Somewhat sloppy 2015 day22
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Hit Points: 58
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Damage: 9
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@ -0,0 +1,139 @@
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with open('day22-input', 'r') as file:
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data = [l.strip('\n') for l in file]
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boss_hp = int(data[0].split()[-1])
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boss_damage = int(data[1].split()[-1])
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player_hp = 50
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player_mp = 500
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from collections import namedtuple
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State = namedtuple('State', ['player_hp', 'player_mp', 'boss_hp', 'shield', 'poison', 'recharge', 'mp_spent'])
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initial_state = State(player_hp, player_mp, boss_hp, 0, 0, 0, 0)
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def magic_missile(state):
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if state.player_mp < 53:
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raise ValueError('Not enough mana')
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return State(state.player_hp, state.player_mp-53, state.boss_hp-4,
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state.shield, state.poison, state.recharge, state.mp_spent+53)
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def drain(state):
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if state.player_mp < 73:
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raise ValueError('Not enough mana')
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return State(state.player_hp+2, state.player_mp-73, state.boss_hp-2,
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state.shield, state.poison, state.recharge, state.mp_spent+73)
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def poison(state):
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if state.player_mp < 173:
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raise ValueError('Not enough mana')
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if state.poison > 0:
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raise ValueError('Already poisoned')
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return State(state.player_hp, state.player_mp-173, state.boss_hp,
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state.shield, state.poison+6, state.recharge, state.mp_spent+173)
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def shield(state):
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if state.player_mp < 113:
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raise ValueError('Not enough mana')
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if state.shield > 0:
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raise ValueError('Already shielded')
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return State(state.player_hp, state.player_mp-113, state.boss_hp,
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state.shield+6, state.poison, state.recharge, state.mp_spent+113)
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def recharge(state):
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if state.player_mp < 229:
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raise ValueError('Not enough mana')
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if state.recharge > 0:
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raise ValueError('Already recharging')
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return State(state.player_hp, state.player_mp-229, state.boss_hp,
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state.shield, state.poison, state.recharge+5, state.mp_spent+229)
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def turn_start(state, hardmode_player_turn=False):
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s = state._asdict()
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if hardmode_player_turn:
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s['player_hp'] -= 1
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if s['player_hp'] <= 0:
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return State(**s)
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if s['recharge'] > 0:
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s['player_mp'] += 101
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s['recharge'] -= 1
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if s['poison'] > 0:
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s['boss_hp'] -= 3
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s['poison'] -= 1
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if s['shield'] > 0:
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s['shield'] -= 1
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return State(**s)
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def boss_action(state):
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damage = boss_damage
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if state.shield > 0:
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damage = max(damage-7, 1)
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return State(state.player_hp-damage, state.player_mp, state.boss_hp,
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state.shield, state.poison, state.recharge, state.mp_spent)
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spells = [magic_missile, drain, shield, poison, recharge]
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mana_reqs = [53, 73, 113, 173, 229]
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def execute_round(state, command, hardmode=False):
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state = turn_start(state, hardmode)
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if state.player_hp <= 0:
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return state
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state = spells[command](state)
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state = turn_start(state)
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if state.boss_hp > 0:
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state = boss_action(state)
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return state
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maximum_mana_usage = 100000 # Arbitrarily large
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winning_commands = []
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def tree_simulation(state, commands, hardmode=False):
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global maximum_mana_usage, winning_commands
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state = execute_round(state, commands[-1], hardmode)
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if state.player_hp <= 0 or state.mp_spent > maximum_mana_usage:
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return 100000
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if state.boss_hp <= 0:
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maximum_mana_usage = state.mp_spent
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winning_commands = commands
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return state.mp_spent
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mp_spent = 100000
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for cmd, mana in enumerate(mana_reqs):
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if state.player_mp > mana:
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try:
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mp_spent = min(tree_simulation(state, commands+[cmd], hardmode), mp_spent)
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except ValueError:
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pass
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return mp_spent
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mana = min([tree_simulation(initial_state, [c]) for c in range(len(spells))])
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print(mana) # Part 1
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part1_commands = winning_commands
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maximum_mana_usage = 100000
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mana_hard = min([tree_simulation(initial_state, [c], hardmode=True) for c in range(len(spells))])
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print(mana_hard) # Part 2
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part2_commands = winning_commands
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# Bonus: show the winning simulations
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spell_names = ['Magic Missile', 'Drain', 'Shield', 'Poison', 'Recharge']
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def perform_simulation(command_list, maximum_mana_usage=None, hardmode=False):
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state = initial_state
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for i, command in enumerate(command_list):
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print(state)
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print(f'Player casts {spell_names[command]}!')
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try:
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state = execute_round(state, command, hardmode)
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except ValueError:
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return f'Failed at round #{i+1}: Insufficient mana'
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if maximum_mana_usage and state.mp_spent >= maximum_mana_usage:
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return f'Failed at round #{i+1}: Exceeded mana budget'
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if state.player_hp <= 0:
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return f'Failed at round #{i+1}: Player died'
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if state.boss_hp <= 0:
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return f'Succeeded at round #{i+1}', state.mp_spent
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return f'Ran out of commands but game is not over', state
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print('Ideal normal mode fight:')
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print(perform_simulation(part1_commands))
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print('')
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print('Ideal hard mode fight:')
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print(perform_simulation(part2_commands, hardmode=True))
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