spoj#MOLE. Whac-a-Mole
Whac-a-Mole
While visiting a traveling fun fair you
suddenly have an urge to break the high
score in the Whac-a-Mole game. The goal
of the Whac-a-Mole game is to... well...
whack moles. With a hammer. To make
the job easier you have first consulted
the fortune teller and now you know the
exact appearance patterns of the moles.
The moles appear out of holes occupying the n2 integer points (x, y)
satisfying 0 ≤ x, y <n in a
two-dimensional coordinate system.
At each time step, some moles will
appear and then disappear again before
the next time step. After the moles appear
but before they disappear, you are able
to move your hammer in a straight line
to any position (x2 , y2 ) that is at ditance
at most d from your current position (x1 , y1 ). For simplicity, we assume that yo
can only move your hammer to a point having integer coordinates. A mole is whacke
if the center of the hole it appears out of is located on the line between (x1 , y1 ) an
(x2 , y2 ) (including the two endpoints). Every mole whacked earns you a point. Whe
the game starts, before the first time step, you are able to place your hammer anywher
you see fit.
Input
The input consists of several test cases. Each test case starts with a line containing three integers n, d and m, where n and d are as described above, and m is the total number of moles that will appear (1 ≤ n ≤ 20, 1 ≤ d ≤ 5, and 1 ≤ m ≤ 1000). Then follow m lines, each containing three integers x, y and t giving the position and time of the appearance of a mole (0 ≤ x, y < n and 1 ≤ t ≤ 10). No two moles will appear at the same place at the same time. The input is ended with a test case where n = d = m = 0. This case should not be processed.
Output
For each test case output a single line containing a single integer, the maximum possible score achievable.
Example
Input: 4 2 6 0 0 1 3 1 3 0 1 2 0 2 2 1 0 2 2 0 2 5 4 3 0 0 1 1 2 1 2 4 1 0 0 0 Output: 4 2