A. Maze Codeforces Round 222 (Div. 1)

Pavel loves grid mazes. A grid maze is an n × m rectangle maze where each cell is either empty, or is a wall. You can go from one cell to another only if both cells are empty and have a common side.

Pavel drew a grid maze with all empty cells forming a connected area. That is, you can go from any empty cell to any other one. Pavel doesn't like it when his maze has too little walls. He wants to turn exactly k empty cells into walls so that all the remaining cells still formed a connected area. Help him.

Input

The first line contains three integers nmk (1 ≤ n, m ≤ 500, 0 ≤ k < s), where n and m are the maze's height and width, correspondingly, k is the number of walls Pavel wants to add and letter s represents the number of empty cells in the original maze.

Each of the next n lines contains m characters. They describe the original maze. If a character on a line equals ".", then the corresponding cell is empty and if the character equals "#", then the cell is a wall.

Output

Print n lines containing m characters each: the new maze that fits Pavel's requirements. Mark the empty cells that you transformed into walls as "X", the other cells must be left without changes (that is, "." and "#").

It is guaranteed that a solution exists. If there are multiple solutions you can output any of them.

Examples

input

Copy

3 4 2
#..#
..#.
#...

output

Copy

#.X#
X.#.
#...

input

Copy

5 4 5
#...
#.#.
.#..
...#
.#.#

output

Copy

#XXX
#X#.
X#..
...#
.#.#

题目大致意思:给你一个n行m列的图,"#"为墙,"."为陆地,初始联通陆地只有一块,让你填入k个"X" 墙后,联通陆地还是一块。

主要考点为深搜。

#include<bits/stdc++.h>
using namespace std;
typedef long long ll;
#define endl "\n"

const ll N = 1e3+7;
ll n,m,k;
string s[N];
bool vis[N][N];
ll dir[4][2]={0,1,1,0,0,-1,-1,0};

void dfs(ll x ,ll y){
	vis[x][y]=1;
	for(ll i = 0 ; i < 4 ; i ++){
		ll tx = x + dir[i][0];
		ll ty = y + dir[i][1];
		if(tx < 0 || ty < 0 || tx >= n || ty >= m || s[tx][ty] != '.' || vis[tx][ty])continue;
		dfs(tx,ty);
	}
	if(k > 0){
		k--;
		s[x][y]='X';
	}
	return;
}

void solve(){
	cin >> n >> m >> k;
	for(ll i = 0 ; i < n ; i ++)cin >> s[i];
	ll x=0,y=0;
	bool f=0;
	for(; x < n ; x ++){
		if(f)break;
		for(y = 0 ; y < m ; y ++){
			if(s[x][y]=='.')f=1;
			if(f)break;
		}
	}
	dfs(x,y);
	for(ll i = 0 ; i < n ; i ++)cout << s[i] << endl;
	return;
}

int main(){
	ll t=1;//cin >> t;
	while(t--)solve();
	return 0;
}

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好的,下面是 `freegames.maze` 模块的详细注释: ```python """ freegames.maze This module provides functions to create and manipulate mazes. Functions: maze(width, height, complexity=0.75, density=0.75): Create a maze with the given dimensions and complexity/density. Classes: Maze: A maze object that can be displayed and solved using Turtle graphics. """ import random def maze(width, height, complexity=0.75, density=0.75): """ Create a maze with the given dimensions and complexity/density. Parameters: - width (int): the width of the maze in cells. - height (int): the height of the maze in cells. - complexity (float): a value between 0 and 1 that determines the amount of complexity/number of twists and turns in the maze. - density (float): a value between 0 and 1 that determines the amount of density/number of cells that are filled in the maze. Returns: - A 2D list of booleans representing the maze, where True indicates a wall and False indicates a path. """ # Determine the dimensions of the maze in cells. rows = height // 2 + 1 cols = width // 2 + 1 # Create the maze as a 2D list of booleans. maze = [[False] * cols for i in range(rows)] # Fill in the border cells as walls. for i in range(rows): maze[i][0] = maze[i][-1] = True for j in range(cols): maze[0][j] = maze[-1][j] = True # Fill in the maze with walls and paths. for i in range(1, rows - 1): for j in range(1, cols - 1): if random.random() < density: maze[i][j] = True elif i % 2 == 0 or j % 2 == 0: maze[i][j] = True # Carve out the maze starting from the center. start_x, start_y = rows // 2, cols // 2 maze[start_x][start_y] = False cells = [(start_x, start_y)] while cells: current = cells.pop(random.randint(0, len(cells) - 1)) x, y = current neighbors = [] if x > 1 and not maze[x - 2][y]: neighbors.append((x - 2, y)) if x < rows - 2 and not maze[x + 2][y]: neighbors.append((x + 2, y)) if y > 1 and not maze[x][y - 2]: neighbors.append((x, y - 2)) if y < cols - 2 and not maze[x][y + 2]: neighbors.append((x, y + 2)) if neighbors: cells.append(current) neighbor = neighbors[random.randint(0, len(neighbors) - 1)] nx, ny = neighbor if nx == x - 2: maze[x - 1][y] = False elif nx == x + 2: maze[x + 1][y] = False elif ny == y - 2: maze[x][y - 1] = False elif ny == y + 2: maze[x][y + 1] = False maze[nx][ny] = False return maze class Maze: """ A maze object that can be displayed and solved using Turtle graphics. Attributes: - maze (list): a 2D list of booleans representing the maze. - width (int): the width of the maze in cells. - height (int): the height of the maze in cells. - cell_size (int): the size of each cell in pixels. - turtle (turtle.Turtle): the turtle used to draw the maze. - screen (turtle.Screen): the screen used to display the maze. Methods: - __init__(self, maze, cell_size=10): create a new Maze object. - _draw_wall(self, row, col): draw a wall at the given cell. - _draw_path(self, row, col): draw a path at the given cell. - display(self): display the maze using Turtle graphics. - solve(self, start=(0, 0), end=None): solve the maze using the given start and end positions, and return a list of (row, col) tuples representing the solution path. """ def __init__(self, maze, cell_size=10): """ Create a new Maze object. Parameters: - maze (list): a 2D list of booleans representing the maze. - cell_size (int): the size of each cell in pixels. """ self.maze = maze self.width = len(maze[0]) self.height = len(maze) self.cell_size = cell_size self.turtle = None self.screen = None def _draw_wall(self, row, col): """ Draw a wall at the given cell. Parameters: - row (int): the row number of the cell. - col (int): the column number of the cell. """ x = col * self.cell_size y = row * self.cell_size self.turtle.goto(x, y) self.turtle.setheading(0) self.turtle.pendown() for i in range(4): self.turtle.forward(self.cell_size) self.turtle.left(90) self.turtle.penup() def _draw_path(self, row, col): """ Draw a path at the given cell. Parameters: - row (int): the row number of the cell. - col (int): the column number of the cell. """ x = col * self.cell_size + self.cell_size // 2 y = row * self.cell_size + self.cell_size // 2 self.turtle.goto(x, y) self.turtle.dot(self.cell_size // 2) def display(self): """ Display the maze using Turtle graphics. """ if not self.turtle: import turtle self.turtle = turtle.Turtle() self.turtle.hideturtle() self.turtle.speed(0) self.turtle.penup() self.turtle.setheading(0) self.turtle.goto(0, 0) self.turtle.pendown() self.turtle.color('black') self.screen = self.turtle.getscreen() self.screen.setworldcoordinates(0, 0, self.width * self.cell_size, self.height * self.cell_size) for row in range(self.height): for col in range(self.width): if self.maze[row][col]: self._draw_wall(row, col) else: self._draw_path(row, col) self.screen.exitonclick() def solve(self, start=(0, 0), end=None): """ Solve the maze using the given start and end positions, and return a list of (row, col) tuples representing the solution path. Parameters: - start (tuple): a (row, col) tuple representing the starting position. Defaults to (0, 0). - end (tuple): a (row, col) tuple representing the ending position. Defaults to the bottom-right corner of the maze. Returns: - A list of (row, col) tuples representing the solution path. """ if not end: end = (self.height - 1, self.width - 1) queue = [(start, [start])] visited = set() while queue: (row, col), path = queue.pop(0) if (row, col) == end: return path if (row, col) in visited: continue visited.add((row, col)) if row > 0 and not self.maze[row - 1][col]: queue.append(((row - 1, col), path + [(row - 1, col)])) if row < self.height - 1 and not self.maze[row + 1][col]: queue.append(((row + 1, col), path + [(row + 1, col)])) if col > 0 and not self.maze[row][col - 1]: queue.append(((row, col - 1), path + [(row, col - 1)])) if col < self.width - 1 and not self.maze[row][col + 1]: queue.append(((row, col + 1), path + [(row, col + 1)])) return None ``` 以上就是 `freegames.maze` 模块的详细注释,希望能帮助你更好地理解它的实现和使用。
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