#include using namespace std; using pii = pair; 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 struct v2{ std::vector> v; v2(){} v2(int x){ v.resize(x); } v2(int x, int y){ v.resize(x, std::vector(y)); } v2(int x, int y, T val){ v.resize(x, std::vector(y, val)); } std::vector& 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(y)); } void init(int x, int y, T val){ v.resize(x, std::vector(y, val)); } void push_back(std::vector& 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 struct v3{ std::vector> v; v3(){} v3(int x){ v.resize(x); } v3(int x, int y){ v.resize(x, v2(y)); } v3(int x, int y, int z){ v.resize(x, v2(y, z)); } v3(int x, int y, int z, T val){ v.resize(x, v2(y, z, val)); } v2& operator [] (const int num){ return v[num]; } void init(int x, int y){ v.resize(x, v2(y)); } void init(int x, int y, int z){ v.resize(x, v2(y, z)); } void push_back(v2& 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 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& 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& 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> Grids; int N, D, H, M; vector enemy; vector S; v2 grid; v2 enemy_number; vector 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 dist(N, N, -1); dist[sy][sx] = 0; queue> q; q.emplace(sy, sx); while(!q.empty()){ pair 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 dist(N, N, -1); int sy = player.y, sx = player.x; dist[sy][sx] = 0; queue> q; q.emplace(sy, sx); int gy = -1, gx = -1; while(!q.empty()){ pair 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& 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> CalcMinDistance(int start_t, pii start, pii goal, bool debug = false){ pair> res; // 最小公倍数 = 60 倍の頂点を用意する const int lcm = 60; start_t %= lcm; v3 dist(N, N, lcm, INF); v3 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,greater> 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 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 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> 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> 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> 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> 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; }