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#include <iostream>
#include <algorithm>
#include <vector>
#include <string>
#include <cstring>
#include <stack>
#include <queue>
#include <cmath>
#include <cstdlib>
#include <queue>
using namespace std;
const int MAXN=30;
bool fuck=false;
const double EPS=1e-7;
const double PI=acos(-1);
int sgn(double x){
return (x>-EPS)-(x<EPS);
}
struct Vec{
double x,y;//never change it yourself unless you dont need polar angle.
double _polar;// make cache to accumulate speed as atan is too slow.
Vec(){
x=y=0;
}
Vec(double x,double y):x(x),y(y){
_polar=atan2(y,x);
}
double dot(const Vec &b)const{
return x*b.x+y*b.y;
}
double cross(const Vec &b)const{
return x*b.y-b.x*y;
}
double len(){
return sqrt(sqlen());
}
double sqlen(){
return x*x+y*y;
}
Vec normalize(){
double l=len();
return Vec(x/l,y/l);
}
Vec rotate(double angle){
return Vec(x*cos(angle)-y*sin(angle),x*sin(angle)+y*cos(angle));
}
Vec operator * (double factor)const{
return Vec(x*factor,y*factor);
}
double operator * (const Vec &b)const{
return cross(b);
}
Vec operator - (const Vec &b)const{
return Vec(x-b.x,y-b.y);
}
Vec operator +(const Vec &b)const{
return Vec(x+b.x,y+b.y);
}
double polar()const{
return _polar;
}
bool leftby(const Vec &b)const{
return sgn(b.cross(*this))>0;
}
bool samed(const Vec &b)const{
return sgn(this->cross(b))==0 && sgn(this->dot(b))>0;
}
bool operator<(const Vec &b)const{
return this->polar()<b.polar();
}
bool operator==(const Vec &b)const{
return sgn(b.x-this->x)==0 &&sgn(b.y-this->y)==0;
}
};
ostream& operator<<(ostream& out,const Vec &b){
out<<"("<<b.x<<","<<b.y<<")";
return out;
}
typedef Vec Point;
struct Line{
Point pos;
Vec dirc;
Line(Point pos=Point(0,0),Vec dirc=Vec(0,0)):pos(pos),dirc(dirc){}
static Line fromPoints(Point a,Point b){
return Line(a,b-a);
}
double getarea(const Line &b)const{
return abs(dirc.cross(b.dirc));
}
// 获得垂线
Line getppd(){
return Line(pos+dirc*0.5,dirc.rotate(PI/2));
}
//TODO: what will happen if they have no intersection,-nan
Point getintersection(const Line &b)const{
Vec down=this->pos-b.pos;
double aa=b.dirc.cross(down);
double bb=this->dirc.cross(b.dirc);
return this->pos+this->dirc*(aa/bb);
}
bool point_on_line(Point point){
if(!dirc.samed(point-pos))
return false;
if(sgn((point-pos).sqlen()-dirc.sqlen())>0)
return false;
return true;
}
bool on_ver(Point point){
if(sgn(point.x-pos.x)==0 && sgn(point.y-pos.y)==0)return true;
if(sgn(point.x-(pos.x+dirc.x))==0 && sgn(point.y-(pos.y+dirc.y))==0)return true;
return false;
}
double get_distance(Point point){
Line ppd=getppd();
ppd.pos=point;
Point intersection=getintersection(ppd);
ppd.dirc=intersection-point;
Vec v=intersection-pos;
return abs(v.cross(point-pos)/v.len());
}
double get_distance(Line line){
return get_distance(line.pos);
}
};
Point points[3];
Line triangle[3];
char game[MAXN][MAXN];
double get_area(vector<Point> &points){
if(points.size()<3){
return -1;
}
sort(points.begin(),points.end(),[](const Point &a,const Point &b){
return a.polar()<b.polar();
});
Point base(0,0);
Point last=points[0];
double res=0;
for(int i=1;i<points.size();i++){
Vec a=last-base,b=points[i]-base;
res+=a.cross(b)/2;
last=points[i];
}
//add the last point(also the first point)
Vec a=last-base,b=points[0]-base;
res+=a.cross(b)/2;
return fabs(res);
}
bool in_triangle(Point p){
if(fuck)return false;
for(int i=0;i<3;i++){
if(Line::fromPoints(points[i%3],points[(i+1)%3]).point_on_line(p))return false;
}
double areas=0;
for(int i=0;i<3;i++){
vector<Point> ps;
ps.push_back(points[i%3]);
ps.push_back(points[(i+1)%3]);
ps.push_back(p);
areas+=get_area(ps);
}
vector<Point> ps;
for(int i=0;i<3;i++)ps.push_back(points[i]);
return sgn(areas-get_area(ps))==0;
}
bool has_intersetct(Line line){
if(fuck)return false;
int cnt=0;
Point p[3];
bool flg[3]={0,0,0};
for(int i=0;i<3;i++){
if(sgn(line.dirc.cross(triangle[i].dirc))==0)continue;
p[i]=line.getintersection(triangle[i]);
if(line.point_on_line(p[i])||p[i]==line.pos) flg[i]=1;
}
if(in_triangle(line.pos)) return true;
if(in_triangle(line.pos+line.dirc)) return true;
Line l;
if(flg[0]&&flg[1])
{
l=Line::fromPoints(p[0],p[1]);
if(in_triangle(l.pos+l.dirc*0.5)) return true;
}
if(flg[2]&&flg[1])
{
l=Line::fromPoints(p[2],p[1]);
if(in_triangle(l.pos+l.dirc*0.5)) return true;
}
if(flg[0]&&flg[2])
{
l=Line::fromPoints(p[0],p[2]);
if(in_triangle(l.pos+l.dirc*0.5)) return true;
}
return false;
}
struct v4q{
int i,j,step;
v4q(int i,int j,int step):i(i),j(j),step(step){}
bool operator<(const v4q &other)const{
return step>other.step;
}
};
int nlen;
int dist[MAXN][MAXN];
bool vis[MAXN][MAXN];
int solve(){
priority_queue<v4q> pq;
pq.push(v4q(1,1,0));
memset(dist,0x3f,sizeof(dist));
memset(vis,0,sizeof(vis));
dist[1][1]=0;
while(!pq.empty()){
v4q cur=pq.top();pq.pop();
if(vis[cur.i][cur.j])continue;
vis[cur.i][cur.j]=1;
//printf("now:%d %d\n",cur.i,cur.j);
for(int i=max(1,cur.i-1);i<=min(nlen,cur.i+1);i++){
for(int j=max(1,cur.j-1);j<=min(nlen,cur.j+1);j++){
if(i==cur.i && j==cur.j)continue;
if(game[i][j]=='#')continue;
if(has_intersetct(Line::fromPoints(Point(j-1,i-1),Point(cur.j-1,cur.i-1))))continue;
//cout<<"arrive "<<i<<","<<j;
if(dist[i][j]>dist[cur.i][cur.j]+1){
dist[i][j]=dist[cur.i][cur.j]+1;
//cout<<" and update it to "<<dist[i][j];
pq.push(v4q(i,j,dist[i][j]));
}
//cout<<endl;
}
}
}
return dist[nlen][nlen];
}
int main(){
// freopen("in.txt","r",stdin);
// freopen("out.txt","w",stdout);
while(cin>>nlen){
fuck=0;
for(int i=0;i<3;i++){
Point &p=points[i];
cin>>p.x>>p.y;
}
for(int i=0;i<3;i++){
triangle[i]=Line::fromPoints(points[i%3],points[(i+1)%3]);
}
for(int i=0;i<3;i++){
if(sgn(triangle[i%3].dirc.cross(triangle[(i+1)%3].dirc))==0){
fuck=1;
}
}
for(int i=nlen;i>=1;i--){
for(int j=1;j<=nlen;j++){
cin>>game[i][j];
}
}
//solve triangle
for(int i=1;i<=nlen;i++){
for(int j=1;j<=nlen;j++){
if(in_triangle(Point(j-1,i-1)))game[i][j]='#';
}
}
/*
for(int i=nlen;i>=1;i--){
for(int j=1;j<=nlen;j++){
cout<<game[i][j];
}
cout<<endl;
}
*/
int ans=solve();
if(ans!=0x3f3f3f3f)cout<<ans<<"\n";
else cout<<"-1\n";
}
return 0;
}
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