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Clumsy C# solution to advent of code day 22
// n.b. Linqpad script
class QueueSpellChooser : ISpellChooser
{
private Queue<Spell> spellQueue;
public QueueSpellChooser(IEnumerable<Spell> spells)
{
spellQueue = new Queue<Spell>(spells);
}
public Spell GetNextSpell(PlayerStatus status)
{
return spellQueue.Dequeue();
}
public void WinningAmount(int amount)
{
}
public void NewBattle()
{
}
}
interface ISpellChooser
{
void NewBattle();
Spell GetNextSpell(PlayerStatus status);
void WinningAmount(int amount);
}
class SpellChooser : ISpellChooser
{
public int bestWinningAmount = Int32.MaxValue;
public List<string> choices = new List<string>();
private Random rand = new Random();
public Spell GetNextSpell(PlayerStatus status)
{
var options = spells.Where(s => s.Cost <= status.Mana &&
s.Cost + status.ManaSpent < bestWinningAmount &&
!status.IsSpellActive(s.Name)).ToList();
if (options.Count == 0) return null;
var t = options[rand.Next(options.Count)].GetType();
var spell = (Spell)Activator.CreateInstance(t);
choices.Add(spell.Name);
return spell;
}
public void NewBattle()
{
choices.Clear();
}
public void WinningAmount(int amount)
{
if (amount < bestWinningAmount)
{
Console.WriteLine("NEW BEST AMOUNT {0}", amount);
foreach(var choice in choices)
Console.WriteLine(choice);
bestWinningAmount = amount;
}
}
}
abstract class Spell
{
public Spell(string name, int cost)
{
Name = name;
Cost = cost;
}
public int Cost { get; }
public string Name { get; }
public abstract void Use(PlayerStatus self, PlayerStatus opponent, bool debug);
public abstract int Timer { get; }
}
class MagicMissile : Spell
{
public MagicMissile() : base("Magic Missile", 53) { }
public override void Use(PlayerStatus self, PlayerStatus opponent, bool debug)
{
if (debug) Console.WriteLine("Magic Missile deals 4 damage");
opponent.AddHitPoints(-4);
}
public override int Timer { get { return 0; } }
}
class Drain : Spell
{
public Drain() : base("Drain", 73) { }
public override void Use(PlayerStatus self, PlayerStatus opponent, bool debug)
{
if (debug) Console.WriteLine ("Player casts Drain, dealing 2 damage, and healing 2 hit points");
self.AddHitPoints(2);
opponent.AddHitPoints(-2);
}
public override int Timer { get { return 0; } }
}
class Shield : Spell
{
public Shield() : base("Shield", 113) { }
private int timer = 6;
public override void Use(PlayerStatus self, PlayerStatus opponent, bool debug)
{
if (timer == 6)
{
if (debug) Console.WriteLine("Shield increases armor by 7");
self.AddArmor(7);
}
if (timer == 1)
{
if (debug) Console.WriteLine("Shield wears off, decreasing armor by 7");
self.AddArmor(-7);
}
timer--;
}
public override int Timer { get { return timer; } }
}
class Poison : Spell
{
public Poison() : base("Poison", 173) { }
private int timer = 6;
public override void Use(PlayerStatus self, PlayerStatus opponent, bool debug)
{
if (debug) Console.WriteLine("Poison deals 3 damage");
opponent.AddHitPoints(-3);
timer--;
}
public override int Timer { get { return timer; } }
}
class Recharge : Spell
{
public Recharge() : base("Recharge", 229) { }
private int timer = 5;
public override void Use(PlayerStatus self, PlayerStatus opponent, bool debug = true)
{
if (debug) Console.WriteLine("Recharge increases mana by 101");
self.AddMana(101);
timer--;
}
public override int Timer { get { return timer; } }
}
static List<Spell> spells = new List<Spell>()
{
new MagicMissile(),
new Drain(),
new Shield(),
new Recharge(),
new Poison(),
};
bool Battle(PlayerStatus player, PlayerStatus boss, ISpellChooser spellChooser, bool hard, bool debug = false)
{
spellChooser.NewBattle();
while (player.HitPoints > 0 && boss.HitPoints > 0)
{
if (debug)
{
Console.WriteLine("-- Player turn --");
Console.WriteLine($"Player has {player.HitPoints} hit points, {player.Armor} armor, {player.Mana} mana");
Console.WriteLine($"Boss has {boss.HitPoints} hit points");
}
if (hard)
{
player.AddHitPoints(-1);
if (player.HitPoints <= 0) return false;
}
player.UseSpells(boss, debug);
var spell = spellChooser.GetNextSpell(player);
// can't afford any more spells (or this battle won't be cheapest)
if (spell == null) return false;
if (debug) Console.WriteLine($"Player casts {spell.Name}");
player.AddSpell(spell, boss, debug);
if (debug)
{
Console.WriteLine("-- Boss turn --");
Console.WriteLine($"Player has {player.HitPoints} hit points, {player.Armor} armor, {player.Mana} mana");
Console.WriteLine($"Boss has {boss.HitPoints} hit points");
}
player.UseSpells(boss, debug);
if (boss.HitPoints > 0) player.HitBy(boss, debug);
}
var playerWins = player.HitPoints > 0;
if (playerWins) spellChooser.WinningAmount(player.ManaSpent);
return playerWins;
}
class PlayerStatus
{
private List<Spell> activeSpells = new List<Spell>();
public PlayerStatus(int hp, int d, int a, int m)
{
HitPoints = hp;
Damage = d;
Armor = a;
Mana = m;
}
public int HitPoints { get; private set; }
public int Damage { get; private set; }
public int Armor { get; private set; }
public int Mana { get; private set; }
public int ManaSpent { get; private set; }
public void AddHitPoints(int hitPoints)
{
HitPoints += hitPoints;
}
public void AddArmor(int armor)
{
Armor += armor;
}
public void AddMana(int mana)
{
Mana += mana;
}
public void AddSpell(Spell spell, PlayerStatus opponent, bool debug = false)
{
Mana -= spell.Cost;
ManaSpent += spell.Cost;
if (Mana < 0) throw new ArgumentException("Can't afford this spell");
if (spell.Timer == 0)
{
spell.Use(this, opponent, debug);
}
else
{
activeSpells.Add(spell);
}
}
public void UseSpells(PlayerStatus boss, bool debug = false)
{
foreach (var spell in activeSpells)
{
if (boss.HitPoints > 0)
{
spell.Use(this, boss, debug);
if (debug)
Console.WriteLine($"{spell.Name}'s timer is now {spell.Timer}");
}
}
activeSpells.RemoveAll(s => s.Timer == 0);
}
public void HitBy(PlayerStatus boss, bool debug = false)
{
var bossDamage = Math.Max(1, boss.Damage - Armor);
if (debug) Console.WriteLine($"Boss attacks for {bossDamage} damage");
HitPoints -= bossDamage;
}
public bool IsSpellActive(string spellName)
{
return activeSpells.Any(s => s.Name == spellName);
}
}
void Main()
{
var testPlayer = new PlayerStatus(10, 0, 0, 250);
var testBoss = new PlayerStatus(13, 8, 0, 0);
var spells = new Spell[] { new Poison(), new MagicMissile() };
//Battle(testPlayer, testBoss, new QueueSpellChooser(spells), true).Dump();
var testPlayer2 = new PlayerStatus(10, 0, 0, 250);
var testBoss2 = new PlayerStatus(14, 8, 0, 0);
var spells2 = new Spell[] { new Recharge(), new Shield(), new Drain(), new Poison(), new MagicMissile() };
//Battle(testPlayer2, testBoss2, new QueueSpellChooser(spells2), true).Dump();
var chooser = new SpellChooser();
for (int n = 0; n < 10000; n++)
{
var player = new PlayerStatus(50, 0, 0, 500);
var boss = new PlayerStatus(58, 9, 0, 500);
Battle(player, boss, chooser, true, false);
}
}
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