Overview
Comment: | Much better... |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | day15 |
Files: | files | file ages | folders |
SHA3-256: |
6389c1a083d7f8e41028891dbda6b81c |
User & Date: | joel on 2019-11-28 17:03:01 |
Other Links: | branch diff | manifest | tags |
Context
2019-11-29
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15:47 | Getting closer… Leaf check-in: 78e73e user: joel tags: day15 | |
2019-11-28
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17:03 | Much better... check-in: 6389c1 user: joel tags: day15 | |
16:08 | evolution check-in: 722424 user: joel tags: day15 | |
Changes
Modified day15.rkt from [219676] to [bf00b3].
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| | > > | | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 | #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) |
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32 33 34 35 36 37 38 39 40 41 42 43 44 45 | ;; 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) ;; “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 ;; Our “grid” is, behind the scenes, a one-dimensional vector with length ROWS*COLS. | > > > > > > > < < < < | > | < < | | < < < < < < < < < < < < | | | | 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 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 | ;; 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))) (define (index→posn g i) (posn (modulo i (grid-cols g)) (quotient i (grid-cols g)))) ;; WORKING WITH GRIDS ---------------------------------------------------------- ;; Create a grid from a list of strings each representing a row, filling each ;; spot with the corresponding character in the string (define (lines→grid line-strs) (define row-count (length line-strs)) (define col-count (string-length (first line-strs))) (grid (apply vector-append (map list->vector (map string->list line-strs))) row-count col-count)) ;; Reference the value at given position in a grid (define (grid-ref g p) (vector-ref (grid-vec g) (posn→index g p))) ;; 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)) ;; (For debugging) Represent the grid as a square of single-character values (define (display-grid g [g2 #f]) (define grid-size (* (grid-cols g) (grid-rows g))) (display (apply string-append (for/fold ([lst '()] |
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147 148 149 150 151 152 153 | [(list? pos) (~> (map (curry neighbor-coords world) pos) flatten (filter (curry grid-clear-at? world) _) (set-subtract pos) remove-duplicates)])) | | < < < < | > > > > > | | > | | | > > > | < > | < | < | | < < < < < < < < < < < | < < > | | > > > > | > > | | > > | | | > > > | | | > > > > | | 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 | [(list? pos) (~> (map (curry neighbor-coords world) pos) flatten (filter (curry grid-clear-at? world) _) (set-subtract pos) remove-duplicates)])) ;; Working with PATHS ---------------------------------------------------------- ;; Find the most direct path(s) to a fighter from an end-position. ;; This is the function you are probably looking for if you are reading this file at all. ;; The algorithm starts at the end position and works outwards, finding unoccupied positions ;; 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))) |