Solution in javascript. I don't think this is necessarily the correct way to do this, just one way. I wanted to figure out an efficient way to use the data structures that are available in Perl to solve this. Setting up the data is really what I want to learn
// Day 21: RPG Simulator 20XX
// boss's stats
// Hit Points: 100
// Damage: 8
// Armor: 2
function part1() {
const WEAPONS = new Map([
["dagger", { cost: 8, damage: 4, armor: 0 }],
["shortsword", { cost: 10, damage: 5, armor: 0 }],
["warhammer", { cost: 25, damage: 6, armor: 0 }],
["longsword", { cost: 40, damage: 7, armor: 0 }],
["greataxe", { cost: 74, damage: 8, armor: 0 }],
]);
const ARMOR = new Map([
["nothing", { cost: 0, damage: 0, armor: 0 }],
["leather", { cost: 13, damage: 0, armor: 1 }],
["chainmail", { cost: 31, damage: 0, armor: 2 }],
["splintmail", { cost: 53, damage: 0, armor: 3 }],
["bandedmail", { cost: 75, damage: 0, armor: 4 }],
["platemail", { cost: 102, damage: 0, armor: 5 }],
]);
const RINGS = new Map([
["nothing", { cost: 0, damage: 0, armor: 0 }],
["damage+1", { cost: 25, damage: 1, armor: 0 }],
["damage+2", { cost: 50, damage: 2, armor: 0 }],
["damage+3", { cost: 100, damage: 3, armor: 0 }],
["defense+1", { cost: 20, damage: 0, armor: 1 }],
["defense+2", { cost: 40, damage: 0, armor: 2 }],
["defense+3", { cost: 80, damage: 0, armor: 3 }],
]);
const BOSS = new Map([
["damage", 8],
["armor", 2],
["health", 100],
]);
const PLAYER = new Map([
["damage", 0],
["armor", 0],
["health", 100],
]);
const getTotalStats = (weapon, armor, leftRing, rightRing) => {
return {
cost: weapon.cost + armor.cost + leftRing.cost + rightRing.cost,
damage: weapon.damage + armor.damage + leftRing.damage + rightRi
+ng.damage,
armor: weapon.armor + armor.armor + leftRing.armor + rightRing.a
+rmor,
};
};
const hitPerSecond = (defenderHealth, defenderArmor, attackerDmg) =>
Math.ceil(defenderHealth / Math.max(1, attackerDmg - defenderArmor
+));
const makeMove = (boss, player) =>
hitPerSecond(boss.get("health"), boss.get("armor"), player.get("da
+mage")) <=
hitPerSecond(player.get("health"), player.get("armor"), boss.get("
+damage"));
function* possibleBundles() {
for (let weapon of WEAPONS.values()) {
for (let armor of ARMOR.values()) {
for (let leftRing of RINGS.values()) {
for (let rightRing of RINGS.values()) {
if (rightRing.cost !== leftRing.cost)
yield getTotalStats(weapon, armor, leftRing, rightRing);
}
}
}
}
}
let result = Infinity;
for (let bundle of possibleBundles()) {
PLAYER.set("damage", bundle.damage).set("armor", bundle.armor);
if (makeMove(BOSS, PLAYER)) result = Math.min(result, bundle.cost)
+;
}
console.log(result);
}
part1();
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