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day21.rb
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day21.rb
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class Item
attr_reader :type, :name, :cost, :damage, :armor
def initialize(type, name, cost, damage, armor)
@name = name
@cost = cost
@damage = damage
@armor = armor
@type = type
end
def to_s
"#{@type}: #{@name}\t#{@cost}\t#{@damage}\t#{@armor}"
end
end
class Warrior
attr_accessor :items, :hitpoints
def initialize(hitpoints)
@items = []
@hitpoints = hitpoints
end
def add_item(item)
@items << item
end
def cost
@items.map{|i|i.cost}.inject(:+)
end
def damage
@items.map{|i|i.damage}.inject(:+)
end
def armor
@items.map{|i|i.armor}.inject(:+)
end
def valid
weapons = @items.find_all{|i|i.type=="Weapons"}
armor = @items.find_all{|i|i.type=="Armor"}
rings = @items.find_all{|i|i.type=="Rings"}
return (weapons.size == 1 && (armor.size == 0 || armor.size == 1) && (rings.size >=0 && rings.size <= 2))
end
def clone
w = super
w.items = [ ]
@items.each do |i|
w.items << i
end
w
end
end
class Player
attr_reader :name, :damage, :armor, :cost
attr_accessor :hitpoints
def initialize(name, hitpoints, damage, armor, cost)
@name = name
@hitpoints = hitpoints
@damage = damage
@armor = armor
@cost = cost
end
def deal_damage(enemy)
damage = @damage - enemy.armor
damage = 1 if (damage <= 0)
enemy.hitpoints -= damage
end
def to_s
"#{@name}: hitpoints #{@hitpoints}, damage #{@damage}, armor #{@armor}, cost #{@cost}"
end
end
class Fight
attr_reader :boss, :player
def initialize(boss, player)
@boss = boss
@player = player
end
def winner
while (@boss.hitpoints >= 0 && @player.hitpoints >= 0)
round
end
[@boss, @player].find{|p|p.hitpoints > 0}
end
def round
@player.deal_damage(@boss)
if (@boss.hitpoints >= 0)
@boss.deal_damage(@player)
end
end
end
shop_input = File.new("day21_shop.txt").readlines
@shop = []
type = nil
shop_input.each do |l|
match = l.match(/([a-zA-Z0-9+ ]+)\s+(\d+)\s+(\d+)\s+(\d+)/)
if (match)
all, name, cost, damage, armor = match.to_a
@shop << Item.new(type, name, cost.to_i,damage.to_i,armor.to_i)
else
match = l.match(/(\w+):/)
if (match)
type = match.to_a[1]
end
end
end
def create_combinations(items, min, max)
perms = []
for i in (min..max)
perms << items.combination(i).to_a
end
perms.flatten!(1)
end
def create_warrior_combinations(warriors, items, min, max)
new_warriors= []
new_items = create_combinations(items,min,max)
new_items.each do |ni|
warriors.each do |w|
new_w = w.clone
ni.each do |i|
new_w.add_item(i)
end
new_warriors << new_w
end
end
new_warriors
end
def create_players
weapons = @shop.find_all{|i|i.type == "Weapons"}
armor = @shop.find_all{|i|i.type == "Armor"}
rings = @shop.find_all{|i|i.type == "Rings"}
warriors = [Warrior.new(100)]
warriors = create_warrior_combinations(warriors, weapons, 1, 1)
warriors = create_warrior_combinations(warriors, armor, 0, 1)
warriors = create_warrior_combinations(warriors, rings,0, 2)
players = []
puts "Warriors: #{warriors.size}"
puts "Valid warriors: #{warriors.find_all{|w|w.valid}.size}"
warriors.each do |w|
players << Player.new("player", w.hitpoints, w.damage, w.armor, w.cost)
end
players
end
boss = Player.new("boss", 109, 8, 2, 0)
players = create_players
costs = players.find_all{|p|Fight.new(boss.clone, p).winner == p}.sort_by{|p|p.cost}
puts costs[0]