Files
advent-of-code-go/2015/day22/main.go
T

202 lines
4.9 KiB
Go

package main
import (
"flag"
"fmt"
"math"
"strings"
"github.com/alexchao26/advent-of-code-go/cast"
"github.com/alexchao26/advent-of-code-go/mathy"
"github.com/alexchao26/advent-of-code-go/util"
)
func main() {
var part int
flag.IntVar(&part, "part", 1, "part 1 or 2")
flag.Parse()
fmt.Println("Running part", part)
ans := wizardSimulator(util.ReadFile("./input.txt"), 50, 500, part)
fmt.Println("Output:", ans)
}
func wizardSimulator(input string, myHP, myMana, part int) int {
lines := strings.Split(input, "\n")
bossHP := cast.ToInt(strings.Split(lines[0], ": ")[1])
bossDamage := cast.ToInt(strings.Split(lines[1], ": ")[1])
initState := newBattleState(myHP, myMana, bossHP, bossDamage, [5]int{}, true, 0)
return simBattle(initState, map[string]int{}, part)
}
// Spell struct is used to generalize all spell types by leveraging zero values.
// The zero value for ints is 0 (which can be added with no effect)
type spell struct {
name string // redundant, for debugging
index int // for indexing in an array (which is easily passed by value)
cost int
effectLength int
instantDamage int
instantHeal int
effectDamage int
heal int
armorBuff int
manaRecharge int
}
var spellsMap = map[string]spell{
"Magic Missile": {
name: "Magic Missile",
index: 0,
cost: 53,
instantDamage: 4,
},
"Drain": {
name: "Drain",
index: 1,
cost: 73,
instantDamage: 2,
instantHeal: 2,
},
"Shield": {
name: "Shield",
index: 2,
cost: 113,
effectLength: 6,
armorBuff: 7, // does not stack for each turn
},
"Poison": {
name: "Poison",
index: 3,
cost: 173,
effectLength: 6,
effectDamage: 3,
},
"Recharge": {
name: "Recharge",
index: 4,
cost: 229,
effectLength: 5,
manaRecharge: 101,
},
}
type battleState struct {
myHP int
myMana int
bossHP int
bossDamage int
effectDurations [5]int
isMyTurn bool
depth int // recursive branch depth, for debugging
}
func newBattleState(myHP, myMana, bossHP, bossDamage int, effectDurations [5]int, isMyTurn bool, depth int) battleState {
return battleState{
myHP: myHP,
myMana: myMana,
bossHP: bossHP,
bossDamage: bossDamage,
effectDurations: effectDurations,
isMyTurn: isMyTurn,
depth: depth,
}
}
func (s battleState) hashKey() string {
return fmt.Sprintf("%d_%d_%d_%v_%v", s.myHP, s.myMana, s.bossHP, s.effectDurations, s.isMyTurn)
}
func simBattle(state battleState, memo map[string]int, part int) (minMana int) {
// check cache
hash := state.hashKey()
if val, ok := memo[hash]; ok {
return val
}
if part == 2 && state.isMyTurn {
state.myHP--
}
// check myHP after a potential part 2 HP loss, if player dies, then return
// a huge number which will essentially be ignored by a mathy.MinInt comparison
if state.myHP <= 0 {
return math.MaxInt32
}
// apply any active spell effects
var myArmor int
for _, sp := range spellsMap {
if state.effectDurations[sp.index] > 0 {
state.effectDurations[sp.index]--
// many of values will be zero for any given spell
state.bossHP -= sp.effectDamage
state.myHP += sp.heal
myArmor += sp.armorBuff
state.myMana += sp.manaRecharge
}
}
// check bossHP after effects take place, it could die form poison
if state.bossHP <= 0 {
return 0
}
// get minMana from the current state, to a player win
minMana = math.MaxInt32
if state.isMyTurn {
// iterate through spells, create a recursive call for each spell that
// can be called (i.e. its effectDuration index is zero)
var spellCasted bool
for _, sp := range spellsMap {
if state.effectDurations[sp.index] == 0 {
if state.myMana >= sp.cost {
spellCasted = true
// make new durations array & add effect duration for this spell
newDurations := state.effectDurations
newDurations[sp.index] += sp.effectLength
nextState := newBattleState(state.myHP+sp.instantHeal,
state.myMana-sp.cost,
state.bossHP-sp.instantDamage,
state.bossDamage,
newDurations,
false,
state.depth+1,
)
castResult := sp.cost + simBattle(nextState, memo, part)
minMana = mathy.MinInt(minMana, castResult)
}
}
}
// if cannot cast spell, player loses
if !spellCasted {
return math.MaxInt32
}
} else {
// boss's turn, boss attacks w/ a minimum damage of 1
attackDamage := mathy.MaxInt(1, state.bossDamage-myArmor)
// recurse w/ next state
nextState := newBattleState(state.myHP-attackDamage,
state.myMana,
state.bossHP,
state.bossDamage,
state.effectDurations,
true,
state.depth+1,
)
bossAttackResult := simBattle(nextState, memo, part)
minMana = mathy.MinInt(minMana, bossAttackResult)
}
// add to memoized to prevent unnecessary recursive branches, then return
memo[hash] = minMana
return minMana
}