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coconut.cpp
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coconut.cpp
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#include <bits/stdc++.h>
using namespace std;
template<typename A, typename B>
ostream &operator<<(ostream &os, const pair<A, B> &p) { return os << '(' << p.first << ", " << p.second << ')'; }
template<typename T_container, typename T = typename enable_if<!is_same<T_container, string>::value, typename T_container::value_type>::type>
ostream &operator<<(ostream &os, const T_container &v) {
os << '{';
string sep;
for (const T &x: v) os << sep << x, sep = ", ";
return os << '}';
}
#define all(x) (x).begin(), (x).end()
#define rall(x) (x).rbegin(), (x).rend()
#define len(x) (int((x).size()))
#define print(x) cout << #x << " = " << x << endl;
#define sortall(x) sort(all(x))
#define ld long double
#define ll long long
#define INF (ll)1e9
#define EPS 1e-9
#define PI 3.1415926535897932384626433832795
#define vec vector
#define arr array
#define str string
#define FOR(i, from, to_excl, inc) for (int i = from; i < to_excl; i += inc)
#define RFOR(i, from, to_incl, inc) for (int i = from; i >= to_incl; i -= inc)
#define WHILE(n) while (n-- > 0)
#define OUT(x) cout << x << "\n";
#define _map(X, fn) transform(all(X), X.begin(), fn);
enum PlayerState {
Folded,
Fists,
PalmDown
};
int main() {
// https://stackoverflow.com/questions/31162367/significance-of-ios-basesync-with-stdiofalse-cin-tienull
ios_base::sync_with_stdio(false);
cin.tie(nullptr);
cout.tie(nullptr);
int num_syllables, num_players;
cin >> num_syllables >> num_players;
// Initialize map of players with their state
vec<pair<int, PlayerState>> players(num_players);
FOR(i, 1, num_players + 1, 1) {
players[i - 1] = {i, PlayerState::Folded};
}
// Simulate the game
int idx = 0;
while (players.size() > 1) {
idx = (idx + num_syllables - 1) % players.size();
if (players[idx].second == PlayerState::Folded) {
players[idx].second = PlayerState::Fists;
players.insert(players.begin() + idx, {players[idx].first, PlayerState::Fists});
} else if (players[idx].second == PlayerState::Fists) {
players[idx].second = PlayerState::PalmDown;
idx += 1;
} else {
players.erase(players.begin() + idx);
}
}
// Return the only key that's left in the map.
OUT(players.begin()->first);
return 0;
}