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;
struct point {
int x;
int y;
int w;
bool operator < (point p) {
if(x == p.x) return y > p.y;
return x < p.x;
}
};
struct frac {
int p;
int q;
frac() { }
frac(int _p, int _q) { p = _p; q = _q; }
};
bool operator < (frac a, frac b) {
return a.p * 1LL * b.q < b.p * 1LL * a.q;
}
const int N = 105;
int n;
point a[N];
map<frac, vector<pair<int, int>>> buc;
vector<frac> slopes;
int order[N], pos[N];
int main() {
ios_base::sync_with_stdio(false);
cin.tie(0);
cin >> n;
for(int i = 1; i <= n; i++) cin >> a[i].x >> a[i].y >> a[i].w;
for(int i = 1; i <= n; i++) {
for(int j = i + 1; j <= n; j++) {
int sign = 1;
int dx = a[i].x - a[j].x, dy = a[i].y - a[j].y;
if(dx < 0) sign *= -1;
if(dy < 0) sign *= -1;
dx = abs(dx);
dy = abs(dy);
int g = __gcd(dx, dy);
dx /= g;
dy /= g;
if(dx != 0) dy *= sign;
if(a[i] < a[j]) buc[frac(dy, dx)].emplace_back(i, j);
else buc[frac(dy, dx)].emplace_back(j, i);
slopes.push_back(frac(dy, dx));
}
}
sort(slopes.begin(), slopes.end(), [&](frac a, frac b) {
return a.p * 1LL * b.q < b.p * 1LL * a.q;
});
for(int i = 1; i <= n; i++) order[i] = i;
sort(order + 1, order + n + 1, [&](int i, int j) {
return a[i] < a[j];
});
for(int i = 1; i <= n; i++) pos[order[i]] = i;
long long ans = 0;
for(frac slope : slopes) {
long long mx = 0;
for(int i = 1; i <= n; i++) {
mx = max((long long)a[order[i]].w, a[order[i]].w + mx);
ans = max(ans, mx);
}
sort(buc[slope].begin(), buc[slope].end(), [&](pair<int, int> i, pair<int, int> j) {
if(i.first == j.first) return a[i.second] < a[j.second];
return a[i.first] < a[j.first];
});
for(pair<int, int> p : buc[slope]) {
int i = p.first, j = p.second;
if(pos[i] < pos[j]) {
swap(order[pos[i]], order[pos[j]]);
swap(pos[i], pos[j]);
}
}
}
{
long long mx = 0;
for(int i = 1; i <= n; i++) {
mx = max((long long)a[order[i]].w, a[order[i]].w + mx);
ans = max(ans, mx);
}
}
cout << ans;
return 0;
}
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