Example : public olc::PixelGameEngine struct Blueprint{
{ int oreRobotCost,clayRobotCost,obsidianRobotCost1,obsidianRobotCost2,geodeRobotCost1,geodeRobotCost2;
public: };
Example()
{
sAppName = "Example";
}
public:
bool RayVsRect(const vf2d ray_origin, const vf2d ray_dir, const olc::utils::geom2d::rect<float> target, vf2d&contact_point, vf2d&contact_normal, float&t_hit_near){
contact_normal = { 0, 0 };
contact_point = { 0, 0 };
vf2d t_near = {(target.pos.x - ray_origin.x) / ray_dir.x, (target.pos.y - ray_origin.y) / ray_dir.y};
vf2d t_far = {(target.pos.x + target.size.x - ray_origin.x) / ray_dir.x, (target.pos.y + target.size.y - ray_origin.y) / ray_dir.y};
if (t_near.x > t_far.x) {float b; b = t_near.x; t_near.x = t_far.x; t_far.x = b;};
if (t_near.y > t_far.y) {float b; b = t_near.y; t_near.y = t_far.y; t_far.y = b;};
if (t_near.x > t_far.y || t_near.y > t_far.x) return false;
t_hit_near = fmax(t_near.x, t_near.y);
float t_hit_far = fmin(t_far.x, t_far.y);
if (t_hit_far < 0) return false;
contact_point.x = ray_origin.x + t_hit_near * ray_dir.x;
contact_point.y = ray_origin.y + t_hit_near * ray_dir.y;
if (t_near.x > t_near.y) int runSimulation(Blueprint print){
if ( 1.0f / ray_dir.x < 0) int minute=0;
contact_normal = { 1, 0 }; int ore=0,clay=0,obsidian=0,geodes=0;
else int oreRobots=1/*We start with 1 free ore robot*/,clayRobots=0,obsidianRobots=0,geodeRobots=0;
contact_normal = { -1, 0};
else int oreRequired=print.oreRobotCost+print.clayRobotCost+print.obsidianRobotCost1+print.geodeRobotCost1;
if ( t_near.x < t_near.y) int clayRequired=print.obsidianRobotCost2;
if ( 1.0f / ray_dir.y < 0) int obsidianRequired=print.geodeRobotCost2;
contact_normal = { 0, 1 }; int geodeRequired=print.geodeRobotCost2;
else
contact_normal = { 0, -1 }; int totalRequired=oreRequired+clayRequired+obsidianRequired+1;
return true; float oreRatio=(float)oreRequired/totalRequired;
float clayRatio=(float)clayRequired/totalRequired;
float obsidianRatio=(float)obsidianRequired/totalRequired;
float geodeRatio=(float)1/totalRequired;
float orePct=0;
float clayPct=0;
float obsidianPct=0;
float geodePct=0;
for (int i=0;i<24;i++){
//Find out total robots needed for one geode robot.
//Geode: 2ore:19obsidian
//Obsidian 4ore:7clay
//Clay 4ore
//Ore 4ore
std::cout<<"Minute "<<i+1<<std::endl;
//14ore:7clay:19obsidian 30
ore+=oreRobots;
clay+=clayRobots;
obsidian+=obsidianRobots;
geodes+=geodeRobots;
if (oreRobots>0){
std::cout<<"Collected "<<oreRobots<<" ore ("<<ore<<")."<<std::endl;
}
if (clayRobots>0){
std::cout<<"Collected "<<clayRobots<<" clay ("<<clay<<")."<<std::endl;
}
if (obsidianRobots>0){
std::cout<<"Collected "<<obsidianRobots<<" obsidian ("<<obsidian<<")."<<std::endl;
}
if (geodeRobots>0){
std::cout<<"Collected "<<geodeRobots<<" geodes ("<<geodes<<")."<<std::endl;
}
int totalProduction=oreRobots+clayRobots+obsidianRobots+geodeRobots;
}
vf2d originPoint={16,16}; orePct=(float)oreRobots/totalProduction;
bool OnUserCreate() override clayPct=(float)clayRobots/totalProduction;
{ obsidianPct=(float)obsidianRobots/totalProduction;
// Called once at the start, so create things here geodePct=(float)geodeRobots/totalProduction;
return true;
} std::cout<<"Resource distribution (Ore/Clay/Obsidian/Geode) ("<<orePct<<"/"<<clayPct<<"/"<<obsidianPct<<"/"<<geodePct<<")"<<std::endl;
std::cout<<" Target distribution (Ore/Clay/Obsidian/Geode) ("<<oreRatio<<"/"<<clayRatio<<"/"<<obsidianRatio<<"/"<<geodeRatio<<")"<<std::endl;
bool OnUserUpdate(float fElapsedTime) override
{ if (ore>=print.geodeRobotCost1&&obsidian>=print.geodeRobotCost2&&geodePct<geodeRatio){
vf2d velocity={(GetKey(D).bHeld-GetKey(A).bHeld)*20*fElapsedTime,(GetKey(S).bHeld-GetKey(W).bHeld)*20*fElapsedTime}; geodeRobots++;
vf2d contact_point; ore-=print.geodeRobotCost1;
vf2d contact_normal; obsidian-=print.geodeRobotCost2;
float t_hit_near; std::cout<<" Built a geode robot ("<<geodeRobots<<" total)"<<std::endl;
} else
Clear(Pixel(64,64,255)); if (ore>=print.obsidianRobotCost1&&clay>=print.obsidianRobotCost2&&obsidianPct<obsidianRatio){
if (!olc::utils::geom2d::overlaps(olc::utils::geom2d::circle<float>{originPoint+velocity,5},olc::utils::geom2d::rect<float>{{32,32},{64,32}})) { //We can make an obsidian bot, so do so!
originPoint+=velocity; obsidianRobots++;
DrawCircle(originPoint,5); ore-=print.obsidianRobotCost1;
clay-=print.obsidianRobotCost2;
std::cout<<" Built an obsidian robot ("<<obsidianRobots<<" total)"<<std::endl;
} else
if(ore>=print.oreRobotCost&&orePct<oreRatio){
//Make an ore bot.
oreRobots++;
ore-=print.oreRobotCost;
std::cout<<" Built an ore robot ("<<oreRobots<<" total)"<<std::endl;
} else
if (ore>=print.clayRobotCost&&clayPct<clayRatio){
//Make a clay bot.
clayRobots++;
ore-=print.clayRobotCost;
std::cout<<" Built a clay robot ("<<clayRobots<<" total)"<<std::endl;
} else { } else {
DrawCircle(originPoint,5,RED);
std::cout<<" Decided not to make anything this turn..."<<std::endl;
} }
DrawLine(originPoint,GetMousePos()); }
return geodes;
DrawRect({32,32},{64,32},RayVsRect(originPoint, GetMousePos()-originPoint, olc::utils::geom2d::rect<float>{{32,32},{64,32}},contact_point,contact_normal,t_hit_near)&&t_hit_near<1?YELLOW:WHITE); }
return true;
}
};
int main() int main()
{ {
Example demo; std::ifstream file("input");
if (demo.Construct(128, 120, 8, 8)) std::vector<Blueprint>blueprints;
demo.Start(); while (file.good()){
std::string line;
std::getline(file,line);
std::cout<<line<<std::endl;
if (line.length()>0){
Blueprint newBlueprint;
int marker=0;
for (int i=0;i<6;i++){
marker=line.find(' ',marker+1);
}
newBlueprint.oreRobotCost=std::atoi(line.substr(marker+1,line.find(' ',marker+1)-marker).c_str());
for (int i=0;i<6;i++){
marker=line.find(' ',marker+1);
}
newBlueprint.clayRobotCost=std::atoi(line.substr(marker+1,line.find(' ',marker+1)-marker).c_str());
for (int i=0;i<6;i++){
marker=line.find(' ',marker+1);
}
newBlueprint.obsidianRobotCost1=std::atoi(line.substr(marker+1,line.find(' ',marker+1)-marker).c_str());
for (int i=0;i<3;i++){
marker=line.find(' ',marker+1);
}
newBlueprint.obsidianRobotCost2=std::atoi(line.substr(marker+1,line.find(' ',marker+1)-marker).c_str());
for (int i=0;i<6;i++){
marker=line.find(' ',marker+1);
}
newBlueprint.geodeRobotCost1=std::atoi(line.substr(marker+1,line.find(' ',marker+1)-marker).c_str());
for (int i=0;i<3;i++){
marker=line.find(' ',marker+1);
}
newBlueprint.geodeRobotCost2=std::atoi(line.substr(marker+1,line.find(' ',marker+1)-marker).c_str());
std::cout<<"Blueprint "<<blueprints.size()+1<<std::endl;
std::cout<<"Ore Robot Ore Cost: "<<newBlueprint.oreRobotCost<<std::endl;
std::cout<<"Clay Robot Ore Cost: "<<newBlueprint.clayRobotCost<<std::endl;
std::cout<<"Obsidian Robot Ore Cost: "<<newBlueprint.obsidianRobotCost1<<std::endl;
std::cout<<"Obsidian Robot Clay Cost: "<<newBlueprint.obsidianRobotCost2<<std::endl;
std::cout<<"Geode Robot Ore Cost: "<<newBlueprint.geodeRobotCost1<<std::endl;
std::cout<<"Geode Robot Obsidian Cost: "<<newBlueprint.geodeRobotCost2<<std::endl;
blueprints.push_back(newBlueprint);
}
}
int sum=0;
for (int i=0;i<blueprints.size();i++){
sum+=(i+1)*runSimulation(blueprints[i]);
}
return 0; return 0;
} }

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