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advent-of-code/2015/ruby/day_22.rb

171 lines
4.0 KiB

require "logger"
require "letters"
require "minitest"
class Dude
attr_accessor *%i[ hp damage armor mana ]
def initialize(hp:, damage: 0, armor: 0, mana: 0)
@hp, @damage, @armor, @mana = hp, damage, armor, mana
end
end
class Spell
NOOP = ->(*){}
attr_reader *%i[ name cost timer start effect finish ]
def initialize(name, cost, timer: nil, start: NOOP, effect: NOOP, finish: NOOP)
@name, @cost, @timer, @start, @effect, @finish = name, cost, timer, start, effect, finish
end
end
SPELLS = [
Spell.new(:magic_missile, 53, effect: ->(s) { s.boss.hp -= 4 }),
Spell.new(:drain, 73, effect: ->(s) { s.boss.hp -= 2; s.player.hp += 2 }),
Spell.new(:shield, 113, timer: 6,
start: ->(s) { s.player.armor += 7 },
finish: ->(s) { s.player.armor -= 7 }),
Spell.new(:poison, 173, timer: 6, effect: ->(s) { s.boss.hp -= 3 }),
Spell.new(:recharge, 229, timer: 5, effect: ->(s) { s.player.mana += 101 }),
]
class Effect < SimpleDelegator
attr_accessor *%i[ timer ]
def initialize(spell)
super
@timer = spell.timer
end
end
class Simulation
NOOP = ->(_){}
attr_reader *%i[ boss player log ]
attr_accessor *%i[ effects ]
def initialize(boss:, player:, log:)
@boss, @player, @log = boss, player, log
@effects = []
end
def simulate!(spells)
spells = spells.dup
catch(:done) do
while true
spell = spells.shift
throw :done if spell.nil?
self.player.hp -= 1
throw :done if self.player.hp <= 0
self.apply_effects
self.cast(spell)
self.check!
self.apply_effects
damage = self.boss.damage - self.player.armor
damage = [damage, 1].max
self.player.hp -= damage
self.check!
end
end
end
def apply_effects
self.effects.each do |effect|
effect.effect.call(self)
effect.timer -= 1
end
finished, self.effects = self.effects.partition {|effect| effect.timer.zero? }
finished.each do |effect|
effect.finish.call(self)
end
self.check!
end
def cast(spell)
throw :done if self.effects.map(&:name).include?(spell.name)
self.player.mana -= spell.cost
throw :done if self.player.mana < 0
spell.start.call(self)
if spell.timer.nil?
spell.effect.call(self)
else
self.effects << Effect.new(spell)
end
end
def check!
throw :done if self.player.hp <= 0 ||
self.player.mana <= 0 ||
self.boss.hp <= 0
end
end
class TestDay22 < Minitest::Test
def test_basic
s = Simulation.new(boss: Dude.new(hp: 13, damage: 8),
player: Dude.new(hp: 10, mana: 250))
s.simulate!(%i[ magic_missile ])
assert_equal 9, s.boss.hp
assert_equal 2, s.player.hp
end
def test_example_1
s = Simulation.new(boss: Dude.new(hp: 13, damage: 8),
player: Dude.new(hp: 10, mana: 250))
s.simulate!(%i[ poison magic_missile ])
assert_equal 0, s.boss.hp
assert_equal 2, s.player.hp
assert_equal 24, s.player.mana
end
def test_example_2
s = Simulation.new(boss: Dude.new(hp: 14, damage: 8),
player: Dude.new(hp: 10, mana: 250))
s.simulate!(%i[ recharge shield drain poison magic_missile ])
assert_equal -1, s.boss.hp
assert_equal 1, s.player.hp
assert_equal 114, s.player.mana
end
end
if __FILE__ == $0
log = Logger.new(STDOUT)
log.level = Logger::WARN
num_spells = 0
while true
num_spells += 1
puts num_spells
permutations = SPELLS.repeated_permutation(num_spells)
.sort_by {|permutation| permutation.map(&:cost).inject(:+) }
permutations.each do |spells|
s = Simulation.new(boss: Dude.new(hp: 55, damage: 8),
player: Dude.new(hp: 50, mana: 500),
log: log)
s.simulate!(spells)
if s.player.hp > 0 && s.player.mana > 0 && s.boss.hp <= 0
p spells.map(&:name)
puts spells.map(&:cost).inject(:+)
exit
end
end
end
end