A magician has various spells.
You are given an array power
, where each element represents the damage of a spell. Multiple spells can have the same damage value.
It is a known fact that if a magician decides to cast a spell with a damage of power[i]
, they cannot cast any spell with a damage of power[i] - 2
, power[i] - 1
, power[i] + 1
, or power[i] + 2
.
Each spell can be cast only once.
Return the maximum possible total damage that a magician can cast.
Example 1:
Input: power = [1,1,3,4]
Output: 6
Explanation:
The maximum possible damage of 6 is produced by casting spells 0, 1, 3 with damage 1, 1, 4.
Example 2:
Input: power = [7,1,6,6]
Output: 13
Explanation:
The maximum possible damage of 13 is produced by casting spells 1, 2, 3 with damage 1, 6, 6.
Constraints:
1 <= power.length <= 105
1 <= power[i] <= 109
When you get asked this question in a real-life environment, it will often be ambiguous (especially at FAANG). Make sure to ask these questions in that case:
The brute force approach to maximizing spell damage involves trying out every possible combination of spells and calculating the total damage for each. It's like testing every possible scenario to see which one gives you the highest damage output. This ensures we don't miss the optimal solution.
Here's how the algorithm would work step-by-step:
def maximum_total_damage_brute_force(spells, combo_bonus): # Initialize the maximum damage to 0
maximum_damage = 0
# Iterate through all possible subsets of spells
for i in range(1, 1 << len(spells)):
subset = []
for j in range(len(spells)):
# Select spells for the current subset
if (i >> j) & 1:
subset.append(spells[j])
# Generate all permutations of the subset
import itertools
for permutation in itertools.permutations(subset):
current_damage = 0
previous_spell_type = None
# Calculate the damage for the current permutation
for spell in permutation:
current_damage += spell['damage']
# Apply combo bonus if applicable
if previous_spell_type == spell['type']:
current_damage += combo_bonus
previous_spell_type = spell['type']
# Update the maximum damage if the current permutation's damage is higher
maximum_damage = max(maximum_damage, current_damage)
return maximum_damage
The goal is to maximize the total damage you can inflict with a limited number of spells. We'll achieve this by strategically choosing which spells to cast and in what order, prioritizing the spells that give us the most damage considering their increasing cost as we cast more spells of the same type.
Here's how the algorithm would work step-by-step:
def max_total_damage(base_damage, damage_increase, mana):
number_of_spell_types = len(base_damage)
spell_priority = []
# Calculate initial damage per mana for each spell
for i in range(number_of_spell_types):
spell_priority.append((base_damage[i] / 1.0, i))
# Sort spells by initial damage per mana in descending order
spell_priority.sort(reverse=True)
spell_counts = [0] * number_of_spell_types
total_damage = 0
current_mana_cost = 0
# Greedily cast spells based on priority
while True:
best_spell_index = -1
best_spell_damage_increase = -1
for _, spell_index in spell_priority:
next_spell_cost = base_damage[spell_index] + spell_counts[spell_index] * damage_increase[spell_index]
# Find spell with highest damage for mana
if current_mana_cost + next_spell_cost <= mana:
potential_damage_increase = base_damage[spell_index] + spell_counts[spell_index] * damage_increase[spell_index]
if potential_damage_increase > best_spell_damage_increase:
best_spell_damage_increase = potential_damage_increase
best_spell_index = spell_index
# No spell can be cast within remaining mana
if best_spell_index == -1:
break
spell_counts[best_spell_index] += 1
current_mana_cost += base_damage[best_spell_index] + (spell_counts[best_spell_index] - 1) * damage_increase[best_spell_index]
total_damage += base_damage[best_spell_index] + (spell_counts[best_spell_index] - 1) * damage_increase[best_spell_index]
# Attempt to refine spell choices by swapping
for i in range(number_of_spell_types):
for j in range(number_of_spell_types):
if spell_counts[i] > 0:
# Consider swapping one i for one j
mana_saved = base_damage[i] + (spell_counts[i] -1) * damage_increase[i]
mana_needed = base_damage[j] + spell_counts[j] * damage_increase[j]
if current_mana_cost - mana_saved + mana_needed <= mana:
damage_lost = base_damage[i] + (spell_counts[i] - 1) * damage_increase[i]
damage_gained = base_damage[j] + spell_counts[j] * damage_increase[j]
# Check damage delta before swap
if damage_gained > damage_lost:
spell_counts[i] -= 1
spell_counts[j] += 1
total_damage = total_damage - damage_lost + damage_gained
current_mana_cost = current_mana_cost - mana_saved + mana_needed
return total_damage
Case | How to Handle |
---|---|
Empty spells or damages array | Return 0 immediately since no spells can be cast. |
Spells and damages arrays have different lengths | Handle by throwing an IllegalArgumentException or returning an error code, based on the API contract. |
All spells have 0 power | Return 0 as the maximum total damage, as no damage amplification is possible. |
All spells have the same power and all damages are the same | The sorting will still work correctly; return total sum after applying amplification. |
Damages array contains negative numbers | Account for negative damage values by either excluding them or by handling them correctly in the damage calculation. |
Large input arrays exceeding available memory | Optimize memory usage, potentially using an iterative approach with O(1) additional space where possible. |
Spell powers are very large numbers leading to integer overflow during multiplication | Use long or BigInteger for damage calculations and comparisons to avoid integer overflow. |
Zero spell power | Any damage value at this index will be unchanged, resulting in the base damage value. |