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ABC219-E Moat


問題へのリンク


C#のソース

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("1 0 0 0");
            WillReturn.Add("0 0 1 0");
            WillReturn.Add("0 0 0 0");
            WillReturn.Add("1 0 0 0");
            //1272
        }
        else if (InputPattern == "Input2") {
            WillReturn.Add("1 1 1 1");
            WillReturn.Add("1 1 1 1");
            WillReturn.Add("1 1 1 1");
            WillReturn.Add("1 1 1 1");
            //1
        }
        else {
            string wkStr;
            while ((wkStr = Console.ReadLine()) != null) WillReturn.Add(wkStr);
        }
        return WillReturn;
    }

    static int[,] mBaseBanArr;
    const int UB = 3;

    struct PointDef
    {
        internal int X;
        internal int Y;
    }
    static List<PointDef> mMuraPointList = new List<PointDef>();

    static void Main()
    {
        List<string> InputList = GetInputList();
        mBaseBanArr = CreateBanArr(InputList);

        // 村の座標のListを求める
        for (int LoopX = 0; LoopX <= UB; LoopX++) {
            for (int LoopY = 0; LoopY <= UB; LoopY++) {
                if (mBaseBanArr[LoopX, LoopY] == 1) {
                    PointDef WillAdd;
                    WillAdd.X = LoopX;
                    WillAdd.Y = LoopY;
                    mMuraPointList.Add(WillAdd);
                }
            }
        }

        List<char[,]> ResultBitZentansaku = ExecBitZentansaku();

        // 必要条件1 村の座標が堀であること
        ResultBitZentansaku = ResultBitZentansaku.FindAll(pX => Check1(pX));

        // 必要条件2 全ての堀が連結であること
        ResultBitZentansaku = ResultBitZentansaku.FindAll(pX => Check2(pX));

        // 必要条件3 堀の内部に■がないこと
        ResultBitZentansaku = ResultBitZentansaku.FindAll(pX => Check3(pX));

        Console.WriteLine(ResultBitZentansaku.Count);
    }

    // ビット全探索で堀と■を返す
    static List<char[,]> ExecBitZentansaku()
    {
        var WillReturn = new List<char[,]>();

        int BitCnt = (UB + 1) * (UB + 1);
        int AllBit = (1 << BitCnt) - 1;

        for (int I = 0; I <= AllBit; I++) {
            char[,] BanArr = new char[UB + 1, UB + 1];
            int CurrBit = 1;
            for (int LoopY = 0; LoopY <= UB; LoopY++) {
                for (int LoopX = 0; LoopX <= UB; LoopX++) {
                    if ((CurrBit & I) > 0) {
                        BanArr[LoopX, LoopY] = '堀';
                    }
                    else {
                        BanArr[LoopX, LoopY] = '■';
                    }
                    CurrBit <<= 1;
                }
            }
            WillReturn.Add(BanArr);
        }
        return WillReturn;
    }

    // 必要条件1 村の座標が堀であること
    static bool Check1(char[,] pBanArr)
    {
        foreach (PointDef EachMuraPoint in mMuraPointList) {
            int MuraX = EachMuraPoint.X;
            int MuraY = EachMuraPoint.Y;

            if (pBanArr[MuraX, MuraY] != '堀') {
                return false;
            }
        }
        return true;
    }

    struct JyoutaiDef
    {
        internal int CurrX;
        internal int CurrY;
    }

    // 必要条件2 全ての堀が連結であること
    static bool Check2(char[,] pBanArr)
    {
        var Stk = new Stack<JyoutaiDef>();
        JyoutaiDef WillPush;
        WillPush.CurrX = mMuraPointList[0].X;
        WillPush.CurrY = mMuraPointList[0].Y;
        Stk.Push(WillPush);

        var VisitedSet = new HashSet<int>();
        VisitedSet.Add(GetHash(WillPush.CurrX, WillPush.CurrY));
        while (Stk.Count > 0) {
            JyoutaiDef Popped = Stk.Pop();

            Action<int, int> PushAct = (pNewX, pNewY) =>
            {
                if (pNewX < 0 || UB < pNewX) return;
                if (pNewY < 0 || UB < pNewY) return;

                if (pBanArr[pNewX, pNewY] != '堀') return;

                int Hash = GetHash(pNewX, pNewY);
                if (VisitedSet.Add(Hash)) {
                    WillPush.CurrX = pNewX;
                    WillPush.CurrY = pNewY;
                    Stk.Push(WillPush);
                }
            };
            PushAct(Popped.CurrX, Popped.CurrY - 1);
            PushAct(Popped.CurrX, Popped.CurrY + 1);
            PushAct(Popped.CurrX - 1, Popped.CurrY);
            PushAct(Popped.CurrX + 1, Popped.CurrY);
        }
        return VisitedSet.Count == pBanArr.Cast<char>().Count(pX => pX == '堀');
    }

    static int GetHash(int pX, int pY)
    {
        return pX * 4 + pY;
    }

    // 必要条件3 堀の内部に■がないこと
    static bool Check3(char[,] pBanArr)
    {
        for (int LoopX = 0; LoopX <= UB; LoopX++) {
            for (int LoopY = 0; LoopY <= UB; LoopY++) {
                if (pBanArr[LoopX, LoopY] != '■') {
                    continue;
                }
                if (Check3Helper(pBanArr, LoopX, LoopY) == false) {
                    return false;
                }
            }
        }
        return true;
    }

    static bool Check3Helper(char[,] pBanArr, int pStaX, int pStaY)
    {
        bool IsOK = false;
        var Stk = new Stack<JyoutaiDef>();
        JyoutaiDef WillPush;
        WillPush.CurrX = pStaX;
        WillPush.CurrY = pStaY;
        Stk.Push(WillPush);

        var VisitedSet = new HashSet<int>();
        VisitedSet.Add(GetHash(WillPush.CurrX, WillPush.CurrY));
        while (Stk.Count > 0) {
            JyoutaiDef Popped = Stk.Pop();

            Action<int, int> PushAct = (pNewX, pNewY) =>
            {
                if (pNewX < 0 || UB < pNewX
                 || pNewY < 0 || UB < pNewY) {
                    IsOK = true;
                    return;
                }

                if (pBanArr[pNewX, pNewY] != '■') return;

                int Hash = GetHash(pNewX, pNewY);
                if (VisitedSet.Add(Hash)) {
                    WillPush.CurrX = pNewX;
                    WillPush.CurrY = pNewY;
                    Stk.Push(WillPush);
                }
            };
            PushAct(Popped.CurrX, Popped.CurrY - 1);
            PushAct(Popped.CurrX, Popped.CurrY + 1);
            PushAct(Popped.CurrX - 1, Popped.CurrY);
            PushAct(Popped.CurrX + 1, Popped.CurrY);
        }
        return IsOK;
    }

    ////////////////////////////////////////////////////////////////
    // IEnumerable<string>をintの2次元配列に設定する
    ////////////////////////////////////////////////////////////////
    static int[,] CreateBanArr(IEnumerable<string> pStrEnum)
    {
        var StrList = pStrEnum.ToList();
        if (StrList.Count == 0) {
            return new int[0, 0];
        }

        int[] IntArr = { };
        Action<string> SplitAct = pStr =>
            IntArr = pStr.Split(' ').Select(pX => int.Parse(pX)).ToArray();

        SplitAct(StrList[0]);

        int UB_X = IntArr.GetUpperBound(0);
        int UB_Y = StrList.Count - 1;

        int[,] WillReturn = new int[UB_X + 1, UB_Y + 1];

        for (int Y = 0; Y <= UB_Y; Y++) {
            SplitAct(StrList[Y]);
            for (int X = 0; X <= UB_X; X++) {
                WillReturn[X, Y] = IntArr[X];
            }
        }
        return WillReturn;
    }
}


解説

必要条件を3つに分けて、FindAllメソッドでチェックしてます。