#include <iostream>
#include <algorithm>
#include <vector>
#include <queue>
#include <tuple>
#include <string>
#include <utility>
using namespace std;
const int dx[] = { 1,0,-1,0,0 };
const int dy[] = { 0,1,0,-1,0 };
const string dir = "ESWNX";

int H, W, T, N;
string maps[22];
vector<tuple<int, int, int>> iwashi;
int iwashiMap[22][22];
int nextIwashiMap[22][22];
int distanceMap[22][22];

int main() {
    cin >> H >> W >> T >> N;
    int px, py; cin >> px >> py;
    px--;       py--;
    for (int i = 0; i < H; i++) cin >> maps[i];
    for (int i = 0; i < N; i++) {
        int x, y, t;    cin >> x >> y >> t;
        y--;    x--;
        iwashi.push_back(make_tuple(t, x, y));
    }
    sort(iwashi.begin(), iwashi.end());
    while (get<0>(iwashi[0]) == 0) {
        int x, y, t;
        tie(t, x, y) = iwashi[0];
        iwashiMap[y][x]++;
        iwashi.erase(iwashi.begin());
    }
    string ret = "";
    int score = 0;
    int paralyzed = 0;

    char will;
    for (int t = 1; t < T; t++) {
        // player move(ここを実装してください)
        int movable = 0b0000; // NESW
        if (maps[py][px] == '#') cerr << "stuck in wall" << endl;
        if (maps[py][px+1] != '#') movable |= 0b0100;
        if (maps[py][px-1] != '#') movable |= 0b0001;
        if (maps[py+1][px] != '#') movable |= 0b0010;
        if (maps[py-1][px] != '#') movable |= 0b1000;

        if (movable & 0b1000) will = 'N';
        else if (movable & 0b0010) will = 'S';
        else if (movable & 0b0100) will = 'E';
        else if (movable & 0b0001) will = 'W';
        else ret = 'X';


        // player move
        if (will == 'N') py -= 1;
        if (will == 'S') py += 1;
        if (will == 'E') px += 1;
        if (will == 'W') px -= 1;
        ret += will;


        // iwashi move
        for (int i = 0; i < H; i++)     for (int j = 0; j < W; j++)     nextIwashiMap[i][j] = 0;
        for (int i = 0; i < H; i++)     for (int j; j < W; j++) {
            if (maps[i][j] == '#')      continue;
            if (nextIwashiMap[i][j] > 0) {
                nextIwashiMap[i][j] += iwashiMap[i][j];
                continue;
            }
            queue<pair<int, int>> q;
            for (int y = 0; y < H; y++) for (int x = 0; x < W; x++) {
                if (maps[y][x] != '#' && iwashiMap[y][x] > 0 && !(y == i && x == j)) {
                    distanceMap[y][x] = 0;
                    q.push(make_pair(y, x));
                }
                else    distanceMap[y][x] = W * H;
            }
            if (paralyzed == 0) {
                distanceMap[py][px] = 0;
                q.push(make_pair(py, px));
            }
            while (!q.empty()) {
                int x = q.front().second, y = q.front().first;
                q.pop();
                for (int k = 0; k < 4; k++) {
                    int nx = x + dx[k];
                    int ny = y + dy[k];
                    if (maps[ny][nx] == '#')    continue;
                    if (distanceMap[y][x] + 1 < distanceMap[ny][nx]) {
                        distanceMap[ny][nx] = distanceMap[y][x] + 1;
                        q.push(make_pair(ny, nx));
                    }
                }
            }
            for (int k = 0; k < 5; k++) {
                int ny = i + dy[k];
                int nx = j + dx[k];
                if (maps[ny][nx] == '#')        continue;
                if (distanceMap[i][j] > distanceMap[ny][nx] || k == 4) {
                    nextIwashiMap[ny][nx] += iwashiMap[i][j];
                    break;
                }
            }
        }
        for (int i = 0; i < H; i++)     for (int j = 0; j < W; j++)     iwashiMap[i][j] = nextIwashiMap[i][j];

        // iwashi つちからはえてくるんだ
        while ((!iwashi.empty()) && get<0>(iwashi[0]) == t) {
            int x, y, hogeT;
            tie(hogeT, x, y) = iwashi[0];
            iwashiMap[y][x]++;
            iwashi.erase(iwashi.begin());
        }
        // scoreing
        if (paralyzed > 0) {
            paralyzed--;
        }
        else if (0 < iwashiMap[py][px] && iwashiMap[py][px] <= 5) {
            score += iwashiMap[py][px];
            iwashiMap[py][px] = 0;
        }
        else if (iwashiMap[py][px] > 5) {
            paralyzed += 5;
            iwashiMap[py][px] = 0;
        }
    }
    cout << ret << endl;
    return 0;
}

Battle History

ConfigScoreDate
10 x 10 tiny0.162018/11/24 16:34:13
20 x 20 little0.722018/11/24 16:34:13
20 x 20 little0.6922018/11/24 16:34:13
20 x 20 little0.5362018/11/24 16:34:13
20 x 20 little0.6722018/11/24 16:34:13
20 x 20 little0.6282018/11/24 16:34:13
20 x 20 little0.3762018/11/24 16:34:13
20 x 20 much0.068666666672018/11/24 16:34:13
20 x 20 much0.1282018/11/24 16:34:13
20 x 20 much0.122018/11/24 16:34:13
20 x 20 much0.10366666672018/11/24 16:34:13
20 x 20 much0.10066666672018/11/24 16:34:13
20 x 20 much0.098666666672018/11/24 16:34:13
challenge0.1492018/11/24 16:34:13
challenge0.1132018/11/24 16:34:13
challenge0.1982018/11/24 16:34:13