This submission is migrated from previous version of oj.uz, which used different machine for grading. This submission may have different result if resubmitted.
#include <iostream>
#include <vector>
#include <algorithm>
#include <set>
#include <map>
#include <numeric>
#include <functional>
#include <queue>
using namespace std;
typedef long long int ll;
typedef vector<ll> vll;
typedef vector<vll> vvll;
typedef vector<bool> vb;
typedef vector<vb> vvb;
typedef pair<ll, ll> pll;
typedef vector<pll> vpll;
#define rep(i, a, b) for (ll i = a; i < b; i++)
#define mp(a, b) make_pair(a, b)
#define sz(a) a.size()
#define pb(a) push_back(a)
const ll INF = 1000000000;
vvll wall;
vvll dp;
vvll portal[4]; // for each of the 4 directions, get the distance to the wall...
pll start;
pll cake;
ll R, C;
vvb board;
ll dx[4] = {1, 0, -1, 0};
ll dy[4] = {0, 1, 0, -1};
void calc_wall();
void calc_goal();
void calc_portal();
bool dp_compare(pll a, pll b) {
if (dp[a.first][a.second] == dp[b.first][b.second]) {
return a < b;
}
return dp[a.first][a.second] < dp[b.first][b.second];
}
set<pll, decltype(dp_compare)*> BFS(dp_compare);
int main() {
ios_base::sync_with_stdio(false);
cin.tie(NULL);
cin >> R >> C;
board.resize(R + 2);
char tmp;
board[0].resize(C + 2);
board[R + 1].resize(C + 2);
rep(j, 0, C + 2) {board[0][j] = false; board[R + 1][j] = false;}
rep(i, 1, R + 1) {
board[i].resize(C + 2);
board[i][0] = false;
board[i][C + 1] = false;
rep(j, 1, C + 1) {
cin >> tmp;
board[i][j] = (tmp != '#');
if (tmp == 'S') {
start = mp(i, j);
}
if (tmp == 'C') {
cake = mp(i, j);
}
}
}
R += 2;
C += 2;
wall.resize(R);
dp.resize(R);
rep(i, 0, 4) portal[i].resize(R);
rep(i, 0, R) {
wall[i].resize(C);
dp[i].resize(C);
rep(j, 0, 4) portal[j][i].resize(C);
rep(j, 0, C) dp[i][j] = INF;
}
// calculate supporting values
calc_wall();
calc_portal();
// do BFS in dp graph...
dp[start.first][start.second] = 0;
rep(i, 0, R) {
rep(j, 0, C) {
if (board[i][j]) BFS.insert(mp(i, j));
}
}
while (!BFS.empty()) {
pll pos = *BFS.begin();
BFS.erase(BFS.begin());
rep(k, 0, 4) {
// try walking
pll next = mp(pos.first + dx[k], pos.second + dy[k]);
if (BFS.find(next) != BFS.end()) {
if (dp[next.first][next.second] > dp[pos.first][pos.second] + 1) {
BFS.erase(next);
dp[next.first][next.second] = dp[pos.first][pos.second] + 1;
BFS.insert(next);
}
}
// try shooting
if (portal[k][pos.first][pos.second] < 1) continue;
next = mp(pos.first + (dx[k] * portal[k][pos.first][pos.second]), pos.second + (dy[k] * portal[k][pos.first][pos.second]));
if (BFS.find(next) != BFS.end()) {
if (dp[next.first][next.second] > dp[pos.first][pos.second] + wall[pos.first][pos.second]) {
BFS.erase(next);
dp[next.first][next.second] = dp[pos.first][pos.second] + wall[pos.first][pos.second];
BFS.insert(next);
}
}
}
}
cout << dp[cake.first][cake.second] << endl;
return 0;
}
void calc_wall() {
vvb vis(R, vb(C, false));
vpll p, q;
rep(i, 0, R) {
rep(j, 0, C) {
if (!board[i][j]) {
q.pb(mp(i, j));
wall[i][j] = 0;
vis[i][j] = true;
}
}
}
while (!q.empty()) {
for (vpll::iterator itr = q.begin(); itr != q.end(); itr++) {
rep(d, 0, 4) {
pll next = mp(itr->first + dx[d], itr->second + dy[d]);
if ((next.first == -1) || (next.second == -1) || (next.first == R) || (next.second == C)) continue;
if (!vis[next.first][next.second]) {
vis[next.first][next.second] = true;
wall[next.first][next.second] = wall[itr->first][itr->second] + 1;
p.pb(next);
}
}
}
swap(p, q);
p.clear();
}
}
ll portal_dp(ll i, ll j, ll k) {
if (portal[k][i][j] == -2) portal[k][i][j] = portal_dp(i + dx[k], j + dy[k], k) + 1;
return portal[k][i][j];
}
void calc_portal() {
// setup before call dp
rep(i, 0, R) {
rep(j, 0, C) {
rep(k, 0, 4) {
portal[k][i][j] = -1 -(board[i][j]);
}
}
}
rep(i, 0, R) {
rep(j, 0, C) {
rep(k, 0, 4) {
portal_dp(i, j, k);
}
}
}
}
// There is a (RC)^3 dp
// There is also a (RC)^2 dp: if there are 2 portals then one should b-line to one of them
// For each cell we define the following distances:
// Distance to cell before nearest wall
// Distance to goal
// Then from each cell we can do one of 3 operations:
// Move a step up/down/left/right
// Shoot a portal to a wall up/down/left/right and go to nearest wall to appear at where we shot
// Move to goal
// This gives us a 9*RC dp with RC statest and 9 edges per state...
# | Verdict | Execution time | Memory | Grader output |
---|
Fetching results... |
# | Verdict | Execution time | Memory | Grader output |
---|
Fetching results... |
# | Verdict | Execution time | Memory | Grader output |
---|
Fetching results... |
# | Verdict | Execution time | Memory | Grader output |
---|
Fetching results... |
# | Verdict | Execution time | Memory | Grader output |
---|
Fetching results... |