1use utils::prelude::*;
2
3#[derive(Clone, Debug)]
5pub struct Day21 {
6 part1: u32,
7 part2: u32,
8}
9
10const WEAPONS: [(u32, u32); 5] = [(8, 4), (10, 5), (25, 6), (40, 7), (74, 8)];
11const ARMOR: [(u32, u32); 6] = [(0, 0), (13, 1), (31, 2), (53, 3), (75, 4), (102, 5)];
12const RINGS: [(u32, u32, u32); 8] = [
13 (0, 0, 0),
14 (0, 0, 0),
15 (25, 1, 0),
16 (50, 2, 0),
17 (100, 3, 0),
18 (20, 0, 1),
19 (40, 0, 2),
20 (80, 0, 3),
21];
22
23impl Day21 {
24 pub fn new(input: &str, _: InputType) -> Result<Self, InputError> {
25 let (boss_health, boss_damage, boss_armor) = parser::u32()
26 .with_prefix("Hit Points: ")
27 .with_eol()
28 .then(parser::u32().with_prefix("Damage: ").with_eol())
29 .then(parser::u32().with_prefix("Armor: "))
30 .parse_complete(input)?;
31
32 let mut min_gold_win = u32::MAX;
33 let mut max_gold_loss = 0;
34 for weapon in WEAPONS {
35 for armor in ARMOR {
36 for (i, &ring1) in RINGS.iter().enumerate() {
37 for &ring2 in &RINGS[i + 1..] {
38 let gold = weapon.0 + armor.0 + ring1.0 + ring2.0;
39 let player_damage = weapon.1 + ring1.1 + ring2.1;
40 let player_armor = armor.1 + ring1.2 + ring2.2;
41
42 let player_deals = player_damage.saturating_sub(boss_armor).max(1);
43 let turn_boss_dies = boss_health.div_ceil(player_deals);
44
45 let boss_deals = boss_damage.saturating_sub(player_armor).max(1);
46 let turn_player_dies = 100u32.div_ceil(boss_deals);
47
48 if turn_boss_dies <= turn_player_dies {
49 min_gold_win = min_gold_win.min(gold);
50 } else {
51 max_gold_loss = max_gold_loss.max(gold);
52 }
53 }
54 }
55 }
56 }
57
58 Ok(Self {
59 part1: min_gold_win,
60 part2: max_gold_loss,
61 })
62 }
63
64 #[must_use]
65 pub fn part1(&self) -> u32 {
66 self.part1
67 }
68
69 #[must_use]
70 pub fn part2(&self) -> u32 {
71 self.part2
72 }
73}
74
75examples!(Day21 -> (u32, u32) []);