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第15回PAST J 忍者
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("2 1");
WillReturn.Add("2 2 1");
WillReturn.Add("5 2 0");
//4
}
else if (InputPattern == "Input2") {
WillReturn.Add("1 2");
WillReturn.Add("1 4 1");
//1
}
else if (InputPattern == "Input3") {
WillReturn.Add("4 3");
WillReturn.Add("5 4 1");
WillReturn.Add("6 2 0");
WillReturn.Add("4 5 1");
WillReturn.Add("3 2 0");
//25
}
else {
string wkStr;
while ((wkStr = Console.ReadLine()) != null) WillReturn.Add(wkStr);
}
return WillReturn;
}
static long[] GetSplitArr(string pStr)
{
return (pStr == "" ? new string[0] : pStr.Split(' ')).Select(pX => long.Parse(pX)).ToArray();
}
static void Main()
{
List<string> InputList = GetInputList();
long[] wkArr = { };
Action<string> SplitAct = (pStr) => wkArr = GetSplitArr(pStr);
SplitAct(InputList[0]);
long Syuriken = wkArr[1];
var Ins_PQueue_Arr = new PQueue_Arr();
PQueue_Arr.PQueueJyoutaiDef WillEnqueue;
foreach (string EachStr in InputList.Skip(1)) {
SplitAct(EachStr);
WillEnqueue.Attack = wkArr[0];
WillEnqueue.HP = wkArr[1];
WillEnqueue.IsSora = (wkArr[2] == 1);
WillEnqueue.SortKey = -1;
WillEnqueue.SortKey = DeriveSortKey(WillEnqueue);
Ins_PQueue_Arr.Enqueue(WillEnqueue);
}
long Answer = 0;
while (Ins_PQueue_Arr.Count() > 0) {
PQueue_Arr.PQueueJyoutaiDef Dequeued = Ins_PQueue_Arr.Dequeue();
if (Dequeued.IsSora) {
if (Dequeued.HP <= 0) continue;
}
else {
if (Dequeued.HP <= 1) continue;
}
// 空にいる魔物に手裏剣を使う場合
if (Dequeued.IsSora && Syuriken > 0) {
Syuriken--;
WillEnqueue.Attack = Dequeued.Attack;
WillEnqueue.HP = Dequeued.HP - 1;
WillEnqueue.IsSora = false;
WillEnqueue.SortKey = -1;
WillEnqueue.SortKey = DeriveSortKey(WillEnqueue);
Ins_PQueue_Arr.Enqueue(WillEnqueue);
continue;
}
// 地上にいる魔物に手裏剣を使う場合
if (Dequeued.IsSora == false && Syuriken > 0) {
long UseSyuriken = Math.Min(Syuriken, Dequeued.HP - 1);
Syuriken -= UseSyuriken;
Dequeued.HP -= UseSyuriken;
}
if (Dequeued.IsSora) {
Answer += Dequeued.HP * Dequeued.Attack;
}
else {
Answer += (Dequeued.HP - 1) * Dequeued.Attack;
}
}
Console.WriteLine(Answer);
}
// 倒すまでにかかるコストを返す
static long DeriveCost(PQueue_Arr.PQueueJyoutaiDef pMonsterInfo)
{
if (pMonsterInfo.HP <= 0) return 0;
if (pMonsterInfo.IsSora == false && pMonsterInfo.HP <= 1) return 0;
if (pMonsterInfo.IsSora) {
return pMonsterInfo.HP * pMonsterInfo.Attack;
}
else {
return (pMonsterInfo.HP - 1) * pMonsterInfo.Attack;
}
}
// ソートキーを返す
static long DeriveSortKey(PQueue_Arr.PQueueJyoutaiDef pMonsterInfo)
{
long BeforeCost = DeriveCost(pMonsterInfo);
PQueue_Arr.PQueueJyoutaiDef AfterMonstr;
AfterMonstr.Attack = pMonsterInfo.Attack;
AfterMonstr.HP = pMonsterInfo.HP - 1;
AfterMonstr.IsSora = false;
AfterMonstr.SortKey = pMonsterInfo.SortKey;
long AfterCost = DeriveCost(AfterMonstr);
return BeforeCost - AfterCost;
}
}
#region PQueue_Arr
// 内部で配列使用の優先度付きキュー (根のSortKeyが最大)
internal class PQueue_Arr
{
internal struct PQueueJyoutaiDef
{
internal long Attack;
internal long HP;
internal bool IsSora;
internal long SortKey;
}
private PQueueJyoutaiDef[] mHeapArr;
private long mHeapArrCnt = 0;
// コンストラクタ
internal PQueue_Arr()
{
mHeapArr = new PQueueJyoutaiDef[65535];
}
internal bool IsEmpty()
{
return mHeapArrCnt == 0;
}
internal long Count()
{
return mHeapArrCnt;
}
internal long Peek()
{
return mHeapArr[1].SortKey;
}
// エンキュー処理
internal void Enqueue(PQueueJyoutaiDef pAddJyoutai)
{
long CurrNode = 1 + mHeapArrCnt;
if (mHeapArr.GetUpperBound(0) < CurrNode) {
ExtendArr();
}
mHeapArr[CurrNode] = pAddJyoutai;
mHeapArrCnt++;
while (1 < CurrNode && mHeapArr[CurrNode / 2].SortKey < mHeapArr[CurrNode].SortKey) {
PQueueJyoutaiDef Swap = mHeapArr[CurrNode];
mHeapArr[CurrNode] = mHeapArr[CurrNode / 2];
mHeapArr[CurrNode / 2] = Swap;
CurrNode /= 2;
}
}
// 配列のExtend
private void ExtendArr()
{
PQueueJyoutaiDef[] NewHeapArr = new PQueueJyoutaiDef[mHeapArrCnt * 2];
mHeapArr.CopyTo(NewHeapArr, 0);
mHeapArr = NewHeapArr;
}
// デキュー処理
internal PQueueJyoutaiDef Dequeue()
{
PQueueJyoutaiDef TopNode = mHeapArr[1];
long LastNode = mHeapArrCnt;
mHeapArr[1] = mHeapArr[LastNode];
mHeapArrCnt--;
MaxHeapify(1);
return TopNode;
}
// 根ノードを指定し、根から葉へヒープ構築
private void MaxHeapify(long pRootNode)
{
if (mHeapArrCnt <= 1) {
return;
}
long Left = pRootNode * 2;
long Right = pRootNode * 2 + 1;
// 左の子、自分、右の子で値が最大のノードを選ぶ
long Smallest = mHeapArr[pRootNode].SortKey;
long SmallestNode = pRootNode;
if (Left <= mHeapArrCnt && mHeapArr[Left].SortKey > Smallest) {
Smallest = mHeapArr[Left].SortKey;
SmallestNode = Left;
}
if (Right <= mHeapArrCnt && mHeapArr[Right].SortKey > Smallest) {
Smallest = mHeapArr[Right].SortKey;
SmallestNode = Right;
}
// 子ノードのほうが大きい場合
if (SmallestNode != pRootNode) {
PQueueJyoutaiDef Swap = mHeapArr[SmallestNode];
mHeapArr[SmallestNode] = mHeapArr[pRootNode];
mHeapArr[pRootNode] = Swap;
// 再帰的に呼び出し
MaxHeapify(SmallestNode);
}
}
}
#endregion
解説
手裏剣1枚による、コストの減少量をソートキーとして、
モンスター情報をプライオリティキューに入れて
コストの減少量の降順に手裏剣を使用してます。