111 lines
3.1 KiB
C#
111 lines
3.1 KiB
C#
using MoreLinq.Extensions;
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namespace AOC2015;
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/// <summary>
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/// Day 22: <a href="https://adventofcode.com/2015/day/22"/>
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/// </summary>
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public sealed class Day22() : Day(2015, 22, "Wizard Simulator 20XX")
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{
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private static readonly List<Spell> Spells =
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[
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new("Magic Missile", Mana: 53, Damage: 4),
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new("Drain", Mana: 73, Damage: 2, Heal: 2),
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new("Shield", Mana: 113, Armor: 7, Duration: 6),
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new("Poison", Mana: 173, Damage: 3, Duration: 6),
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new("Recharge", Mana: 229, ManaCharge: 101, Duration: 5)
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];
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private Dictionary<string, int> _boss;
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private record Spell(
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// ReSharper disable once NotAccessedPositionalProperty.Local
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string Name,
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int Mana,
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int Duration = 0,
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int Damage = 0,
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int Heal = 0,
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int Armor = 0,
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int ManaCharge = 0
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);
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private struct GameState(bool HardMode = false, int RoundNumber = 0, int TotalManaSpent = 0, int PlayerHealth = 50,
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int PlayerMana = 500, int BossHealth = 0, int BossDamage = 0, Dictionary<Spell, int>? ActiveSpells = null)
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{
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public GameResult DoTurn(Spell spell)
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{
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RoundNumber++;
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CastSpell(spell);
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ProcessActiveSpells();
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if (BossHealth <= 0) return GameResult.Win;
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PlayerHealth -= Math.Max(1, BossDamage - ActiveSpells.Sum(x => x.Key.Armor));
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if (PlayerHealth <= 0) return GameResult.Loss;
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if (HardMode)
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{
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}
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ProcessActiveSpells();
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return BossHealth <= 0 ? GameResult.Win : GameResult.Continue;
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}
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private void CastSpell(Spell spell)
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{
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TotalManaSpent += spell.Mana;
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PlayerMana -= spell.Mana;
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if (spell.Duration == 0) ProcessSpell(spell);
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else ActiveSpells.Add(spell, spell.Duration);
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}
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private void ProcessActiveSpells()
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{
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ActiveSpells.Keys.ForEach(ProcessSpell);
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foreach (var (spell, duration) in ActiveSpells.ToList())
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{
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if (duration == 1) ActiveSpells.Remove(spell);
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else ActiveSpells[spell]--;
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}
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}
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private void ProcessSpell(Spell spell)
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{
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BossHealth -= spell.Damage;
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PlayerHealth += spell.Heal;
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PlayerMana += spell.ManaCharge;
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}
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}
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private enum GameResult
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{
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Win,
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Loss,
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Continue
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}
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private GameState ProcessStates(GameState initialState)
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{
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var stateQueue = new Queue<GameState>();
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stateQueue.Enqueue(initialState);
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GameState bestGame = new(BossHealth: _boss["Hit Points"], BossDamage: _boss["Damage"]);
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var roundsProcessed = 0;
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while (stateQueue.Count > 0)
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{
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}
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return initialState;
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}
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public override void ProcessInput() =>
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_boss = Input.ToDictionary(k => k.Split(": ")[0], v => int.Parse(v.Split(": ")[1]));
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public override object Part1() =>
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ProcessStates(new(BossHealth: _boss["Hit Points"], BossDamage: _boss["Damage"]));
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public override object Part2() => "";
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}
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