105 lines
5.9 KiB
Markdown
105 lines
5.9 KiB
Markdown
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# Day 7: Camel Cards
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Your all-expenses-paid trip turns out to be a one-way, five-minute ride in an airship.
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(At least it's a cool airship!) It drops you off at the edge of a vast desert and descends back to Island Island.
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"Did you bring the parts?"
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You turn around to see an Elf completely covered in white clothing, wearing goggles, and riding a large camel.
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"Did you bring the parts?" she asks again, louder this time. You aren't sure what parts she's looking for;
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you're here to figure out why the sand stopped.
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"The parts! For the sand, yes! Come with me; I will show you." She beckons you onto the camel.
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After riding a bit across the sands of Desert Island, you can see what look like very large rocks covering half of the horizon.
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The Elf explains that the rocks are all along the part of Desert Island that is directly above Island Island,
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making it hard to even get there. Normally, they use big machines to move the rocks and filter the sand,
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but the machines have broken down because Desert Island recently stopped receiving the parts they need to fix the machines.
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You've already assumed it'll be your job to figure out why the parts stopped when she asks if you can help. You agree automatically.
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Because the journey will take a few days, she offers to teach you the game of Camel Cards. Camel Cards is sort of similar to poker except it's designed to be easier to play while riding a camel.
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In Camel Cards, you get a list of hands, and your goal is to order them based on the strength of each hand.
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A hand consists of five cards labeled one of `A`, `K`, `Q`, `J`, `T`, `9`, `8`, `7`, `6`, `5`, `4`, `3`, or `2`.
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The relative strength of each card follows this order, where `A` is the highest and `2` is the lowest.
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Every hand is exactly one type. From strongest to weakest, they are:
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- Five of a kind, where all five cards have the same label: AAAAA
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- Four of a kind, where four cards have the same label and one card has a different label: AA8AA
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- Full house, where three cards have the same label, and the remaining two cards share a different label: 23332
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- Three of a kind, where three cards have the same label, and the remaining two cards are each different from any other card in the hand: TTT98
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- Two pair, where two cards share one label, two other cards share a second label, and the remaining card has a third label: 23432
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- One pair, where two cards share one label, and the other three cards have a different label from the pair and each other: A23A4
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- High card, where all cards' labels are distinct: 23456
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Hands are primarily ordered based on type; for example, every full house is stronger than any three of a kind.
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If two hands have the same type, a second ordering rule takes effect.
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Start by comparing the first card in each hand. If these cards are different, the hand with the stronger first card is considered stronger.
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If the first card in each hand have the same label, however, then move on to considering the second card in each hand.
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If they differ, the hand with the higher second card wins;
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otherwise, continue with the third card in each hand, then the fourth, then the fifth.
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So, `33332` and `2AAAA` are both four of a kind hands, but `33332` is stronger because its first card is stronger.
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Similarly, `77888` and `77788` are both a full house, but `77888` is stronger because its third card is stronger
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(and both hands have the same first and second card).
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To play Camel Cards, you are given a list of hands and their corresponding bid (your puzzle input). For example:
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```
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32T3K 765
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T55J5 684
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KK677 28
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KTJJT 220
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QQQJA 483
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```
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This example shows five hands; each hand is followed by its bid amount.
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Each hand wins an amount equal to its bid multiplied by its rank, where the weakest hand gets rank 1,
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the second-weakest hand gets rank 2, and so on up to the strongest hand.
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Because there are five hands in this example, the strongest hand will have rank 5 and its bid will be multiplied by 5.
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So, the first step is to put the hands in order of strength:
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- `32T3K` is the only one pair and the other hands are all a stronger type, so it gets rank 1.
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- `KK677` and `KTJJT` are both two pair. Their first cards both have the same label, but the second card of `KK677` is stronger (K vs T), so `KTJJT` gets rank 2 and `KK677` gets rank 3.
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- `T55J5` and `QQQJA` are both three of a kind. `QQQJA` has a stronger first card, so it gets rank 5 and `T55J5` gets rank 4.
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Now, you can determine the total winnings of this set of hands by adding up the result of multiplying each hand's bid with its rank (765 * 1 + 220 * 2 + 28 * 3 + 684 * 4 + 483 * 5). So the total winnings in this example are 6440.
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Find the rank of every hand in your set. What are the total winnings?
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## Part Two
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To make things a little more interesting, the Elf introduces one additional rule.
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Now, J cards are jokers - wildcards that can act like whatever card would make the hand the strongest type possible.
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To balance this, `J` cards are now the weakest individual cards, weaker even than `2`.
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The other cards stay in the same order: `A`, `K`, `Q`, `T`, `9`, `8`, `7`, `6`, `5`, `4`, `3`, `2`, `J`.
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`J` cards can pretend to be whatever card is best for the purpose of determining hand type;
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for example, `QJJQ2` is now considered four of a kind.
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However, for the purpose of breaking ties between two hands of the same type, `J` is always treated as `J`,
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not the card it's pretending to be: `JKKK2` is weaker than `QQQQ2` because `J` is weaker than `Q`.
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Now, the above example goes very differently:
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```
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32T3K 765
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T55J5 684
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KK677 28
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KTJJT 220
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QQQJA 483
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```
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- 32T3K is still the only one pair; it doesn't contain any jokers, so its strength doesn't increase.
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- KK677 is now the only two pair, making it the second-weakest hand.
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- T55J5, KTJJT, and QQQJA are now all four of a kind! T55J5 gets rank 3, QQQJA gets rank 4, and KTJJT gets rank 5.
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With the new joker rule, the total winnings in this example are 5905.
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Using the new joker rule, find the rank of every hand in your set. What are the new total winnings?
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