結果
問題 | No.5015 Escape from Labyrinth |
ユーザー | 👑 platinum |
提出日時 | 2023-04-08 20:57:19 |
言語 | C++17 (gcc 12.3.0 + boost 1.83.0) |
結果 |
TLE
|
実行時間 | - |
コード長 | 19,518 bytes |
コンパイル時間 | 8,441 ms |
コンパイル使用メモリ | 281,348 KB |
実行使用メモリ | 198,024 KB |
スコア | 150,260 |
最終ジャッジ日時 | 2023-04-15 11:38:55 |
合計ジャッジ時間 | 176,113 ms |
ジャッジサーバーID (参考情報) |
judge12 / judge13 |
(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 |
---|---|---|
testcase_00 | AC | 1,919 ms
62,180 KB |
testcase_01 | AC | 2,852 ms
100,784 KB |
testcase_02 | AC | 1,401 ms
81,600 KB |
testcase_03 | AC | 1,258 ms
48,596 KB |
testcase_04 | AC | 1,271 ms
42,388 KB |
testcase_05 | AC | 2,341 ms
96,564 KB |
testcase_06 | AC | 2,093 ms
127,520 KB |
testcase_07 | AC | 1,444 ms
62,356 KB |
testcase_08 | AC | 1,188 ms
39,292 KB |
testcase_09 | AC | 1,222 ms
40,076 KB |
testcase_10 | AC | 1,742 ms
89,624 KB |
testcase_11 | AC | 1,348 ms
55,520 KB |
testcase_12 | AC | 1,312 ms
54,208 KB |
testcase_13 | AC | 987 ms
34,064 KB |
testcase_14 | AC | 1,163 ms
29,164 KB |
testcase_15 | AC | 1,995 ms
118,436 KB |
testcase_16 | AC | 1,988 ms
91,088 KB |
testcase_17 | AC | 1,498 ms
48,384 KB |
testcase_18 | AC | 1,467 ms
66,920 KB |
testcase_19 | AC | 1,764 ms
68,840 KB |
testcase_20 | AC | 2,170 ms
114,976 KB |
testcase_21 | AC | 2,642 ms
140,660 KB |
testcase_22 | AC | 1,769 ms
60,076 KB |
testcase_23 | AC | 1,296 ms
49,284 KB |
testcase_24 | AC | 1,338 ms
64,692 KB |
testcase_25 | AC | 1,489 ms
77,200 KB |
testcase_26 | AC | 1,507 ms
70,068 KB |
testcase_27 | AC | 1,669 ms
79,332 KB |
testcase_28 | AC | 1,893 ms
68,792 KB |
testcase_29 | AC | 1,283 ms
37,680 KB |
testcase_30 | TLE | - |
testcase_31 | AC | 1,990 ms
85,064 KB |
testcase_32 | AC | 2,178 ms
119,488 KB |
testcase_33 | AC | 1,593 ms
65,540 KB |
testcase_34 | AC | 1,275 ms
46,368 KB |
testcase_35 | AC | 1,409 ms
59,676 KB |
testcase_36 | AC | 2,504 ms
117,412 KB |
testcase_37 | AC | 2,458 ms
138,704 KB |
testcase_38 | AC | 1,343 ms
63,260 KB |
testcase_39 | AC | 1,282 ms
63,812 KB |
testcase_40 | AC | 2,097 ms
152,376 KB |
testcase_41 | AC | 1,948 ms
94,068 KB |
testcase_42 | AC | 1,363 ms
59,404 KB |
testcase_43 | AC | 1,088 ms
40,624 KB |
testcase_44 | AC | 1,203 ms
39,840 KB |
testcase_45 | TLE | - |
testcase_46 | AC | 1,324 ms
50,584 KB |
testcase_47 | AC | 2,060 ms
120,456 KB |
testcase_48 | AC | 1,282 ms
51,368 KB |
testcase_49 | AC | 1,139 ms
27,936 KB |
testcase_50 | AC | 1,542 ms
91,816 KB |
testcase_51 | AC | 1,426 ms
73,008 KB |
testcase_52 | AC | 1,403 ms
62,868 KB |
testcase_53 | AC | 1,356 ms
76,212 KB |
testcase_54 | AC | 1,218 ms
46,844 KB |
testcase_55 | AC | 1,428 ms
61,676 KB |
testcase_56 | AC | 1,606 ms
106,280 KB |
testcase_57 | AC | 1,156 ms
56,948 KB |
testcase_58 | AC | 1,477 ms
76,828 KB |
testcase_59 | AC | 1,648 ms
56,680 KB |
testcase_60 | AC | 1,937 ms
170,468 KB |
testcase_61 | AC | 1,186 ms
59,328 KB |
testcase_62 | AC | 1,291 ms
46,848 KB |
testcase_63 | AC | 1,688 ms
68,228 KB |
testcase_64 | AC | 1,116 ms
38,836 KB |
testcase_65 | AC | 2,135 ms
131,024 KB |
testcase_66 | AC | 1,911 ms
81,884 KB |
testcase_67 | AC | 2,901 ms
144,504 KB |
testcase_68 | AC | 1,424 ms
57,100 KB |
testcase_69 | AC | 1,405 ms
58,324 KB |
testcase_70 | AC | 1,516 ms
71,228 KB |
testcase_71 | AC | 1,865 ms
81,388 KB |
testcase_72 | AC | 1,812 ms
83,044 KB |
testcase_73 | AC | 1,167 ms
29,124 KB |
testcase_74 | AC | 1,875 ms
83,352 KB |
testcase_75 | AC | 2,582 ms
162,120 KB |
testcase_76 | AC | 1,367 ms
61,564 KB |
testcase_77 | AC | 1,473 ms
71,008 KB |
testcase_78 | AC | 1,267 ms
43,412 KB |
testcase_79 | AC | 1,320 ms
45,404 KB |
testcase_80 | AC | 2,628 ms
126,300 KB |
testcase_81 | AC | 2,023 ms
113,016 KB |
testcase_82 | AC | 1,271 ms
49,744 KB |
testcase_83 | AC | 1,473 ms
72,068 KB |
testcase_84 | AC | 1,338 ms
50,604 KB |
testcase_85 | AC | 1,433 ms
62,620 KB |
testcase_86 | AC | 2,265 ms
91,436 KB |
testcase_87 | AC | 1,488 ms
83,132 KB |
testcase_88 | AC | 1,329 ms
50,544 KB |
testcase_89 | AC | 1,297 ms
42,676 KB |
testcase_90 | AC | 1,973 ms
154,904 KB |
testcase_91 | AC | 1,559 ms
103,412 KB |
testcase_92 | AC | 1,408 ms
47,480 KB |
testcase_93 | AC | 1,190 ms
31,412 KB |
testcase_94 | AC | 1,390 ms
50,180 KB |
testcase_95 | AC | 1,470 ms
77,976 KB |
testcase_96 | AC | 2,748 ms
109,344 KB |
testcase_97 | AC | 1,346 ms
49,956 KB |
testcase_98 | AC | 1,304 ms
60,540 KB |
testcase_99 | AC | 1,124 ms
28,672 KB |
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:773:44: /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:701:33: 備考: ‘gx’ はここで定義されています 701 | 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:773:44: /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:701:29: 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 double TL = 2.8; 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 = "UDLRS"; 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, cell_kinds, }; int GetCellStatusNumber(cell_status st){ if(st == cell_status::empty) return 0; else if(st == cell_status::wall) return 1; else if(st == cell_status::block) return 2; else if(st == cell_status::enemy) return 3; else if(st == cell_status::key) return 4; else if(st == cell_status::goal) return 5; else if(st == cell_status::fire) return 6; else if(st == cell_status::jewel) return 7; else if(st == cell_status::cell_kinds) return 8; return -1; } // セルの情報 struct Cell{ cell_status status; Enemy* e_pointer = nullptr; Cell(cell_status st = cell_status::empty) : status(st) {} }; // ダイクストラ法で用いる情報 struct pathway{ int dist; int y, x, t; long long hash; pathway(int d, int y, int x, int t, long long h) : dist(d), y(y), x(x), t(t), hash(h) {} bool operator> (const pathway& p) const{ return dist > p.dist; } }; //盤面をハッシュ化 random_device rnd; mt19937 engine(rnd()); vector<long long> hash_list; void hash_init(){ uniform_int_distribution<> h(1, (int)1e9); int kinds_num = GetCellStatusNumber(cell_status::cell_kinds); for(int i = 0; i < grid_size * grid_size * kinds_num; i++){ long long val1 = h(engine); long long val2 = h(engine); hash_list.emplace_back(val1 * val2); } } long long get_hash(int y, int x, cell_status st){ int kinds_num = GetCellStatusNumber(cell_status::cell_kinds); int num = (y * grid_size + x) * kinds_num + GetCellStatusNumber(st); return hash_list[num]; } long long zobrist_hash(v2<Cell>& now_grid){ long long res = 0; for(int i = 0; i < grid_size; i++){ for(int j = 0; j < grid_size; j++){ res ^= get_hash(i, j, now_grid[i][j].status); } } return res; } long long hash_update(int ny, int nx, v2<Cell>& now_grid){ long long res = 0; long long o = get_hash(ny, nx, now_grid[ny][nx].status); long long n = get_hash(ny, nx, cell_status::empty); res = o ^ n; return res; } unordered_map<long long, v2<Cell>> Grids; int N, D, H, M; vector<Enemy> enemy; vector<string> S; v2<Cell> grid; v2<int> enemy_number; vector<string> ans; int turn = 0; void output(){ for(auto s : ans){ cout << s << endl; cout << "#" << s << endl; } } // 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, bool block = true){ 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){ break; } if(grid[y][x].status == cell_status::block && 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; } int CalcDamage(int py, int px, int t, v2<Cell>& now_grid){ 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(now_grid[y][x].status == cell_status::wall){ break; } if(now_grid[y][x].status == cell_status::block){ break; } if(now_grid[y][x].status == cell_status::enemy){ if(t > 0 && t % now_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'){ if(player.move(k) == -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 -2; 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 -2; } else if(c == 'F'){ if(player.fire <= 0) return -3; 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 -4; 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){ int res = Action(player, query); if(res != 0){ cerr << "Action Error : " << res << endl; //ans.emplace_back(query); //output(); } //assert(res == 0); 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, bool debug = false){ pair<int,vector<string>> res; // 最小公倍数 = 60 倍の頂点を用意する const int lcm = 60; start_t %= lcm; v3<int> dist(N, N, lcm, INF); v3<string> 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] = 0; priority_queue<pathway,vector<pathway>,greater<pathway>> pq; // 初期盤面をハッシュ化しておく long long init_hash = zobrist_hash(grid); Grids[init_hash] = grid; pq.emplace(0, start_y, start_x, start_t, init_hash); while(!pq.empty()){ pathway pos = pq.top(); pq.pop(); int d = pos.dist; int y = pos.y; int x = pos.x; if(y == goal_y && x == goal_x) continue; int t = pos.t; 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 = Grids[pos.hash][ny][nx].status; if(stat == cell_status::enemy || stat == cell_status::wall){ continue; } // ブロックを破壊する場合 if(stat == cell_status::block && k < 4){ v2<Cell> now_grid = Grids[pos.hash]; long long change = hash_update(ny, nx, Grids[pos.hash]); long long new_hash = pos.hash ^ change; now_grid[ny][nx].status = cell_status::empty; int damage = CalcDamage(y, x, t + 1, now_grid) + CalcDamage(ny, nx, t + 2, now_grid); int nd = d + damage; int nt = (t + 2) % lcm; if(nd >= dist[ny][nx][nt]) continue; dist[ny][nx][nt] = nd; prev_dir[ny][nx][nt] = dir[k]; prev_dir[ny][nx][nt].push_back(dir[k]); Grids[new_hash] = now_grid; pq.emplace(nd, ny, nx, nt, new_hash); } // 単に移動する場合 else{ int damage = CalcDamage(ny, nx, t + 1, Grids[pos.hash]); int nd = d + damage; int nt = (t + 1) % lcm; if(nd >= dist[ny][nx][nt]) continue; dist[ny][nx][nt] = nd; prev_dir[ny][nx][nt] = dir[k]; pq.emplace(nd, ny, nx, nt, pos.hash); } } } 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_y, now_x = goal_x, now_t = goal_t; if(debug) cout << "#debug start" << endl; while(now_y != start_y || now_x != start_x || now_t != start_t){ if(debug){ cout << "#t = " << now_t << endl; cout << "#(" << now_y << ", " << now_x << ")" << endl; cout << "#d = " << dist[now_y][now_x][now_t] << endl; } char c = prev_dir[now_y][now_x][now_t][0]; 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; } // ブロックを破壊した場合 if(prev_dir[now_y][now_x][now_t].size() > 1){ c = prev_dir[now_y][now_x][now_t][1]; 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; } if(debug){ cout << "#t = " << now_t << endl; cout << "#(" << now_y << ", " << now_x << ")" << endl; cout << "#d = " << dist[now_y][now_x][now_t] << endl; } if(debug) cout << "#debug end" << endl; 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(); hash_init(); 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); int dist_check = -1; 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 && dist_check == -1){ 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; dist_check = key_to_goal; if(!player.get_key) dist_check += to_key.first; } if(dist_check == -1) continue; if(player.hp < dist_check + 100 && turn % 20 == 0){ double time = 1.0 * clock() / CLOCKS_PER_SEC; if(time > TL){ cerr << "time = " << time << endl; cerr << "turn = " << turn << endl; cerr << "hp = " << player.hp << endl; break; } 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 = key_to_goal; if(!player.get_key) player_to_goal += to_key.first; if(player_to_goal + D * 10 + 50 > player.hp){ cerr << "turn = " << turn << endl; cerr << "hp = " << player.hp << endl; cerr << "dist = " << player_to_goal << endl; break; } } } if(!player.get_key){ pair<int,vector<string>> path_to_key = CalcMinDistance(turn, pii(player.y, player.x), pii(ky, kx), true); cerr << path_to_key.first << endl; for(auto &query : path_to_key.second){ StepTurn(player, query); } } cerr << "hp = " << player.hp << endl; pair<int,vector<string>> path_to_goal = CalcMinDistance(turn, pii(player.y, player.x), pii(gy, gx), true); cerr << path_to_goal.first << endl; for(auto &query : path_to_goal.second){ StepTurn(player, query); } cerr << "score = " << player.score << endl; cerr << "hp = " << player.hp << endl; output(); return 0; }