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//! # [Day 21: RPG Simulator 20XX](https://adventofcode.com/2015/day/21)
//!
//! Little Henry Case got a new video game for Christmas.
//! It's an [RPG](https://en.wikipedia.org/wiki/Role-playing_video_game), and he's stuck on a boss.
//! He needs to know what equipment to buy at the shop.
//! He hands you the [controller](https://en.wikipedia.org/wiki/Game_controller).
//!
//! In this game, the player (you) and the enemy (the boss) take turns attacking.
//! The player always goes first. Each attack reduces the opponent's hit points by at least `1`.
//! The first character at or below `0` hit points loses.
//!
//! Damage dealt by an attacker each turn is equal to the attacker's damage score minus the
//! defender's armor score. An attacker always does at least `1` damage. So, if the attacker has a
//! damage score of `8`, and the defender has an armor score of `3`, the defender loses
//! `5` hit points. If the defender had an armor score of `300`, the defender would
//! still lose `1` hit point.
//!
//! Your damage score and armor score both start at zero. They can be increased by buying items in
//! exchange for gold. You start with no items and have as much gold as you need. Your total damage
//! or armor is equal to the sum of those stats from all of your items. You have 100 hit points.
//!
//! Here is what the item shop is selling:
//!
//! ```plain
//! Weapons: Cost Damage Armor
//! Dagger 8 4 0
//! Shortsword 10 5 0
//! Warhammer 25 6 0
//! Longsword 40 7 0
//! Greataxe 74 8 0
//!
//! Armor: Cost Damage Armor
//! Leather 13 0 1
//! Chainmail 31 0 2
//! Splintmail 53 0 3
//! Bandedmail 75 0 4
//! Platemail 102 0 5
//!
//! Rings: Cost Damage Armor
//! Damage +1 25 1 0
//! Damage +2 50 2 0
//! Damage +3 100 3 0
//! Defense +1 20 0 1
//! Defense +2 40 0 2
//! Defense +3 80 0 3
//! ```
//!
//! You must buy exactly one weapon; no dual-wielding. Armor is optional, but you can't use more
//! than one. You can buy 0-2 rings (at most one for each hand). You must use any items you buy.
//! The shop only has one of each item, so you can't buy, for example, two rings of Damage +3.
//!
//! For example, suppose you have `8` hit points, `5` damage, and `5` armor, and that the boss has
//! `12` hit points, `7` damage, and `2` armor:
//!
//! - The player deals `5-2 = 3` damage; the boss goes down to 9 hit points.
//! - The boss deals `7-5 = 2` damage; the player goes down to 6 hit points.
//! - The player deals `5-2 = 3` damage; the boss goes down to 6 hit points.
//! - The boss deals `7-5 = 2` damage; the player goes down to 4 hit points.
//! - The player deals `5-2 = 3` damage; the boss goes down to 3 hit points.
//! - The boss deals `7-5 = 2` damage; the player goes down to 2 hit points.
//! - The player deals `5-2 = 3` damage; the boss goes down to 0 hit points.
//!
//! In this scenario, the player wins! (Barely.)
//!
//! You have 100 hit points. The boss's actual stats are in your puzzle input.
//! **What is the least amount of gold you can spend and still win the fight?**
//!
//! # Part 2
//!
//! Turns out the shopkeeper is working with the boss, and can persuade you to buy whatever items
//! he wants. The other rules still apply, and he still only has one of each item.
//! **What is the most amount of gold you can spend and still lose the fight?**
type Stats = (u64, u64, u64);
type Item = (u64, u64, u64);
#[aoc_generator(day21)]
fn parse_input(input: &str) -> Stats {
let numbers: Vec<u64> = input
.lines()
.map(|line| {
let tokens: Vec<&str> = line.split(": ").collect();
tokens[1].parse().unwrap()
})
.collect();
(numbers[0], numbers[1], numbers[2])
}
/// Part 1: What is the least amount of gold you can spend and still win the fight?
#[aoc(day21, part1)]
fn part1(input: &Stats) -> u64 {
min_shop_gold(input)
}
fn min_shop_gold(boss: &Stats) -> u64 {
let weapons: Vec<Item> = vec![(8, 4, 0), (10, 5, 0), (25, 6, 0), (40, 7, 0), (74, 8, 0)];
let armors: Vec<Item> = vec![(13, 0, 1), (31, 0, 2), (53, 0, 3), (75, 0, 4), (102, 0, 5)];
let rings: Vec<Item> = vec![
(20, 0, 1),
(25, 1, 0),
(40, 0, 2),
(50, 2, 0),
(80, 0, 3),
(100, 3, 0),
];
// You must buy exactly one weapon; no dual-wielding.
let mut best_by_weapon = Vec::new();
for weapon in &weapons {
let gold = weapon.0;
let player = (100, weapon.1, weapon.2);
if is_player_win(&player, boss) {
best_by_weapon.push(gold);
continue;
}
// Armor is optional, but you can't use more than one.
// You can buy 0-2 rings (at most one for each hand).
for item in armor_ring_combos(&armors, &rings) {
let gold = gold + item.0;
let stats = (player.0, player.1 + item.1, player.2 + item.2);
if is_player_win(&stats, boss) {
best_by_weapon.push(gold);
break;
}
}
}
*best_by_weapon.iter().min().unwrap()
}
// You can buy 0-2 rings (at most one for each hand).
fn ring_combos(rings: &[Item]) -> Vec<Item> {
let mut combos = Vec::new();
for a in rings {
combos.push(*a);
for b in rings {
if a != b {
combos.push(combine(a, b));
}
}
}
combos.sort_by(|a, b| a.0.cmp(&b.0));
combos
}
fn combine(a: &Item, b: &Item) -> Item {
(a.0 + b.0, a.1 + b.1, a.2 + b.2)
}
// Combine ring options with armor
fn armor_ring_combos(armors: &[Item], rings: &[Item]) -> Vec<Item> {
let rings = ring_combos(rings);
let mut combos = rings.clone();
for armor in armors {
combos.push(*armor);
for ring in &rings {
combos.push(combine(armor, ring));
}
}
combos.sort_by(|a, b| a.0.cmp(&b.0));
combos
}
fn is_player_win(player: &Stats, boss: &Stats) -> bool {
let mut player_turn = true;
let mut player_hitpoints = player.0 as i64;
let player_damage = player.1;
let player_armor = player.2;
let mut boss_hitpoints = boss.0 as i64;
let boss_damage = boss.1;
let boss_armor = boss.2;
loop {
if player_turn {
let damage = (player_damage - boss_armor).max(1);
boss_hitpoints -= damage as i64;
if boss_hitpoints <= 0 {
return true;
}
} else {
let damage = (boss_damage - player_armor).max(1);
player_hitpoints -= damage as i64;
if player_hitpoints <= 0 {
return false;
}
}
player_turn = !player_turn;
}
}
/// Part 2: What is the most amount of gold you can spend and still lose the fight?
#[aoc(day21, part2)]
fn part2(input: &Stats) -> u64 {
max_shop_gold(input)
}
fn max_shop_gold(boss: &Stats) -> u64 {
let mut weapons: Vec<Item> = vec![(8, 4, 0), (10, 5, 0), (25, 6, 0), (40, 7, 0), (74, 8, 0)];
weapons.reverse();
let mut armors: Vec<Item> = vec![(13, 0, 1), (31, 0, 2), (53, 0, 3), (75, 0, 4), (102, 0, 5)];
armors.reverse();
let mut rings: Vec<Item> = vec![
(20, 0, 1),
(25, 1, 0),
(40, 0, 2),
(50, 2, 0),
(80, 0, 3),
(100, 3, 0),
];
rings.reverse();
// You must buy exactly one weapon; no dual-wielding.
let mut best_by_weapon = Vec::new();
for weapon in &weapons {
let gold = weapon.0;
let player = (100, weapon.1, weapon.2);
// Armor is optional, but you can't use more than one.
// You can buy 0-2 rings (at most one for each hand).
for item in armor_ring_combos(&armors, &rings).iter().rev() {
let gold = gold + item.0;
let stats = (player.0, player.1 + item.1, player.2 + item.2);
if !is_player_win(&stats, boss) {
best_by_weapon.push(gold);
break;
}
}
}
*best_by_weapon.iter().max().unwrap()
}
#[cfg(test)]
mod tests {
use super::*;
const EXAMPLE_PLAYER: Stats = (8, 5, 5);
const EXAMPLE_BOSS: Stats = (12, 7, 2);
#[test]
fn part1_examples() {
assert_eq!(true, is_player_win(&EXAMPLE_PLAYER, &EXAMPLE_BOSS));
}
}