▶ 扫雷的扩展判定。已知棋盘上所有点的情况(雷区 'M',已翻开空白区 'B',未翻开空白区 'E',数字区 '1' ~ '8'),现在给定一个点击位置(一定在空白区域),若命中雷区则将被命中的 M 改为 X,若命中空白区则将点击位置扩展为带有数字边界的安全区。

● 自己的解法,28 ms,深度优先遍历。改善了边界判定的方法,以后写类似的矩阵函数的时候可以借鉴。实际上可以在 extend 开头判定 click 是否在棋盘范围内,以后就可以强行 8 个方向搜索(见后面大佬的代码)

 class Solution
{
public:
vector<vector<char>> updateBoard(vector<vector<char>>& board, vector<int>& click)
{
if (board[click[]][click[]] == 'M')
{
board[click[]][click[]] = 'X';
return board;
}
extend(board, click);
return board;
}
void extend(vector<vector<char>>& board, vector<int>& click)
{
const int row = board.size(), col = board[].size(), rowClick = click[], colClick = click[];
char location = ~;
int count = ;
vector<int> tempClick;
// 计算当前位置的相邻情况,location从左边起 8 位分别表示 右,右上,上,左上,左,左下,下,右下 是否有相邻块
if (colClick % col == col - ) // 右,11000001
location &= ~;
if (rowClick == ) // 上,01110000
location &= ~;
if (colClick % col == ) // 左,00011100
location &= ~;
if (rowClick == row - ) // 下,00000111
location &= ~;
// 统计周围雷数计数,从右开始,逆时针方向搜索
if (location & << && board[rowClick][colClick + ] == 'M')
count++;
if (location & << && board[rowClick - ][colClick + ] == 'M')
count++;
if (location & << && board[rowClick - ][colClick] == 'M')
count++;
if (location & << && board[rowClick - ][colClick - ] == 'M')
count++;
if (location & << && board[rowClick][colClick - ] == 'M')
count++;
if (location & << && board[rowClick + ][colClick - ] == 'M')
count++;
if (location & << && board[rowClick + ][colClick] == 'M')
count++;
if (location & << && board[rowClick + ][colClick + ] == 'M')
count++;
if (count)// 周围有雷,本地为数字,停止搜索
{
board[rowClick][colClick] = count + '';
return;
}
board[rowClick][colClick] = 'B';// 周围无雷,本地为安全区,继续搜索
if (location & << && board[rowClick][colClick + ] == 'E')
extend(board, tempClick = { rowClick, colClick + });
if (location & << && board[rowClick - ][colClick + ] == 'E')
extend(board, tempClick = { rowClick - , colClick + });
if (location & << && board[rowClick - ][colClick] == 'E')
extend(board, tempClick = { rowClick - , colClick });
if (location & << && board[rowClick - ][colClick - ] == 'E')
extend(board, tempClick = { rowClick - , colClick - });
if (location & << && board[rowClick][colClick - ] == 'E')
extend(board, tempClick = { rowClick, colClick - });
if (location & << && board[rowClick + ][colClick - ] == 'E')
extend(board, tempClick = { rowClick + , colClick - });
if (location & << && board[rowClick + ][colClick] == 'E')
extend(board, tempClick = { rowClick + , colClick });
if (location & << && board[rowClick + ][colClick + ] == 'E')
extend(board, tempClick = { rowClick + , colClick + });
return;
}
};

● 大佬的代码,38 ms,深度优先遍历,与后面的广度优先遍历在格式上保持一致

 class Solution
{
public:
vector<vector<char>> updateBoard(vector<vector<char>>& board, vector<int>& click)
{
int m = board.size(), n = board[].size(), row = click[], col = click[];
int count, i, j, r, c;
vector<int>tempClick;
if (board[row][col] == 'M')
{
board[row][col] = 'X';
return board;
}
for (count = , i = -; i < ; i++)
{
for (j = -; j < ; j++)
{
if (i == && j == )
continue;
r = row + i, c = col + j;
if (r < || r >= m || c < || c < || c >= n)
continue;
if (board[r][c] == 'M' || board[r][c] == 'X')
count++;
}
}
if (count)
{
board[row][col] = (char)(count + '');
return board;
}
for (board[row][col] = 'B', i = -; i < ; i++)
{
for (j = -; j < ; j++)
{
if (i == && j == )
continue;
r = row + i, c = col + j;
if (r < || r >= m || c < || c < || c >= n)
continue;
if (board[r][c] == 'E')
updateBoard(board, tempClick = { r, c });
}
}
return board;
}
};

● 大佬的广度优先遍历,31 ms,最快的解法算法与之相同,但维护一个 unordered_set<int> 用于保存已经访问过的点来防止重复访问

 class Solution
{
public:
vector<vector<char>> updateBoard(vector<vector<char>>& board, vector<int>& click)
{
const int m = board.size(), n = board[].size();
queue<vector<int>> q;
vector<int> cell;
int row, col, count, i, j, r, c;
for (q.push(click); !q.empty();)
{
cell = q.front(),q.pop();
row = cell[], col = cell[];
if (board[row][col] == 'M')
{
board[row][col] = 'X';
continue;
}
for (count = , i = -; i < ; i++)
{
for (j = -; j < ; j++)
{
if (i == && j == )
continue;
r = row + i, c = col + j;
if (r < || r >= m || c < || c < || c >= n)
continue;
if (board[r][c] == 'M' || board[r][c] == 'X')
count++;
}
}
if (count)
{
board[row][col] = (char)(count + '');
continue;
}
for (board[row][col] = 'B', i = -; i < ; i++)
{
for (j = -; j < ; j++)
{
if (i == && j == )
continue;
r = row + i, c = col + j;
if (r < || r >= m || c < || c < || c >= n)
continue;
if (board[r][c] == 'E')
{
q.push(vector<int>{r, c});
board[r][c] = 'B';
}
}
}
}
return board;
}
};

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