This submission is migrated from previous version of oj.uz, which used different machine for grading. This submission may have different result if resubmitted.
#include <bits/stdc++.h>
using namespace std;
typedef long long ll;
#define vt vector
#define pb push_back
#define all(x) (x).begin(), (x).end()
#define sz(x) (int)(x).size()
#define R_EP(i, a, b, s) for (int i = (a); (s) > 0 ? i < (b) : i > (b); i += (s))
#define R_EP1(e) R_EP(i, 0, e, 1)
#define R_EP2(i, e) R_EP(i, 0, e, 1)
#define R_EP3(i, b, e) R_EP(i, b, e, 1)
#define R_EP4(i, b, e, s) R_EP(i, b, e, s)
#define GET5(a, b, c, d, e, ...) e
#define R_EPC(...) GET5(__VA_ARGS__, R_EP4, R_EP3, R_EP2, R_EP1)
#define rep(...) R_EPC(__VA_ARGS__)(__VA_ARGS__)
#define trav(x, a) for (auto x : a)
template<typename T> inline bool umax(T&x, const T& y) { if (x >= y) return false; x = y; return true; }
template<typename T> inline bool umin(T&x, const T& y) { if (x <= y) return false; x = y; return true; }
const int MOD = int(1e9) + 7, naxm = 1000000;
ll dp[2005][2005], prefix[2005][2005];
int S, N, V[naxm + 5], W[naxm + 5], K[naxm + 5];
vt<int> opt[2005];
int main() {
ios_base::sync_with_stdio(false), cin.tie(nullptr);
cin >> S >> N;
rep(i, 1, N + 1) cin >> V[i] >> W[i] >> K[i];
vt<int> p(N, 0);
iota(all(p), 1);
sort(all(p), [&](const int& x, const int &y) {
if (W[x] == W[y]) {
return V[x] > V[y];
}
return W[x] < W[y];
});
trav(i, p) {
while (sz(opt[W[i]]) < 2000 && K[i]--) {
opt[W[i]].pb(V[i]);
}
}
rep(i, 1, S + 1) sort(opt[i].rbegin(), opt[i].rend());
rep(i, 1, S + 1) {
// cout << i << " " << sz(opt[i]) << "\n";
rep(j, 1, sz(opt[i]) + 1) prefix[i][j] = prefix[i][j - 1] + opt[i][j - 1];
// rep(j, sz(opt[i]) + 1) cout << prefix[i][j] << " \n"[j == sz(opt[i])];
}
ll ans = 0;
rep(i, 1, S + 1) {
rep(j, 0, min(S / i, sz(opt[i])) + 1) {
rep(k, S, i * j - 1, -1) {
umax(dp[i][k], dp[i - 1][k - i * j] + prefix[i][j]);
// if (dp[i][k] == 19) cout << i << " " << j << "\n";
umax(ans, dp[i][k]);
}
}
// cout << ans << "\n";
}
// cout << dp[15][17] << "\n";
cout << ans << "\n";
return 0;
}
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