182 lines
5.0 KiB
Plaintext
182 lines
5.0 KiB
Plaintext
defmodule Sokoban do
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defp setup(level) do
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{leng, board} = normalize(level)
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{player, goal} = check_position(board)
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board = replace(board, [{".", " "}, {"+", " "}, {"*", "$"}])
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lurd = [{-1, "l", "L"}, {-leng, "u", "U"}, {1, "r", "R"}, {leng, "d", "D"}]
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dirs = [-1, -leng, 1, leng]
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dead_zone = set_dead_zone(board, goal, dirs)
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{board, player, goal, lurd, dead_zone}
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end
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defp normalize(level) do
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board = String.split(level, "\n", trim: true)
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|> Enum.map(&String.trim_trailing &1)
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leng = Enum.map(board, &String.length &1) |> Enum.max
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board = Enum.map(board, &String.pad_trailing(&1, leng)) |> Enum.join
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{leng, board}
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end
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defp check_position(board) do
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board = String.codepoints(board)
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player = Enum.find_index(board, fn c -> c in ["@", "+"] end)
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goal = Enum.with_index(board)
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|> Enum.filter_map(fn {c,_} -> c in [".", "+", "*"] end, fn {_,i} -> i end)
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{player, goal}
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end
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defp set_dead_zone(board, goal, dirs) do
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wall = String.replace(board, ~r/[^#]/, " ")
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|> String.codepoints
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|> Enum.with_index
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|> Enum.into(Map.new, fn {c,i} -> {i,c} end)
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corner = search_corner(wall, goal, dirs)
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set_dead_zone(wall, dirs, goal, corner, corner)
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end
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defp set_dead_zone(wall, dirs, goal, corner, dead) do
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dead2 = Enum.reduce(corner, dead, fn pos,acc ->
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Enum.reduce(dirs, acc, fn dir,acc2 ->
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if wall[pos+dir] == "#", do: acc2,
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else: acc2 ++ check_side(wall, dirs, pos+dir, dir, goal, dead, [])
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end)
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end)
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if dead == dead2, do: :lists.usort(dead),
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else: set_dead_zone(wall, dirs, goal, corner, dead2)
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end
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defp replace(string, replacement) do
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Enum.reduce(replacement, string, fn {a,b},str ->
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String.replace(str, a, b)
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end)
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end
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defp search_corner(wall, goal, dirs) do
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Enum.reduce(wall, [], fn {i,c},corner ->
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if c == "#" or i in goal do
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corner
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else
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case count_wall(wall, i, dirs) do
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2 -> if wall[i-1] != wall[i+1], do: [i | corner], else: corner
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3 -> [i | corner]
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_ -> corner
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end
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end
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end)
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end
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defp check_side(wall, dirs, pos, dir, goal, dead, acc) do
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if wall[pos] == "#" or
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count_wall(wall, pos, dirs) == 0 or
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pos in goal do
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[]
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else
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if pos in dead, do: acc, else: check_side(wall, dirs, pos+dir, dir, goal, dead, [pos|acc])
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end
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end
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defp count_wall(wall, pos, dirs) do
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Enum.count(dirs, fn dir -> wall[pos + dir] == "#" end)
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end
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defp push_box(board, pos, dir, route, goal, dead_zone) do
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pos2dir = pos + 2 * dir
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if String.at(board, pos2dir) == " " and not pos2dir in dead_zone do
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board2 = board |> replace_at(pos, " ")
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|> replace_at(pos+dir, "@")
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|> replace_at(pos2dir, "$")
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unless visited?(board2) do
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if solved?(board2, goal) do
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IO.puts route
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exit(:normal)
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else
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queue_in({board2, pos+dir, route})
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end
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end
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end
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end
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defp move_player(board, pos, dir) do
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board |> replace_at(pos, " ") |> replace_at(pos+dir, "@")
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end
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defp replace_at(str, pos, c) do
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{left, right} = String.split_at(str, pos)
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{_, right} = String.split_at(right, 1)
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left <> c <> right
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# String.slice(str, 0, pos) <> c <> String.slice(str, pos+1..-1)
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end
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defp solved?(board, goal) do
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Enum.all?(goal, fn g -> String.at(board, g) == "$" end)
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end
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@pattern :sokoban_pattern_set
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@queue :sokoban_queue
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defp start_link do
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Agent.start_link(fn -> MapSet.new end, name: @pattern)
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Agent.start_link(fn -> :queue.new end, name: @queue)
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end
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defp visited?(board) do
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Agent.get_and_update(@pattern, fn set ->
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{board in set, MapSet.put(set, board)}
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end)
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end
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defp queue_in(data) do
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Agent.update(@queue, fn queue -> :queue.in(data, queue) end)
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end
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defp queue_out do
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Agent.get_and_update(@queue, fn q ->
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case :queue.out(q) do
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{{:value, data}, queue} -> {data, queue}
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x -> x
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end
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end)
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end
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def solve(level) do
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{board, player, goal, lurd, dead_zone} = setup(level)
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start_link
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visited?(board)
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queue_in({board, player, ""})
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solve(goal, lurd, dead_zone)
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end
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defp solve(goal, lurd, dead_zone) do
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case queue_out do
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{board, pos, route} ->
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Enum.each(lurd, fn {dir,move,push} ->
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case String.at(board, pos+dir) do
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"$" -> push_box(board, pos, dir, route<>push, goal, dead_zone)
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" " -> board2 = move_player(board, pos, dir)
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unless visited?(board2) do
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queue_in({board2, pos+dir, route<>move})
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end
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_ -> :not_move # wall
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end
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end)
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_ ->
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IO.puts "No solution"
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exit(:normal)
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end
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solve(goal, lurd, dead_zone)
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end
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end
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level = """
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#######
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# #
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# #
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#. # #
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#. $$ #
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#.$$ #
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#.# @#
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#######
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"""
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IO.puts level
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Sokoban.solve(level)
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