Google Code Jam之Always Turn Left之我的解答

由于时间的限制,程序有些地方的容错性不够,以 //!! 标出。
运行成功,经Google Code Jam鉴定为正确。
 
题目为:
 
Always Turn Left

Problem

You find yourself standing outside of a perfect maze. A maze is defined as "perfect" if it meets the following conditions:

  1. It is a rectangular grid of rooms, R rows by C columns.
  2. There are exactly two openings on the outside of the maze: the entrance and the exit. The entrance is always on the north wall, while the exit could be on any wall.
  3. There is exactly one path between any two rooms in the maze (that is, exactly one path that does not involve backtracking).

You decide to solve the perfect maze using the "always turn left" algorithm, which states that you take the leftmost fork at every opportunity. If you hit a dead end, you turn right twice (180 degrees clockwise) and continue. (If you were to stick out your left arm and touch the wall while following this algorithm, you'd solve the maze without ever breaking contact with the wall.) Once you finish the maze, you decide to go the extra step and solve it again (still always turning left), but starting at the exit and finishing at the entrance.

The path you take through the maze can be described with three characters: 'W' means to walk forward into the next room, 'L' means to turn left (or counterclockwise) 90 degrees, and 'R' means to turn right (or clockwise) 90 degrees. You begin outside the maze, immediately adjacent to the entrance, facing the maze. You finish when you have stepped outside the maze through the exit. For example, if the entrance is on the north and the exit is on the west, your path through the following maze would be WRWWLWWLWWLWLWRRWRWWWRWWRWLW :

If the entrance and exit were reversed such that you began outside the west wall and finished out the north wall, your path would be WWRRWLWLWWLWWLWWRWWRWWLW . Given your two paths through the maze (entrance to exit and exit to entrance), your code should return a description of the maze.

Input

The first line of input gives the number of cases, N . N test cases follow. Each case is a line formatted as

entrance_to_exit exit_to_entrance

All paths will be at least two characters long, consist only of the characters 'W', 'L', and 'R', and begin and end with 'W'.

Output

For each test case, output one line containing "Case #x :" by itself. The next R lines give a description of the R by C maze. There should be C characters in each line, representing which directions it is possible to walk from that room. Refer to the following legend:

Character   Can walk north?   Can walk south?   Can walk west?   Can walk east?  
1 Yes No No No
2 No Yes No No
3 Yes Yes No No
4 No No Yes No
5 Yes No Yes No
6 No Yes Yes No
7 Yes Yes Yes No
8 No No No Yes
9 Yes No No Yes
a No Yes No Yes
b Yes Yes No Yes
c No No Yes Yes
d Yes No Yes Yes
e No Yes Yes Yes
f Yes Yes Yes Yes

Limits

1 ≤ N ≤ 100.

Small dataset

2 ≤ len(entrance_to_exit) ≤ 100, 2 ≤ len(exit_to_entrance) ≤ 100.

Large dataset

2 ≤ len(entrance_to_exit) ≤ 10000, 2 ≤ len(exit_to_entrance) ≤ 10000.

Sample

Input
2 WRWWLWWLWWLWLWRRWRWWWRWWRWLW WWRRWLWLWWLWWLWWRWWRWWLW WW WW
Output
Case #1: ac5 386 9c7 e43 9c5 Case #2: 3
 
我的解答为:
 

 

#include <iostream>

#include <fstream>

#include <map>

#include <iomanip>

//#define MY_DEBUG

using namespace std;

 

 

/*

    +----------->i

    |

    |

    |

    V

    j

*/

struct maze_coord

{

    maze_coord()

    {

        i = j = 0;

    }

    maze_coord(int i_, int j_)

    {

        i = i_;

        j = j_;

    }

    int i;

    int j;

 

    //for being put into map

    bool operator < (const maze_coord& other) const

    {

        return (j < other.j) || (j == other.j && i < other.i);

    }

 

    //for calculating the size of the maze

    maze_coord operator - (const maze_coord& other) const

    {

        return maze_coord(i - other.i, j - other.j);

    }

};

 

enum direction

{

    north = 1,

    south = 1<<1,

    west = 1<<2,

    east = 1<<3

};

 

#ifdef MY_DEBUG

//direction symbol

const char* symbol = " ^V <   >";

#endif

 

//clockwise cycle

const direction cycle[4] = {north, east, south, west};

 

//helper function to turn the direction

//turn for |n|*90 degrees

//n<0 to turn left

//n>0 to turn right

direction turn(direction d, int n = 1)

{

    for(int i = 0; i < 4; i++)

    {

        if(cycle[i] == d)

        {

            i = (i+n)%4;

            return cycle[(i>=0)?i:(4+i)];

        }

    }

}

 

// high 4 bits are used to mark known/unknown status

// low 4 bits are used to mark can/cant walk status

// order:

// east west south north

typedef unsigned char room_state;

 

typedef map<maze_coord, room_state> Maze;

 

//Rat will walk in the maze, and mark the state of every room

class Rat

{

    public:

        Rat(Maze& maze)

        :m_maze(maze)

        {

            m_heading = south;

            m_coord.i = 0;

            m_coord.j = -1;

        }

 

        //W

        void Walk(bool is_next_step_walk)

        {

            //If there is record for the last room

            //Mark it as walkable

            if(m_maze.count(m_coord))

            {

                m_maze[m_coord] |= m_heading;

                m_maze[m_coord] |= m_heading<<4;

            }

 

            //Walk

            switch(m_heading)

            {

                case north : --m_coord.j;break;

                case south : ++m_coord.j;break;

                case west : --m_coord.i;break;

                case east : ++m_coord.i;break;

            }

 

            //If there is no record for the current room

            //Clear its state

            if(!m_maze.count(m_coord))

                m_maze[m_coord] = 0x00;

 

            direction walkable_wall = turn(m_heading, 2);

            m_maze[m_coord] |= walkable_wall; //it's walkable

            m_maze[m_coord] |= walkable_wall<<4; //it's known

 

            //WW

            if(is_next_step_walk)

            {

                //left

                direction unwalkable_wall = turn(m_heading, -1);

                m_maze[m_coord] |= unwalkable_wall<<4; //it's known to be unwalkable

            }

 

            #ifdef MY_DEBUG

            cout << "Walk to ";

            cout << dec << '(' << m_coord.i << ',' << m_coord.j << ')' << '';

            cout << "Heading "<< symbol[m_heading] << ":";

            cout << hex << (unsigned int)m_maze[m_coord] << endl;

            #endif

        }

 

        //L

        void TurnLeft()

        {

            //turn left

            m_heading = turn(m_heading, -1);

 

            //left

            m_maze[m_coord] |= m_heading; //it's walkable

            m_maze[m_coord] |= m_heading<<4; //it's known

 

            #ifdef MY_DEBUG

            cout << "Turn left " << '';

            cout << "Heading "<< symbol[m_heading] << ":";

            cout << hex << (unsigned int)m_maze[m_coord] << endl;

            #endif

        }

 

        //R

        void TurnRight()

        {

            //left

            direction unwalkable_wall = turn(m_heading, -1);

            m_maze[m_coord] |= unwalkable_wall<<4; //it's known to be unwalkable

 

            //forward

            unwalkable_wall = m_heading;

            m_maze[m_coord] |= unwalkable_wall<<4; //it's known to be unwalkable

 

            //right

            m_heading = turn(m_heading, 1); //turn right

            m_maze[m_coord] |= m_heading; //it's walkable

            m_maze[m_coord] |= m_heading<<4; //it's known

 

            #ifdef MY_DEBUG

            cout << "Turn right " << '';

            cout << "Heading "<< symbol[m_heading] << ":";

            cout << hex << (unsigned int)m_maze[m_coord] << endl;

            #endif

        }

 

        //RR

        void TurnBack()

        {

            //left

            direction unwalkable_wall = turn(m_heading, -1);

            m_maze[m_coord] |= unwalkable_wall<<4; //it's known to be unwalkable

 

            //forward

            unwalkable_wall = m_heading;

            m_maze[m_coord] |= unwalkable_wall<<4; //it's known to be unwalkable

 

            //right

            unwalkable_wall = turn(m_heading, 1);

            m_maze[m_coord] |= unwalkable_wall<<4; //it's known to be unwalkable

 

            //turn back

            m_heading = turn(m_heading, 2);

 

            #ifdef MY_DEBUG

            cout << "Turn back " << '';

            cout << "Heading "<< symbol[m_heading] << ":";

            cout << hex << (unsigned int)m_maze[m_coord] << endl;

            #endif

        }

 

        //Clear the record for current room

        //call it after gets out of the exit and TurnBack

        void ClearCurrentRoom()

        {

            m_maze.erase(m_coord);

 

            #ifdef MY_DEBUG

            cout << "+++++++++++++" << endl;

            #endif

        }

 

        //for speeding up the programming, break the encapsulation a little

        direction m_heading;

        maze_coord m_coord;

        Maze& m_maze;

};

 

int main(int argc, char* argv[])

{

    #ifndef MY_DEBUG

    //Only for memerizing usage for myself

    if(argc != 3)

    {

        cout << "Usage: atl INPUT_FILE OUTPUT_FILE" << endl;

        return 0;

    }

 

    ifstream fin(argv[1]); //!!

    ofstream fout(argv[2]); //!!

    #else

    ifstream fin("B-large.in"); //!!

    ofstream fout("test.out"); //!!

    #endif

 

    //How many cases in total?

    int case_max;

    fin >> case_max;

    fin.ignore(); // ''

 

    char tmp;

 

    for(int cur_case = 1; cur_case <= case_max; cur_case++)

    {

        Maze maze;

        Rat rat(maze);

 

        while((tmp = fin.get()) != '')//!!

        {

            switch(tmp)

            {

                case 'W' :

                rat.Walk(fin.peek() == 'W');

                break;

                case 'L' : rat.TurnLeft(); break;

                case 'R' :

                    if(fin.get() == 'R') rat.TurnBack();

                    else

                    {

                        fin.unget();

                        rat.TurnRight();

                    }

                    break;

                case ' ' ://!!

                    rat.TurnBack();

                    rat.ClearCurrentRoom();

                    break;

            }

 

        }

        rat.ClearCurrentRoom();

 

        maze_coord top_left = maze.begin()->first;

        maze_coord bottom_right = (--maze.end())->first;

 

        //This style works, but I guess it's slower

        #if 0

            fout << "Case #" << dec << cur_case << ':' << endl;

 

            for(int row = top_left.j; row <= bottom_right.j; row++)

            {

                for(int col = top_left.i; col <= bottom_right.i; col++)

                {

                    fout << hex << (unsigned int)(0x0f&maze[maze_coord(col, row)]);

                }

                fout << endl;

            }

        #endif

 

        //Start writing the file

        fout << "Case #" << dec << cur_case << ':' << endl;

 

        //in non-debug mode, show the progress

        #ifndef MY_DEBUG

        cout << "Case #" << dec << cur_case << endl;

        #endif

 

        int max_col = (bottom_right - top_left).i;

        int cur_col = 0;

 

        for(Maze::iterator it = maze.begin(); it != maze.end(); ++it)

        {

            #ifdef MY_DEBUG

            cout << hex << (unsigned int)(*it).second << ' ';

            #endif

 

            fout << hex << (unsigned int)(0x0f&(*it).second);

            if(cur_col == max_col)

            {

                fout << endl;

                #ifdef MY_DEBUG

                cout << endl;

                #endif

                cur_col = 0;

                continue;

            }

            ++cur_col;

        }

    }

 

    return 0;

}

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