add 21 and 22
This commit is contained in:
Generated
+25
@@ -0,0 +1,25 @@
|
||||
# This file is automatically @generated by Cargo.
|
||||
# It is not intended for manual editing.
|
||||
version = 4
|
||||
|
||||
[[package]]
|
||||
name = "day21"
|
||||
version = "0.1.0"
|
||||
dependencies = [
|
||||
"itertools",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "either"
|
||||
version = "1.16.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "91622ff5e7162018101f2fea40d6ebf4a78bbe5a49736a2020649edf9693679e"
|
||||
|
||||
[[package]]
|
||||
name = "itertools"
|
||||
version = "0.15.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "8b4baf93f58d4425749ca49a51c50ebab072c5df6994d08fed93541c331481dc"
|
||||
dependencies = [
|
||||
"either",
|
||||
]
|
||||
@@ -0,0 +1,7 @@
|
||||
[package]
|
||||
name = "day21"
|
||||
version = "0.1.0"
|
||||
edition = "2024"
|
||||
|
||||
[dependencies]
|
||||
itertools = "*"
|
||||
@@ -0,0 +1,141 @@
|
||||
use itertools::Itertools;
|
||||
|
||||
const WEAPONS: [(&str, i32, i32, i32); 5] = [
|
||||
("Dagger", 8, 4, 0),
|
||||
("Shortsword", 10, 5, 0),
|
||||
("Warhammer", 25, 6, 0),
|
||||
("Longsword", 40, 7, 0),
|
||||
("Greataxe", 74, 8, 0),
|
||||
];
|
||||
|
||||
const ARMOR: [(&str, i32, i32, i32); 5] = [
|
||||
("Leather", 13, 0, 1),
|
||||
("Chainmail", 31, 0, 2),
|
||||
("Splintmail", 53, 0, 3),
|
||||
("Bandedmail", 75, 0, 4),
|
||||
("Platemail", 102, 0, 5),
|
||||
];
|
||||
|
||||
const RINGS: [(&str, i32, i32, i32); 6] = [
|
||||
("Damage +1", 25, 1, 0),
|
||||
("Damage +2", 50, 2, 0),
|
||||
("Damage +3", 100, 3, 0),
|
||||
("Defense +1", 20, 0, 1),
|
||||
("Defense +2", 40, 0, 2),
|
||||
("Defense +3", 80, 0, 3),
|
||||
];
|
||||
|
||||
#[derive(Clone, Debug)]
|
||||
struct Loadout {
|
||||
weapon: Item,
|
||||
armor: Option<Item>,
|
||||
rings: Vec<Item>,
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug)]
|
||||
struct Item {
|
||||
cost: i32,
|
||||
damage: i32,
|
||||
armor: i32,
|
||||
}
|
||||
|
||||
impl Item {
|
||||
fn new(cost: i32, damage: i32, armor: i32) -> Self {
|
||||
Self {
|
||||
cost,
|
||||
damage,
|
||||
armor,
|
||||
}
|
||||
}
|
||||
|
||||
fn from_table((_name, cost, damage, armor): (&str, i32, i32, i32)) -> Self {
|
||||
Self {
|
||||
cost,
|
||||
damage,
|
||||
armor,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Loadout {
|
||||
fn new(weapon: Item, armor: Option<Item>, rings: Vec<Item>) -> Self {
|
||||
Self {
|
||||
weapon,
|
||||
armor,
|
||||
rings,
|
||||
}
|
||||
}
|
||||
|
||||
fn damage_value(&self) -> i32 {
|
||||
self.weapon.damage + self.rings.iter().map(|r| r.damage).sum::<i32>()
|
||||
}
|
||||
|
||||
fn armor_value(&self) -> i32 {
|
||||
(match &self.armor {
|
||||
Some(armor) => armor.armor,
|
||||
None => 0,
|
||||
}) + self.rings.iter().map(|r| r.armor).sum::<i32>()
|
||||
}
|
||||
|
||||
fn cost(&self) -> i32 {
|
||||
self.weapon.cost
|
||||
+ (match &self.armor {
|
||||
Some(armor) => armor.cost,
|
||||
None => 0,
|
||||
})
|
||||
+ self.rings.iter().map(|r| r.cost).sum::<i32>()
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let weapons: Vec<_> = WEAPONS.into_iter().map(Item::from_table).collect();
|
||||
let armor: Vec<_> = ARMOR.into_iter().map(Item::from_table).collect();
|
||||
let rings: Vec<_> = RINGS.into_iter().map(Item::from_table).collect();
|
||||
|
||||
let mut loadouts = vec![];
|
||||
|
||||
for w in &weapons {
|
||||
for r in rings
|
||||
.iter()
|
||||
.combinations(0)
|
||||
.chain(rings.iter().combinations(1))
|
||||
.chain(rings.iter().combinations(2))
|
||||
{
|
||||
for a in &armor {
|
||||
let loadout = Loadout::new(*w, Some(*a), r.iter().map(|r0| **r0).collect());
|
||||
loadouts.push(loadout);
|
||||
}
|
||||
let loadout = Loadout::new(*w, None, r.iter().map(|r0| **r0).collect());
|
||||
loadouts.push(loadout);
|
||||
}
|
||||
}
|
||||
|
||||
let boss = Loadout::new(Item::new(0, 8, 0), Some(Item::new(0, 0, 2)), vec![]);
|
||||
|
||||
let player_hp = 100.;
|
||||
let boss_hp = 100.;
|
||||
|
||||
let mut cost_where_player_wins = vec![];
|
||||
let mut cost_where_player_looses = vec![];
|
||||
|
||||
for l in &loadouts {
|
||||
let player_dmg_per_turn = 1.max(l.damage_value() - boss.armor_value()) as f64;
|
||||
let boss_dmg_per_turn = 1.max(boss.damage_value() - l.armor_value()) as f64;
|
||||
|
||||
let turns_to_kill_boss = (boss_hp / player_dmg_per_turn).ceil();
|
||||
let turns_to_kill_player = (player_hp / boss_dmg_per_turn).ceil();
|
||||
|
||||
let player_wins = turns_to_kill_boss <= turns_to_kill_player;
|
||||
if player_wins {
|
||||
cost_where_player_wins.push(l.cost())
|
||||
} else {
|
||||
cost_where_player_looses.push(l.cost())
|
||||
}
|
||||
}
|
||||
|
||||
let result = cost_where_player_wins.iter().min().unwrap();
|
||||
println!("{result}");
|
||||
|
||||
let result = cost_where_player_looses.iter().max().unwrap();
|
||||
println!("{result}");
|
||||
}
|
||||
Generated
+7
@@ -0,0 +1,7 @@
|
||||
# This file is automatically @generated by Cargo.
|
||||
# It is not intended for manual editing.
|
||||
version = 4
|
||||
|
||||
[[package]]
|
||||
name = "day22"
|
||||
version = "0.1.0"
|
||||
@@ -0,0 +1,6 @@
|
||||
[package]
|
||||
name = "day22"
|
||||
version = "0.1.0"
|
||||
edition = "2024"
|
||||
|
||||
[dependencies]
|
||||
@@ -0,0 +1,255 @@
|
||||
use std::collections::{HashSet, VecDeque};
|
||||
|
||||
fn main() {
|
||||
// part 1: 900
|
||||
// part 2: 1216
|
||||
let player = Character::new(50, 500, 0);
|
||||
let boss = Character::new(51, 0, 9);
|
||||
|
||||
let game = Game::new(player, boss);
|
||||
|
||||
let mut visited = HashSet::new();
|
||||
visited.insert(game.clone());
|
||||
|
||||
let mut queue = VecDeque::new();
|
||||
|
||||
queue.push_back(game);
|
||||
|
||||
while let Some(state) = queue.pop_front() {
|
||||
if !state.player.is_alive || !state.boss.is_alive {
|
||||
continue;
|
||||
}
|
||||
|
||||
for spell in get_spells() {
|
||||
let new_state = state.execute_turn(spell);
|
||||
if !visited.contains(&new_state) {
|
||||
visited.insert(new_state.clone());
|
||||
queue.push_back(new_state);
|
||||
}
|
||||
}
|
||||
}
|
||||
let mut best_mana_spent = 10_000_000;
|
||||
for state in visited {
|
||||
if state.player.is_alive && !state.boss.is_alive && state.mana_spent < best_mana_spent {
|
||||
best_mana_spent = state.mana_spent;
|
||||
}
|
||||
}
|
||||
println!("{best_mana_spent}");
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, Hash, PartialEq, Eq)]
|
||||
struct Game {
|
||||
player: Character,
|
||||
boss: Character,
|
||||
mana_spent: u64,
|
||||
}
|
||||
|
||||
impl Game {
|
||||
fn new(player: Character, boss: Character) -> Self {
|
||||
Self {
|
||||
player,
|
||||
boss,
|
||||
mana_spent: 0,
|
||||
}
|
||||
}
|
||||
|
||||
fn run_effects(&mut self) {
|
||||
self.player.apply_effects();
|
||||
self.player.effects_tick();
|
||||
|
||||
self.boss.apply_effects();
|
||||
self.boss.effects_tick();
|
||||
}
|
||||
|
||||
fn execute_turn(&self, spell: Spell) -> Self {
|
||||
let mut new_state = self.clone();
|
||||
|
||||
new_state.mana_spent += spell.cost;
|
||||
new_state.player_turn(spell);
|
||||
new_state.boss_turn();
|
||||
|
||||
new_state
|
||||
}
|
||||
|
||||
fn player_turn(&mut self, spell: Spell) {
|
||||
// part 2 here
|
||||
self.player.hp -= 1;
|
||||
|
||||
if self.player.hp == 0 {
|
||||
self.player.is_alive = false;
|
||||
return;
|
||||
}
|
||||
// end part 2
|
||||
|
||||
self.run_effects();
|
||||
|
||||
if spell.cost > self.player.mana {
|
||||
self.player.is_alive = false;
|
||||
return;
|
||||
} else {
|
||||
self.player.mana -= spell.cost;
|
||||
}
|
||||
|
||||
if spell.remaining_duration > 0 {
|
||||
match spell.name.as_str() {
|
||||
"Shield" => {
|
||||
if self
|
||||
.player
|
||||
.effects
|
||||
.iter()
|
||||
.all(|s| s.name.as_str() != "Shield")
|
||||
{
|
||||
self.player.effects.push(spell);
|
||||
}
|
||||
}
|
||||
"Poison" => {
|
||||
if self
|
||||
.boss
|
||||
.effects
|
||||
.iter()
|
||||
.all(|s| s.name.as_str() != "Poison")
|
||||
{
|
||||
self.boss.effects.push(spell);
|
||||
}
|
||||
}
|
||||
"Recharge" => {
|
||||
if self
|
||||
.player
|
||||
.effects
|
||||
.iter()
|
||||
.all(|s| s.name.as_str() != "Recharge")
|
||||
{
|
||||
self.player.effects.push(spell);
|
||||
}
|
||||
}
|
||||
_ => panic!(),
|
||||
}
|
||||
} else {
|
||||
self.boss.hp = self.boss.hp.saturating_sub(1.max(spell.damage));
|
||||
self.player.hp += spell.heal;
|
||||
}
|
||||
|
||||
if self.boss.hp == 0 {
|
||||
self.boss.is_alive = false;
|
||||
}
|
||||
}
|
||||
|
||||
fn boss_turn(&mut self) {
|
||||
self.run_effects();
|
||||
|
||||
if self.boss.hp == 0 {
|
||||
self.boss.is_alive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
self.player.hp = self
|
||||
.player
|
||||
.hp
|
||||
.saturating_sub(1.max(self.boss.damage - self.player.armor()));
|
||||
|
||||
if self.player.hp == 0 {
|
||||
self.player.is_alive = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
|
||||
struct Character {
|
||||
hp: u64,
|
||||
mana: u64,
|
||||
damage: u64,
|
||||
effects: Vec<Spell>,
|
||||
is_alive: bool,
|
||||
}
|
||||
|
||||
impl Character {
|
||||
fn effects_tick(&mut self) {
|
||||
let mut to_remove = vec![];
|
||||
|
||||
for (idx, effect) in self.effects.iter_mut().enumerate() {
|
||||
effect.remaining_duration -= 1;
|
||||
if effect.remaining_duration == 0 {
|
||||
to_remove.push(idx);
|
||||
}
|
||||
}
|
||||
|
||||
for idx in to_remove.iter().rev() {
|
||||
self.effects.remove(*idx);
|
||||
}
|
||||
}
|
||||
|
||||
fn new(hp: u64, mana: u64, damage: u64) -> Self {
|
||||
Self {
|
||||
hp,
|
||||
mana,
|
||||
damage,
|
||||
effects: vec![],
|
||||
is_alive: true,
|
||||
}
|
||||
}
|
||||
|
||||
fn armor(&self) -> u64 {
|
||||
self.effects.iter().map(|e| e.armor).sum()
|
||||
}
|
||||
|
||||
fn apply_effects(&mut self) {
|
||||
let mut heal = 0;
|
||||
let mut damage = 0;
|
||||
let mut mana_increase = 0;
|
||||
|
||||
for effect in &self.effects {
|
||||
heal += effect.heal;
|
||||
damage += effect.damage;
|
||||
mana_increase += effect.mana_increase;
|
||||
}
|
||||
|
||||
self.hp += heal;
|
||||
self.hp = self.hp.saturating_sub(damage);
|
||||
self.mana += mana_increase;
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
|
||||
struct Spell {
|
||||
name: String,
|
||||
remaining_duration: u64,
|
||||
cost: u64,
|
||||
armor: u64,
|
||||
damage: u64,
|
||||
mana_increase: u64,
|
||||
heal: u64,
|
||||
}
|
||||
|
||||
impl Spell {
|
||||
fn new(
|
||||
name: String,
|
||||
remaining_duration: u64,
|
||||
cost: u64,
|
||||
armor: u64,
|
||||
damage: u64,
|
||||
mana_increase: u64,
|
||||
heal: u64,
|
||||
) -> Self {
|
||||
Self {
|
||||
name,
|
||||
remaining_duration,
|
||||
cost,
|
||||
armor,
|
||||
damage,
|
||||
mana_increase,
|
||||
heal,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[rustfmt::skip]
|
||||
fn get_spells() -> impl Iterator<Item = Spell> {
|
||||
[
|
||||
Spell::new("Magic Missile".to_string(), 0, 53, 0, 4, 0, 0),
|
||||
Spell::new("Drain".to_string(), 0, 73, 0, 2, 0, 2),
|
||||
Spell::new("Shield".to_string(), 6, 113, 7, 0, 0, 0),
|
||||
Spell::new("Poison".to_string(), 6, 173, 0, 3, 0, 0),
|
||||
Spell::new("Recharge".to_string(), 5, 229, 0, 0, 101, 0),
|
||||
]
|
||||
.into_iter()
|
||||
}
|
||||
Reference in New Issue
Block a user