y2015d22 new approach, no recursion, still broken
This commit is contained in:
parent
46deb678df
commit
00692c18df
@ -1,3 +1,5 @@
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use core::panic;
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pub fn process_part1(input: &str) -> u32 {
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let mut boss = Character::default();
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input.lines().for_each(|line| {
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@ -13,15 +15,62 @@ pub fn process_part1(input: &str) -> u32 {
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mana: 500,
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..Default::default()
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};
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let mut used_mana = Vec::new();
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for spell in Spell::get_all() {
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used_mana.push(round(player.clone(), boss.clone(), spell, 0));
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}
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// Initial state, nothing happened yet
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let start = RoundNode {
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player,
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boss,
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spent_mana: 0,
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state: State::Playing,
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};
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let mut smallest = u32::MAX;
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for state in used_mana {
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if state.get_value() < smallest {
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smallest = state.get_value();
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let mut leafs = vec![start];
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let mut test = 0;
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println!("start");
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loop {
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println!("iter: {test},");
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let current_leafs = leafs.clone();
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println!("leaf count: {}", current_leafs.len());
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leafs.clear();
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// create potential rounds
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for leaf in current_leafs {
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if leaf.state == State::Playing {
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//println!("try for leaf");
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for spell in Spell::get_all() {
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leafs.push(leaf.use_spell(spell));
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}
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}
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}
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for leaf in &leafs {
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if leaf.state == State::Win && leaf.spent_mana < smallest {
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smallest = leaf.spent_mana;
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}
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//println!(
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// "player hp: {}, boss hp: {}, spent mana so far: {}",
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// leaf.player.hp, leaf.boss.hp, leaf.spent_mana
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//);
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}
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leafs = leafs
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.clone()
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.iter()
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.filter(|&leaf| leaf.state == State::Playing || leaf.spent_mana <= smallest)
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.map(|leaf| leaf.to_owned())
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.collect();
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if leafs.is_empty() {
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break;
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}
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// already know it's higher than this
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if smallest <= 2000 {
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let mut count_losses = 0;
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for leaf in leafs {
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if leaf.state == State::Loss {
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count_losses += 1;
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}
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}
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println!("Losses: {count_losses}");
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break;
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}
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test += 1;
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println!(" smallest: {smallest}");
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}
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smallest
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}
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@ -30,139 +79,179 @@ pub fn process_part2(input: &str) -> u32 {
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0
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}
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fn round(mut player: Character, mut boss: Character, spell: Spell, spent_so_far: u32) -> State {
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// Player turn
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for effect in player.status_effects.iter_mut() {
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if effect.name == SpellID::Recharge {
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player.mana += effect.mana;
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}
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effect.duration -= 1;
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if effect.duration > 0 && effect.name == SpellID::Shield {
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player.armor = effect.armor;
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} else if effect.name == SpellID::Shield {
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player.armor = 0;
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}
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}
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for effect in boss.status_effects.iter_mut() {
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boss.hp = boss.hp.saturating_sub(effect.damage);
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effect.duration -= 1;
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}
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boss.status_effects = boss
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.status_effects
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.into_iter()
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.filter(|&effect| effect.duration > 0)
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.collect::<Vec<Spell>>();
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player.status_effects = player
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.status_effects
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.into_iter()
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.filter(|&effect| effect.duration > 0)
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.collect::<Vec<Spell>>();
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let used_mana = spell.cost + spent_so_far;
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let mut dmg = 0;
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match spell.name {
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SpellID::MagicMissile => {
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player.mana = player.mana.saturating_sub(spell.cost);
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dmg = spell.damage;
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}
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SpellID::Drain => {
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player.mana = player.mana.saturating_sub(spell.cost);
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dmg = spell.damage;
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player.hp += spell.hp;
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}
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SpellID::Shield => {
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player.mana = player.mana.saturating_sub(spell.cost);
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player.status_effects.push(spell);
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player.armor = spell.armor;
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}
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SpellID::Poison => {
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player.mana = player.mana.saturating_sub(spell.cost);
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boss.status_effects.push(spell);
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}
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SpellID::Recharge => {
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player.mana = player.mana.saturating_sub(spell.cost);
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player.status_effects.push(spell);
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}
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}
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boss.hp = boss.hp.saturating_sub(dmg);
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if boss.hp == 0 {
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return State::Win(used_mana);
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}
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if player.mana == 0 {
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return State::Loss(0);
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}
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// Boss turn
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for effect in player.status_effects.iter_mut() {
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if effect.name == SpellID::Recharge {
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player.mana += effect.mana;
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}
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effect.duration -= 1;
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if effect.duration > 0 && effect.name == SpellID::Shield {
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player.armor = effect.armor;
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} else if effect.name == SpellID::Shield {
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player.armor = 0;
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}
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}
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player.status_effects = player
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.status_effects
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.into_iter()
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.filter(|&effect| effect.duration > 0)
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.collect::<Vec<Spell>>();
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for effect in boss.status_effects.iter_mut() {
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boss.hp = boss.hp.saturating_sub(effect.damage);
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effect.duration -= 1;
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}
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if boss.hp == 0 {
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return State::Win(used_mana);
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}
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boss.status_effects = boss
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.status_effects
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.into_iter()
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.filter(|&effect| effect.duration > 0)
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.collect::<Vec<Spell>>();
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let dmg = boss.hit_damage(&player);
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player.hp = player.hp.saturating_sub(dmg);
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if player.hp == 0 {
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return State::Loss(0);
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}
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// next round
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let mut smallest_used_mana = State::Playing(u32::MAX);
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for spell in Spell::get_all() {
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let next_state = round(player.clone(), boss.clone(), spell, used_mana);
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match next_state {
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State::Playing(mana) => {
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if mana < smallest_used_mana.get_value() {
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smallest_used_mana = State::Playing(mana);
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}
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}
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State::Win(mana) => {
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if mana < smallest_used_mana.get_value() {
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smallest_used_mana = State::Win(mana);
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}
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}
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State::Loss(_) => {}
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};
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}
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smallest_used_mana
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}
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#[derive(Debug)]
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#[derive(Debug, Clone, PartialEq, Eq)]
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enum State {
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Playing(u32),
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Win(u32),
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Loss(u32),
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Playing,
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Win,
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Loss,
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}
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impl State {
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fn get_value(&self) -> u32 {
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match self {
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State::Playing(value) => *value,
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State::Win(value) => *value,
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State::Loss(value) => *value,
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#[derive(Debug, Clone)]
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struct RoundNode {
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player: Character,
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boss: Character,
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spent_mana: u32,
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state: State,
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}
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impl RoundNode {
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fn use_spell(&self, spell: Spell) -> RoundNode {
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if self.state != State::Playing {
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eprintln!("State: {:#?}", self.state);
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eprintln!("spell: {spell:#?}");
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panic!("State should be Playing");
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}
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let mut player = self.player.clone();
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let mut boss = self.boss.clone();
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// Player turn
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for effect in player.status_effects.iter_mut() {
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if effect.name == SpellID::Recharge {
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player.mana += effect.mana;
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}
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effect.duration -= 1;
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if effect.duration > 0 && effect.name == SpellID::Shield {
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player.armor = effect.armor;
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} else if effect.name == SpellID::Shield {
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player.armor = 0;
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}
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}
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for effect in boss.status_effects.iter_mut() {
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boss.hp = boss.hp.saturating_sub(effect.damage);
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effect.duration -= 1;
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}
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boss.status_effects = boss
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.status_effects
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.into_iter()
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.filter(|&effect| effect.duration > 0)
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.collect::<Vec<Spell>>();
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if boss.hp == 0 {
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return RoundNode {
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player,
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boss,
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spent_mana: self.spent_mana,
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state: State::Win,
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};
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}
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player.status_effects = player
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.status_effects
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.into_iter()
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.filter(|&effect| effect.duration > 0)
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.collect::<Vec<Spell>>();
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let used_mana = spell.cost;
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let mut dmg = 0;
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match spell.name {
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SpellID::MagicMissile => {
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player.mana = player.mana.saturating_sub(spell.cost);
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dmg = spell.damage;
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}
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SpellID::Drain => {
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player.mana = player.mana.saturating_sub(spell.cost);
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dmg = spell.damage;
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player.hp += spell.hp;
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}
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SpellID::Shield => {
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player.mana = player.mana.saturating_sub(spell.cost);
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player.status_effects.push(spell);
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player.armor = spell.armor;
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}
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SpellID::Poison => {
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player.mana = player.mana.saturating_sub(spell.cost);
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boss.status_effects.push(spell);
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}
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SpellID::Recharge => {
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player.mana = player.mana.saturating_sub(spell.cost);
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player.status_effects.push(spell);
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}
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}
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boss.hp = boss.hp.saturating_sub(dmg);
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if boss.hp == 0 {
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return RoundNode {
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player,
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boss,
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spent_mana: used_mana + self.spent_mana,
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state: State::Win,
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};
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}
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if player.mana == 0 {
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return RoundNode {
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player,
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boss,
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spent_mana: used_mana + self.spent_mana,
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state: State::Loss,
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};
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}
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// Boss turn
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for effect in player.status_effects.iter_mut() {
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if effect.name == SpellID::Recharge {
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player.mana += effect.mana;
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}
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effect.duration -= 1;
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if effect.duration > 0 && effect.name == SpellID::Shield {
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player.armor = effect.armor;
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} else if effect.name == SpellID::Shield {
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player.armor = 0;
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}
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}
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player.status_effects = player
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.status_effects
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.into_iter()
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.filter(|&effect| effect.duration > 0)
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.collect::<Vec<Spell>>();
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for effect in boss.status_effects.iter_mut() {
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boss.hp = boss.hp.saturating_sub(effect.damage);
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effect.duration -= 1;
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}
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if boss.hp == 0 {
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return RoundNode {
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player,
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boss,
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spent_mana: used_mana + self.spent_mana,
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state: State::Win,
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};
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}
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boss.status_effects = boss
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.status_effects
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.into_iter()
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.filter(|&effect| effect.duration > 0)
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.collect::<Vec<Spell>>();
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let dmg = boss.hit_damage(&player);
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player.hp = player.hp.saturating_sub(dmg);
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if player.hp == 0 {
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return RoundNode {
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player,
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boss,
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spent_mana: used_mana + self.spent_mana,
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state: State::Loss,
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};
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}
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RoundNode {
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player,
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boss,
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spent_mana: used_mana + self.spent_mana,
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state: State::Playing,
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}
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}
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//fn get_leafs(&self) -> Vec<RoundNode> {
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// let mut leafs = Vec::new();
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// match self.state {
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// State::Playing => {
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// if self.next_rounds.is_empty() {
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// return vec![self.clone()];
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// }
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// let mut round_leafs = Vec::new();
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// for round in self.next_rounds.clone() {
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// round_leafs = round.get_leafs();
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// }
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// leafs.append(&mut round_leafs);
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// leafs
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// }
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// State::Win => vec![self.clone()],
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// State::Loss => vec![self.clone()],
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// }
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//}
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}
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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@ -273,17 +362,49 @@ mod tests {
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mana: 250,
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..Default::default()
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};
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let mut used_mana = Vec::new();
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for spell in Spell::get_all() {
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used_mana.push(round(player.clone(), boss.clone(), spell, 0));
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}
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let mut result = u32::MAX;
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for state in used_mana {
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if state.get_value() < result {
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result = state.get_value();
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// Initial state, nothing happened yet
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let start = RoundNode {
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player,
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boss,
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spent_mana: 0,
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state: State::Playing,
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};
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let mut smallest = u32::MAX;
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let mut leafs = vec![start];
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let mut test = 0;
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println!("start");
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loop {
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println!("iter: {test},");
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let current_leafs = leafs.clone();
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leafs.clear();
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// create potential rounds
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for leaf in current_leafs {
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if leaf.state == State::Playing {
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for spell in Spell::get_all() {
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leafs.push(leaf.use_spell(spell));
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}
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}
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}
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let mut all_done = true;
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for leaf in &leafs {
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if leaf.state == State::Win && leaf.spent_mana < smallest {
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smallest = leaf.spent_mana;
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}
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if leaf.state == State::Playing {
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all_done = false;
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}
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println!(
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"player hp: {}, boss hp: {}, spent mana so far: {}",
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leaf.player.hp, leaf.boss.hp, leaf.spent_mana
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);
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}
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if all_done {
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break;
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}
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test += 1;
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println!(" smallest: {smallest}");
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}
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assert_eq!(result, 226);
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assert_eq!(smallest, 226);
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}
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#[test]
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@ -298,17 +419,49 @@ mod tests {
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mana: 250,
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..Default::default()
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};
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let mut used_mana = Vec::new();
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for spell in Spell::get_all() {
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used_mana.push(round(player.clone(), boss.clone(), spell, 0));
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}
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let mut result = u32::MAX;
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for state in used_mana {
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if state.get_value() < result {
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result = state.get_value();
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// Initial state, nothing happened yet
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let start = RoundNode {
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player,
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boss,
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spent_mana: 0,
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state: State::Playing,
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};
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let mut smallest = u32::MAX;
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let mut leafs = vec![start];
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let mut test = 0;
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println!("start");
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loop {
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println!("iter: {test},");
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let current_leafs = leafs.clone();
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leafs.clear();
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// create potential rounds
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for leaf in current_leafs {
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if leaf.state == State::Playing {
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for spell in Spell::get_all() {
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leafs.push(leaf.use_spell(spell));
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}
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}
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}
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let mut all_done = true;
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for leaf in &leafs {
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if leaf.state == State::Win && leaf.spent_mana < smallest {
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smallest = leaf.spent_mana;
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}
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if leaf.state == State::Playing {
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all_done = false;
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}
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println!(
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"player hp: {}, boss hp: {}, spent mana so far: {}",
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leaf.player.hp, leaf.boss.hp, leaf.spent_mana
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);
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}
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if all_done {
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break;
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}
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test += 1;
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println!(" smallest: {smallest}");
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}
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assert_eq!(result, 641);
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assert_eq!(smallest, 641);
|
||||
}
|
||||
|
||||
#[test]
|
||||
|
Loading…
Reference in New Issue
Block a user