-
Notifications
You must be signed in to change notification settings - Fork 0
/
Day24Task2.py
229 lines (186 loc) · 8.6 KB
/
Day24Task2.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
from operator import attrgetter
import re
import copy
class Unit:
def __init__(self, army, n_units, hp, attack_damage, initiative, attack_type, weaknesses, immunities):
self.army = army
self.n_units = n_units
self.hp = hp
self.attack_damage = attack_damage
self.initiative = initiative
self.attack_type = attack_type
self.weaknesses = weaknesses
self.immunities = immunities
self.has_attacker = False
self.enemy_unit_chosen = None
self.damage_dealt_per_unit = 0
def effective_power(self):
return self.n_units * self.attack_damage
def select_target(self, all_units):
max_damage_dealt = 1
enemy_unit_chosen = None
for enemy in all_units:
if enemy.has_attacker or self.army == enemy.army: # every unit gets at most one attacker
continue
elif self.attack_type in enemy.weaknesses:
damage_dealt = 2 * self.n_units * self.attack_damage
elif self.attack_type in enemy.immunities:
damage_dealt = 0
else:
damage_dealt = self.n_units * self.attack_damage
if damage_dealt > max_damage_dealt:
max_damage_dealt = damage_dealt
if enemy_unit_chosen: enemy_unit_chosen.has_attacker = False
enemy_unit_chosen = enemy
enemy_unit_chosen.has_attacker = True
elif damage_dealt == max_damage_dealt:
if not enemy_unit_chosen:
max_damage_dealt = damage_dealt
enemy_unit_chosen = enemy
enemy_unit_chosen.has_attacker = True
elif enemy_unit_chosen.effective_power() < enemy.effective_power():
max_damage_dealt = damage_dealt
enemy_unit_chosen.has_attacker = False
enemy_unit_chosen = enemy
enemy_unit_chosen.has_attacker = True
elif enemy_unit_chosen.effective_power() == enemy.effective_power():
if enemy.initiative > enemy_unit_chosen.initiative:
max_damage_dealt = damage_dealt
enemy_unit_chosen.has_attacker = False
enemy_unit_chosen = enemy
enemy_unit_chosen.has_attacker = True
max_damage_dealt_per_unit = max_damage_dealt // self.n_units
self.enemy_unit_chosen = enemy_unit_chosen
self.damage_dealt_per_unit = max_damage_dealt_per_unit
def getAttacked(self, damage):
self.n_units = max(0, self.n_units - damage // self.hp)
def attack(self, all_units):
if self.enemy_unit_chosen:
self.enemy_unit_chosen.getAttacked(self.damage_dealt_per_unit * self.n_units)
self.enemy_unit_chosen.has_attacker = False
self.enemy_unit_chosen = None
self.damage_dealt_per_unit = 0
def fight_battle(all_units, armies_remaining_units):
fight_over = False
old_all_units = []
while not fight_over:
all_units.sort(key=lambda unit: (unit.effective_power(), unit.initiative), reverse=True)
if old_all_units == [unit.n_units for unit in all_units]:
return 'Infection', None
else:
old_all_units = [unit.n_units for unit in all_units]
# target selection
for unit in all_units:
unit.select_target(all_units)
all_units.sort(key=attrgetter('initiative'), reverse=True)
# attack
for unit in all_units:
unit.attack(all_units)
index = len(all_units)-1
while index >= 0:
unit = all_units[index]
if unit.n_units <= 0:
armies_remaining_units[unit.army] -= 1
all_units.pop(index)
index -= 1
for army in armies_remaining_units:
if armies_remaining_units[army] == 0:
fight_over = True
break
units_remaining = sum([unit.n_units for unit in all_units])
winning_army = all_units[0].army
return winning_army, units_remaining
def boost_one_army(all_units, boost, army_to_boost):
new_all_units = copy.deepcopy(all_units)
for unit in new_all_units:
if unit.army == army_to_boost:
unit.attack_damage += boost
return new_all_units
with open("/Users/DominikKloepfer/Documents/workspace/Personal_Projects/Advent of Code 2018/Day 24/day24_input1.txt") as input:
data = [line.strip() for line in input]
armies_remaining_units = {} # dictionary of remaining units for every army
all_units = []
current_army = None
for line in data:
if line == '': continue
if line[-1] == ':':
current_army = line[0:len(line)-1]
armies_remaining_units[current_army] = 0
else:
line2 = re.split('\(|\)', line)
if len(line2) == 1:
weaknesses_immunities = []
attack_data = line2[0].split(' ')[6:]
else:
weaknesses_immunities = line2[1].split(' ')
attack_data = line2[2].split(' ')
words = line.replace('(', '').replace(')', '').split(' ')
n_units = int(words[0])
hp = int(words[4])
initiative = int(words[-1])
attack_damage = int(attack_data[6])
attack_type = attack_data[7]
weaknesses = []
immunities = []
i = 0
while i < len(weaknesses_immunities):
if weaknesses_immunities[i] == 'to':
if weaknesses_immunities[i-1] == 'weak':
j = i+1
while j < len(weaknesses_immunities):
if weaknesses_immunities[j][-1] == ',':
weaknesses.append(weaknesses_immunities[j][:-1])
j += 1
elif weaknesses_immunities[j][-1] == ';':
weaknesses.append(weaknesses_immunities[j][:-1])
i = j
break
else:
weaknesses.append(weaknesses_immunities[j])
i = j
break
elif weaknesses_immunities[i-1] == 'immune':
j = i+1
while j < len(weaknesses_immunities):
if weaknesses_immunities[j][-1] == ',':
immunities.append(weaknesses_immunities[j][:-1])
j += 1
elif weaknesses_immunities[j][-1] == ';':
immunities.append(weaknesses_immunities[j][:-1])
i = j
break
else:
immunities.append(weaknesses_immunities[j])
i = j
break
i += 1
all_units.append(Unit(current_army, n_units, hp, attack_damage, initiative, attack_type, weaknesses, immunities))
armies_remaining_units[current_army] += 1
#print(current_army, n_units, hp, weaknesses, immunities, attack_damage, attack_type, initiative)
print('done parsing')
max_too_small_boost = 0
min_large_enough_boost = 1
winning_army = 'Infection'
while winning_army == 'Infection':
print('min large enough boost', min_large_enough_boost)
current_all_units = boost_one_army(all_units, min_large_enough_boost, 'Immune System')
current_armies_remaining_units = copy.deepcopy(armies_remaining_units)
winning_army, _ = fight_battle(current_all_units, current_armies_remaining_units)
max_too_small_boost = min_large_enough_boost
min_large_enough_boost *= 2
min_large_enough_boost //= 2
max_too_small_boost //= 2
while min_large_enough_boost - max_too_small_boost > 1:
boost = max_too_small_boost + (min_large_enough_boost - max_too_small_boost) // 2
print('boost', boost, 'higher boost', min_large_enough_boost, 'lower boost', max_too_small_boost)
current_all_units = boost_one_army(all_units, boost, 'Immune System')
current_armies_remaining_units = copy.deepcopy(armies_remaining_units)
winning_army, remaining_units = fight_battle(current_all_units, current_armies_remaining_units)
print('winner', winning_army)
if winning_army == 'Immune System':
min_large_enough_boost = boost
else:
max_too_small_boost = boost
all_units = boost_one_army(all_units, min_large_enough_boost, 'Immune System')
_, remaining_units = fight_battle(all_units, armies_remaining_units)
print('With a boost of %d, Immune System wins with %d units remaining' %(min_large_enough_boost, remaining_units))