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("....");
WillReturn.Add("###.");
WillReturn.Add(".#..");
WillReturn.Add("....");
WillReturn.Add("....");
WillReturn.Add(".###");
WillReturn.Add(".##.");
WillReturn.Add("....");
WillReturn.Add("..#.");
WillReturn.Add(".##.");
WillReturn.Add(".##.");
WillReturn.Add(".##.");
//Yes
}
else if (InputPattern == "Input2") {
WillReturn.Add("###.");
WillReturn.Add("#.#.");
WillReturn.Add("##..");
WillReturn.Add("....");
WillReturn.Add("....");
WillReturn.Add("..#.");
WillReturn.Add("....");
WillReturn.Add("....");
WillReturn.Add("####");
WillReturn.Add("##..");
WillReturn.Add("#...");
WillReturn.Add("#...");
//Yes
}
else if (InputPattern == "Input3") {
WillReturn.Add("##..");
WillReturn.Add("#..#");
WillReturn.Add("####");
WillReturn.Add("....");
WillReturn.Add("....");
WillReturn.Add("##..");
WillReturn.Add(".##.");
WillReturn.Add("....");
WillReturn.Add(".#..");
WillReturn.Add(".#..");
WillReturn.Add(".#..");
WillReturn.Add(".#..");
//No
}
else if (InputPattern == "Input4") {
WillReturn.Add("....");
WillReturn.Add("..#.");
WillReturn.Add("....");
WillReturn.Add("....");
WillReturn.Add("....");
WillReturn.Add("..#.");
WillReturn.Add("....");
WillReturn.Add("....");
WillReturn.Add("....");
WillReturn.Add("..#.");
WillReturn.Add("....");
WillReturn.Add("....");
//No
}
else if (InputPattern == "Input5") {
WillReturn.Add("....");
WillReturn.Add("####");
WillReturn.Add("#...");
WillReturn.Add("#...");
WillReturn.Add("....");
WillReturn.Add("####");
WillReturn.Add("...#");
WillReturn.Add("..##");
WillReturn.Add("....");
WillReturn.Add("..##");
WillReturn.Add("..#.");
WillReturn.Add("..##");
//No
}
else if (InputPattern == "Input6") {
WillReturn.Add("###.");
WillReturn.Add(".##.");
WillReturn.Add("..#.");
WillReturn.Add(".###");
WillReturn.Add("....");
WillReturn.Add("...#");
WillReturn.Add("..##");
WillReturn.Add("...#");
WillReturn.Add("....");
WillReturn.Add("#...");
WillReturn.Add("#...");
WillReturn.Add("#...");
//Yes
}
else {
string wkStr;
while ((wkStr = Console.ReadLine()) != null) WillReturn.Add(wkStr);
}
return WillReturn;
}
static char[,] mPiece1;
static char[,] mPiece2;
static char[,] mPiece3;
// ピースごとの配置候補
static Dictionary<char, List<bool[,]>> HaitiKouhoListDict =
new Dictionary<char, List<bool[,]>>();
static char[] PieceNameArr = { '1', '2', '3' };
static int UB_X;
static int UB_Y;
struct JyoutaiDef
{
internal char[,] BanArr;
internal int CurrX;
internal int CurrY;
}
static void Main()
{
List<string> InputList = GetInputList();
mPiece1 = CreateBanArr(InputList.Take(4));
mPiece2 = CreateBanArr(InputList.Skip(4).Take(4));
mPiece3 = CreateBanArr(InputList.Skip(8));
mPiece1 = ArrSyukusyou(mPiece1);
mPiece2 = ArrSyukusyou(mPiece2);
mPiece3 = ArrSyukusyou(mPiece3);
// 埋める必要があるマスが1
// 埋める必要がないマスが0
int[,] Q01Arr = {{1,1,1,1},
{1,1,1,1},
{1,1,1,1},
{1,1,1,1}};
int[,] WkArr = Q01Arr;
UB_X = WkArr.GetUpperBound(1);
UB_Y = WkArr.GetUpperBound(0);
int[,] QuestionArr = new int[UB_X + 1, UB_Y + 1];
for (int X = 0; X <= UB_X; X++)
for (int Y = 0; Y <= UB_Y; Y++)
QuestionArr[X, Y] = WkArr[Y, X];
foreach (char EachPiece in PieceNameArr) {
HaitiKouhoListDict[EachPiece] = DeriveHaitiKouhoList(EachPiece);
}
var Stk = new Stack<JyoutaiDef>();
JyoutaiDef WillPush;
WillPush.BanArr = new char[UB_X + 1, UB_Y + 1];
for (int X = 0; X <= UB_X; X++)
for (int Y = 0; Y <= UB_Y; Y++)
WillPush.BanArr[X, Y] = (QuestionArr[X, Y] == 1 ? ' ' : '*');
WillPush.CurrX = WillPush.CurrY = 0;
Stk.Push(WillPush);
bool FoundAnswer = false;
while (Stk.Count > 0) {
JyoutaiDef Popped = Stk.Pop();
// クリア判定
if (Popped.BanArr.Cast<char>().All(X => X != ' ')) {
FoundAnswer = true;
break;
}
// X座標の繰上げ処理
if (Popped.CurrX > UB_X) {
Popped.CurrX = 0;
Popped.CurrY++;
}
// 最終行を超えた場合
if (Popped.CurrY > UB_Y) continue;
// 使用済のピース名の配列
char[] UsedPieceArr = Popped.BanArr.Cast<char>().Distinct().ToArray();
foreach (char EachPiece in PieceNameArr) {
if (Array.IndexOf(UsedPieceArr, EachPiece) >= 0) continue;
// ピースの配置候補リスト
List<bool[,]> HaitiKouhoList = new List<bool[,]>();
HaitiKouhoList.AddRange(HaitiKouhoListDict[EachPiece]);
// 現在のマス目が空白の場合は、マス目を埋める必要あり
if (Popped.BanArr[Popped.CurrX, Popped.CurrY] == ' ') {
HaitiKouhoList.RemoveAll(X => X[0, 0] == false);
}
// マス目にピースを埋めれない候補をRemove
HaitiKouhoList.RemoveAll(X =>
CanFillPiece(X, Popped.CurrX, Popped.CurrY, Popped.BanArr) == false);
// ピースを配置する経路のPush処理
foreach (bool[,] EachPieceMap in HaitiKouhoList) {
WillPush.BanArr = (char[,])Popped.BanArr.Clone();
WillPush.CurrX = Popped.CurrX;
WillPush.CurrY = Popped.CurrY;
for (int X = 0; X <= EachPieceMap.GetUpperBound(0); X++) {
for (int Y = 0; Y <= EachPieceMap.GetUpperBound(1); Y++) {
if (EachPieceMap[X, Y] == false) continue;
WillPush.BanArr[Popped.CurrX + X, Popped.CurrY + Y] = EachPiece;
}
}
Stk.Push(WillPush);
}
}
// 現在のマス目が空白でない場合は、ピースを配置しない経路のPush
if (Popped.BanArr[Popped.CurrX, Popped.CurrY] != ' ') {
WillPush.BanArr = Popped.BanArr;
WillPush.CurrX = Popped.CurrX + 1;
WillPush.CurrY = Popped.CurrY;
Stk.Push(WillPush);
}
}
Console.WriteLine(FoundAnswer ? "Yes" : "No");
}
// ピース名を引数として、回転させた配置のListを返す
static List<bool[,]> DeriveHaitiKouhoList(char pPieceName)
{
bool[,] wkArr = null;
Action<char[,]> wkAct = (pPiece) =>
{
wkArr = new bool[pPiece.GetUpperBound(0) + 1, pPiece.GetUpperBound(1) + 1];
for (int X = 0; X <= pPiece.GetUpperBound(0); X++) {
for (int Y = 0; Y <= pPiece.GetUpperBound(1); Y++) {
// マス目ありならTrue
// マス目なしならFalse
wkArr[X, Y] = pPiece[X, Y] == '#';
}
}
};
if (pPieceName == '1') wkAct(mPiece1);
if (pPieceName == '2') wkAct(mPiece2);
if (pPieceName == '3') wkAct(mPiece3);
return DeriveKaitenArrList(wkArr);
}
// 配列を引数として、回転させた配列のリストをDistinctして返す
static List<bool[,]> DeriveKaitenArrList(bool[,] pBaseArr)
{
var KaitenArrList = new List<bool[,]>();
//1個目はそのまま
//■
//■■■
//2個目は1個目を時計回りに90度回転
//■■
//■
//■
//3個目は2個目を時計回りに90度回転
//■■■
// ■
//4個目は3個目を時計回りに90度回転
// ■
// ■
//■■
//5個目は1個目とX軸で線対称
//■■■
//■
//6個目は5個目を時計回りに90度回転
//■■
// ■
// ■
//7個目は6個目を時計回りに90度回転
// ■
//■■■
//8個目は7個目を時計回りに90度回転
//■
//■
//■■
int BaseArrUB_X = pBaseArr.GetUpperBound(0);
int BaseArrUB_Y = pBaseArr.GetUpperBound(1);
for (int I = 1; I <= 8; I++) KaitenArrList.Add(null);
for (int P = 0; P <= 6; P += 2) KaitenArrList[P] = new bool[BaseArrUB_X + 1, BaseArrUB_Y + 1];
for (int P = 1; P <= 7; P += 2) KaitenArrList[P] = new bool[BaseArrUB_Y + 1, BaseArrUB_X + 1];
for (int X = 0; X <= BaseArrUB_X; X++) {
for (int Y = 0; Y <= BaseArrUB_Y; Y++) {
bool SetVal = pBaseArr[X, Y];
KaitenArrList[0][X, Y] = SetVal;
KaitenArrList[1][Y, BaseArrUB_X - X] = SetVal;
KaitenArrList[2][BaseArrUB_X - X, BaseArrUB_Y - Y] = SetVal;
KaitenArrList[3][BaseArrUB_Y - Y, X] = SetVal;
KaitenArrList[4][X, BaseArrUB_Y - Y] = SetVal;
KaitenArrList[5][BaseArrUB_Y - Y, BaseArrUB_X - X] = SetVal;
KaitenArrList[6][BaseArrUB_X - X, Y] = SetVal;
KaitenArrList[7][Y, X] = SetVal;
}
}
// 鏡像は不許可なので、4回RemoveAt
KaitenArrList.RemoveAt(4);
KaitenArrList.RemoveAt(4);
KaitenArrList.RemoveAt(4);
KaitenArrList.RemoveAt(4);
// Distinctする
for (int I = KaitenArrList.Count - 1; 0 <= I; I--) {
for (int J = 0; J <= I - 1; J++) {
if (KaitenArrList[I].GetUpperBound(0) !=
KaitenArrList[J].GetUpperBound(0)) continue;
if (KaitenArrList[I].GetUpperBound(1) !=
KaitenArrList[J].GetUpperBound(1)) continue;
IEnumerable<bool> wkEnum1 = KaitenArrList[I].Cast<bool>();
IEnumerable<bool> wkEnum2 = KaitenArrList[J].Cast<bool>();
if (wkEnum1.SequenceEqual(wkEnum2) == false) continue;
KaitenArrList.RemoveAt(I);
break;
}
}
return KaitenArrList;
}
// マス目にピースを埋めれるか
static bool CanFillPiece(bool[,] pPieceMap, int pTargetX, int pTargetY, char[,] pBanArr)
{
if (pTargetX + pPieceMap.GetUpperBound(0) > UB_X) return false;
if (pTargetY + pPieceMap.GetUpperBound(1) > UB_Y) return false;
for (int X = 0; X <= pPieceMap.GetUpperBound(0); X++) {
for (int Y = 0; Y <= pPieceMap.GetUpperBound(1); Y++) {
if (pPieceMap[X, Y] && pBanArr[pTargetX + X, pTargetY + Y] != ' ')
return false;
}
}
return true;
}
// 解を出力
static void PrintAnswer(char[,] pBanArr)
{
var sb = new System.Text.StringBuilder();
for (int Y = 0; Y <= UB_Y; Y++) {
for (int X = 0; X <= UB_X; X++) {
sb.Append(pBanArr[X, Y]);
}
sb.AppendLine();
}
Console.WriteLine(sb.ToString());
}
// 2次元配列の使用してない部分を縮小して返す
static char[,] ArrSyukusyou(char[,] pTargetArr)
{
int XMin = pTargetArr.GetUpperBound(0), YMin = pTargetArr.GetUpperBound(1);
int XMax = 0, YMax = 0;
for (int X = 0; X <= pTargetArr.GetUpperBound(0); X++) {
for (int Y = 0; Y <= pTargetArr.GetUpperBound(1); Y++) {
if (pTargetArr[X, Y] == '.') continue; // マス目が未使用ならContinue
if (XMin > X) XMin = X;
if (YMin > Y) YMin = Y;
if (XMax < X) XMax = X;
if (YMax < Y) YMax = Y;
}
}
char[,] WillReturnArr = new char[XMax - XMin + 1, YMax - YMin + 1];
for (int X = 0; X <= WillReturnArr.GetUpperBound(0); X++) {
for (int Y = 0; Y <= WillReturnArr.GetUpperBound(1); Y++) {
WillReturnArr[X, Y] = pTargetArr[XMin + X, YMin + Y];
}
}
return WillReturnArr;
}
////////////////////////////////////////////////////////////////
// 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;
}
////////////////////////////////////////////////////////////////
// 2次元配列(char型)のデバッグ出力
////////////////////////////////////////////////////////////////
static void PrintBan(char[,] pBanArr)
{
var sb = new System.Text.StringBuilder();
for (int Y = 0; Y <= pBanArr.GetUpperBound(1); Y++) {
for (int X = 0; X <= pBanArr.GetUpperBound(0); X++) {
sb.Append(pBanArr[X, Y]);
}
sb.AppendLine();
}
Console.Write(sb.ToString());
}
}