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9-kyo-hwang/Graph Traversal/ํผ์ฆ ์กฐ๊ฐ ์ฑ์ฐ๊ธฐ.cpp
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#include <string> | ||
#include <vector> | ||
#include <functional> | ||
#include <set> | ||
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using namespace std; | ||
using FPoint = pair<int, int>; | ||
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vector<vector<FPoint>> GetBlocksFrom(vector<vector<int>>& Board, bool IsBoard = true) | ||
{ | ||
const vector<FPoint> Offset{{-1, 0}, {0, 1}, {1, 0}, {0, -1}}; | ||
auto OutOfBound = [&](int x, int y) | ||
{ | ||
return x < 0 || x >= Board.size() || y < 0 || y >= Board.size(); | ||
}; | ||
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vector<vector<FPoint>> Blocks; | ||
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function<void(int, int)> DFS = [&](int x, int y) | ||
{ | ||
Blocks.back().emplace_back(x, y); | ||
Board[x][y] = (IsBoard ? 1 : 0); | ||
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for(const auto& [dx, dy] : Offset) | ||
{ | ||
int nx = x + dx, ny = y + dy; | ||
if(!OutOfBound(nx, ny) && Board[nx][ny] == (IsBoard ? 0 : 1)) | ||
{ | ||
DFS(nx, ny); | ||
} | ||
} | ||
}; | ||
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for(int i = 0; i < Board.size(); ++i) | ||
{ | ||
for(int j = 0; j < Board.size(); ++j) | ||
{ | ||
if(IsBoard && Board[i][j] == 0 | ||
|| !IsBoard && Board[i][j] == 1) | ||
{ | ||
Blocks.push_back({}); | ||
DFS(i, j); | ||
} | ||
} | ||
} | ||
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return Blocks; | ||
} | ||
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vector<vector<int>> GetGridFrom(const vector<FPoint>& Block) | ||
{ | ||
auto [MinX, MinY] = Block[0]; | ||
auto [MaxX, MaxY] = Block[0]; | ||
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for(const auto& [x, y] : Block) | ||
{ | ||
if(x < MinX) MinX = x; | ||
else if(x > MaxX) MaxX = x; | ||
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if(y < MinY) MinY = y; | ||
else if(y > MaxY) MaxY = y; | ||
} | ||
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vector<vector<int>> Grid(MaxX - MinX + 1, vector<int>(MaxY - MinY + 1, 0)); | ||
for(const auto& [x, y] : Block) | ||
{ | ||
Grid[x - MinX][y - MinY] = 1; | ||
} | ||
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return Grid; | ||
} | ||
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int Rotate(vector<vector<int>>& Grid) | ||
{ | ||
vector<vector<int>> Rotated(Grid[0].size(), vector<int>(Grid.size(), 0)); | ||
int NumCell = 0; | ||
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for(int i = 0; i < Grid.size(); ++i) | ||
{ | ||
for(int j = 0; j < Grid[0].size(); ++j) | ||
{ | ||
if(Grid[i][j] == 1) NumCell++; | ||
Rotated[j][Grid.size() - 1 - i] = Grid[i][j]; | ||
} | ||
} | ||
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Grid = Rotated; | ||
return NumCell; | ||
} | ||
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int solution(vector<vector<int>> InGameBoard, vector<vector<int>> InTable) | ||
{ | ||
vector<vector<FPoint>> BoardBlocks = GetBlocksFrom(InGameBoard, true); | ||
vector<vector<FPoint>> TableBlocks = GetBlocksFrom(InTable, false); | ||
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set<vector<FPoint>> UsedTableBlocks; | ||
int Answer = 0; | ||
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for(const vector<FPoint>& BoardBlock : BoardBlocks) | ||
{ | ||
bool IsFilled = false; | ||
vector<vector<int>> BoardBlockGrid = GetGridFrom(BoardBlock); | ||
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for(const vector<FPoint>& TableBlock : TableBlocks) | ||
{ | ||
if(IsFilled) break; | ||
if(UsedTableBlocks.count(TableBlock)) continue; | ||
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vector<vector<int>> TableBlockGrid = GetGridFrom(TableBlock); | ||
for(int i = 0; i < 4; ++i) | ||
{ | ||
int NumCell = Rotate(TableBlockGrid); | ||
if(BoardBlockGrid == TableBlockGrid) | ||
{ | ||
Answer += NumCell; | ||
UsedTableBlocks.emplace(TableBlock); | ||
IsFilled = true; | ||
break; | ||
} | ||
} | ||
} | ||
} | ||
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return Answer; | ||
} |
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