結果
問題 | No.5015 Escape from Labyrinth |
ユーザー | 👑 platinum |
提出日時 | 2023-04-04 12:16:54 |
言語 | C++17 (gcc 12.3.0 + boost 1.83.0) |
結果 |
WA
|
実行時間 | - |
コード長 | 14,046 bytes |
コンパイル時間 | 3,942 ms |
コンパイル使用メモリ | 262,100 KB |
実行使用メモリ | 5,316 KB |
スコア | 1,080 |
最終ジャッジ日時 | 2023-04-15 11:34:44 |
合計ジャッジ時間 | 225,100 ms |
ジャッジサーバーID (参考情報) |
judge16 / judge11 |
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テストケース
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testcase_00 | WA | - |
testcase_01 | WA | - |
testcase_02 | WA | - |
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testcase_60 | WA | - |
testcase_61 | AC | 2,188 ms
4,828 KB |
testcase_62 | WA | - |
testcase_63 | WA | - |
testcase_64 | WA | - |
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testcase_99 | WA | - |
ソースコード
#include <bits/stdc++.h> using namespace std; using pii = pair<int,int>; const int INF = (int)1e9; const int grid_size = 60; const int max_hp = 1500; const int jewel_value = 10; int dy[5] = {-1, 1, 0, 0, 0}; int dx[5] = {0, 0, -1, 1, 0}; string dir = "UDLR"; const int testcase = 1; enum class file_status{ local, score, submit, }; file_status now_status = file_status::submit; template<typename T> struct v2{ std::vector<std::vector<T>> v; v2(){} v2(int x){ v.resize(x); } v2(int x, int y){ v.resize(x, std::vector<T>(y)); } v2(int x, int y, T val){ v.resize(x, std::vector<T>(y, val)); } std::vector<T>& operator [] (const int num){ return v[num]; } void init(int x){ v.resize(x); } void init(int x, int y){ v.resize(x, std::vector<T>(y)); } void init(int x, int y, T val){ v.resize(x, std::vector<T>(y, val)); } void push_back(std::vector<T>& e){ v.emplace_back(e); } int size(){ return (int)v.size(); } bool empty(){ return v.empty(); } void clear(){ v.clear(); } void erase(int pos){ v.erase(v.begin() + pos); } }; template<typename T> struct v3{ std::vector<v2<T>> v; v3(){} v3(int x){ v.resize(x); } v3(int x, int y){ v.resize(x, v2<T>(y)); } v3(int x, int y, int z){ v.resize(x, v2<T>(y, z)); } v3(int x, int y, int z, T val){ v.resize(x, v2<T>(y, z, val)); } v2<T>& operator [] (const int num){ return v[num]; } void init(int x, int y){ v.resize(x, v2<T>(y)); } void init(int x, int y, int z){ v.resize(x, v2<T>(y, z)); } void push_back(v2<T>& e){ v.emplace_back(e); } bool empty(){ return v.empty(); } void clear(){ v.clear(); } }; void read_input(){ std::stringstream ss; std::string num = std::to_string(testcase); int siz = num.size(); for(int i = 0; i < 3 - siz; i++) num = '0' + num; ss << "in/testcase_" << num << ".txt"; FILE *in = freopen(ss.str().c_str(), "r", stdin); } void file_output(){ std::stringstream ss; std::string num = std::to_string(testcase); int siz = num.size(); for(int i = 0; i < 3 - siz; i++) num = '0' + num; ss << "out/testcase_" << num << ".txt"; FILE *out = freopen(ss.str().c_str(), "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, }; // 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, H, M; vector<Enemy> enemy; vector<string> S; v2<Cell> grid; v2<int> enemy_number; int sy, sx, ky, kx, gy, gx; vector<string> ans; int turn = 0; // 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, int hp) : y(y), x(x), hp(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 get_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){ v2<int> dist(N, 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::enemy){ continue; } dist[ny][nx] = dist[y][x] + 1; q.emplace(ny, nx); } } // 経路復元 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){ v2<int> dist(N, 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::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計算 int CalcDamage(int py, int px, int t){ int res = 1; for(int k = 0; k < 4; k++){ int y = py + dy[k], x = px + 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]; } } return res; } // 次の行動を決定 string DecideAction(char move_dir, Player &player, int t){ int y = player.y, x = player.x; t++; int j = get_direction(move_dir); if(grid[y+dy[j]][x+dx[j]].status == cell_status::block){ string action = "B "; action += move_dir; return action; } int stay_damage = CalcDamage(y, x, t); int move_damage = CalcDamage(y + dy[j], x + dx[j], t); if(move_damage == 1){ string action = "M "; action += move_dir; return action; } if(stay_damage == 1){ return "S"; } else{ for(int k = 0; k < 4; k++){ int ny = y + dy[k], nx = x + dx[k]; while(!range_out(ny, nx)){ if(grid[ny][nx].status == cell_status::wall || grid[ny][nx].status == cell_status::block){ break; } if(grid[ny][nx].status == cell_status::enemy && t % grid[ny][nx].e_pointer->d == 0){ if(player.fire > 0){ string move = "F "; move += dir[k]; return move; } else if(k != j && grid[y+dy[k]][x+dx[k]].status == cell_status::empty){ string move = "B "; move += dir[k]; return move; } break; } if(grid[ny][nx].status == cell_status::enemy){ break; } ny += dy[k], nx += dx[k]; } } } // 行動が決まらない場合 if(move_damage <= stay_damage){ string action = "M "; action += move_dir; return action; } else return "S"; } int Action(Player &player, string &query){ if(query[0] == 'S' || query[0] == '#') return 0; assert((int)query.size() == 3); int sy = player.y, sx = player.x; char c = query[0], d = query[2]; int k = get_direction(d); if(c == 'M'){ int res = player.move(k); if(res == -1) return -1; int ny = sy + dy[k], nx = sx + dx[k]; if(grid[ny][nx].status != cell_status::goal){ grid[ny][nx].status = cell_status::empty; } } else if(c == 'B'){ int ny = sy + dy[k], nx = sx + dx[k]; if(range_out(ny, nx)) return -1; if(grid[ny][nx].status == cell_status::empty){ grid[ny][nx].status = cell_status::block; } else if(grid[ny][nx].status == cell_status::block){ grid[ny][nx].status = cell_status::empty; } else return -1; } else if(c == 'F'){ if(player.fire <= 0) return -1; player.fire--; int ny = sy + dy[k], nx = sx + dx[k]; while(!range_out(ny, nx)){ if(grid[ny][nx].status == cell_status::wall || grid[ny][nx].status == cell_status::block){ break; } if(grid[ny][nx].status == cell_status::enemy){ if(grid[ny][nx].e_pointer->destroyed) return -1; grid[ny][nx].status = cell_status::empty; grid[ny][nx].e_pointer->destroyed = true; break; } ny += dy[k], nx += dx[k]; } } return 0; } void StepTurn(Player &player, string &query){ Action(player, query); if(query[0] != '#'){ turn++; player.damage(CalcDamage(player.y, player.x, turn)); } ans.emplace_back(query); } // ゴールまでの最小の体力減少値をダイクストラ法で見積もる pair<int,string> CalcMinDistance(int start_t, pii start, pii goal){ pair<int,string> res; // 最小公倍数 = 60 倍の頂点を用意する const int lcm = 60; v3<int> dist(N, N, lcm, INF); v3<char> prev_dir(N, N, lcm, 'S'); int sy = start.first, sx = start.second; dist[sy][sx][start_t%lcm] = 0; priority_queue<pii,vector<pii>,greater<pii>> pq; pq.emplace(0, sy * N * N + sx * N + start_t % lcm); while(!pq.empty()){ pii pos = pq.top(); pq.pop(); int d = pos.first; int y = pos.second / (N * N); int x = pos.second / N - y * N; int t = pos.second % N; if(d != dist[y][x][t]) continue; // 上下左右への移動またはその場にとどまる for(int k = 0; k < 5; k++){ int ny = y + dy[k], nx = x + dx[k]; if(range_out(ny, nx)) continue; int damage = CalcDamage(ny, nx, t + 1); int nd = d + damage; int nt = (t + 1) % lcm; if(nd >= dist[ny][nx][nt]) continue; dist[ny][nx][nt] = nd; if(k < 4) prev_dir[ny][nx][nt] = dir[k]; pq.emplace(nd, ny * N * N + nx * N + nt); } } int dist_min = INF, goal_t = -1; for(int t = 0; t < lcm; t++){ int dist_t = dist[goal.first][goal.second][t]; if(dist_min > dist_t){ dist_min = dist_t; goal_t = t; } } res.first = dist_min; assert(goal_t != -1); // 経路復元 string path; int now_y = goal.first, now_x = goal.second, now_t = goal_t; while(now_y != sy || now_x != sx){ char c = prev_dir[now_y][now_x][now_t]; path.push_back(c); int k = -1; if(c == 'S') k = 4; else{ k = get_direction(c); k ^= 1; } now_y += dy[k]; now_x += dx[k]; now_t = (now_t - 1 + lcm) % lcm; } reverse(path.begin(), path.end()); return res; } void input(){ cin >> N >> D >> H; S.resize(N); for(int i = 0; i < N; i++) cin >> S[i]; enemy_number.init(N, N, -1); 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.init(N, N, cell_status::empty); 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; } } } for(int i = 0; i < N; i++){ for(int j = 0; j < N; j++){ if(S[i][j] == 'S'){ sy = i, sx = j; } else if(S[i][j] == 'K'){ ky = i, kx = j; } else if(S[i][j] == 'G'){ gy = i, gx = j; } } } } int main(){ if(now_status == file_status::local){ read_input(); file_output(); } input(); Player player(sy, sx, H); while(true){ string path = get_jewel(player); if(path.empty()){ cerr << "no jewel" << endl; break; } string action = DecideAction(path[0], player, turn); StepTurn(player, action); if(player.hp < 500 && turn % 50 == 0){ pair<int,string> to_key = CalcMinDistance( turn, pii(player.y, player.x), pii(ky, kx)); int siz = to_key.second.size(); int key_to_goal = CalcMinDistance(turn + siz, pii(ky, kx), pii(gy, gx)).first; int player_to_goal = to_key.first + key_to_goal; if(player_to_goal > player.hp + 50) break; } } string path_to_key = CalcMinDistance(turn, pii(player.y, player.x) , pii(ky, kx)).second; for(auto &c : path_to_key){ string get_key = DecideAction(c, player, turn); StepTurn(player, get_key); } string path_to_goal = CalcMinDistance(turn, pii(player.y, player.x) , pii(gy, gx)).second; for(auto &c : path_to_goal){ string escape = DecideAction(c, player, turn); StepTurn(player, escape); } cerr << "score = " << player.score << endl; cerr << "hp = " << player.hp << endl; for(auto s : ans){ cout << s << endl; cout << "#" << s << endl; } return 0; }