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| 1 | +//! # Wizard Simulator 20XX |
| 2 | +//! |
| 3 | +//! [Dijkstra's algorithm](https://en.wikipedia.org/wiki/Dijkstra%27s_algorithm) is ideal |
| 4 | +//! for solving this problem. A node in the graph is our current state and each edge is |
| 5 | +//! represented by casting a spell to get to a new state. |
| 6 | +//! |
| 7 | +//! The key to optimizing is to cache previously seen states. As we receive states in strictly |
| 8 | +//! increasing order of mana spent if we see a state again then it cannot possibly be optimal |
| 9 | +//! and we can discard. |
| 10 | +use crate::util::hash::*; |
| 11 | +use crate::util::heap::*; |
| 12 | +use crate::util::iter::*; |
| 13 | +use crate::util::parse::*; |
| 14 | + |
| 15 | +type Input = [i16; 2]; |
| 16 | + |
| 17 | +#[derive(Clone, Copy, PartialEq, Eq, Hash)] |
| 18 | +struct State { |
| 19 | + boss_hp: i16, |
| 20 | + player_hp: i16, |
| 21 | + player_mana: i16, |
| 22 | + shield_effect: u8, |
| 23 | + poison_effect: u8, |
| 24 | + recharge_effect: u8, |
| 25 | +} |
| 26 | + |
| 27 | +pub fn parse(input: &str) -> Input { |
| 28 | + input.iter_signed().chunk::<2>().next().unwrap() |
| 29 | +} |
| 30 | + |
| 31 | +pub fn part1(input: &Input) -> i16 { |
| 32 | + play(*input, false) |
| 33 | +} |
| 34 | + |
| 35 | +pub fn part2(input: &Input) -> i16 { |
| 36 | + play(*input, true) |
| 37 | +} |
| 38 | + |
| 39 | +fn play(input: Input, hard_mode: bool) -> i16 { |
| 40 | + let [boss_hp, boss_damage] = input; |
| 41 | + let start = State { |
| 42 | + boss_hp, |
| 43 | + player_hp: 50, |
| 44 | + player_mana: 500, |
| 45 | + shield_effect: 0, |
| 46 | + poison_effect: 0, |
| 47 | + recharge_effect: 0, |
| 48 | + }; |
| 49 | + |
| 50 | + let mut todo = MinHeap::new(); |
| 51 | + let mut cache = FastSet::with_capacity(5_000); |
| 52 | + |
| 53 | + todo.push(0, start); |
| 54 | + cache.insert(start); |
| 55 | + |
| 56 | + while let Some((spent, mut state)) = todo.pop() { |
| 57 | + // Check winning condition |
| 58 | + if apply_spell_effects(&mut state) { |
| 59 | + return spent; |
| 60 | + } |
| 61 | + |
| 62 | + // Part two |
| 63 | + if hard_mode { |
| 64 | + if state.player_hp > 1 { |
| 65 | + state.player_hp -= 1; |
| 66 | + } else { |
| 67 | + continue; |
| 68 | + } |
| 69 | + } |
| 70 | + |
| 71 | + // Magic Missile |
| 72 | + if state.player_mana >= 53 { |
| 73 | + let mut next = |
| 74 | + State { boss_hp: state.boss_hp - 4, player_mana: state.player_mana - 53, ..state }; |
| 75 | + |
| 76 | + if apply_spell_effects(&mut next) { |
| 77 | + return spent + 53; |
| 78 | + } |
| 79 | + if boss_turn(&mut next, boss_damage) && cache.insert(next) { |
| 80 | + todo.push(spent + 53, next); |
| 81 | + } |
| 82 | + } |
| 83 | + |
| 84 | + // Drain |
| 85 | + if state.player_mana >= 73 { |
| 86 | + let mut next = State { |
| 87 | + boss_hp: state.boss_hp - 2, |
| 88 | + player_hp: state.player_hp + 2, |
| 89 | + player_mana: state.player_mana - 73, |
| 90 | + ..state |
| 91 | + }; |
| 92 | + |
| 93 | + if apply_spell_effects(&mut next) { |
| 94 | + return spent + 73; |
| 95 | + } |
| 96 | + if boss_turn(&mut next, boss_damage) && cache.insert(next) { |
| 97 | + todo.push(spent + 73, next); |
| 98 | + } |
| 99 | + } |
| 100 | + |
| 101 | + // Shield |
| 102 | + if state.player_mana >= 113 && state.shield_effect == 0 { |
| 103 | + let mut next = |
| 104 | + State { player_mana: state.player_mana - 113, shield_effect: 6, ..state }; |
| 105 | + |
| 106 | + if apply_spell_effects(&mut next) { |
| 107 | + return spent + 113; |
| 108 | + } |
| 109 | + if boss_turn(&mut next, boss_damage) && cache.insert(next) { |
| 110 | + todo.push(spent + 113, next); |
| 111 | + } |
| 112 | + } |
| 113 | + |
| 114 | + // Poison |
| 115 | + if state.player_mana >= 173 && state.poison_effect == 0 { |
| 116 | + let mut next = |
| 117 | + State { player_mana: state.player_mana - 173, poison_effect: 6, ..state }; |
| 118 | + |
| 119 | + if apply_spell_effects(&mut next) { |
| 120 | + return spent + 173; |
| 121 | + } |
| 122 | + if boss_turn(&mut next, boss_damage) && cache.insert(next) { |
| 123 | + todo.push(spent + 173, next); |
| 124 | + } |
| 125 | + } |
| 126 | + |
| 127 | + // Recharge |
| 128 | + if state.player_mana >= 229 && state.recharge_effect == 0 { |
| 129 | + let mut next = |
| 130 | + State { player_mana: state.player_mana - 229, recharge_effect: 5, ..state }; |
| 131 | + |
| 132 | + if apply_spell_effects(&mut next) { |
| 133 | + return spent + 229; |
| 134 | + } |
| 135 | + if boss_turn(&mut next, boss_damage) && cache.insert(next) { |
| 136 | + todo.push(spent + 229, next); |
| 137 | + } |
| 138 | + } |
| 139 | + } |
| 140 | + |
| 141 | + unreachable!() |
| 142 | +} |
| 143 | + |
| 144 | +/// Applies spell effects to state and returns true if the player has won. |
| 145 | +#[inline] |
| 146 | +fn apply_spell_effects(state: &mut State) -> bool { |
| 147 | + if state.shield_effect > 0 { |
| 148 | + state.shield_effect -= 1; |
| 149 | + } |
| 150 | + if state.poison_effect > 0 { |
| 151 | + state.poison_effect -= 1; |
| 152 | + state.boss_hp -= 3; |
| 153 | + } |
| 154 | + if state.recharge_effect > 0 { |
| 155 | + state.recharge_effect -= 1; |
| 156 | + state.player_mana += 101; |
| 157 | + } |
| 158 | + |
| 159 | + state.boss_hp <= 0 |
| 160 | +} |
| 161 | + |
| 162 | +/// Applies boss attack and returns true if the wizard survives. |
| 163 | +#[inline] |
| 164 | +fn boss_turn(state: &mut State, mut attack: i16) -> bool { |
| 165 | + if state.shield_effect > 0 { |
| 166 | + attack = (attack - 7).max(1); |
| 167 | + } |
| 168 | + |
| 169 | + state.player_hp -= attack; |
| 170 | + state.player_hp > 0 && state.player_mana >= 53 |
| 171 | +} |
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