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156 lines
4.7 KiB
Zig
156 lines
4.7 KiB
Zig
1 year ago
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const std = @import("std");
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const Score = enum { FiveOfAKind, FourOfAKind, FullHouse, ThreeOfAKind, TwoPair, OnePair, HighCard };
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const Hand = struct { cards: std.ArrayList(u8), score: Score, bid: u16 };
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pub fn main() !void {
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const content = @embedFile("data.txt");
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var lines = std.mem.split(u8, content, "\n");
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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const allocator = gpa.allocator();
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var hands = std.ArrayList(Hand).init(allocator);
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defer hands.deinit();
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while (lines.next()) |l| {
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if (l.len == 0) { // TODO: really gotta figure this out
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break;
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}
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var cards = std.ArrayList(u8).init(allocator);
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for (0..5) |i| {
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try cards.append(cardValue(l[i]));
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}
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const bid = try std.fmt.parseInt(u16, l[6..], 10);
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const hand = Hand{ .cards = cards, .score = try findScore(cards), .bid = bid };
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try hands.append(hand);
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}
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// sort hands by score
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var sortedHands = try hands.toOwnedSlice();
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std.sort.insertion(Hand, sortedHands, {}, compareHands);
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// sum up winnings
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var winnings: u32 = 0;
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for (sortedHands, 1..) |hand, i| {
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winnings += hand.bid * @as(u32, @intCast(i));
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}
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std.debug.print("Part 1 {?d}\n", .{winnings});
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// Part 2
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var hands2 = std.ArrayList(Hand).init(allocator);
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defer hands2.deinit();
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// Augment the scores
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for (sortedHands) |hand| {
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try hands2.append(try augmentHand(hand, allocator));
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}
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// sort hands by score
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var sortedHands2 = try hands2.toOwnedSlice();
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std.sort.insertion(Hand, sortedHands2, {}, compareHands);
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// sum up winnings
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var winnings2: u32 = 0;
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for (sortedHands2, 1..) |hand, i| {
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winnings2 += hand.bid * @as(u32, @intCast(i));
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}
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std.debug.print("Part 2 {?d}\n", .{winnings2});
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}
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// for part 2, update the score now that J is wild
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fn augmentHand(hand: Hand, allocator: std.mem.Allocator) !Hand {
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var numJokers: u8 = 0;
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for (hand.cards.items) |c| {
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if (c == 11) {
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numJokers += 1;
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}
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}
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var cards = std.ArrayList(u8).init(allocator);
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for (hand.cards.items) |card| {
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const newCard = if (card == 11) 1 else card;
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try cards.append(newCard);
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}
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if (numJokers == 0) {
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return Hand{ .cards = hand.cards, .score = hand.score, .bid = hand.bid };
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}
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var score = switch (hand.score) {
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Score.FiveOfAKind => Score.FiveOfAKind,
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Score.FourOfAKind => Score.FiveOfAKind,
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Score.FullHouse => Score.FiveOfAKind,
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Score.ThreeOfAKind => Score.FourOfAKind,
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Score.TwoPair => switch (numJokers) {
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2 => Score.FourOfAKind,
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else => Score.FullHouse,
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},
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Score.OnePair => Score.ThreeOfAKind,
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Score.HighCard => Score.OnePair,
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};
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return Hand{ .cards = cards, .score = score, .bid = hand.bid };
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}
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fn compareHands(_: void, a: Hand, b: Hand) bool {
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const aScore = @intFromEnum(a.score);
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const bScore = @intFromEnum(b.score);
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if (aScore > bScore) {
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return true;
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} else if (aScore < bScore) {
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return false;
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} else {
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for (0..5) |i| {
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const aVal = a.cards.items[i];
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const bVal = b.cards.items[i];
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if (aVal == bVal) {
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continue;
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}
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return aVal < bVal;
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}
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}
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return true;
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}
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// Convert A, K, Q, etc. to 14, 13, 12, etc.
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fn cardValue(c: u8) u8 {
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return switch (c) {
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'A' => 14,
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'K' => 13,
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'Q' => 12,
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'J' => 11,
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'T' => 10,
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else => c - 48,
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};
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}
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fn findScore(cards: std.ArrayList(u8)) !Score {
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// make a copy and sort it
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var copy = try cards.clone();
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std.sort.insertion(u8, copy.items, {}, comptime std.sort.asc(u8));
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var c = copy.items; // so much typing
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// I thought about using a map of some kind to count pairs.. but this isn't too bad
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if (std.mem.eql(u8, c[0..4], c[1..5])) {
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return Score.FiveOfAKind;
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} else if ((c[0] == c[1] and c[1] == c[2] and c[2] == c[3]) or (c[1] == c[2] and c[2] == c[3] and c[3] == c[4])) {
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return Score.FourOfAKind;
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} else if ((c[0] == c[1] and c[1] == c[2] and c[3] == c[4]) or (c[2] == c[3] and c[3] == c[4] and c[0] == c[1])) {
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return Score.FullHouse;
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} else if ((c[0] == c[1] and c[1] == c[2]) or (c[1] == c[2] and c[2] == c[3]) or (c[2] == c[3] and c[3] == c[4])) {
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return Score.ThreeOfAKind;
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} else if ((c[0] == c[1] and c[2] == c[3]) or (c[0] == c[1] and c[3] == c[4]) or (c[1] == c[2] and c[3] == c[4])) {
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return Score.TwoPair;
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} else if (c[0] == c[1] or c[1] == c[2] or c[2] == c[3] or c[3] == c[4]) {
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return Score.OnePair;
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} else {
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return Score.HighCard;
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}
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}
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