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Author | SHA1 | Date | |
---|---|---|---|
Bruno BELANYI | 1392358ada | ||
Bruno BELANYI | 076126ec41 | ||
Bruno BELANYI | 64ae3b2a59 | ||
Bruno BELANYI | 69055425f0 |
186
2022/d19/ex1/ex1.py
Executable file
186
2022/d19/ex1/ex1.py
Executable file
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@ -0,0 +1,186 @@
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#!/usr/bin/env python
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import dataclasses
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import enum
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import itertools
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import sys
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from collections import deque
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from collections.abc import Iterable, Iterator, Mapping
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from typing import NamedTuple, Optional, TypeVar
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T = TypeVar("T")
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def grouper(iterable: Iterable[T], n: int) -> Iterator[tuple[T, ...]]:
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"Collect data into non-overlapping fixed-length chunks or blocks"
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args = [iter(iterable)] * n
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return zip(*args, strict=True)
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class Resource(str, enum.Enum):
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GEODE = "geode"
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OBSIDIAN = "obsidian"
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CLAY = "clay"
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ORE = "ore"
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class ResourceCost(Mapping[Resource, int]):
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_dict: dict[Resource, int]
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_hash: Optional[int]
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def __init__(self, init: Mapping[Resource, int] = {}, /) -> None:
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self._dict = {res: init.get(res, 0) for res in Resource}
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self._hash = None
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assert all(self._dict[res] >= 0 for res in Resource) # Sanity check
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def __getitem__(self, key: Resource, /) -> int:
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return self._dict[key]
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def __iter__(self) -> Iterator[Resource]:
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return iter(Resource) # Always use same Resource iteration order
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def __len__(self) -> int:
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return len(self._dict)
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def __hash__(self) -> int:
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if self._hash is None:
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self._hash = hash(tuple(sorted(self._dict)))
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return self._hash
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def __add__(self, other):
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if not isinstance(other, ResourceCost):
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return NotImplemented
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return ResourceCost({res: self[res] + other[res] for res in Resource})
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def __sub__(self, other):
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if not isinstance(other, ResourceCost):
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return NotImplemented
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return ResourceCost({res: self[res] - other[res] for res in Resource})
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def __repr__(self) -> str:
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return repr(self._dict)
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def has_enough(self, costs: "ResourceCost") -> bool:
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return all(self[res] >= costs[res] for res in Resource)
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@dataclasses.dataclass
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class Blueprint:
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construction_costs: dict[Resource, ResourceCost]
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@classmethod
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def from_input(cls, input: str) -> "Blueprint":
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assert input.startswith("Blueprint ") # Sanity check
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raw_costs = input.split(": ")[1].split(". ")
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costs: dict[Resource, ResourceCost] = {}
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for raw in map(str.split, raw_costs):
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ressource = Resource(raw[1])
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costs[ressource] = ResourceCost(
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{
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Resource(r.removesuffix(".")): int(c)
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for c, r in grouper((w for w in raw[4:] if w != "and"), 2)
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}
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)
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return cls(costs)
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def maximize_geodes(self, run_time: int) -> int:
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class QueueNode(NamedTuple):
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time: int
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robots: ResourceCost
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inventory: ResourceCost
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total_mined: ResourceCost
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def prune_queue(queue: Iterable[QueueNode]) -> deque[QueueNode]:
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def priority_key(node: QueueNode) -> int:
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MULTIPLIERS = {
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Resource.GEODE: 1_000_000,
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Resource.OBSIDIAN: 10_000,
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Resource.CLAY: 100,
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Resource.ORE: 1,
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}
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return sum(
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node.total_mined[res] * mul for res, mul in MULTIPLIERS.items()
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)
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MAX_QUEUE = 1000 # Chosen arbitrarily
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return deque(sorted(queue, key=priority_key, reverse=True)[:MAX_QUEUE])
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def do_build(node: QueueNode, robot_type: Optional[Resource]) -> QueueNode:
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costs = (
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self.construction_costs[robot_type]
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if robot_type is not None
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else ResourceCost()
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)
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assert node.inventory.has_enough(costs) # Sanity check
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new_robots = node.robots + (
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ResourceCost({robot_type: 1})
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if robot_type is not None
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else ResourceCost()
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)
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new_inventory = node.inventory + node.robots - costs
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new_total_mined = node.total_mined + node.robots
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return QueueNode(node.time + 1, new_robots, new_inventory, new_total_mined)
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max_geode = 0
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queue: deque[QueueNode] = deque(
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# Starting conditions
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[
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QueueNode(
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0, ResourceCost({Resource.ORE: 1}), ResourceCost(), ResourceCost()
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)
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]
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)
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dfs_depth = 0
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while queue:
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node = queue.popleft()
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if node.time > dfs_depth:
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# An awful hack to reduce the search space and prioritize geodes
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queue = prune_queue(queue)
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dfs_depth = node.time
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if node.time == run_time:
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max_geode = max(max_geode, node.total_mined[Resource.GEODE])
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continue
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# Try building a robot
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for robot_type in itertools.chain(Resource):
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costs = self.construction_costs[robot_type]
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# Don't build robots we can't afford
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if not node.inventory.has_enough(costs):
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continue
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# Don't build robots when already producing more than enough
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if robot_type != Resource.GEODE and all(
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c[robot_type] <= node.robots[robot_type]
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for c in self.construction_costs.values()
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):
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continue
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queue.append(do_build(node, robot_type))
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# Try not building anything
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queue.append(do_build(node, None))
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return max_geode
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def solve(input: list[str]) -> int:
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blueprints = [Blueprint.from_input(line) for line in input]
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TIME = 24
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return sum(
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i * blueprint.maximize_geodes(TIME)
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for i, blueprint in enumerate(blueprints, start=1)
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)
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def main() -> None:
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input = sys.stdin.read().splitlines()
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print(solve(input))
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if __name__ == "__main__":
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main()
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30
2022/d19/ex1/input
Normal file
30
2022/d19/ex1/input
Normal file
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@ -0,0 +1,30 @@
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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 12 clay. Each geode robot costs 4 ore and 19 obsidian.
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Blueprint 2: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 11 clay. Each geode robot costs 4 ore and 12 obsidian.
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Blueprint 3: Each ore robot costs 2 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 18 clay. Each geode robot costs 2 ore and 11 obsidian.
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Blueprint 4: 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 4 ore and 20 obsidian.
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Blueprint 5: Each ore robot costs 2 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 16 clay. Each geode robot costs 4 ore and 17 obsidian.
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Blueprint 6: 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.
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Blueprint 7: Each ore robot costs 3 ore. Each clay robot costs 3 ore. Each obsidian robot costs 3 ore and 9 clay. Each geode robot costs 2 ore and 10 obsidian.
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Blueprint 8: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 5 clay. Each geode robot costs 3 ore and 7 obsidian.
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Blueprint 9: 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 4 ore and 8 obsidian.
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Blueprint 10: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 16 clay. Each geode robot costs 2 ore and 15 obsidian.
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Blueprint 11: Each ore robot costs 4 ore. Each clay robot costs 3 ore. Each obsidian robot costs 3 ore and 20 clay. Each geode robot costs 2 ore and 19 obsidian.
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Blueprint 12: Each ore robot costs 3 ore. Each clay robot costs 3 ore. Each obsidian robot costs 3 ore and 16 clay. Each geode robot costs 3 ore and 20 obsidian.
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Blueprint 13: 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 3 ore and 14 obsidian.
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Blueprint 14: 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 2 ore and 15 obsidian.
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Blueprint 15: 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 3 ore and 12 obsidian.
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Blueprint 16: Each ore robot costs 2 ore. Each clay robot costs 3 ore. Each obsidian robot costs 2 ore and 17 clay. Each geode robot costs 3 ore and 19 obsidian.
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Blueprint 17: Each ore robot costs 2 ore. Each clay robot costs 4 ore. Each obsidian robot costs 3 ore and 14 clay. Each geode robot costs 4 ore and 9 obsidian.
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Blueprint 18: Each ore robot costs 3 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 6 clay. Each geode robot costs 3 ore and 16 obsidian.
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Blueprint 19: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 3 ore and 6 clay. Each geode robot costs 2 ore and 14 obsidian.
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Blueprint 20: Each ore robot costs 4 ore. Each clay robot costs 3 ore. Each obsidian robot costs 4 ore and 11 clay. Each geode robot costs 3 ore and 15 obsidian.
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Blueprint 21: Each ore robot costs 3 ore. Each clay robot costs 4 ore. Each obsidian robot costs 3 ore and 18 clay. Each geode robot costs 4 ore and 19 obsidian.
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Blueprint 22: Each ore robot costs 2 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 15 clay. Each geode robot costs 2 ore and 20 obsidian.
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Blueprint 23: Each ore robot costs 4 ore. Each clay robot costs 3 ore. Each obsidian robot costs 2 ore and 5 clay. Each geode robot costs 2 ore and 10 obsidian.
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Blueprint 24: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 3 ore and 10 clay. Each geode robot costs 2 ore and 14 obsidian.
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Blueprint 25: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 2 ore and 7 clay. Each geode robot costs 4 ore and 13 obsidian.
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Blueprint 26: Each ore robot costs 3 ore. Each clay robot costs 3 ore. Each obsidian robot costs 2 ore and 20 clay. Each geode robot costs 2 ore and 20 obsidian.
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Blueprint 27: Each ore robot costs 2 ore. Each clay robot costs 3 ore. Each obsidian robot costs 3 ore and 18 clay. Each geode robot costs 2 ore and 19 obsidian.
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Blueprint 28: Each ore robot costs 3 ore. Each clay robot costs 4 ore. Each obsidian robot costs 3 ore and 10 clay. Each geode robot costs 2 ore and 7 obsidian.
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Blueprint 29: 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.
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Blueprint 30: 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.
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184
2022/d19/ex2/ex2.py
Executable file
184
2022/d19/ex2/ex2.py
Executable file
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@ -0,0 +1,184 @@
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#!/usr/bin/env python
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import dataclasses
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import enum
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import itertools
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import math
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import sys
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from collections import deque
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from collections.abc import Iterable, Iterator, Mapping
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from typing import NamedTuple, Optional, TypeVar
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|
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T = TypeVar("T")
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|
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|
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def grouper(iterable: Iterable[T], n: int) -> Iterator[tuple[T, ...]]:
|
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"Collect data into non-overlapping fixed-length chunks or blocks"
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args = [iter(iterable)] * n
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return zip(*args, strict=True)
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|
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class Resource(str, enum.Enum):
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GEODE = "geode"
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OBSIDIAN = "obsidian"
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CLAY = "clay"
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ORE = "ore"
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class ResourceCost(Mapping[Resource, int]):
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_dict: dict[Resource, int]
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_hash: Optional[int]
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def __init__(self, init: Mapping[Resource, int] = {}, /) -> None:
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self._dict = {res: init.get(res, 0) for res in Resource}
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self._hash = None
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assert all(self._dict[res] >= 0 for res in Resource) # Sanity check
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def __getitem__(self, key: Resource, /) -> int:
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return self._dict[key]
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def __iter__(self) -> Iterator[Resource]:
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return iter(Resource) # Always use same Resource iteration order
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|
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def __len__(self) -> int:
|
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return len(self._dict)
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|
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def __hash__(self) -> int:
|
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if self._hash is None:
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self._hash = hash(tuple(sorted(self._dict)))
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return self._hash
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def __add__(self, other):
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if not isinstance(other, ResourceCost):
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return NotImplemented
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return ResourceCost({res: self[res] + other[res] for res in Resource})
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def __sub__(self, other):
|
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if not isinstance(other, ResourceCost):
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return NotImplemented
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return ResourceCost({res: self[res] - other[res] for res in Resource})
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|
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def __repr__(self) -> str:
|
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return repr(self._dict)
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def has_enough(self, costs: "ResourceCost") -> bool:
|
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return all(self[res] >= costs[res] for res in Resource)
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|
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|
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@dataclasses.dataclass
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class Blueprint:
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construction_costs: dict[Resource, ResourceCost]
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|
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@classmethod
|
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def from_input(cls, input: str) -> "Blueprint":
|
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assert input.startswith("Blueprint ") # Sanity check
|
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|
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raw_costs = input.split(": ")[1].split(". ")
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costs: dict[Resource, ResourceCost] = {}
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for raw in map(str.split, raw_costs):
|
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ressource = Resource(raw[1])
|
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costs[ressource] = ResourceCost(
|
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{
|
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Resource(r.removesuffix(".")): int(c)
|
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for c, r in grouper((w for w in raw[4:] if w != "and"), 2)
|
||||
}
|
||||
)
|
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|
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return cls(costs)
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|
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def maximize_geodes(self, run_time: int) -> int:
|
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class QueueNode(NamedTuple):
|
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time: int
|
||||
robots: ResourceCost
|
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inventory: ResourceCost
|
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total_mined: ResourceCost
|
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|
||||
def prune_queue(queue: Iterable[QueueNode]) -> deque[QueueNode]:
|
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def priority_key(node: QueueNode) -> int:
|
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MULTIPLIERS = {
|
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Resource.GEODE: 1_000_000,
|
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Resource.OBSIDIAN: 10_000,
|
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Resource.CLAY: 100,
|
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Resource.ORE: 1,
|
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}
|
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return sum(
|
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node.total_mined[res] * mul for res, mul in MULTIPLIERS.items()
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||||
)
|
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|
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MAX_QUEUE = 10_000 # Chosen arbitrarily
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return deque(sorted(queue, key=priority_key, reverse=True)[:MAX_QUEUE])
|
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|
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def do_build(node: QueueNode, robot_type: Optional[Resource]) -> QueueNode:
|
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costs = (
|
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self.construction_costs[robot_type]
|
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if robot_type is not None
|
||||
else ResourceCost()
|
||||
)
|
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assert node.inventory.has_enough(costs) # Sanity check
|
||||
new_robots = node.robots + (
|
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ResourceCost({robot_type: 1})
|
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if robot_type is not None
|
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else ResourceCost()
|
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)
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new_inventory = node.inventory + node.robots - costs
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new_total_mined = node.total_mined + node.robots
|
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return QueueNode(node.time + 1, new_robots, new_inventory, new_total_mined)
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||||
|
||||
max_geode = 0
|
||||
|
||||
queue: deque[QueueNode] = deque(
|
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# Starting conditions
|
||||
[
|
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QueueNode(
|
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0, ResourceCost({Resource.ORE: 1}), ResourceCost(), ResourceCost()
|
||||
)
|
||||
]
|
||||
)
|
||||
dfs_depth = 0
|
||||
while queue:
|
||||
node = queue.popleft()
|
||||
|
||||
if node.time > dfs_depth:
|
||||
# An awful hack to reduce the search space and prioritize geodes
|
||||
queue = prune_queue(queue)
|
||||
dfs_depth = node.time
|
||||
|
||||
if node.time == run_time:
|
||||
max_geode = max(max_geode, node.total_mined[Resource.GEODE])
|
||||
continue
|
||||
|
||||
# Try building a robot
|
||||
for robot_type in itertools.chain(Resource):
|
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costs = self.construction_costs[robot_type]
|
||||
# Don't build robots we can't afford
|
||||
if not node.inventory.has_enough(costs):
|
||||
continue
|
||||
# Don't build robots when already producing more than enough
|
||||
if robot_type != Resource.GEODE and all(
|
||||
c[robot_type] <= node.robots[robot_type]
|
||||
for c in self.construction_costs.values()
|
||||
):
|
||||
continue
|
||||
queue.append(do_build(node, robot_type))
|
||||
# Try not building anything
|
||||
queue.append(do_build(node, None))
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||||
|
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return max_geode
|
||||
|
||||
|
||||
def solve(input: list[str]) -> int:
|
||||
blueprints = [Blueprint.from_input(line) for line in input]
|
||||
|
||||
TIME = 32
|
||||
|
||||
return math.prod(blueprint.maximize_geodes(TIME) for blueprint in blueprints[:3])
|
||||
|
||||
|
||||
def main() -> None:
|
||||
input = sys.stdin.read().splitlines()
|
||||
print(solve(input))
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
30
2022/d19/ex2/input
Normal file
30
2022/d19/ex2/input
Normal file
|
@ -0,0 +1,30 @@
|
|||
Blueprint 1: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 12 clay. Each geode robot costs 4 ore and 19 obsidian.
|
||||
Blueprint 2: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 11 clay. Each geode robot costs 4 ore and 12 obsidian.
|
||||
Blueprint 3: Each ore robot costs 2 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 18 clay. Each geode robot costs 2 ore and 11 obsidian.
|
||||
Blueprint 4: 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 4 ore and 20 obsidian.
|
||||
Blueprint 5: Each ore robot costs 2 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 16 clay. Each geode robot costs 4 ore and 17 obsidian.
|
||||
Blueprint 6: 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 7: Each ore robot costs 3 ore. Each clay robot costs 3 ore. Each obsidian robot costs 3 ore and 9 clay. Each geode robot costs 2 ore and 10 obsidian.
|
||||
Blueprint 8: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 5 clay. Each geode robot costs 3 ore and 7 obsidian.
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Blueprint 9: 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 4 ore and 8 obsidian.
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Blueprint 10: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 16 clay. Each geode robot costs 2 ore and 15 obsidian.
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Blueprint 11: Each ore robot costs 4 ore. Each clay robot costs 3 ore. Each obsidian robot costs 3 ore and 20 clay. Each geode robot costs 2 ore and 19 obsidian.
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Blueprint 12: Each ore robot costs 3 ore. Each clay robot costs 3 ore. Each obsidian robot costs 3 ore and 16 clay. Each geode robot costs 3 ore and 20 obsidian.
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Blueprint 13: 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 3 ore and 14 obsidian.
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Blueprint 14: 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 2 ore and 15 obsidian.
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Blueprint 15: 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 3 ore and 12 obsidian.
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Blueprint 16: Each ore robot costs 2 ore. Each clay robot costs 3 ore. Each obsidian robot costs 2 ore and 17 clay. Each geode robot costs 3 ore and 19 obsidian.
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Blueprint 17: Each ore robot costs 2 ore. Each clay robot costs 4 ore. Each obsidian robot costs 3 ore and 14 clay. Each geode robot costs 4 ore and 9 obsidian.
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Blueprint 18: Each ore robot costs 3 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 6 clay. Each geode robot costs 3 ore and 16 obsidian.
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Blueprint 19: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 3 ore and 6 clay. Each geode robot costs 2 ore and 14 obsidian.
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Blueprint 20: Each ore robot costs 4 ore. Each clay robot costs 3 ore. Each obsidian robot costs 4 ore and 11 clay. Each geode robot costs 3 ore and 15 obsidian.
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Blueprint 21: Each ore robot costs 3 ore. Each clay robot costs 4 ore. Each obsidian robot costs 3 ore and 18 clay. Each geode robot costs 4 ore and 19 obsidian.
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Blueprint 22: Each ore robot costs 2 ore. Each clay robot costs 4 ore. Each obsidian robot costs 4 ore and 15 clay. Each geode robot costs 2 ore and 20 obsidian.
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Blueprint 23: Each ore robot costs 4 ore. Each clay robot costs 3 ore. Each obsidian robot costs 2 ore and 5 clay. Each geode robot costs 2 ore and 10 obsidian.
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Blueprint 24: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 3 ore and 10 clay. Each geode robot costs 2 ore and 14 obsidian.
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Blueprint 25: Each ore robot costs 4 ore. Each clay robot costs 4 ore. Each obsidian robot costs 2 ore and 7 clay. Each geode robot costs 4 ore and 13 obsidian.
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Blueprint 26: Each ore robot costs 3 ore. Each clay robot costs 3 ore. Each obsidian robot costs 2 ore and 20 clay. Each geode robot costs 2 ore and 20 obsidian.
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Blueprint 27: Each ore robot costs 2 ore. Each clay robot costs 3 ore. Each obsidian robot costs 3 ore and 18 clay. Each geode robot costs 2 ore and 19 obsidian.
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Blueprint 28: Each ore robot costs 3 ore. Each clay robot costs 4 ore. Each obsidian robot costs 3 ore and 10 clay. Each geode robot costs 2 ore and 7 obsidian.
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Blueprint 29: 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.
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Blueprint 30: 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.
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Loading…
Reference in a new issue