Created
March 15, 2019 06:42
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Three-Dimensional BFS
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/** | |
* @param {string[][]} maze | |
* @param {number[]} px | |
* @param {number} k | |
*/ | |
const shortestPath = (maze, px, k) => { | |
const dx = [-1, 1, 0, 0]; | |
const dy = [0, 0, -1, 1]; | |
const m = maze.length; | |
const n = maze[0].length; | |
// Push {x, y, z} to the queue | |
// z is 0 by default, represents the layer where no wall is broken | |
const queue = [[...px, 0], null]; | |
// Create a { m x n x k } three-dimension array to track whether the spot is visited | |
const visited = Array(m); | |
for (let i = 0; i < m; i++) { | |
visited[i] = Array(n); | |
for (let j = 0; j < n; j++) { | |
visited[i][j] = Array(k).fill(false); | |
} | |
} | |
// X is visited | |
visited[px[0]][px[1]][0] = true; | |
let steps = 0; | |
while (queue.length > 0) { | |
const p = queue.shift(); | |
if (p) { | |
if (maze[p[0]][p[1]] === 'Y') { | |
return steps; // Found Y, return the steps | |
} | |
// Try 4 directions | |
for (let d = 0; d < 4; d++) { | |
const x = p[0] + dx[d]; | |
const y = p[1] + dy[d]; | |
const z = getLayer(maze, m, n, k, visited, x, y, p[2]); | |
if (z >= 0) { | |
queue.push([x, y, z]); | |
visited[x][y][z] = true; | |
} | |
} | |
} else { | |
// One BFS level is finished, step + 1 | |
steps++; | |
if (queue.length > 0) { | |
queue.push(null); | |
} | |
} | |
} | |
return -1; | |
}; | |
/** | |
* if it's not a wall, same level will be returned | |
* if it's a wall can be broken, level + 1 | |
* otherwise return -1, meaning we cannot go that way | |
*/ | |
const getLayer = (maze, m, n, k, visited, x, y, z) => { | |
if (x < 0 || x >= m || y < 0 || y >= n || visited[x][y][z]) { | |
return -1; | |
} | |
if (maze[x][y] === '#') { | |
// if we have broken more than k walls, return -1 | |
return z < k ? z + 1 : -1; | |
} | |
return z; | |
}; |
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