Add solution for 2015 Day 22
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@@ -0,0 +1,2 @@
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Hit Points: 13
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Damage: 8
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+144
-11
@@ -2,30 +2,163 @@
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namespace y2015::day22
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{
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REGISTER_DAY(2015, Day22, std::vector<int>, int);
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struct Player
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{
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int hp;
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int armor;
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int mana;
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};
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REGISTER_TEST_EXAMPLE(2015, Day22, ExampleInput, 1, 0);
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REGISTER_TEST(2015, Day22, Input, 1, 0);
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REGISTER_TEST_EXAMPLE(2015, Day22, ExampleInput, 2, 0);
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REGISTER_TEST(2015, Day22, Input, 2, 0);
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struct Monster
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{
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int hp;
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int dmg;
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};
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REGISTER_DAY(2015, Day22, Monster, int);
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REGISTER_TEST_EXAMPLE(2015, Day22, ExampleInput, 1, 212);
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REGISTER_TEST(2015, Day22, Input, 1, 900);
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REGISTER_TEST_EXAMPLE(2015, Day22, ExampleInput, 2, 212);
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REGISTER_TEST(2015, Day22, Input, 2, 1216);
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READ_INPUT(input)
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{
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std::vector<int> vec;
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std::string str;
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while (getline(input, str))
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Monster monster;
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input >> "Hit Points: " >> monster.hp >> "\n";
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input >> "Damage: " >> monster.dmg >> "\n";
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return monster;
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}
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struct Spell
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{
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int cost;
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int timer;
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int dmg;
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int armor;
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int manaGain;
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int heal;
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};
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struct State
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{
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Player player;
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Monster monster;
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std::vector<int> spellTimers;
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bool operator<(const State& other) const
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{
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if (player.hp != other.player.hp)
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return player.hp < other.player.hp;
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if (player.armor != other.player.armor)
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return player.armor < other.player.armor;
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if (player.mana != other.player.mana)
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return player.mana < other.player.mana;
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if (monster.hp != other.monster.hp)
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return monster.hp < other.monster.hp;
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if (monster.dmg != other.monster.dmg)
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return monster.dmg < other.monster.dmg;
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return spellTimers < other.spellTimers;
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}
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return vec;
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};
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// clang-format off
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// cost timer dmg armor manaGain heal
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const std::vector<Spell> spells{Spell{53, 1, 4, 0, 0, 0},
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Spell{73, 1, 2, 0, 0, 2},
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Spell{113, 6, 0, 7, 0, 0},
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Spell{173, 6, 3, 0, 0, 0},
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Spell{229, 5, 0, 0, 101, 0}};
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// clang-format-on
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void ApplyEffects(State& state)
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{
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for (int i = 0; i < state.spellTimers.size(); i++)
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{
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if (state.spellTimers[i] == 0)
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continue;
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const auto& spell = spells[i];
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state.spellTimers[i]--;
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state.monster.hp -= spell.dmg;
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state.player.hp += spell.heal;
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state.player.mana += spell.manaGain;
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if (state.spellTimers[i] == 0)
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state.player.armor -= spell.armor;
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}
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}
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std::pair<bool, int> PlayerTurn(State state, bool hardmode, std::map<State, std::pair<bool, int>>& memoization)
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{
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// Apply rules at start of turn
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if (hardmode)
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state.player.hp--;
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if (state.player.hp <= 0)
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return {false, 0};
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ApplyEffects(state);
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if (state.monster.hp <= 0)
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return {true, 0};
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auto it = memoization.find(state);
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if (it != memoization.end())
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return it->second;
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bool canWin = false;
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int minManaCost = std::numeric_limits<int>::max();
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for (int i = 0; i < spells.size(); i++)
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{
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// Spell is already active
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if (state.spellTimers[i] > 0)
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continue;
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const auto& spell = spells[i];
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if (state.player.mana < spell.cost)
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continue;
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// Cast spell
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State newState = state;
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newState.spellTimers[i] = spell.timer;
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newState.player.mana -= spell.cost;
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newState.player.armor += spell.armor;
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// Boss turn
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ApplyEffects(newState);
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if (newState.monster.hp <= 0)
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{
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if (spell.cost < minManaCost)
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{
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minManaCost = spell.cost;
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canWin = true;
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}
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continue;
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}
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newState.player.hp -= std::max(1, newState.monster.dmg - newState.player.armor);
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// Player turn
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auto result = PlayerTurn(newState, hardmode, memoization);
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if (result.first && result.second + spell.cost < minManaCost)
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{
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canWin = true;
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minManaCost = result.second + spell.cost;
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}
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}
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memoization[state] = {canWin, minManaCost};
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return {canWin, minManaCost};
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}
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OUTPUT1(input)
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{
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return 0;
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std::map<State, std::pair<bool, int>> memoization;
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return PlayerTurn(State{Player{50, 0, 500}, input, {0, 0, 0, 0, 0}}, false, memoization).second;
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}
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OUTPUT2(input)
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{
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return 0;
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std::map<State, std::pair<bool, int>> memoization;
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return PlayerTurn(State{Player{50, 0, 500}, input, {0, 0, 0, 0, 0}}, true, memoization).second;
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}
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}
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