#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="" step.="" after="" but="" they="" disappear,="" you="" are="" able="" to="" move="" your="" hammer="" straight="" line="" any="" position="" (x2="" ,="" y2="" )="" that="" is="" distance="" most="" d="" from="" current="" (x1="" y1="" ).="" for="" simplicity,="" we="" assume="" yo="" can="" only="" point="" having="" integer="" coordinates.="" mole="" whacked="" if="" center="" of="" hole="" it="" appears="" out="" located="" on="" between="" an="" (including="" two="" endpoints).="" every="" earns="" point.="" when="" game="" starts,="" first="" place="" anywhere="" 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