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HDU 2128 Tempter of the Bone II BFS
状压整张图包括每个点的炸弹有没有被拿,墙壁有没有被炸,随意剪枝。用优先队列存一下状态。
还有就是注意浮点数溢出的问题。
#include <cstdio>#include <cstring>#include <iostream>#include <map>#include <set>#include <vector>#include <string>#include <queue>#include <deque>#include <bitset>#include <list>#include <cstdlib>#include <climits>#include <cmath>#include <ctime>#include <algorithm>#include <stack>#include <sstream>#include <numeric>#include <fstream>#include <functional>using namespace std;#define MP make_pair#define PB push_backtypedef long long LL;typedef unsigned long long ULL;typedef vector<int> VI;typedef pair<int,int> pii;const int INF = INT_MAX / 3;const double eps = 1e-8;const LL LINF = 1e17;const double DINF = 1e60;const int dx[] = {0,0,1,-1};const int dy[] = {1,-1,0,0};const int maxn = 8;char mp[maxn][maxn];int n,m,sx,sy,ex,ey;struct Node { int x,y,dis,bomb; ULL maze,vis; Node(int x,int y,ULL maze,int dis,int bomb,ULL vis): x(x),y(y),maze(maze),dis(dis),bomb(bomb),vis(vis) {} bool operator < (const Node &p) const { if(dis != p.dis) return dis > p.dis; int e_dis1 = abs(x - ex) + abs(y - ey); int e_dis2 = abs(p.x - ex) + abs(p.y - ey); if(e_dis1 != e_dis2) return e_dis1 > e_dis2; if(bomb != p.bomb) return bomb < p.bomb; return maze > p.maze; }};struct st_Node { int x,y,bomb,dis; ULL maze,vis; st_Node(Node &p) { x = p.x; y = p.y; bomb = p.bomb; maze = p.maze; vis = p.vis; dis = p.dis; } bool operator < (const st_Node &p) const { if(x != p.x) return x < p.x; if(y != p.y) return y < p.y; if(bomb != p.bomb) return bomb < p.bomb; if(maze != p.maze) return maze < p.maze; return vis < p.vis; }};set<st_Node> st;inline int U(int x,int y) { return x * m + y;}inline bool in_bd(int x,int y) { return x >= 0 && x < n && y >= 0 && y < m;}inline ULL maze_comp() { ULL ret = 0; for(int i = 0;i < n;i++) { for(int j = 0;j < m;j++) { if(mp[i][j] == ‘X‘) ret |= (1LL << U(i,j)); } } return ret;}inline bool insert_st(Node &tmp) { st_Node now(tmp); set<st_Node>::iterator ret = st.find(now); if(ret == st.end()) { st.insert(now); return true; } return false;}void printmap(ULL maze,int x,int y) { for(int i = 0;i < n;i++) { for(int j = 0;j < m;j++) { if(i == x && j == y) printf("@"); else if(maze & (1LL << U(i,j))) printf("X"); else printf("."); } puts(""); }}void solve() { st.clear(); priority_queue<Node> q; q.push(Node(sx,sy,maze_comp(),0,0,0)); int ans = INF; while(!q.empty()) { Node now = q.top(); q.pop(); int x = now.x, y = now.y, dis = now.dis, bomb = now.bomb; ULL maze = now.maze, vis = now.vis; if(x == ex && y == ey) { ans = dis; break; } for(int i = 0;i < 4;i++) { int nx = x + dx[i], ny = y + dy[i]; if(!in_bd(nx,ny)) continue; if(maze & (1LL << U(nx,ny))) { //如果是墙 if(bomb == 0) continue; int nbomb = bomb - 1; ULL nmaze = maze ^ (1LL << U(nx,ny)); Node nnode = Node(nx,ny,nmaze,dis + 2,nbomb,vis); if(insert_st(nnode)) q.push(nnode); } else { //空地 if (mp[nx][ny] >= ‘1‘ && mp[nx][ny] <= ‘9‘ && !(vis & (1LL << U(nx,ny)))) { //炸弹储备 ULL nvis = vis | (1LL << U(nx,ny)); int nbomb = bomb + mp[nx][ny] - ‘0‘; Node nnode = Node(nx,ny,maze,dis + 1,nbomb,nvis); if(insert_st(nnode)) { q.push(nnode); } } else { Node nnode = Node(nx,ny,maze,dis + 1,bomb,vis); if(insert_st(nnode)) q.push(nnode); } } } } printf("%d\n",ans == INF ? -1 : ans);}int main() { while(scanf("%d%d",&n,&m), n) { for(int i = 0;i < n;i++) { for(int j = 0;j < m;j++) { scanf(" %c",&mp[i][j]); if(mp[i][j] == ‘S‘) { sx = i; sy = j; mp[i][j] = ‘.‘; } if(mp[i][j] == ‘D‘) { ex = i; ey = j; mp[i][j] = ‘.‘; } } } solve(); } return 0;}
HDU 2128 Tempter of the Bone II BFS
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