結果
問題 | No.5015 Escape from Labyrinth |
ユーザー |
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提出日時 | 2023-04-04 19:57:24 |
言語 | C++17(gcc12) (gcc 12.3.0 + boost 1.87.0) |
結果 |
WA
|
実行時間 | - |
コード長 | 15,006 bytes |
コンパイル時間 | 4,553 ms |
コンパイル使用メモリ | 265,328 KB |
実行使用メモリ | 5,192 KB |
スコア | 131,280 |
最終ジャッジ日時 | 2023-04-15 11:34:24 |
合計ジャッジ時間 | 94,915 ms |
ジャッジサーバーID (参考情報) |
judge12 / judge15 |
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ファイルパターン | 結果 |
---|---|
other | AC * 85 WA * 15 |
コンパイルメッセージ
次のファイルから読み込み: /usr/local/gcc7/include/c++/12.2.0/bits/stl_algobase.h:64, 次から読み込み: /usr/local/gcc7/include/c++/12.2.0/bits/specfun.h:45, 次から読み込み: /usr/local/gcc7/include/c++/12.2.0/cmath:1935, 次から読み込み: /usr/local/gcc7/include/c++/12.2.0/x86_64-pc-linux-gnu/bits/stdc++.h:41, 次から読み込み: main.cpp:1: コンストラクタ ‘constexpr std::pair<_T1, _T2>::pair(_U1&&, _U2&&) [with _U1 = int&; _U2 = int&; typename std::enable_if<(std::_PCC<true, _T1, _T2>::_MoveConstructiblePair<_U1, _U2>() && std::_PCC<true, _T1, _T2>::_ImplicitlyMoveConvertiblePair<_U1, _U2>()), bool>::type <anonymous> = true; _T1 = int; _T2 = int]’ 内, inlined from ‘int main()’ at main.cpp:621:47: /usr/local/gcc7/include/c++/12.2.0/bits/stl_pair.h:535:42: 警告: ‘gx’ may be used uninitialized [-Wmaybe-uninitialized] 535 | : first(std::forward<_U1>(__x)), second(std::forward<_U2>(__y)) { } | ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ main.cpp: 関数 ‘int main()’ 内: main.cpp:574:33: 備考: ‘gx’ はここで定義されています 574 | int sy, sx, ky, kx, gy, gx; | ^~ コンストラクタ ‘constexpr std::pair<_T1, _T2>::pair(_U1&&, _U2&&) [with _U1 = int&; _U2 = int&; typename std::enable_if<(std::_PCC<true, _T1, _T2>::_MoveConstructiblePair<_U1, _U2>() && std::_PCC<true, _T1, _T2>::_ImplicitlyMoveConvertiblePair<_U1, _U2>()), bool>::type <anonymous> = true; _T1 = int; _T2 = int]’ 内, inlined from ‘int main()’ at main.cpp:621:47: /usr/local/gcc7/include/c++/12.2.0/bits/stl_pair.h:535:11: 警告: ‘gy’ may be used uninitialized [-Wmaybe-uninitialized] 535 | : first(std::forward<_U1>(__x)), second(std::forward<_U2>(__y)) { } | ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~ main.cpp: 関数 ‘int main()’ 内: main.cpp:574:29: 備考: ‘gy’
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;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,vector<string>> CalcMinDistance(int start_t, pii start, pii goal){pair<int,vector<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 start_y = start.first, start_x = start.second;int goal_y = goal.first, goal_x = goal.second;dist[start_y][start_x][start_t%lcm] = 0;priority_queue<pii,vector<pii>,greater<pii>> pq;pq.emplace(0, start_y * N * N + start_x * 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;if(y == goal_y && x == goal_x) continue;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;cell_status stat = grid[ny][nx].status;if(stat == cell_status::enemy || stat == cell_status::wall){continue;}if(stat == cell_status::block){int damage = CalcDamage(y, x, t + 1)+ CalcDamage(ny, nx, t + 2);int nd = d + damage;int nt = (t + 2) % 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);}else{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_y][goal_x][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vector<string> queries;int now_y = goal.first, now_x = goal.second, now_t = goal_t;while(now_y != start_y || now_x != start_x){char c = prev_dir[now_y][now_x][now_t];string query = "M ";if(c == 'S') query = c;else query += c;queries.push_back(query);int k = -1;if(c == 'S') k = 4;else{k = get_direction(c);k ^= 1;}if(grid[now_y][now_x].status == cell_status::block){string query = "B ";query += c;queries.push_back(query);now_t = (now_t - 1 + lcm) % lcm;}now_y += dy[k]; now_x += dx[k];now_t = (now_t - 1 + lcm) % lcm;}reverse(queries.begin(), queries.end());res.second = queries;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;}}}}int main(){if(now_status == file_status::local){read_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(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;}}}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 < 300 && turn % 20 == 0){pair<int,vector<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 + D * 10 + 40 > player.hp){//cerr << "hp = " << player.hp << endl;//cerr << "dist = " << player_to_goal << endl;break;}}}if(!player.get_key){vector<string> path_to_key = CalcMinDistance(turn,pii(player.y, player.x), pii(ky, kx)).second;for(auto query : path_to_key){StepTurn(player, query);}}vector<string> path_to_goal = CalcMinDistance(turn,pii(player.y, player.x), pii(gy, gx)).second;for(auto &query : path_to_goal){StepTurn(player, query);}cerr << "score = " << player.score << endl;cerr << "hp = " << player.hp << endl;for(auto s : ans){cout << s << endl;cout << "#" << s << endl;}return 0;}