🎄⌨️ Advent of Code 2018

Check-in [78e73e]
Overview
Comment:Getting closer…
Downloads: Tarball | ZIP archive | SQL archive
Timelines: family | ancestors | day15
Files: files | file ages | folders
SHA3-256: 78e73e784b72bd19119591871c71f589fd8fa6d2fd74f9d1c096bcbd94dc9f45
User & Date: joel on 2019-11-29 15:47:13
Other Links: branch diff | manifest | tags
Context
2019-11-29
15:47
Getting closer… Leaf check-in: 78e73e user: joel tags: day15
2019-11-28
17:03
Much better... check-in: 6389c1 user: joel tags: day15
Changes

Added day15-input.txt version [a14673].

































































>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
################################
#######################.########
######################....######
#######################.....####
##################..##......####
###################.##.....#####
###################.....G..#####
##################.....G...#####
############.....GG.G...#..#####
##############...##....##.######
############...#..G............#
###########......E.............#
###########...#####..E........##
#...#######..#######.......#####
#..#..G....G#########.........##
#..#....G...#########..#....####
##.....G....#########.E......###
#####G.....G#########..E.....###
#####.......#########....#.....#
#####G#G....G#######.......#..E#
###.....G.....#####....#.#######
###......G.....G.G.......#######
###..................#..########
#####...................########
#####..............#...#########
####......G........#.E.#E..#####
####.###.........E...#E...######
####..##........#...##.....#####
########.#......######.....#####
########...E....#######....#####
#########...##..########...#####
################################

Modified day15.rkt from [bf00b3] to [67cb46].

1
2
3
4
5
6
7

8
9
10
11






12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30



31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52


53
54
55
56
57
58
59
#lang racket/base

(require racket/match
         racket/function
         racket/list
         racket/vector
         racket/set

         threading)

;; PRIMITIVES AND CONSTANTS ----------------------------------------------------







;; Good ol’ positions.
(struct posn (x y) #:transparent)

;; The concept of “reading order” is an important one in this puzzle. Fighters move,
;; targets and paths are chosen in order of how you’d encounter them reading the grid
;; top to bottom, left-to-right.
;;   The two functions below are going to do all the work of determining sort order
;; for us, whenever we need it.
;;   This is also where I mention that this program views 0,0 as “top left”.
(define (posn<? p1 p2)
  (match-define (posn x1 y1) p1)
  (match-define (posn x2 y2) p2)
  (or (< y1 y2)
      (and (<= y1 y2)
           (<= x1 x2))))

(define (reading-order lst)
  (sort lst posn<?))




(define (posn=? p1 p2)
  (and (equal? (posn-x p1) (posn-x p2))
       (equal? (posn-y p1) (posn-y p2))))

;; Keeping track of elves and gnomes. We’ll have separate lists for each group.
;; Making this a subtype of posn means we can pass a fighter to any function
;; that expects a posn.
(struct fighter (type hp) #:super struct:posn #:transparent)
(define ATTACK-POWER 3)
(define STARTING-HP 200)

;; Paths are also a subtype of posn. The path’s posn elements reflect the
;; intended end-points of the path. This will allow us to sort lists of
;; paths using reading-order. We don’t need to carry the complete list of
;; steps in the path, just the candidates for first steps along it.
(struct path (distance first-steps) #:super struct:posn #:transparent)

;; “The grid…a digital frontier. I tried to picture clusters of information as
;; they moved through the computer. What did they look like? …I kept dreaming
;; of a world I thought I’d never see. And then one day…I got in.”
;;   https://youtu.be/QBYr0k8dOtw?t=24
(struct grid (vec rows cols) #:transparent)



;; Our “grid” is, behind the scenes, a one-dimensional vector with length ROWS*COLS.
;; So we’ll need to translate between an x,y pair of coordinates and an index into
;; the grid vector
(define (posn→index g p)
  (+ (* (grid-cols g) (posn-y p)) (posn-x p)))

|






>




>
>
>
>
>
>

|

















>
>
>







|














>
>







1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
#lang debug racket/base

(require racket/match
         racket/function
         racket/list
         racket/vector
         racket/set
         racket/file
         threading)

;; PRIMITIVES AND CONSTANTS ----------------------------------------------------

;; Select the “lowest” somethings from a list, with “lowest what” being determined
;; by the key-procedure.
(define (select-minimums lst key-pred)
  (define minval (apply min (map key-pred lst)))
  (filter (lambda (x) (equal? minval (key-pred x))) lst))

;; Good ol’ positions.
(struct posn (x y) #:transparent #:mutable)

;; The concept of “reading order” is an important one in this puzzle. Fighters move,
;; targets and paths are chosen in order of how you’d encounter them reading the grid
;; top to bottom, left-to-right.
;;   The two functions below are going to do all the work of determining sort order
;; for us, whenever we need it.
;;   This is also where I mention that this program views 0,0 as “top left”.
(define (posn<? p1 p2)
  (match-define (posn x1 y1) p1)
  (match-define (posn x2 y2) p2)
  (or (< y1 y2)
      (and (<= y1 y2)
           (<= x1 x2))))

(define (reading-order lst)
  (sort lst posn<?))

(define (first-by-reading-order lst)
  (first (sort lst posn<?)))

(define (posn=? p1 p2)
  (and (equal? (posn-x p1) (posn-x p2))
       (equal? (posn-y p1) (posn-y p2))))

;; Keeping track of elves and gnomes. We’ll have separate lists for each group.
;; Making this a subtype of posn means we can pass a fighter to any function
;; that expects a posn.
(struct fighter posn (type hp) #:transparent #:mutable)
(define ATTACK-POWER 3)
(define STARTING-HP 200)

;; Paths are also a subtype of posn. The path’s posn elements reflect the
;; intended end-points of the path. This will allow us to sort lists of
;; paths using reading-order. We don’t need to carry the complete list of
;; steps in the path, just the candidates for first steps along it.
(struct path (distance first-steps) #:super struct:posn #:transparent)

;; “The grid…a digital frontier. I tried to picture clusters of information as
;; they moved through the computer. What did they look like? …I kept dreaming
;; of a world I thought I’d never see. And then one day…I got in.”
;;   https://youtu.be/QBYr0k8dOtw?t=24
(struct grid (vec rows cols) #:transparent)

(define EMPTY #\.)

;; Our “grid” is, behind the scenes, a one-dimensional vector with length ROWS*COLS.
;; So we’ll need to translate between an x,y pair of coordinates and an index into
;; the grid vector
(define (posn→index g p)
  (+ (* (grid-cols g) (posn-y p)) (posn-x p)))

81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
;; Change the value at given position
(define (grid-mark! g pos v)
  (vector-set! (grid-vec g) (posn→index g pos) v))

;; Used to determine if a fighter could move into a given spot.
;; Anything besides "." counts as an obstruction (incl. other fighters)
(define (grid-clear-at? g p)
  (equal? (grid-ref g p) #\.))

;; Make a blank grid of the same dimensions, for use in making “path grids” (see
;; further below)
(define (copy-blank-grid g)
  (match-define (grid _ rows cols) g)
  (grid (make-vector (* rows cols) #f) rows cols))








|







93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
;; Change the value at given position
(define (grid-mark! g pos v)
  (vector-set! (grid-vec g) (posn→index g pos) v))

;; Used to determine if a fighter could move into a given spot.
;; Anything besides "." counts as an obstruction (incl. other fighters)
(define (grid-clear-at? g p)
  (equal? (grid-ref g p) EMPTY))

;; Make a blank grid of the same dimensions, for use in making “path grids” (see
;; further below)
(define (copy-blank-grid g)
  (match-define (grid _ rows cols) g)
  (grid (make-vector (* rows cols) #f) rows cols))

151
152
153
154
155
156
157
158
159





160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202

203
204
205
206
207
208
209
210
211
212
213
214






215







216











































































217
218
219
220
221
222


223

224

225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240





;; and marking them (on a blank copy of the map) with their distance from the end-point.
;; As soon as any of the considered points includes one or more free neighbors of the given
;; fighter, recursion stops and returns a path.
(define (build-path world f end-pos)
  (define result-grid (copy-blank-grid world))
  (define (not-yet-checked? pos) (not (grid-ref result-grid pos)))
  (define goal-pts (free-neighbors-of world f))
  (grid-mark! result-grid end-pos 0)
  





  (let loop ([pts-to-check (list end-pos)]
             [i 1])
    (define new-coords (~> (free-neighbors-of world pts-to-check)
                           (filter not-yet-checked? _)))
    (define maybe-first-steps (set-intersect new-coords goal-pts))
    (cond
      [(not (empty? maybe-first-steps))
       (path (posn-x end-pos) (posn-y end-pos) i maybe-first-steps)]
      [(empty? new-coords) #f]
      [else
       (for-each (lambda (p) (grid-mark! result-grid p i)) new-coords)
       (loop new-coords (+ 1 i))])))

;; Convenience: 
(define (make-pathfinder world f)
  (curry build-path world f))

;; Get only the shortest path(s) from a list of paths
(define (shortest plst)
  (define shortest-distance (apply min (map path-distance plst)))
  (define (among-shortest? pmap) (equal? shortest-distance (path-distance pmap)))
  (filter among-shortest? plst))

;; Working with FIGHTERS -------------------------------------------------------

;; Let’s start doing stuff with fighters

;; Make a list of fighters from a grid, with the results in reading order.
(define (grid->fighters g)
  (for/fold ([fighters '()]
             #:result (reading-order fighters))
            ([val (in-vector (grid-vec g))]
             [idx (in-naturals)])
    (cond [(member val '(#\G #\E))
           (match-define (posn x y) (index→posn g idx))
           (cons (fighter x y val STARTING-HP) fighters)]
          [else fighters])))

;; I’ll give you three guesses each what these do
(define (fighter-located-in? f posns)
  (not (empty? (filter (curry posn=? f) posns))))

(define (enemies? f1 f2)

  (not (equal? (fighter-type f1) (fighter-type f2))))

(define (enemies-of f1 flst)
  (filter (curry enemies? f1) flst))

(define (adjacent-enemies world f all-enemies)
  (define adjacent-posns (neighbor-coords world f))
  (filter (curryr fighter-located-in? adjacent-posns) all-enemies))

(define (fighter-alive? f)
  (positive? (fighter-hp f)))







;; Here’s a proof of concept.







;; As you can see, after all that work it is trivially easy to tie everything together.











































































(module+ test
  (require rackunit)
  (define test-map
    (lines→grid
     '("#######"
       "#E..G.#"


       "#...#.#"

       "#.G.#G#"

       "#######")))
  (define fs (grid->fighters test-map))
  (define f (first fs))
  (define es (enemies-of f fs))
  
  ;; Work through the algorithm specified in the problem description to find the next move
  ;; for the elf at 1,1 (skipping the test for adjacent enemies):
  (define possible-targets (free-neighbors-of test-map es))
  (define possible-paths (filter-map (make-pathfinder test-map f) possible-targets))
  (define shortest-paths (shortest possible-paths))
  (define selected-path (first (reading-order shortest-paths)))
  (define next-step (first (reading-order (path-first-steps selected-path))))

  ;; Ta-da
  (check-equal? next-step (posn 2 1)))













<

>
>
>
>
>
|
|
|
|
|
|
|
|
|
|
|
|

<
|
|
<
<
<
<
<
<






|














>
|








|


>
>
>
>
>
>
|
>
>
>
>
>
>
>
|
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>




|
|
>
>
|
>
|
>
|
<
<
<
|
<
<
<
<
<
<
<
|
<
|

>
>
>
>
>
163
164
165
166
167
168
169

170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188

189
190






191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327



328







329

330
331
332
333
334
335
336
;; and marking them (on a blank copy of the map) with their distance from the end-point.
;; As soon as any of the considered points includes one or more free neighbors of the given
;; fighter, recursion stops and returns a path.
(define (build-path world f end-pos)
  (define result-grid (copy-blank-grid world))
  (define (not-yet-checked? pos) (not (grid-ref result-grid pos)))
  (define goal-pts (free-neighbors-of world f))

  
  (cond
    [(member end-pos goal-pts)
     (path (posn-x end-pos) (posn-y end-pos) 0 (list end-pos))]
    [else
     (grid-mark! result-grid end-pos 0)
     (let loop ([pts-to-check (list end-pos)]
                [i 1])
       (define new-coords (~> (free-neighbors-of world pts-to-check)
                              (filter not-yet-checked? _)))
       (define maybe-first-steps (set-intersect new-coords goal-pts))
       (cond
         [(not (empty? maybe-first-steps))
          (path (posn-x end-pos) (posn-y end-pos) i maybe-first-steps)]
         [(empty? new-coords) #f]
         [else
          (for-each (lambda (p) (grid-mark! result-grid p i)) new-coords)
          (loop new-coords (+ 1 i))]))]))


(define (reachable-paths-to world f targets)
  (filter-map (curry build-path world f) targets))







;; Working with FIGHTERS -------------------------------------------------------

;; Let’s start doing stuff with fighters

;; Make a list of fighters from a grid, with the results in reading order.
(define (grid→fighters g)
  (for/fold ([fighters '()]
             #:result (reading-order fighters))
            ([val (in-vector (grid-vec g))]
             [idx (in-naturals)])
    (cond [(member val '(#\G #\E))
           (match-define (posn x y) (index→posn g idx))
           (cons (fighter x y val STARTING-HP) fighters)]
          [else fighters])))

;; I’ll give you three guesses each what these do
(define (fighter-located-in? f posns)
  (not (empty? (filter (curry posn=? f) posns))))

(define (enemies? f1 f2)
  (and (alive? f2)
       (not (equal? (fighter-type f1) (fighter-type f2)))))

(define (enemies-of f1 flst)
  (filter (curry enemies? f1) flst))

(define (adjacent-enemies world f all-enemies)
  (define adjacent-posns (neighbor-coords world f))
  (filter (curryr fighter-located-in? adjacent-posns) all-enemies))

(define (alive? f)
  (positive? (fighter-hp f)))

(define (move-fighter! world f to-pos)
  (match-define (posn new-x new-y) to-pos)
  (grid-mark! world f EMPTY)
  (grid-mark! world to-pos (fighter-type f))
  (set-posn-x! f new-x)
  (set-posn-y! f new-y))

;; If the attack proves fatal, return the killed fighter so the grid can be
;; updated.
(define (attack! victim)
  (define new-hp (- (fighter-hp victim) ATTACK-POWER))
  (set-fighter-hp! victim new-hp)
  (cond [(<= new-hp 0) victim]
        [else #f]))

;; The OVERALL LOGIC of the fight ----------------------------------------------

;; Taking a turn:
;; “If the unit is already in range of a target, it does not move, but continues
;; its turn with an ATTACK. Otherwise, since it is not in range of a target, it
;; MOVES. To MOVE the unit must:
;;   1) “Consider the squares that are in range [of a target]”
;;   2) “Determine which of those squares it could reach in the fewest steps.”
;;      • “If the unit cannot reach (find an open path to) any of the squares
;         that are in range, it ends its turn.”
;;      • “If multiple squares are in range and tied for being reachable in the
;;        fewest steps, the square which is first in reading order is chosen.”
;;   3) “Take a single step toward the chosen square along the shortest path to
;;      that square.”
;;      • “If multiple steps would put the unit equally closer to its destination,
;;        the unit chooses the step which is first in reading order.”
;; To ATTACK a unit must:
;;   1) “Determine all of the targets that are in range of it by being immediately
;;      adjacent to it.”
;;      • “If there are no such targets, the unit ends its turn.”
;;      • “Otherwise, the adjacent target with the fewest hit points is selected;
;;        in a tie, the adjacent target with the fewest hit points which is first
;;        in reading order is selected.”
;;    2) “The unit deals damage equal to its attack power to the selected target,
;;       reducing its hit points by that amount. If this reduces its hit points
;;       to 0 or fewer, the selected target dies.”
(define (fighter-take-turn! world f enemies)
  (unless (not (empty? (adjacent-enemies world f enemies)))
    (define viable-paths (~> (free-neighbors-of world enemies)
                             (reachable-paths-to world f _)))
    (when (not (empty? viable-paths))
      (define next-step (~> (select-minimums viable-paths path-distance)
                            first-by-reading-order
                            path-first-steps
                            first-by-reading-order))
      (move-fighter! world f next-step)))
  (define attackable-foes (adjacent-enemies world f enemies))
  (when (not (empty? attackable-foes))
    (define fighter-killed
      (~> (select-minimums attackable-foes fighter-hp)
          reading-order
          first
          attack!))
    (when fighter-killed (grid-mark! world fighter-killed EMPTY))))

(define (do-round world fighters)
  (for/and ([f (in-list (reading-order fighters))]) ; will break on first #f result
    (cond [(not (alive? f)) #t] ; silently skip anyone who died this round
          [else
           (define enemies (enemies-of f fighters))
           (cond [(not (empty? enemies))
                  (fighter-take-turn! world f enemies)
                  #t]
                 [else #f])])))

(define (FIGHT!! input-grid)
  (define initial-fighters (grid→fighters input-grid))
  (let another-round ([completed-rounds 0]
                      [fighters initial-fighters])
    ;#R completed-rounds
    ;#R (reading-order fighters)
    ;(display-grid input-grid fighters)
      
    (cond [(do-round input-grid fighters)
           (another-round (+ completed-rounds 1)
                          (filter alive? fighters))]
          [else (values completed-rounds (filter alive? fighters))])))

(define (total-hp fighters)
  (apply + (map fighter-hp fighters)))

(define (day15-part1 input-grid)
  (define-values (rounds survivors) (FIGHT!! input-grid))
  (apply * rounds (map fighter-hp survivors)))

(module+ test
  (require rackunit)
  (define test-map
    (lines→grid
     '("#########"
       "#G......#"
       "#.E.#...#"
       "#..##..G#"
       "#...##..#"
       "#...#...#"
       "#.G...G.#"
       "#.....G.#"
       "#########" )))











  (define-values (rounds fighters) (FIGHT!! test-map))

  (check-equal? rounds 20)

  (define actual-input
    (lines→grid (file->lines "day15-input.txt")))
  (display-grid actual-input)
  (grid→fighters actual-input)
  #;(check-equal? (day15-part1 actual-input) 1))