题意:给你一些树的坐标,价值和砍掉每棵树所能做成的篱笆长度,求出砍掉最小价值的树,然后砍掉的树能做成篱笆,能把剩下的树围起来,并求出围成以后剩余的长度
思路:因为最多15棵树,用位运算枚举每个状态一共2^15-1个状态,都用01表示假如有3棵树那么所有的状态为0~7,也就是000~111代表每一棵树是否被砍掉,每取一个状态
记录被砍的树木的价值之和,篱笆长度之和,还有砍倒的树的数量,最后砍完剩下的树木的坐标,然后对这些坐标求凸包,再求凸包的周长,用这个周长和篱笆长度比较,看砍倒的树木的长度能否围篱笆,如果能,比较树木的价值,价值小的保存其,价值,篱笆长度,凸包的周长,砍树的数量,还有状态(那些树木被砍),价值一样的,看砍倒树木的数量,要其数量少的。
这里有个剪枝:
就是当前砍倒树木的价值大于最小的价值的时候就不要求凸包了
还要注意一点:
求凸包最少要三个点,并且是不公线的点,所以当砍得只剩下一颗或没有的时候就不用围篱笆了,这点容易wa,有这种情况,有一棵树价值大并且长度长,但是你把剩下的都砍掉也超不过它的价值,所以就选择不围围墙了,留着最大的树把其他都砍了,长度就是你砍的所有树的长度之和,砍得省下两颗的时候就是他们距离的二倍。
最后用保存的状态还原,用篱笆长度-凸包长度就是结果
#include<iostream>
#include<cstdio>
#include<cstring>
#include<cmath>
#include<vector>
#include<algorithm>
using namespace std;
struct Point
{
double x,y;
double v,L;
Point(double x = 0,double y = 0) : x(x),y(y) {}
};
typedef Point Vector;
Vector operator + (Vector a,Vector b) { return Vector(a.x+b.x,a.y+b.y) ;}
Vector operator - (Vector a,Vector b) { return Vector(a.x-b.x,a.y-b.y) ;}
Vector operator * (Vector a,double p) { return Vector(a.x*p,a.y*p) ;}
Vector operator / (Vector a,double p) { return Vector(a.x/p,a.y/p) ;}
const double eps = 1e-9;
const double PI = acos(-1.0);
double Dot(Vector a,Vector b) { return a.x*b.x + a.y*b.y ;}
double Length(Vector a) { return sqrt(Dot(a,a)) ;}
double Cross(Vector a,Vector b) { return a.x*b.y - a.y*b.x ;}
int dcmp(double x)
{
if(fabs(x) < eps) return 0;
else return x < 0 ? -1 : 1;
}
bool operator < (Point a,Point b) { return a.x < b.x || (a.x == b.x && a.y < b.y) ;}
bool operator == ( Point a, Point b) { return dcmp(a.x-b.x) == 0 && dcmp(a.y-b.y) == 0 ;}
double Angle(Vector a,Vector b) { return acos( Dot(a,b) / Length(a) / Length(b) ) ;}
double Area(Point a,Point b,Point c) { return fabs(Cross(b-a,c-a))/2 ;}
Vector Rotate(Vector a,double rad) { return Vector(a.x*cos(rad) - a.y*sin(rad),a.x*sin(rad) + a.y*cos(rad) );}
Vector Normal(Vector a)
{
double L = Length(a);
return Vector(-a.y/L,a.x/L);
}
Point GetLineIntersection(Point p,Vector v,Point q,Vector w)
{
Vector u = p - q;
double t = Cross(w,u) / Cross(v,w);
return p + v*t;
}
bool SegmentProperIntersection(Point a1,Point a2,Point b1,Point b2)
{
double c1 = Cross(a2-a1,b1-a1) ,c2 = Cross(a2-a1,b2-a1),c3 = Cross(b2-b1,a1-b1),c4 = Cross(b2-b1,a2-b1);
return dcmp(c1)*dcmp(c2) < 0 && dcmp(c3) *dcmp(c3) < 0;
}
bool OnSengment(Point p,Point a,Point b)
{
return dcmp(Cross(p-a,b-a)) == 0 && dcmp(Dot(a-p,b-p) < 0);
}
double PolyArea(Point *p,int n)
{
double area = 0;
int i;
for(i = 0; i < n; i++)
{
area += Cross(p[i]-p[0],p[i+1]-p[0]);
}
return area/2;
}
int Chell(Point *p,int n,Point *ch)
{
int i,m = 0;
sort(p,p+n);
for(i = 0; i < n;i++)
{
while(m > 1 && Cross( ch[m-1] - ch[m-2],p[i] - ch[m-2]) <= 0) m--;
ch[m++] = p[i];
}
int k = m;
for(i = n-2; i >= 0; i--)
{
while(m > k && Cross(ch[m-1] - ch[m-2],p[i] - ch[m-2] ) <= 0) m--;
ch[m++] = p[i];
}
if(n > 1) m--;
return m;
}
double LengthChell(Point * ch,int n)
{
double ans = 0;
int i;
for(i = 0; i < n; i++)
{
ans += Length(ch[i]-ch[(i+1)%n]);
}
return ans;
}
Point p[20];
Point Pv[20];
double Min(double a,double b)
{
return a > b ? a : b;
}
int main()
{
int n,cas = 1;
while(scanf("%d",&n) != EOF)
{
if(n == 0) break;
int i,j;
for(i = 0; i < n; i++)
{
scanf("%lf%lf%lf%lf",&p[i].x,&p[i].y,&p[i].v,&p[i].L);
}
double Minv = 999999,MinL = 999999,fl = 0;
int flag,num = 0;
for(i = 0; i < (1 << n); i++)
{
int k = i,m = 0;
Point g[20];
double Mv = 0,ML = 0;
int Mn = 0;
int cnt = 0;
for(j = 0; j < n; j++)
{
if(k & 1)
{
Mv = p[cnt].v + Mv;
ML = p[cnt].L + ML;
}
else
{
Pv[m++] = p[cnt];
}
cnt++; k = k >> 1 ;
}
Mn = n-m;
double L = 0;
if(Mv > Minv)
continue;
if(m == 1 || m == 0)
L = 0;
else if(m == 2)
L = 2 * Length(Pv[0]-Pv[1]);
else
{
int temp = Chell(Pv,m,g);
L = LengthChell(g,temp);
}
if(dcmp(ML - L) >= 0)
{
if(dcmp(Mv-Minv) < 0) { Minv = Mv; MinL = ML; num = Mn;flag = i;fl = L;}
if(dcmp(Mv-Minv) == 0)
{
if(dcmp(Mn - num) < 0)
{
MinL = ML;Mn = num;flag = i;fl = L;
}
}
}
}
printf("Forest %d\n",cas++);
printf("Cut these trees:");
int sum = 0;
while(flag)
{
if(flag & 1)
printf(" %d",sum+1);
sum++; flag = flag >> 1;
}
printf("\n");
printf("Extra wood: %.2f\n\n",MinL-fl);
}
return 0;
}