using System;
using System.Collections.Generic;
using System.Linq;
class Program
{
static string InputPattern = "InputX";
static List<string> GetInputList()
{
var WillReturn = new List<string>();
if (InputPattern == "Input1") {
WillReturn.Add("4 5");
WillReturn.Add("...#.");
WillReturn.Add("#####");
WillReturn.Add("...#.");
WillReturn.Add("#.###");
//9
}
else if (InputPattern == "Input2") {
WillReturn.Add("3 3");
WillReturn.Add("...");
WillReturn.Add("...");
WillReturn.Add("...");
//-1
}
else if (InputPattern == "Input3") {
WillReturn.Add("1 5");
WillReturn.Add(".#.#.");
//4
}
else if (InputPattern == "Input4") {
WillReturn.Add("5 5");
WillReturn.Add("###.#");
WillReturn.Add(".#...");
WillReturn.Add(".#..#");
WillReturn.Add(".####");
WillReturn.Add("##..#");
//12
}
else if (InputPattern == "Input5") {
WillReturn.Add("7 5");
WillReturn.Add(".#.##");
WillReturn.Add("##...");
WillReturn.Add(".#.##");
WillReturn.Add(".###.");
WillReturn.Add("##.#.");
WillReturn.Add("...#.");
WillReturn.Add("##.#.");
//12
}
else {
string wkStr;
while ((wkStr = Console.ReadLine()) != null) WillReturn.Add(wkStr);
}
return WillReturn;
}
static void Main()
{
List<string> InputList = GetInputList();
char[,] BanArr = CreateBanArr(InputList.Skip(1));
int UB_X = BanArr.GetUpperBound(0);
int UB_Y = BanArr.GetUpperBound(1);
var Que = new Queue<JyoutaiDef>();
JyoutaiDef WillEnqueue;
WillEnqueue.CurrX = 0;
WillEnqueue.CurrY = 0;
WillEnqueue.Level = 0;
Que.Enqueue(WillEnqueue);
var VisitedSet = new HashSet<int>();
while (Que.Count > 0) {
JyoutaiDef Dequeued = Que.Dequeue();
// クリア判定
if (Dequeued.CurrX == UB_X && Dequeued.CurrY == UB_Y) {
Console.WriteLine(Dequeued.Level);
return;
}
Action<int, int> EnqueueAct = (pNewX, pNewY) =>
{
if (pNewX < 0 | UB_X < pNewX) return;
if (pNewY < 0 | UB_Y < pNewY) return;
char OldChar = BanArr[Dequeued.CurrX, Dequeued.CurrY];
int NewChar = BanArr[pNewX, pNewY];
if (OldChar == NewChar) return;
int Hash = GetHash(pNewX, pNewY);
if (VisitedSet.Add(Hash)) {
WillEnqueue.CurrX = pNewX;
WillEnqueue.CurrY = pNewY;
WillEnqueue.Level = Dequeued.Level + 1;
Que.Enqueue(WillEnqueue);
}
};
EnqueueAct(Dequeued.CurrX, Dequeued.CurrY - 1);
EnqueueAct(Dequeued.CurrX, Dequeued.CurrY + 1);
EnqueueAct(Dequeued.CurrX - 1, Dequeued.CurrY);
EnqueueAct(Dequeued.CurrX + 1, Dequeued.CurrY);
}
Console.WriteLine(-1);
}
struct JyoutaiDef
{
internal int CurrX;
internal int CurrY;
internal int Level;
}
// 座標のハッシュ値を返す
static int GetHash(int pX, int pY)
{
return pX * 1000 + pY;
}
////////////////////////////////////////////////////////////////
// IEnumerable<string>をcharの2次元配列に設定する
////////////////////////////////////////////////////////////////
static char[,] CreateBanArr(IEnumerable<string> pStrEnum)
{
var StrList = pStrEnum.ToList();
if (StrList.Count == 0) {
return new char[0, 0];
}
int UB_X = StrList[0].Length - 1;
int UB_Y = StrList.Count - 1;
char[,] WillReturn = new char[UB_X + 1, UB_Y + 1];
for (int Y = 0; Y <= UB_Y; Y++) {
for (int X = 0; X <= UB_X; X++) {
WillReturn[X, Y] = StrList[Y][X];
}
}
return WillReturn;
}
}