結果

問題 No.5015 Escape from Labyrinth
ユーザー platinumplatinum
提出日時 2023-03-07 12:49:40
言語 C++17
(gcc 12.3.0 + boost 1.83.0)
結果
RE  
(最新)
AC  
(最初)
実行時間 -
コード長 7,697 bytes
コンパイル時間 3,804 ms
コンパイル使用メモリ 231,536 KB
実行使用メモリ 4,500 KB
スコア 0
最終ジャッジ日時 2023-04-15 11:30:42
合計ジャッジ時間 21,509 ms
ジャッジサーバーID
(参考情報)
judge12 / judge14
このコードへのチャレンジ
(要ログイン)

テストケース

テストケース表示
入力 結果 実行時間
実行使用メモリ
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コンパイルメッセージ
main.cpp: 関数 ‘int main()’ 内:
main.cpp:328:25: 警告: ‘gx’ may be used uninitialized [-Wmaybe-uninitialized]
  328 |         res += find_path(ky, kx, gy, gx);
      |                ~~~~~~~~~^~~~~~~~~~~~~~~~
main.cpp:299:33: 備考: ‘gx’ はここで定義されています
  299 |         int sy, sx, ky, kx, gy, gx;
      |                                 ^~
main.cpp:328:25: 警告: ‘gy’ may be used uninitialized [-Wmaybe-uninitialized]
  328 |         res += find_path(ky, kx, gy, gx);
      |                ~~~~~~~~~^~~~~~~~~~~~~~~~
main.cpp:299:29: 備考: ‘gy’ はここで定義されています
  299 |         int sy, sx, ky, kx, gy, gx;
      |                             ^~
main.cpp:328:25: 警告: ‘kx’ may be used uninitialized [-Wmaybe-uninitialized]
  328 |         res += find_path(ky, kx, gy, gx);
      |                ~~~~~~~~~^~~~~~~~~~~~~~~~
main.cpp:299:25: 備考: ‘kx’ はここで定義されています
  299 |         int sy, sx, ky, kx, gy, gx;
      |                         ^~
main.cpp:328:25: 警告: ‘ky’ may be used uninitialized [-Wmaybe-uninitialized]
  328 |         res += find_path(ky, kx, gy, gx);
      |                ~~~~~~~~~^~~~~~~~~~~~~~~~
main.cpp:299:21: 備考: ‘ky’ はここで定義されています
  299 |         int sy, sx, ky, kx, gy, gx;
      |                     ^~
コンストラクタ ‘Player::Player(int, int)’ 内,
    inlined from ‘int main()’ at main.cpp:313:22:
main.cpp:69:38: 警告: ‘sx’ may be used uninitialized [-Wmaybe-uninitialized]
   69 |         Player(int y, int x) : y(y), x(x){
      |                                      ^~~~
main.cpp: 関数 ‘int main()’ 内:
main.cpp:299:17: 備考: ‘sx’ はここで定義されています
  299 |         int sy, sx, ky, kx, gy, gx;
      |                 ^~
コンストラクタ ‘Player::Player(int, int)’ 内,
    inlined from ‘int main()’ at main.cpp:313:22:
main.cpp:69:32: 警告: ‘sy’

ソースコード

diff #

#include <bits/stdc++.h>

using namespace std;

const int grid_size = 60;
const int max_hp = 1500;
const int jewel_value = 10;
int dy[4] = {-1, 1, 0, 0};
int dx[4] = {0, 0, -1, 1};
string dir = "UDLR";

void file_input(){
	FILE *in = freopen("in/testcase_001.txt", "r", stdin);
}
void file_output(){
	FILE *out = freopen("out/testcase_001.txt", "w", stdout);
}

// 探知機の情報
struct Enemy{
	int y, x, d, num;
	bool destroyed;
	Enemy(int y, int x, int d, int num){
		this->y = y, this->x = x, this->d = d;
		this-> num = num;
		destroyed = false;
	}
};

// セルの情報の候補
enum class cell_status{
    empty,
    wall,
    block,
    enemy,
    key,
    goal,
    fire,
    jewel,
    player,
};

// セルの情報
struct Cell{
	cell_status status;
	Enemy* e_pointer = nullptr;
	Cell(cell_status st = cell_status::empty) : status(st) {}
};

int N, D, M;
vector<Enemy> enemy;
vector<string> S;
vector<vector<Cell>> grid;
vector<vector<int>> enemy_number;

// 範囲外かどうか
bool range_out(int y, int x){
	if(y < 0 || y >= grid_size) return true;
	if(x < 0 || x >= grid_size) return true;
	return false;
}

// プレイヤーの情報
struct Player{
	int y, x;
	int hp, fire;
	int score;
	bool get_key, using_magic;
	Player(int y, int x) : y(y), x(x){
		hp = max_hp;
		fire = 0;
		score = 0;
		get_key = false;
		using_magic = false;
	}
	int move(int k){
		int ny = y + dy[k], nx = x + dx[k];
		if(range_out(ny, nx)) return -1;
		if(grid[ny][nx].status == cell_status::wall
		|| grid[ny][nx].status == cell_status::block
		|| grid[ny][nx].status == cell_status::enemy){
			return -1;
		}
		if(grid[ny][nx].status == cell_status::fire){
			fire++;
		}
		else if(grid[ny][nx].status == cell_status::jewel){
			score += jewel_value;
		}
		else if(grid[ny][nx].status == cell_status::key){
			get_key = true;
		}
		y = ny; x = nx;
		return 0; 
	}
	void damage(int d){
		hp -= d;
	}
};

// 方向を取得
int direction(char d){
	for(int k = 0; k < 4; k++){
		if(d == dir[k]) return k;
	}
	return -1;
}

// BFSによる経路探索
string find_path(int sy, int sx, int gy, int gx){
	vector<vector<int>> dist(N, vector<int>(N, -1));
	dist[sy][sx] = 0;
	queue<pair<int,int>> q;
	q.emplace(sy, sx);
	while(!q.empty()){
		pair<int,int> p = q.front(); q.pop();
		int y = p.first, x = p.second;
		for(int k = 0; k < 4; k++){
			int ny = y + dy[k], nx = x + dx[k];
			if(range_out(ny, nx)) continue;
			if(dist[ny][nx] != -1) continue;
			cell_status cell = grid[ny][nx].status;
			if(cell == cell_status::wall || cell == cell_status::block
			|| cell == cell_status::enemy){
				continue;
			}
			dist[ny][nx] = dist[y][x] + 1;
			q.emplace(ny, nx);
		}
	}
	string res;
	if(dist[gy][gx] == -1) return res;
	int now_y = gy, now_x = gx, now_d = dist[gy][gx];
	while(now_y != sy || now_x != sx){
		bool moved = false;
		for(int k = 0; k < 4; k++){
			int new_y = now_y + dy[k], new_x = now_x + dx[k];
			if(range_out(new_y, new_x)) continue;
			if(dist[new_y][new_x] != now_d - 1) continue;
			now_y = new_y, now_x = new_x;
			now_d--;
			res.push_back(dir[k^1]);
			moved = true;
			break;
		}
		assert(moved);
	}
	reverse(res.begin(), res.end());
	return res;
}

// 一番近い宝石を取りに行く
string get_jewel(Player &player){
	vector<vector<int>> dist(N, vector<int>(N, -1));
	int sy = player.y, sx = player.x;
	dist[sy][sx] = 0;
	queue<pair<int,int>> q;
	q.emplace(sy, sx);
	int gy = -1, gx = -1;

	while(!q.empty()){
		pair<int,int> p = q.front(); q.pop();
		int y = p.first, x = p.second;
		bool find_jewel = false;
		for(int k = 0; k < 4; k++){
			int ny = y + dy[k], nx = x + dx[k];
			if(range_out(ny, nx)) continue;
			if(dist[ny][nx] != -1) continue;
			cell_status cell = grid[ny][nx].status;
			if(cell == cell_status::wall || cell == cell_status::block
			|| cell == cell_status::enemy){
				continue;
			}
			dist[ny][nx] = dist[y][x] + 1;
			if(cell == cell_status::jewel){
				gy = ny; gx = nx;
				find_jewel = true;
				break;
			}
			q.emplace(ny, nx);
		}
		if(find_jewel) break;
	}

	string res;
	if(gy == -1) return res;
	int now_y = gy, now_x = gx, now_d = dist[gy][gx];
	while(now_y != sy || now_x != sx){
		bool moved = false;
		for(int k = 0; k < 4; k++){
			int new_y = now_y + dy[k], new_x = now_x + dx[k];
			if(range_out(new_y, new_x)) continue;
			if(dist[new_y][new_x] != now_d - 1) continue;
			now_y = new_y, now_x = new_x;
			now_d--;
			res.push_back(dir[k^1]);
			moved = true;
			break;
		}
		assert(moved);
	}
	reverse(res.begin(), res.end());
	return res;	
}

// プレイヤーへのダメージ処理
void CalcDamage(vector<vector<Cell>> &grid, Player &player, int t){
    int res = 1;
    for(int k = 0; k < 4; k++){
        int y = player.y + dy[k], x = player.x + dx[k];
        while(!range_out(y, x)){
            if(grid[y][x].status == cell_status::wall ||
               grid[y][x].status == cell_status::block){
                break;
            }
            if(grid[y][x].status == cell_status::enemy){
                if(t > 0 && t % grid[y][x].e_pointer->d == 0){
                    res += D;
                }
                break;
            }
            y += dy[k]; x += dx[k];
        }
    }
    player.damage(res);
}

int action(Player &player, string &query){
	if(query[0] == 'S') return 0;
	assert((int)query.size() == 3);
	int sy = player.y, sx = player.x;
	char c = query[0], d = query[2];
	int k = direction(d);
	if(c == 'M'){
		int res = player.move(k);
		if(res == -1) return -1;
		int ny = sy + dy[k], nx = sx + dx[k];
		grid[sy][sx].status = cell_status::empty;
		grid[ny][nx].status = cell_status::player;
	}
	else if(c == 'B'){
		return -1;
	}
	else if(c == 'F'){
		return -1;
	}
	return -1;
}

void input(){
	cin >> N >> D;
	S.resize(N);
	for(int i = 0; i < N; i++) cin >> S[i];
	enemy_number.resize(N, vector<int>(N));
	cin >> M;
	for(int i = 0; i < M; i++){
		int y, x, d;
		cin >> y >> x >> d;
		enemy.emplace_back(y, x, d, i);
		enemy_number[y][x] = i;
	}
	grid.resize(N, vector<Cell>(N));
	for(int i = 0; i < N; i++){
		for(int j = 0; j < N; j++){
			if(S[i][j] == '#'){
				grid[i][j].status = cell_status::wall;
			}
			else if(S[i][j] == 'E'){
				grid[i][j].status = cell_status::enemy;
				grid[i][j].e_pointer = &enemy[enemy_number[i][j]];
			}
			else if(S[i][j] == 'K'){
				grid[i][j].status = cell_status::key;
			}
			else if(S[i][j] == 'G'){
				grid[i][j].status = cell_status::goal;
			}
			else if(S[i][j] == 'F'){
				grid[i][j].status = cell_status::fire;
			}
			else if(S[i][j] == 'J'){
				grid[i][j].status = cell_status::jewel;
			}
			else if(S[i][j] == 'S'){
				grid[i][j].status = cell_status::player;
			}
			else{
				grid[i][j].status = cell_status::empty;
			}
		}
	}
}

int main(){
	//file_input();
	//file_output();
	input();

	int sy, sx, ky, kx, gy, gx;
	for(int i = 0; i < N; i++){
		for(int j = 0; j < N; j++){
			if(grid[i][j].status == cell_status::player){
				sy = i, sx = j;
			}
			else if(grid[i][j].status == cell_status::key){
				ky = i, kx = j;
			}
			else if(grid[i][j].status == cell_status::goal){
				gy = i, gx = j;
			}
		}
	}
	Player player(sy, sx);
	vector<string> ans;
	int turn = 1;
	while(player.hp > 250){
		string path = get_jewel(player);
		if(path.empty()) break;
		string query = "M ";
		query += path[0];
		action(player, query);
		CalcDamage(grid, player, turn);
		ans.emplace_back(query);
		turn++;
	}
	string res;
	res += find_path(player.y, player.x, ky, kx);
	res += find_path(ky, kx, gy, gx);
	for(auto s : res){
		string query = "M ";
		query += s;
		ans.emplace_back(query);
	}

	cerr << player.score << endl;
	int Q = ans.size();
	cout << Q << endl;
	for(int i = 0; i < Q; i++){
		cout << ans[i] << endl;
	}

	return 0;
}
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