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15_beverage_bandits.rb
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15_beverage_bandits.rb
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require 'optparse'
require_relative 'lib/search'
HP = 200
ATTACK = 3
ELF = 0
GOBLIN = 1
TEAM_NAME = {
ELF => :Elf,
GOBLIN => :Goblin,
}.sort_by(&:first).map(&:last).freeze
verbose = false
one_only = false
two_only = false
progress = false
p2damage = nil
DEBUG = {}
FMT = {
unit: '%s%d',
join: ' ',
}
# I'd try parse(into: h), but hard to translate into Crystal.
OptionParser.new do |opts|
opts.banner = "Usage: #{$PROGRAM_NAME} [options]"
opts.on("-v", "--verbose") { verbose = true }
opts.on("-1", "part 1 only") { one_only = true }
opts.on("-2", "part 2 only") { two_only = true }
opts.on("-p", "--progress", "progress and timing") { progress = true }
opts.on("-d DAMAGE", "--dmg DAMAGE", Integer, "specific damage for part 2") { |v|
p2damage = v
}
opts.on("-g", "--grid", "print grid") { DEBUG[:grid] = true }
opts.on("-m", "--move", "print moves") { DEBUG[:move] = true }
opts.on("-a", "--attack", "print attacks") { DEBUG[:attack] = true }
opts.on("-u", "--hp", "print HP") { DEBUG[:hp] = true }
opts.on("-f", "--unit-fmt FMT", "format string for units") { |v| FMT[:unit] = v }
opts.on("-j", "--unit-join S", "joiner for units") { |v| FMT[:join] = v }
opts.on("-h", "--help") {
puts opts
exit
}
end.parse!
DEBUG.freeze
FMT.each_value(&:freeze).freeze
class Unit
attr_reader :team, :id, :hp
attr_accessor :pos, :no_move_epoch
def initialize(team, id, pos)
@team = team
@id = id
@pos = pos
@hp = HP
@no_move_epoch = nil
end
def attacked(damage)
(@hp -= damage) > 0 ? :alive : :dead
end
def alive?
@hp > 0
end
def to_s(width = nil)
pos_s = width ? @pos.divmod(width) : @pos
"#{TEAM_NAME[@team]} #{@id} @ #{pos_s} [#{@hp} HP]"
end
end
def print_grid(goblins, elves, open, height, width, hp: false)
occupied = (goblins + elves).to_h { |uu| [uu.pos, uu] }
team_abbrev = TEAM_NAME.map { |tn| tn.to_s[0] }
(0...height).each { |y|
row_hp = []
(0...width).each { |x|
coord = y * width + x
if (occupant = occupied[coord])
abbrev = team_abbrev[occupant.team]
row_hp << FMT[:unit] % [abbrev, occupant.hp]
print abbrev
elsif open[coord]
print ?.
else
print ?#
end
}
puts hp && !row_hp.empty? ? ' ' + row_hp.join(FMT[:join]) : ''
}
end
def next_to(coord, width)
[
coord - width,
coord - 1,
coord + 1,
coord + width,
].map(&:freeze).freeze
end
def battle(goblins, elves, open, width, attack: ([ATTACK] * 2).freeze, cant_die: nil)
if DEBUG[:grid]
height = open.size / width
print_this_grid = ->(n) {
puts n
print_grid(goblins, elves, open, height, width, hp: DEBUG[:hp])
}
print_this_grid['Initial state']
end
uncoord = ->(p) { p.divmod(width) } if DEBUG[:move]
# Cache open neighbours of each open cell,
# which saves a lot of work in BFS.
# (4.2 seconds -> 2.6 seconds)
open_neighbours = open.map.with_index { |o, i|
next unless o
next_to(i, width).select { |n| open[n] }.freeze
}.freeze
team_of = {
GOBLIN => goblins,
ELF => elves,
}.sort_by(&:first).map(&:last).freeze
occupied = (goblins + elves).to_h { |uu| [uu.pos, uu] }
turn_order = goblins + elves
# move_epoch increases when a unit moves or dies,
# since those are what affect the movement options.
# Each unit will store the move_epoch when it finds it cannot move,
# and use it to determine when it doesn't need to recheck.
move_epoch = 0
# Cache the set of squares next to each team.
# (2.6 seconds -> 2.3 seconds)
next_to = [nil, nil]
team_move_epoch = [0, 0]
next_to_updated = [-1, -1]
1.step { |round|
turn_order.select!(&:alive?)
turn_order.sort_by!(&:pos)
puts "#{?= * 40} round #{round} starting #{?= * 40}" if DEBUG.each_value.any?
turn_order.each { |current_unit|
next unless current_unit.alive?
adj_enemy = next_to(current_unit.pos, width).filter_map { |nt|
next unless (enemy = occupied[nt])
enemy if enemy.team != current_unit.team
}
# move
if adj_enemy.empty?
# If nothing has changed since this unit last saw it can't move,
# don't bother retrying the BFS.
# Cuts runtime to about 0.9x original.
next if current_unit.no_move_epoch == move_epoch
# Do we need to update the set of squares next to the enemy team?
enemy_team = 1 - current_unit.team
if next_to_updated[enemy_team] < team_move_epoch[enemy_team]
next_to[enemy_team] = team_of[enemy_team].flat_map { |u|
open_neighbours[u.pos]
}.to_h { |e| [e, true] }.freeze
next_to_updated[enemy_team] = team_move_epoch[enemy_team]
end
path = Search.bfs(
current_unit.pos,
neighbours: ->(pos) { open_neighbours[pos].reject { |n| occupied[n] } },
goal: next_to[enemy_team],
)
unless path
puts "#{current_unit.to_s(width)} can't move." if DEBUG[:move]
current_unit.no_move_epoch = move_epoch
# We don't have an enemy to attack
# (otherwise we wouldn't have tried to move.)
next
end
move_epoch += 1
# Moving changes the set of squares next to my own team.
team_move_epoch[current_unit.team] = move_epoch
# path[0] == unit's current location.
puts "#{current_unit.to_s(width)} will now move to #{uncoord[path[1]]} (want to go to #{uncoord[path[-1]]})" if DEBUG[:move]
occupied.delete(current_unit.pos)
new_pos = path[1]
current_unit.pos = new_pos
occupied[new_pos] = current_unit
# By construction, only the last path element is next to an enemy.
# So, we'll only be there if path[1] == path[-1] (path.size == 2)
next if path.size != 2
adj_enemy = next_to(new_pos, width).filter_map { |nt|
next unless (enemy = occupied[nt])
enemy if enemy.team != current_unit.team
}
end
# attack
target = adj_enemy.min_by { |ae| [ae.hp, ae.pos] }
attack_str = "#{current_unit.to_s(width)} attacks #{target.to_s(width)}" if DEBUG[:attack]
if target.attacked(attack[current_unit.team]) == :dead
puts "#{attack_str}, now dead" if DEBUG[:attack]
return [:unknown, nil, nil] if cant_die && target.team == cant_die
occupied.delete(target.pos)
target_team = team_of[target.team]
target_team.delete(target)
move_epoch += 1
# Dying changes the set of squares next to the dying unit's team.
team_move_epoch[target.team] = move_epoch
if target_team.empty?
winners = team_of[current_unit.team]
# Can't look at *current* position for turn order here!
# Need to consult the original turn order for this round.
# Scans most of the array, but it's fine since this happens once per battle.
full_rounds = round - 1
index_of_attacker = turn_order.index(current_unit)
teammate_after_attacker = turn_order.drop(index_of_attacker + 1).find { |u|
u.alive? && u.team == current_unit.team
}
if teammate_after_attacker
last_round_commentary = "game ends when #{teammate_after_attacker.to_s(width)} takes a turn" if DEBUG[:grid]
else
last_round_commentary = "#{current_unit.to_s(width)} was last to move this turn" if DEBUG[:grid]
full_rounds += 1
end
print_this_grid["Game over, round #{round} (#{last_round_commentary}: #{full_rounds} full rounds)"] if DEBUG[:grid]
return [current_unit.team, full_rounds, winners.sum(&:hp)]
end
elsif DEBUG[:attack]
puts "#{attack_str}, now #{target.hp} HP"
end
}
if DEBUG[:hp] && !DEBUG[:grid]
puts "GOBLIN: #{goblins.map(&:hp)}"
puts "ELF : #{elves.map(&:hp)}"
end
print_this_grid["After round #{round}"] if DEBUG[:grid]
}
end
input = ARGF.map(&:chomp).map(&:freeze).freeze
width = input.map(&:size).max
goblins = []
elves = []
open = []
input.each_with_index { |row, y|
row.each_char.with_index { |cell, x|
# Using plain ints because creating arrays all the time is slow.
# Using ints takes 3.2 seconds while using arrays takes 15 seconds.
coord = y * width + x
case cell
when ?G
goblins << Unit.new(GOBLIN, goblins.size, coord)
open[coord] = true
when ?E
elves << Unit.new(ELF, elves.size, coord)
open[coord] = true
when ?.
open[coord] = true
when ?#
open[coord] = false
else
raise "unknown cell #{cell} at #{y} #{x}"
end
}
}
open.freeze
goblins.each(&:freeze).freeze
elves.each(&:freeze).freeze
require 'time'
t = Time.now
unless two_only
_, *outcome = battle(goblins.map(&:dup), elves.map(&:dup), open, width)
p outcome if verbose
puts outcome.reduce(:*)
puts "#{Time.now - t} part 1" if progress
end
prev_attacks_to_win = HP
damage_range = p2damage ? p2damage..p2damage : (ATTACK + 1)..(HP + 1)
# Note that for my input, a binary search will not work!
# Elves win with no deaths at 19,
# but win with deaths at 20-24.
# Don't want to deal w/ that, just linear search.
# It's not too bad anyway since we stop on first Elf death.
damage_range.each { |n|
raise 'The elves can never win' if n > HP
attack = {
GOBLIN => ATTACK,
ELF => n,
}.sort_by(&:first).map(&:last).freeze
# ceil(HP / attack) = turns to win
# if it's the same as previous, don't recheck.
# For my input, only skips 18, but useful in general.
attacks_to_win = HP / n
attacks_to_win += 1 if n * attacks_to_win < HP
next if attacks_to_win == prev_attacks_to_win
prev_attacks_to_win = attacks_to_win
puts "#{Time.now - t} part 2 attack #{n}" if progress
winner, *outcome = battle(
goblins.map(&:dup), elves.map(&:dup), open, width,
attack: attack, cant_die: ELF,
)
if winner == ELF
p [n] + outcome if verbose
puts outcome.reduce(:*)
puts "#{Time.now - t} part 2" if progress
break
end
} unless one_only