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