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@ -10,7 +10,7 @@ namespace {
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auto Compute(Machine machine, ValueType x, ValueType y) {
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machine.At(1) = x;
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machine.At(2) = y;
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machine.Step();
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Step(machine);
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return machine.At(0);
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}
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@ -18,7 +18,7 @@ auto Compute(Machine machine, ValueType d) -> ValueType {
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last_output = arg.val;
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return true;
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}},
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machine.Step()));
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Step(machine)));
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return last_output;
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}
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@ -14,7 +14,7 @@ template <class R> auto Controller(Machine machine, R const ¶ms) {
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std::vector<Machine> amps;
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for (auto p : params) {
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auto m = machine;
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std::get<Input>(m.Step()).pos = p;
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std::get<Input>(Step(m)).pos = p;
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amps.push_back(std::move(m));
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}
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return amps;
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@ -23,10 +23,10 @@ template <class R> auto Controller(Machine machine, R const ¶ms) {
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template <class R>
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auto Feed(R &&s, ValueType start) -> std::optional<ValueType> {
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for (auto &m : amps) {
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auto i = m.Step();
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auto i = Step(m);
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if (auto p = std::get_if<Input>(&i)) {
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p->pos = start;
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start = std::get<Output>(m.Step()).val;
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start = std::get<Output>(Step(m)).val;
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} else {
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return {};
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}
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@ -18,7 +18,7 @@ auto Compute(Machine machine, ValueType d) -> ValueType {
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output = arg.val;
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return false;
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}},
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machine.Step()));
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Step(machine)));
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return output;
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}
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@ -19,15 +19,15 @@ auto Compute(Machine machine, ValueType start)
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ValueType dy {-1};
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for (;;) {
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auto effect = machine.Step();
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auto effect = Step(machine);
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if (std::holds_alternative<Halt>(effect)) {
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return paint;
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}
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std::get<Input>(effect).pos = paint[here];
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paint[here] = std::get<Output>(machine.Step()).val;
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auto dir = std::get<Output>(machine.Step()).val;
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paint[here] = std::get<Output>(Step(machine)).val;
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auto dir = std::get<Output>(Step(machine)).val;
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std::swap(dx, dy);
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if (dir) {
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12
day13.cpp
12
day13.cpp
@ -15,13 +15,13 @@ auto Compute1(Machine machine)
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std::set<Coord> screen;
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for (;;) {
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auto effect = machine.Step();
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auto effect = Step(machine);
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if (std::holds_alternative<Halt>(effect)) {
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return screen.size();
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}
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auto x = std::get<Output>(effect).val;
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auto y = std::get<Output>(machine.Step()).val;
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auto v = std::get<Output>(machine.Step()).val;
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auto y = std::get<Output>(Step(machine)).val;
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auto v = std::get<Output>(Step(machine)).val;
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if (2 == v) { screen.insert({x,y}); } else { screen.erase({x,y}); }
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}
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@ -34,7 +34,7 @@ auto Compute2(Machine machine) {
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machine.At(0) = 2;
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for(;;) {
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auto effect = machine.Step();
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auto effect = Step(machine);
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if (std::holds_alternative<Halt>(effect)) {
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return score;
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} else if (auto i = std::get_if<Input>(&effect)) {
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@ -42,8 +42,8 @@ auto Compute2(Machine machine) {
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: paddleX > ballX ? -1 : 0;
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} else {
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auto x = std::get<Output>(effect).val;
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auto y = std::get<Output>(machine.Step()).val;
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auto v = std::get<Output>(machine.Step()).val;
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auto y = std::get<Output>(Step(machine)).val;
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auto v = std::get<Output>(Step(machine)).val;
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if (-1 == x && 0 == y) {
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score = v;
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76
day15.cpp
76
day15.cpp
@ -4,6 +4,7 @@
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#include <tuple>
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#include <map>
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#include <deque>
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#include <vector>
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#include <intcode.hpp>
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using namespace intcode;
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@ -13,46 +14,65 @@ namespace {
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using Coord = std::pair<ValueType, ValueType>;
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auto Compute(Machine machine) -> std::pair<int,int> {
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int part1 = 0;
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int part2 = 0;
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Coord here {0,0};
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std::map<Coord, ValueType> world;
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std::map<Coord, ValueType> world {{{0,0},1}};
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std::deque<std::tuple<int, Coord, Machine>> todo {{0, {0,0}, std::move(machine)}};
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using State = std::tuple<Coord, Machine>;
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auto action = [&world, &todo](Machine m, int steps, ValueType cmd, Coord coord) {
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std::vector<State> layer {{{0,0}, std::move(machine)}};
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std::vector<State> next_layer;
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auto action = [&](Machine m, ValueType cmd, Coord coord) {
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if (!world.contains(coord)) {
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std::get<Input>(m.Step()).pos = cmd;
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auto o = std::get<Output>(m.Step()).val;
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std::get<Input>(Step(m)).pos = cmd;
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auto o = std::get<Output>(Step(m)).val;
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world[coord] = o;
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if (o) {
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todo.emplace_back(steps + 1, coord, std::move(m));
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next_layer.emplace_back(coord, std::move(m));
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}
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}
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};
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while (!todo.empty()) {
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auto [steps, here, machine] = todo.front();
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auto [x,y] = here;
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todo.pop_front();
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if (2 == world[here]) {
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part1 = steps;
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todo.clear();
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world.clear();
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world[here] = 2;
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steps = 0;
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part2 = 0;
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int part1 = 0;
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while (!layer.empty()) {
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for (auto && s : layer) {
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auto& [loc, m] = s;
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if (2 == world[loc]) {
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world.clear();
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world[loc] = 2;
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auto start = std::move(m);
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layer.clear();
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layer.push_back({loc, std::move(start)});
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goto loop2;
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}
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auto [x,y] = loc;
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action(m, 1, {x,y-1});
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action(m, 2, {x,y+1});
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action(m, 3, {x-1,y});
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action(std::move(m), 4, {x+1,y});
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}
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part2 = std::max(part2, steps);
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action(machine, steps, 1, {x,y-1});
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action(machine, steps, 2, {x,y+1});
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action(machine, steps, 3, {x-1,y});
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action(std::move(machine), steps, 4, {x+1,y});
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layer = std::move(next_layer);
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next_layer.clear();
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part1++;
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}
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return {part1,part2};
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loop2:
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int part2 = 0;
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while (!layer.empty()) {
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for (auto && s : layer) {
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auto& [loc, m] = s;
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auto [x,y] = loc;
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action(m, 1, {x,y-1});
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action(m, 2, {x,y+1});
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action(m, 3, {x-1,y});
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action(std::move(m), 4, {x+1,y});
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}
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layer = std::move(next_layer);
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next_layer.clear();
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part2++;
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}
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return {part1, part2-1};
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}
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} // namespace
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@ -36,9 +36,6 @@ public:
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Machine();
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explicit Machine(std::vector<ValueType> ram);
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/// Advance machine until next side effect
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auto Step() -> std::variant<Input, Output, Halt>;
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/// Access memory at absolute address
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/// @param address
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/// @return reference to memory at given address
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@ -48,8 +45,14 @@ public:
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/// @param offset from base pointer
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/// @return reference to memory at given offset
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auto Rel(std::size_t offset) -> ValueType &;
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auto Next() -> ValueType &;
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auto Goto(std::size_t address) -> void;
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auto Rebase(std::size_t offset) -> void;
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};
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auto Step(Machine & m) -> std::variant<Input, Output, Halt>;
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struct BadInstruction : public std::runtime_error {
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explicit BadInstruction(char const* what);
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};
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113
lib/intcode.cpp
113
lib/intcode.cpp
@ -11,23 +11,6 @@ Machine::Machine() : rom_{}, ram_{}, pc_{0}, base_{0} {}
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Machine::Machine(std::vector<ValueType> ram)
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: rom_{ram}, ram_{}, pc_{0}, base_{0} {}
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namespace {
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auto Ref(Machine & m, ValueType instruction, std::size_t k, ValueType p)
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-> ValueType & {
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auto &v = m.At(k);
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switch (instruction / p % 10) {
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case 0:
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return m.At(v);
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case 1:
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return v;
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case 2:
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return m.Rel(v);
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default:
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throw BadInstruction{"invalid addressing mode"};
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}
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}
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}
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auto Machine::At(std::size_t i) -> ValueType & {
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return i < rom_.size() ? rom_[i] : ram_[i];
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}
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@ -36,57 +19,95 @@ auto Machine::Rel(std::size_t i) -> ValueType & {
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return At(base_ + i);
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}
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auto Machine::Step() -> std::variant<Input, Output, Halt> {
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auto Machine::Rebase(std::size_t offset) -> void {
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base_ += offset;
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}
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auto Machine::Next() -> ValueType & {
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return At(pc_++);
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}
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auto Machine::Goto(std::size_t address) -> void {
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pc_ = address;
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}
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auto Step(Machine & m) -> std::variant<Input, Output, Halt> {
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for (;;) {
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auto instruction = At(pc_);
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auto a = [=]() -> auto & { return Ref(*this, instruction, pc_+1, 100); };
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auto b = [=]() -> auto & { return Ref(*this, instruction, pc_+2, 1000); };
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auto c = [=]() -> auto & { return Ref(*this, instruction, pc_+3, 10000); };
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auto instruction = m.Next();
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auto modes = instruction / 10;
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auto arg = [&]() -> ValueType & {
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auto &v = m.Next();
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switch ((modes /= 10) % 10) {
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case 0:
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return m.At(v);
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case 1:
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return v;
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case 2:
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return m.Rel(v);
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default:
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throw BadInstruction{"invalid addressing mode"};
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}
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};
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switch (instruction % 100) {
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case 1:
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c() = a() + b();
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pc_ += 4;
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case 1: {
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auto a = arg();
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auto b = arg();
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auto& c = arg();
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c = a + b;
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break;
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}
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case 2:
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c() = a() * b();
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pc_ += 4;
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case 2: {
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auto a = arg();
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auto b = arg();
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auto& c = arg();
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c = a * b;
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break;
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}
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case 3: {
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auto &pos = a();
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pc_ += 2;
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return Input{pos};
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return Input{arg()};
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}
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case 4: {
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auto val = a();
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pc_ += 2;
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return Output{val};
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return Output{arg()};
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}
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case 5:
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pc_ = a() ? b() : pc_ + 3;
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case 5: {
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auto a = arg();
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auto b = arg();
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if (a) { m.Goto(b); }
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break;
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}
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case 6:
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pc_ = a() ? pc_ + 3 : b();
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case 6: {
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auto a = arg();
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auto b = arg();
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if (!a) { m.Goto(b); }
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break;
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}
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case 7:
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c() = a() < b();
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pc_ += 4;
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case 7: {
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auto a = arg();
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auto b = arg();
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auto& c = arg();
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c = a < b;
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break;
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}
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case 8:
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c() = a() == b();
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pc_ += 4;
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case 8: {
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auto a = arg();
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auto b = arg();
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auto& c = arg();
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c = a == b;
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break;
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}
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case 9:
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base_ += a();
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pc_ += 2;
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m.Rebase(arg());
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break;
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case 99:
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