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task_I.cpp
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161 lines (146 loc) · 3.37 KB
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#include<iostream>
#include<vector>
#include<algorithm>
#include<map>
#include<queue>
class Graph
{
public:
typedef size_t Vertex;
Graph(size_t vertex_count, bool is_directed)
{
vertex_count_ = vertex_count;
is_directed_ = is_directed;
}
size_t getVertexCount() const
{
return vertex_count_;
}
size_t geEdgeCount() const
{
return edge_count_;
}
virtual std::vector<Vertex> getNeighbors(const Vertex& v) const = 0;
virtual void addEdge(const Vertex& start, const Vertex& finish)
{
edge_count_++;
}
virtual size_t getNeighborsCount(const Vertex& v) const = 0;
protected:
bool is_directed_;
size_t vertex_count_,
edge_count_;
};
class GraphAdjList : public Graph
{
public:
GraphAdjList(const size_t vertex_count, bool is_directed) :
Graph(vertex_count, is_directed)
{
adj_list_ = std::vector<std::vector<Vertex>>(vertex_count);
}
void addEdge(const Vertex& start, const Vertex& finish)
{
Graph::addEdge(start, finish);
adj_list_[start].push_back(finish);
if (!is_directed_)
{
adj_list_[finish].push_back(start);
}
}
std::vector<Vertex> getNeighbors(const Vertex& v) const override
{
return adj_list_[v];
}
size_t getNeighborsCount(const Vertex& v) const override
{
return adj_list_[v].size();
}
private:
std::vector<std::vector<Vertex>> adj_list_;
};
namespace GamePocessing
{
std::vector<size_t> getPossibleNumbers(size_t current_number)
{
std::vector<size_t> possible_numbers;
size_t a_1 = current_number / 1000;
size_t a_2 = (current_number % 1000) / 100;
size_t a_3 = (current_number % 100) / 10;
size_t a_4 = current_number % 10;
if (a_1 != 9)
{
possible_numbers.push_back(current_number + 1000);
}
if (a_4 != 1)
{
possible_numbers.push_back(current_number - 1);
}
possible_numbers.push_back(a_2 * 1000 + a_3 * 100 + a_4 * 10 + a_1);
possible_numbers.push_back(a_4 * 1000 + a_1 * 100 + a_2 * 10 + a_3);
return possible_numbers;
}
}
namespace GraphProcessing
{
namespace
{
const size_t WASNT_VISIT = -1;
const size_t INF = -1;
std::vector<Graph::Vertex> getWay(const std::vector<Graph::Vertex>& prev, const Graph::Vertex& finish)
{
std::vector<Graph::Vertex> way;
Graph::Vertex curr = finish;
while (prev[curr] != WASNT_VISIT)
{
way.push_back(curr);
curr = prev[curr];
}
way.push_back(curr);
std::reverse(way.begin(), way.end());
return way;
}
}
std::vector<size_t> getShortestWay(Graph& g, const Graph::Vertex& start, const Graph::Vertex& finish)
{
std::vector<Graph::Vertex> prev(g.getVertexCount(), WASNT_VISIT);
std::vector<size_t> distance(g.getVertexCount(), INF);
distance[start] = 0;
std::queue<Graph::Vertex> qu;
qu.push(start);
while (distance[finish] == WASNT_VISIT)
{
Graph::Vertex curr = qu.front();
qu.pop();
for (Graph::Vertex neighbor : g.getNeighbors(curr))
{
if (distance[neighbor] == WASNT_VISIT)
{
prev[neighbor] = curr;
distance[neighbor] = distance[curr] + 1;
qu.push(neighbor);
}
}
}
return getWay(prev, finish);
}
}
int main()
{
size_t n, m;
std::cin >> n >> m;
GraphAdjList g(10000, true);
for (size_t i = 1000; i < 10000; i++)
{
for (Graph::Vertex j : GamePocessing::getPossibleNumbers(i))
{
g.addEdge(i, j);
}
}
std::vector<Graph::Vertex> combination = GraphProcessing::getShortestWay(g, n, m);
for (Graph::Vertex v : combination)
{
std::cout << v << std::endl;
}
return 0;
}