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day15.clj
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day15.clj
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(ns day15
(:require [clojure.pprint :refer [pprint]]
[clojure.java.io :refer [reader]]
[clojure.set :refer [union]]))
(defn contains-in?
[m [k & ks]]
(if-not (seq ks)
(contains? m k)
(and (contains? m k)
(contains-in? (m k) ks))))
(defn dissoc-in
[m [k & ks]]
(if-not (seq ks)
(dissoc m k)
(if (contains? m k)
(update m k dissoc-in ks)
m)))
(defn game
([file]
(game file 3))
([file elf-attack-power]
(with-open [rdr (reader file)]
(let [cavern (->> (line-seq rdr)
(map-indexed #(->> (seq %2)
(map-indexed vector)
(into (sorted-map))
(vector %1)))
(into (sorted-map)))]
(reduce (fn [game [y line]]
(reduce (fn [game [x char]]
(if-not (#{\E \G} char)
game
(-> game
(assoc-in [:cavern y x] \.)
(assoc-in [:units [y x]] {:type char
:attack-power (if (= \E char)
elf-attack-power
3)
:hit-points 200}))))
game
line))
{:cavern cavern
:units (sorted-map)
:round 0}
cavern)))))
(defn locations
"A seq of all locations in the cavern."
[game]
(for [y (range (count (:cavern game)))
x (range (count ((:cavern game) 0)))]
[y x]))
(defn occupied?
"Whether the location is occupied by a wall or unit, excluding
the passed location."
[{:keys [cavern units]} loc]
(or (= \# (get-in cavern loc))
(contains? units loc)))
(defn neighbors
"The locations immediately up, down, left, and righ of this location."
[[y x]]
[[(dec y) x]
[(inc y) x]
[ y (dec x)]
[ y (inc x)]])
(defn unoccupied-neighbors
"The unoccupied locations adjacent to this location."
([game loc]
(unoccupied-neighbors game loc nil))
([game loc exclude-loc]
(->> (neighbors loc)
(filter #(contains-in? (:cavern game) %))
(filter #(or (= % exclude-loc)
(not (occupied? game %)))))))
(defn shortest-path
"The shortest-path from the origin location to one of the set of target locations."
[game origin targets]
(loop [loc origin
paths (sorted-map loc {:distance 0})
unvisited (->> (locations game)
(filter #(or (= origin %)
(not (occupied? game %))))
(apply sorted-set))]
(when (seq unvisited)
(let [neighbor-new-distance (inc (get-in paths [loc :distance]))
paths (->> (unoccupied-neighbors game loc)
(filter unvisited)
(reduce (fn [paths neighbor]
(if (< neighbor-new-distance (get-in paths [neighbor :distance] ##Inf))
(do
(assoc paths neighbor {:distance neighbor-new-distance
:previous loc}))
paths))
paths))
closest-loc (->> unvisited
reverse
(apply min-key #(get-in paths [% :distance] ##Inf)))]
(when (paths closest-loc)
(if (contains? targets closest-loc)
(loop [closest-target-loc closest-loc]
(let [previous (get-in paths [closest-target-loc :previous])]
(if (= origin previous)
closest-target-loc
(recur previous))))
(recur closest-loc paths (disj unvisited loc))))))))
(defn targets
"The unit's target."
[game unit]
(->> (:units game)
(filter #(not= (:type unit) (:type (val %))))
(sort-by first)))
(defn next-loc
"The next location to move the unit one step closer to its closest target if not already in its neighborhood."
[game [loc unit]]
(let [loc-targets (->> (targets game unit)
(map #(set (unoccupied-neighbors game (first %) loc)))
(apply union))]
(if (contains? loc-targets loc)
loc
(or (shortest-path game loc loc-targets)
loc))))
(defn attack
"Make the unit attack its closest target in its neighborhood, if it exists."
[game loc]
(let [{:keys [attack-power] :as unit} (get (:units game) loc)
reachable-targets (filter #(contains? (set (neighbors loc)) (first %))
(targets game unit))]
(if-not (seq reachable-targets)
;; nothing to attack
game
;; attack unit with lowest hit points
(let [[target-loc target] (apply min-key #(:hit-points (second %))
(reverse reachable-targets))]
(let [hit-points (- (:hit-points target) attack-power)]
(if (<= hit-points 0)
;; die if not more hit points
(dissoc-in game [:units target-loc])
(assoc-in game [:units target-loc :hit-points] hit-points)))))))
(defn turn
"Give a turn to the unit."
[game loc]
(let [unit (get (:units game) loc)]
(if-not unit
;; the unit might have been killed during this turn
game
(if-not (seq (targets game unit))
;; no more targets, game is done
(assoc game :done? true)
;; Otherwise move and attack
(let [next-loc (next-loc game [loc unit])
game (-> game
(dissoc-in [:units loc])
(assoc-in [:units next-loc] unit))]
(attack game next-loc))))))
(defn round
"Run a round of turns."
[game]
(-> (reduce (fn [game loc]
(let [next-game (turn game loc)]
(if (:done? next-game)
(reduced next-game)
next-game)))
game
(keys (:units game)))
(update :round inc)))
(defn display-game
[game]
(println "")
(doseq [[y row] (:cavern game)]
(doseq [[x c] row]
(if-let [unit (get-in game [:units [y x]])]
(print (:type unit))
(print c)))
(print "\n"))
(when (:done? game)
(println "GAME OVER")))
(defn stats
[game]
(let [units (vals (:units game))
elves (filter #(= \E (:type %)) units)
goblins (filter #(= \G (:type %)) units)
total (reduce + (map :hit-points units))]
{:round (:round game)
:elves {:count (count elves)
:hit-points (reduce + (map :hit-points elves))}
:goblins {:count (count goblins)
:hit-points (reduce + (map :hit-points goblins))}
:total {:count (count units)
:hit-points (reduce + (map :hit-points units))}
:outcome (* (dec (:round game))
(reduce + (map :hit-points units)))}))
;; Part One
(defn play
([game]
(play game nil))
([game stop-at]
(loop [game game]
(let [game (round game)]
#_(display-game game)
#_(println (stats game))
(if (or (:done? game)
(and stop-at (= stop-at (:round game))))
game
(recur game))))))
;; Part Two
(defn count-elves [game] (count (filter #(= \E (:type %)) (vals (:units game)))))
(defn play-until-all-elves-alive
[file [lo hi]]
(let [initial-elves-count (count-elves (game file))]
(loop [[lo hi] [lo hi]]
(let [elf-attack-power (int (/ (+ hi lo) 2))]
(println [lo hi elf-attack-power])
(let [game (play (game file elf-attack-power))]
(if (= initial-elves-count (count-elves game))
(if (= lo elf-attack-power)
lo
(recur [lo elf-attack-power]))
(if (= (dec hi) elf-attack-power)
hi
(recur [elf-attack-power hi]))))))))
(comment
(def g (game "day15.txt"))
(def g (time (play g)))
(play-until-all-elves-alive "day15.txt" [4 100])
(stats (play (game "day15.txt" 20)))
)