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from dataclasses import dataclass, astuple, replace

@dataclass
class State:
    boss_hp: int
    boss_damage: int
    player_hp: int = 50
    player_mana: int = 500
    player_shield: int = 0
    shield_timer: int = 0
    poison_timer: int = 0
    recharge_timer: int = 0

@dataclass
class Effect:
    timer: str
    start: int

@dataclass
class Instant:
    effects: dict[str, int]

@dataclass
class Spell:
    cost: int
    action: Effect | Instant

def solve(boss_hp: int, boss_damage: int, hard_mode: bool) -> int | float:
    spells: list[Spell] = [
        Spell(53, Instant({'boss_hp': -4})),
        Spell(73, Instant({'boss_hp': -2, 'player_hp': 2})),
        Spell(113, Effect('shield_timer', 6)),
        Spell(173, Effect('poison_timer', 6)),
        Spell(229, Effect('recharge_timer', 6)),
    ]

    seen: set[tuple] = set()

    def simulate_effects(state: State):
        if state.shield_timer > 0:
            state.shield_timer -= 1
            state.player_shield = 7
        else:
            state.player_shield = 0
        if state.poison_timer > 0:
            state.poison_timer -= 1
            state.boss_hp -= 3
        if state.recharge_timer > 0:
            state.recharge_timer -= 1
            state.player_mana += 101

    def player_turn(state: State) -> int | float:
        t: tuple = astuple(state)
        if t in seen:
            return float('inf')
        seen.add(t)
        if hard_mode:
            state.player_hp -= 1
            if state.player_hp <= 0:
                return float('inf')
        simulate_effects(state)
        if state.boss_hp <= 0:
            return 0
        min_mana: int | float = float('inf')
        cost: int
        action: Effect | Instant
        for spell in spells:
            if state.player_mana < spell.cost:
                continue
            nstate = replace(state)
            nstate.player_mana -= spell.cost
            if isinstance(spell.action, Effect):
                if getattr(nstate, spell.action.timer) != 0:
                    continue
                setattr(nstate, spell.action.timer, spell.action.start)
            else:
                for attr, delta in spell.action.effects.items():
                    setattr(nstate, attr, getattr(nstate, attr) + delta)
            min_mana = min(min_mana, spell.cost + boss_turn(nstate))
        return min_mana

    def boss_turn(state: State) -> int | float:
        simulate_effects(state)
        if state.boss_hp <= 0:
            return 0
        state.player_hp -= max(1, state.boss_damage - state.player_shield)
        if state.player_hp <= 0:
            return float('inf')
        return player_turn(state)

    return player_turn(State(boss_hp=boss_hp, boss_damage=boss_damage))

def part1(boss_hp: int, boss_damage: int) -> int | float:
    return solve(boss_hp, boss_damage, False)

def part2(boss_hp: int, boss_damage: int) -> int | float:
    return solve(boss_hp, boss_damage, True)

if __name__ == '__main__':
    boss_hp: int = 51
    boss_damage: int = 9

    print(part1(boss_hp, boss_damage))
    print(part2(boss_hp, boss_damage))