結果

問題 No.5017 Tool-assisted Shooting
ユーザー poka
提出日時 2023-07-29 14:33:31
言語 Rust
(1.83.0 + proconio)
結果
RE  
実行時間 -
コード長 8,018 bytes
コンパイル時間 1,388 ms
コンパイル使用メモリ 169,480 KB
実行使用メモリ 24,312 KB
スコア 598,175
平均クエリ数 396.15
最終ジャッジ日時 2023-07-29 14:33:47
合計ジャッジ時間 13,681 ms
ジャッジサーバーID
(参考情報)
judge14 / judge13
このコードへのチャレンジ
(要ログイン)
ファイルパターン 結果
other AC * 99 RE * 1
権限があれば一括ダウンロードができます

ソースコード

diff #
プレゼンテーションモードにする

use std::{collections::VecDeque, io, io::Write};
const WIDTH: usize = 25;
const HEIGHT: usize = 60;
const CENTER: usize = WIDTH / 2;
#[allow(dead_code)]
const MAX_TURN: usize = 1000;
const TARGET_LEVEL: usize = 250; //
const INF: usize = 1 << 60;
macro_rules! parse_input {
($x:expr, $t:ident) => {
$x.trim().parse::<$t>().unwrap()
};
}
fn main() {
let mut player = Player::new();
let mut enemies = vec![VecDeque::new(); WIDTH];
let mut init_hp_sums = vec![0; WIDTH];
let mut enemies_score_sums = vec![0.; WIDTH];
while let Some(new_enemies) = read_input() {
preprocess(&mut enemies, new_enemies, &mut init_hp_sums);
let target_x = greedy(
&player,
&enemies,
&mut init_hp_sums,
&mut enemies_score_sums,
);
let (_move_success, dir) = player.move_to_target(target_x, &mut enemies);
println!("{}", dir);
// flush
std::io::stdout().flush().unwrap();
postprocess(&mut enemies, &mut player, &mut init_hp_sums);
}
eprintln!("{}", player.score);
}
fn abs_diff(a: usize, b: usize) -> usize {
if a > b {
a - b
} else {
b - a
}
}
fn greedy(
player: &Player,
enemies: &Vec<VecDeque<Enemy>>,
init_hp_sums: &mut Vec<usize>,
enemies_score_sum: &mut Vec<f64>,
) -> usize {
for i in 0..WIDTH {
enemies_score_sum[i] = 0.;
for j in 0..WIDTH {
enemies_score_sum[i] += init_hp_sums[j] as f64 / (1 + abs_diff(i, j)).pow(2) as f64;
}
}
let mut cand_enemies = vec![];
for i in 0..WIDTH {
if !enemies[i].is_empty() {
cand_enemies.push(enemies[i][0].clone());
}
}
let mut best_target_x = None;
let mut best_value = 0.;
let t = 0.15; //
for &enemy in cand_enemies.iter() {
let value = enemy.evaluation(player);
let use_turn = compute_attack_turn(player, enemies, enemy.x);
if use_turn == INF {
continue;
}
let value = value as f64 / use_turn as f64
+ enemies_score_sum[enemy.x]
* t
* f64::min(1., player.level as f64 / TARGET_LEVEL as f64);
if best_target_x.is_none() || value > best_value {
best_target_x = Some(enemy.x);
best_value = value;
}
}
if best_target_x.is_none() {
//
return player.x;
} else {
return best_target_x.unwrap();
}
}
fn compute_attack_turn(player: &Player, enemies: &Vec<VecDeque<Enemy>>, target_x: usize) -> usize {
let mut turn = compute_approach_turn(player, enemies, target_x);
if turn == INF {
return INF;
}
// 使
if turn > 0 {
turn -= 1;
}
let breaking_turn = (enemies[target_x][0].now_hp + player.level - 1) / player.level;
turn += breaking_turn;
// y=0INF
if turn > enemies[target_x][0].y {
return INF;
}
turn
}
//
fn compute_approach_turn(
player: &Player,
enemies: &Vec<VecDeque<Enemy>>,
target_x: usize,
) -> usize {
let mut turn = 0;
let mut player = player.clone();
let mut enemies = enemies.clone();
// preprocesspostprocess使
let mut init_hp_sums = vec![INF; WIDTH];
while player.x != target_x {
if turn != 0 {
preprocess(&mut enemies, vec![], &mut init_hp_sums)
}
let (move_success, _) = player.move_to_target(target_x, &mut enemies);
if !move_success {
return INF;
}
postprocess(&mut enemies, &mut player, &mut init_hp_sums);
turn += 1;
}
turn
}
fn diff_and_dir(x1: usize, x2: usize) -> (usize, char) {
if x1 == x2 {
return (0, 'S');
}
let d1 = (x1 + WIDTH - x2) % WIDTH;
let d2 = (x2 + WIDTH - x1) % WIDTH;
if d1 < d2 {
(d1, 'L')
} else {
(d2, 'R')
}
}
fn preprocess(
enemies: &mut Vec<VecDeque<Enemy>>,
new_enemies: Vec<Enemy>,
init_hp_sums: &mut Vec<usize>,
) {
for i in 0..WIDTH {
if !enemies[i].is_empty() && enemies[i][0].y == 0 {
init_hp_sums[i] -= enemies[i][0].init_hp;
enemies[i].pop_front();
}
for enemy in enemies[i].iter_mut() {
enemy.y -= 1;
}
}
for enemy in new_enemies.into_iter() {
enemies[enemy.x].push_back(enemy);
init_hp_sums[enemy.x] += enemy.init_hp;
}
}
fn postprocess(
enemies: &mut Vec<VecDeque<Enemy>>,
player: &mut Player,
init_hp_sums: &mut Vec<usize>,
) {
let x = player.x;
if !enemies[x].is_empty() {
if enemies[x][0].now_hp <= player.level {
player.score += enemies[x][0].init_hp;
player.total_power += enemies[x][0].power;
player.level = 1 + player.total_power / 100;
init_hp_sums[x] -= enemies[x][0].init_hp;
enemies[x].pop_front();
} else {
enemies[x][0].now_hp -= player.level;
}
}
}
fn read_input() -> Option<Vec<Enemy>> {
let mut input_line = String::new();
io::stdin().read_line(&mut input_line).unwrap();
let n = parse_input!(input_line, i32);
eprintln!("n: {}", n);
if n < 0 {
return None;
}
let mut enemies = vec![];
for _ in 0..n {
let mut input_line = String::new();
io::stdin().read_line(&mut input_line).unwrap();
let inputs = input_line.split(' ').collect::<Vec<_>>();
let enemy = vec![
parse_input!(inputs[0], usize),
parse_input!(inputs[1], usize),
parse_input!(inputs[2], usize),
];
enemies.push(Enemy::new(enemy));
}
Some(enemies)
}
#[derive(Clone, Copy, Debug)]
struct Player {
x: usize,
level: usize,
total_power: usize,
score: usize,
}
impl Player {
fn new() -> Self {
Self {
x: CENTER,
level: 1,
total_power: 0,
score: 0,
}
}
fn move_left(&mut self) {
if self.x > 0 {
self.x -= 1;
} else {
self.x = WIDTH - 1;
}
}
fn move_right(&mut self) {
if self.x < WIDTH - 1 {
self.x += 1;
} else {
self.x = 0;
}
}
fn move_to_target(
&mut self,
target_x: usize,
enemies: &mut Vec<VecDeque<Enemy>>,
) -> (bool, char) {
let (_, dir) = diff_and_dir(self.x, target_x);
//
let mut final_dir = dir;
if dir == 'R' {
self.move_right();
if !enemies[self.x].is_empty() && enemies[self.x][0].y == 1 {
self.move_left();
final_dir = 'S';
}
} else if dir == 'L' {
self.move_left();
if !enemies[self.x].is_empty() && enemies[self.x][0].y == 1 {
self.move_right();
final_dir = 'S';
}
}
let success = enemies[self.x].is_empty() || enemies[self.x][0].y != 1;
(success, final_dir)
}
}
#[derive(Clone, Copy, Debug)]
struct Enemy {
init_hp: usize,
now_hp: usize,
power: usize,
x: usize,
y: usize,
}
impl Enemy {
fn new(hpx: Vec<usize>) -> Self {
let init_hp = hpx[0];
let power = hpx[1];
let x = hpx[2];
Self {
init_hp,
now_hp: init_hp,
power,
x,
y: HEIGHT - 1,
}
}
fn evaluation(&self, player: &Player) -> f64 {
let t = f64::min(1.0, player.level as f64 / TARGET_LEVEL as f64);
self.power as f64 * (1.0 - t) + self.init_hp as f64 * t
}
}
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