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 .then(parser::u32().with_prefix("\nDamage: "))
28 .then(parser::u32().with_prefix("\nArmor: "))
29 .parse_complete(input)?;
30
31 let mut min_gold_win = u32::MAX;
32 let mut max_gold_loss = 0;
33 for weapon in WEAPONS {
34 for armor in ARMOR {
35 for (i, &ring1) in RINGS.iter().enumerate() {
36 for &ring2 in &RINGS[i + 1..] {
37 let gold = weapon.0 + armor.0 + ring1.0 + ring2.0;
38 let player_damage = weapon.1 + ring1.1 + ring2.1;
39 let player_armor = armor.1 + ring1.2 + ring2.2;
40
41 let player_deals = player_damage.saturating_sub(boss_armor).max(1);
42 let turn_boss_dies = boss_health.div_ceil(player_deals);
43
44 let boss_deals = boss_damage.saturating_sub(player_armor).max(1);
45 let turn_player_dies = 100u32.div_ceil(boss_deals);
46
47 if turn_boss_dies <= turn_player_dies {
48 min_gold_win = min_gold_win.min(gold);
49 } else {
50 max_gold_loss = max_gold_loss.max(gold);
51 }
52 }
53 }
54 }
55 }
56
57 Ok(Self {
58 part1: min_gold_win,
59 part2: max_gold_loss,
60 })
61 }
62
63 #[must_use]
64 pub fn part1(&self) -> u32 {
65 self.part1
66 }
67
68 #[must_use]
69 pub fn part2(&self) -> u32 {
70 self.part2
71 }
72}
73
74examples!(Day21 -> (u32, u32) []);