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C語言坦克大戰

C語言編寫的坦克大戰exe小遊戲! (含有部分C++函式,不過不需要知道實現細節,主要用於鍵盤讀取等)

適合初學者學習的坦克大戰程式碼,無圖片,遊戲全部功能畫面顯示全部由 printf 列印

      注:本遊戲win7可完美執行,win10的話,小坦克和子彈的列印會略有鬼畜(變形,只打印半邊等)。win10完美執行方案:點選螢幕左下角"開始"介面,搜尋框輸入cmd,出現命令提示符的黑框框後,右鍵黑框框頂欄("命令提示符"名字那一欄)。選擇屬性->勾選視窗下方"使用舊版控制檯",重啟電腦後即可。。。話不多說,先上圖看效果


原始碼(有詳盡註釋) 及 解釋 及  原始碼

連結:https://pan.baidu.com/s/10aTtR3YczF5c6WA0LKnSVg

密碼:w8l0

不想點連結的原始碼就放下面了(程式碼已經有非常詳細的註釋了)(連結檔案裡有比這個更詳盡的設計思路說明)

(不同編譯器也許編譯起來有不一樣的小問題和錯誤。比如for( )裡面定義的變數等等小問題,改一下就好了)

#include <stdio.h>
#include <windows.h>
#include <time.h> 
                           //裡規格:長39*2=78 (真座標)(假座標寬為39)  高39
                           //外規格:長41*2=82 (真座標)(假座標寬為41)  高41
#define UP    1
#define DOWN  2
#define LEFT  3
#define RIGHT 4
#define MAX_LEVEL 8
#define BULLET_NUM 20
#define MAX_LIFE 4

//程式中未寫入函式引數表中且未說明的變數只有map二維陣列,level_info陣列和level   

/*
      此程式中涉及的x,y類的座標值,分為以下兩種:                                 
                                                                                                  
假座標:這裡的座標指的是以一個■長度為單位的座標,而不是真正的coord座標 (用於map陣列的座標)                             
                                                                                                  
真座標:標頭檔案自帶的座標結構coord中的座標(也可以說是控制檯裡的真正座標值)                                 
                                                                                                  
  區別:縱座標y兩值一致,假橫座標x值與真正coord橫座標(真座標)關係是 x * 2 = coord 橫座標    
                                                                                                            
		  coord橫座標既指GoTo函式中的x引數,因為本程式遊戲介面以一個■長度為基本單位,                    
                                                                                                  
		  可以說涉及的coord橫座標全是偶數。既假座標要變真座標(變真座標才能發揮真正作用),橫座標須乘以2                                    

                                                           
*/
typedef struct             //這裡的出現次序指的是一個AI_tank變數中的次序,遊戲共有四個AI_tank變數
{                          //∵設定每個AI_tank每種特殊坦克只出現一次 ∴fast_tank & firm_tank 最多出現次數不超過1
	int fast_tank_order;   //fast_tank出現的次序(在第fast_tank_order次復活出現,從第0次開始),且每個AI_tank只出現一次
	int firm_tank_order;   //firm_tank出現的次序,同上
} LevInfo;                 //關卡資訊(準確說是該關出現的坦克資訊)
LevInfo level_info [MAX_LEVEL] = {{-1,-1},{3,-1},{-1,3},{2,3},{2,3},{2,3},{2,3},{2,3}};   //初始化,-1代表沒有該型別坦克


typedef struct      //子彈結構體
{
	int x,y;        //子彈座標,假座標
	int direction;  //子彈方向變數
	bool exist;     //子彈存在與否的變數,1為存在,0不存在
	bool initial;   //子彈是否處於建立初狀態的值,1為處於建立初狀態,0為處於非建立初狀態
	bool my;        //區分AI子彈與玩家子彈的標記,0為AI子彈,1為玩家(我的)子彈
} Bullet;
Bullet bullet [BULLET_NUM];  //考慮到地圖上不太可能同時存在20顆子彈,所以陣列元素設定20個


typedef struct      //坦克結構體
{
	int x,y;        //坦克中心座標
	int direction;  //坦克方向
	int color;      //顏色參方向數,1到6分別代表不同顏色,具體在PrintTank函式定義有說明
	int model;      //坦克圖案模型,值為1,2,3,分別代表不同的坦克圖案,0為我的坦克圖案,AI不能使用
	int stop;       //只能是AI坦克使用的引數,非0代表坦克停止走動,0為可以走動
	int revive;     //坦克復活次數
	int num;        //AI坦克編號(固定值,為常量,初始化函式中定下)0~3
	int CD;         //發射子彈冷卻計時
	bool my;        //是否敵方坦克引數,我的坦克此引數為1,為常量
	bool alive;     //存活為1,不存活為0
}  Tank;
Tank AI_tank[4] , my_tank;  //my_tank為我的坦克,Ai_tank 代表AI坦克

//∵所有的函式都有可能對全域性變數map進行讀寫(改變),
//∴函式中不另說明是否會對全域性變數map讀寫
//基本操作與遊戲輔助函式
void GoToxy(int x,int y);    //游標移動
void HideCursor();           //隱藏游標
void keyboard ();            //接受鍵盤輸入
void Initialize();           //初始化(含有對多個數據的讀寫)
void Stop();                 //暫停
void Getmap();               //地圖資料存放與獲取
void Frame ();               //列印遊戲主體框架
void PrintMap();             //列印地圖(地圖既地圖障礙物)(含對level的讀取)
void SideScreen ();          //副螢幕列印
void GameCheak();            //檢測遊戲輸贏
void GameOver( bool home );  //遊戲結束
void ClearMainScreen();      //主螢幕清屏函式∵system("cls")後列印框架有一定機率造成框架上移一行的錯誤∴單獨編寫清屏函式
void ColorChoose(int color); //顏色選擇函式
void NextLevel();            //下一關(含有對level全域性變數的讀寫)

//子彈部分
void BuildAIBullet(Tank *tank);                //AI坦克發射子彈(含有對my_tank的讀取,只讀取了my_tank座標)
void BuildBullet  (Tank tank);                 //子彈發射(建立)(人機共用)(含全域性變數bullet的修改)我的坦克發射子彈直接呼叫該函式,AI通過AIshoot間接呼叫
void BulletFly    (Bullet bullet[BULLET_NUM]); //子彈移動和打擊(人機共用),
void BulletHit    (Bullet* bullet);            //子彈碰撞(人機共用)(含Tank全域性變數的修改),只通過BulletFly呼叫,子彈間的碰撞不在本函式,子彈間碰撞已在BulletShoot中檢測並處理
void PrintBullet  (int x,int y,int T);         //列印子彈(人機共用)
void ClearBullet  (int x,int y,int T);         //清除子彈(人機共用)
int  BulletCheak  (int x,int y);               //判斷子彈前方情況(人機共用)

//坦克部分
void BuildAITank (int* position, Tank* AI_tank); //建立AI坦克
void BuildMyTank (Tank* my_tank);                //建立我的坦克
void MoveAITank  (Tank* AI_tank);                //AI坦克移動
void MoveMyTank  (int turn);                     //我的坦克移動,只通過keyboard函式呼叫,既鍵盤控制
void ClearTank   (int x,int y);                  //清除坦克(人機共用)
void PrintTank   (Tank tank);                    //列印坦克(人機共用)
bool TankCheak   (Tank tank,int direction);      //檢測坦克dirtection方向的障礙物,返值1阻礙,0 暢通
int  AIPositionCheak (int position);           //檢測AI坦克建立位置是否有障礙物AIPositionCheak

//DWORD WINAPI InputX(LPVOID lpParameter); //宣告執行緒函式,用於檢查X鍵輸入並設定X鍵的輸入冷卻時間


//注意map陣列應是縱座標在前,橫座標在後,既map[y][x],(∵陣列行長度在前,列長度在後)
//map裡的值: 個位數的值為地圖方塊部分,百位數的值為坦克,子彈在map上沒有值(子彈僅僅是一個假座標)
//map裡的值: 0為可通過陸地,1為紅磚,2黃磚,5為水,100~103為敵方坦克,200為我的坦克,

//全域性變數
int map[41][41];  //地圖二維陣列
int key_x;        // X鍵是否被“讀入”的變數,也是子彈是否可以發射的變,
int bul_num;      //子彈編號
int position;     //位置計數,對應AI坦克生成位置,-1為左位置,0為中間,1為右,2為我的坦克位置
int speed=7;      //遊戲速度,調整用
int level=1;      //遊戲關卡數
int score=0;      //遊戲分數
int remain_enemy; //剩餘敵人(未出現的敵人)

char* tank_figure[4][3][4]=
{
  {
    {"◢┃◣", "◢━◣", "◢┳◣", "◢┳◣"},
    {"┣●┫", "┣●┫", "━●┃", "┃●━"},
    {"◥━◤", "◥┃◤", "◥┻◤", "◥┻◤"}
  }, 
  {
    {"┏┃┓", "┏┳┓", "┏┳┓", "┏┳┓"},
    {"┣●┫", "┣●┫", "━●┫", "┣●━"},
    {"┗┻┛", "┗┃┛", "┗┻┛", "┗┻┛"}
  }, 
  {
    {"┏┃┓", "◢━◣", "┏┳◣", "◢┳┓"},
    {"┣●┫", "┣●┫", "━●┃", "┃●━"},
    {"◥━◤", "┗┃┛", "┗┻◤", "◥┻┛"}
  },
  {
    {"╔┃╗", "╔╦╗", "╔╦╗", "╔╦╗"},
    {"╠█╣", "╠█╣", "━█╣", "╠█━"},
    {"╚╩╝", "╚┃╝", "╚╩╝", "╚╩╝"}
  }
};



int main ()                               //主函式
{
	int i;
	unsigned int interval[12]={1,1,1,1,1,1,1,1,1,1,1,1} ;  //間隔計數器陣列,用於控制速度
	srand(time(NULL)); //設定隨機數種子(若不設定種子而呼叫rand會使每次執行的隨機數序列一致)隨機數序列指:如首次呼叫rand得到1,第二次得2,第三次3,則此次隨機數序列為1,2,3
	HideCursor();                         //隱藏游標
	system("mode con cols=112 lines=42"); //控制視窗大小
	Frame ();                             //列印遊戲主體框架
	Initialize();                         //初始化,全域性變數level初值便是1 
//	HANDLE h1 , h2 ;                      //定義控制代碼變數
	for(;;)
	{
		if(interval[0]++%speed==0)        //速度調整用,假設interval[0]為a, 語句意為 a % 2==0,a=a+1; 
		{
			GameCheak();                  //遊戲勝負檢測
			BulletFly ( bullet );
			for(i=0 ; i<=3 ; i++)         //AI坦克移動迴圈
			{
				if(AI_tank[i].model==2 && interval[i+1]++%2==0) //四個坦克中的快速坦克單獨使用計數器1,2,3,4
					MoveAITank( & AI_tank[i]);
				if(AI_tank[i].model!=2 && interval[i+5]++%3==0) //四個坦克中的慢速坦克單獨使用計數器5,6,7,8
					MoveAITank( & AI_tank[i]);
			}
			for(i=0;i<=3;i++)                                   //建立AI坦克部分
	  		   	if(AI_tank[i].alive==0 && AI_tank[i].revive<4 && interval[9]++%90==0)  //一個敵方坦克每局只有4條命
				{                                               //如果坦克不存活。計時,每次建立有間隔  1750 ms
             	  	BuildAITank( &position, & AI_tank[i] );     //建立AI坦克(復活)
			  		break;                                      //每次迴圈只建立一個坦克
		  		}
			for(i=0;i<=3;i++)
				if(AI_tank[i].alive)
					BuildAIBullet(&AI_tank[i]);                 //AIshoot自帶int自增計數CD,不使用main中的CD interval
			if(my_tank.alive && interval[10]++%2==0 )
         		keyboard ();
    		if(my_tank.alive==0 && interval[11]++%30==0 && my_tank.revive < MAX_LIFE)
     			BuildMyTank( &my_tank );
		}
		Sleep(5);
	}
	return 0;
}


/*//這裡的多執行緒暫時不用                   //x鍵用於子彈發射,x鍵的冷卻時間不能和上下左右一同設定,那樣就太快了
DWORD WINAPI InputX(LPVOID lpParameter)    //如果不用多執行緒執行,那麼在x鍵冷卻時間內程式會因Sleep將會掛起,暫停執行
{                                          //因為只有一個變數改變,而且變數改變先後順序是顯而易見的,所以不必設定緩衝區
	for(;;)                              
	{                                    
		if(GetAsyncKeyState( 88 )& 0x8000) //88為x鍵鍵值,當摁下x並且x鍵處於可輸入狀態
		{
			key_x=1;                       // X鍵是否允許被“讀入”的變數,也是子彈是否可以發射的變數
	    	Sleep(600);                    // 子執行緒Sleep中,x就不能被"讀入",主執行緒每操作完一次子彈發射,key_x會歸零
		}
		Sleep(10);
	}
	return 0;
}*/


void keyboard ()
{               // kbhit()   getch()  用法可用但是不好用            
/* 
   函式功能:該函式判斷在此函式被呼叫時,某個鍵是處於UP狀態還是處於DOWN狀態,及前次呼叫GetAsyncKeyState函式後,
   是否按過此鍵.如果返回值的最高位被置位,那麼該鍵處於DOWN狀態;如果最低位被置位,那麼在前一次呼叫此函式後,此鍵被按過,
   否則表示該鍵沒被按過.
   這裡GetAsyncKeyState比 kbhit() + getch() 好用,操作更順暢.   GetAsyncKeyState的返回值表示兩個內容,
   一個是最高位bit的值,代表這個鍵是否被按下。一個是最低位bit的值,代表上次呼叫GetAsyncKeyState後,這個鍵是否被按下。
   &為與操作,&0x8000就是判斷這個返回值的高位位元組。如果high-order bit是1,則是按下狀態,否則是彈起狀態,為0
*/
	int count=0;
	if (GetAsyncKeyState(VK_UP)& 0x8000)  
		MoveMyTank( UP );
	else if (GetAsyncKeyState(VK_DOWN)& 0x8000)  
		MoveMyTank( DOWN );
	else if (GetAsyncKeyState(VK_LEFT)& 0x8000)
        MoveMyTank( LEFT );
	else if (GetAsyncKeyState(VK_RIGHT)& 0x8000)  
		MoveMyTank( RIGHT );
	else if (GetAsyncKeyState( 0x1B )& 0x8000)  // Esc鍵
		exit(0);                                //退出程式函式
	else if (GetAsyncKeyState( 0x20 )& 0x8000)  //空格
		Stop();
	else if (count++%7==0)            //這裡新增計數器是為了防止按鍵粘連不能達到微調效果
	{
		if (speed>1 && GetAsyncKeyState( 0x6B )& 0x8000)   // +鍵
		{
			speed--;
			GoToxy(102,11);           //在副螢幕打印出當前速度
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
			printf("%d ",21-speed);   //副螢幕顯示的速度為1~10
		}
		else if (speed<20 && GetAsyncKeyState( 0x6D )& 0x8000)  // - 鍵
		{
			speed++;
			GoToxy(102,11);           //在副螢幕打印出當前速度
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
			printf("%d ",21-speed);   //副螢幕顯示的速度為1~10
		}
	}
	if(my_tank.CD==7)
	{
		if(GetAsyncKeyState( 88 )& 0x8000)
		{
			BuildBullet(my_tank);
			my_tank.CD=0;
		}
	}
	else
		my_tank.CD++;
}



void BuildAIBullet(Tank *tank)   //AI子彈發射(建立)含有對my_tank的讀取
{
	if(tank->CD==15)
	{
		if(!(rand()%11))     //冷卻結束後在隨後的每個遊戲週期中有10分之一的可能發射子彈
		{
			BuildBullet(*tank);
			tank->CD=0;
		}
	}
	else
		tank->CD++;
	if(tank->CD >= 14)       //AI強化部分,在冷卻到達一定範圍即可使用
	{
		if(tank->y==38 )     //如果坦克在底部(這個最優先)
		{
			if(tank->x < 20) //在老家左邊
			{
				if(tank->direction==RIGHT)  //坦克方向朝左
				{
					BuildBullet(*tank);     //發射子彈
					tank->CD=0;
				}
			}
			else             //在老家右邊
				if(tank->direction==LEFT)   //坦克方向朝右
				{
					BuildBullet(*tank);     //發射子彈
					tank->CD=0;
				}
		}
		else if(tank->x==my_tank.x+1 || tank->x==my_tank.x || tank->x==my_tank.x-1)  //AI坦克在縱向上"炮口"對準我的坦克
		{
			if(tank->direction==DOWN && my_tank.y > tank->y || tank->direction==UP && my_tank.y < tank->y)
			{                               //若是AI朝下並且我的坦克在AI坦克下方(數值大的在下面)或者AI朝上我的坦克在AI上方
				int big=my_tank.y , smal=tank->y , i; 
				if(my_tank.y < tank->y)
				{
					big=tank->y;
					smal=my_tank.y;
				}
				for(i=smal+2;i<=big-2;i++)  //判斷AI炮口的直線上兩坦克間有無障礙
					if(map[i][tank->x]!=0 || map[i][tank->x]!=5)      //若有障礙
						break;
				if(i==big-1)                //若i走到big-1說明無障礙
				{
					BuildBullet(*tank);     //則發射子彈
					tank->CD=0;
				}
			}
		}
		else if(tank->y==my_tank.y+1 || tank->y==my_tank.y || tank->y==my_tank.y-1) //AI坦克在橫向上"炮口"對準我的坦克
		{
			if(tank->direction==RIGHT && my_tank.x > tank->x || tank->direction==LEFT && my_tank.x < tank->x)
			{                  //若是AI朝右並且我的坦克在AI坦克右方(數值大的在下面)或者AI朝左我的坦克在AI左方
				int big=my_tank.y , smal=tank->y , i;
				if(my_tank.x < tank->x)
				{
					big=tank->x;
					smal=my_tank.x;
				}
				for(i=smal+2;i<=big-2;i++)  //判斷AI炮口的直線上兩坦克間有無障礙
					if(map[tank->y][i]!=0 || map[tank->y][i]!=5)      //若有障礙
						break;
				if(i==big-1)   //若i走到big-1說明無障礙
				{
					BuildBullet(*tank);     //則發射子彈
					tank->CD=0;
				}
			}
		}
	}
}



void BuildBullet(Tank tank)  //子彈發射(建立),傳入結構體Tank,這裡包含改變了全域性變數結構體bullet
{                            //∵實現方式為順序迴圈建立子彈,每次呼叫改變的bullet陣列元素都不同
	switch(tank.direction)   //∴為了方便,不將bullet放入引數,bullet作為全域性變數使用
	{
    	case UP    :
				bullet [bul_num].x = tank.x;
				bullet [bul_num].y = tank.y-2;
				bullet [bul_num].direction=1;
				break;
		case DOWN  :
				bullet [bul_num].x = tank.x;
				bullet [bul_num].y = tank.y+2;
				bullet [bul_num].direction=2;
				break;
		case LEFT  :
				bullet [bul_num].x = tank.x-2;
				bullet [bul_num].y = tank.y;
				bullet [bul_num].direction=3;
	    		break;
		case RIGHT :
				bullet [bul_num].x = tank.x+2;                   		          
				bullet [bul_num].y = tank.y; 
				bullet [bul_num].direction=4;
				break; 
	}     
	bullet [bul_num].exist = 1;    //子彈被建立,此值為1則此子彈存在
	bullet [bul_num].initial = 1;  //子彈處於初建立狀態
	bullet [bul_num].my=tank.my;   //如果是我的坦克發射的子彈bullet.my=1,否則為0
	bul_num++;
	if(bul_num==BULLET_NUM)        //如果子彈編號增長到20號,那麼重頭開始編號
		bul_num=0;                 //考慮到地圖上不可能同時存在20顆子彈,所以陣列元素設定20個
}


void BulletFly(Bullet bullet[BULLET_NUM]) //子彈移動和打擊
{                                         //含有全域性變數Bullet的改變
	for(int i =0; i<BULLET_NUM;i++)
	{
		if(bullet [i].exist)              //如果子彈存在
		{   
			if(bullet [i].initial==0)     //如果子彈不是初建立的
			{                           
				if(map[bullet[i].y] [bullet[i].x]==0 || map[bullet[i].y] [bullet[i].x]==5)   //如果子彈座標當前位置無障礙
					ClearBullet( bullet[i].x , bullet[i].y , BulletCheak(bullet[i].x , bullet[i].y ));     //抹除子彈圖形
    			switch(bullet [i].direction)                                      //然後子彈座標變化(子彈變到下一個座標)
				{
        			case UP    :(bullet [i].y)--;break;
        			case DOWN  :(bullet [i].y)++;break;
        			case LEFT  :(bullet [i].x)--;break;
        			case RIGHT :(bullet [i].x)++;break;
				}
			}
			int collide = BulletCheak ( bullet [i].x , bullet [i].y );   //判斷子彈當前位置情況,判斷子彈是否碰撞,是否位於水面上。
			if( collide )                                                //如果檢測到當前子彈座標無障礙(無碰撞)(包括在地面上與在水面上)
				PrintBullet( bullet[i].x , bullet[i].y , collide);       //則列印子彈,若有碰撞則不列印
			else
				BulletHit( & bullet [i] );     //若有碰撞則執行子彈碰撞函式                  
			if(bullet [i].initial)             //若子彈初建立,則把初建立標記去除
				bullet [i].initial = 0;
			for(int j=0; j< BULLET_NUM ; j++)  //子彈間的碰撞判斷,若是我方子彈和敵方子彈碰撞則都刪除,若為兩敵方子彈則無視
				if(bullet [j].exist && j!=i && (bullet[i].my || bullet[j].my) && bullet[i].x==bullet[j].x && bullet[i].y==bullet[j].y)
				{                              //同樣的兩顆我方子彈不可能產生碰撞
					bullet [j].exist=0;
					bullet [i].exist=0;
					ClearBullet( bullet[j].x , bullet[j].y , BulletCheak(bullet[j].x , bullet[j].y ));  //抹除j子彈圖形,子彈i圖形已被抹除
					break;
				}
		}
	}
}


void BulletHit(Bullet* bullet)  //含有Tank全域性變數的修改,子彈間的碰撞不在本函式,子彈間碰撞已在BulletShoot中檢測並處理
{                               //∵每次打中的坦克都不一樣,不可能把所有坦克放在引數表中
	int x=bullet->x;            //∴這裡的Tank使用全域性變數
	int y=bullet->y;            //這裡傳入的值是子彈座標,這兩個值不需要改變
	int i;
	if(map[y][x]==1 || map[y][x]==2)  //子彈碰到磚塊
	{
		if(bullet->direction==UP || bullet->direction==DOWN)   //如果子彈是縱向的
			for(i = -1 ; i<=1 ; i++)
            	if(map[y][x+i]==1 || map[y][x+i]==2)  //如果子彈打中磚塊兩旁為磚塊,則刪除磚,若不是(一旁為坦克或其他地形)則忽略
				{
		    		map[y][x+i]=0;    //磚塊碎
                 	GoToxy(2*x+2*i,y);
		    		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色
                 	printf("  ");
				}
		if(bullet->direction==LEFT || bullet->direction==RIGHT)     //若子彈是橫向的  (與子彈縱向實現同理)
			for(i = -1 ; i<=1 ; i++)
				if(map[y+i][x]==1 || map[y+i][x]==2)
				{
		    		map[y+i][x]=0;
                 	GoToxy(2*x,y+i);
	    			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色
                 	printf("  "); 
				}
		bullet->exist=0;           //這顆子彈已經不存在了
	}
	else if(map[y][x]==4 || map[y][x]==6 )  //子彈碰到邊框或者不可摧毀方塊
        bullet->exist=0;
	else if(bullet->my && map[y][x]>=100 && map[y][x]<104 )  //若我的子彈碰到了敵方坦克
	{
		int num = map[y][x]%100;   //map[y][x]%100 等同於 tank.num ,可通過map值讀取該坦克資訊
		if(AI_tank[num].model==3 && AI_tank[num].color==2)   //若為firm tank,且color==2。該坦克為綠色,表明沒有受到傷害
				AI_tank[num].color=3;                        //則變成黃色,color=3為黃色
		else if (AI_tank[num].model==3 && AI_tank[num].color==3)
				AI_tank[num].color=4;                        //4為紅色
		else                       //其他型別的坦克或者firm tank為紅色的情況
		{
			AI_tank[num].alive=0;
			ClearTank(AI_tank[num].x , AI_tank[num].y);      //清除該坦克
		}
		bullet->exist=0;
		score+=100;
		GoToxy(102,5);             //在副螢幕上打印出分數
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
		printf("%d ",score);
	}
	else if(map[y][x]==200 && bullet->my==0 )   //若敵方子彈擊中我的坦克
	{
		my_tank.alive=0;
		ClearTank(my_tank.x , my_tank.y);
		bullet->exist=0;
		my_tank.revive++;      //我的坦克復活次數+1(∵我的坦克復活次數與生命值有關∴放在這裡自減)
		score-=100;            //分數減少
		GoToxy(102,5);         //在副螢幕上打印出分數
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
		printf("%d   ",score);
		GoToxy(102,7);         //在副螢幕打印出我的剩餘生命值
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
		printf("%d   ", MAX_LIFE-my_tank.revive);
	}
//	else if(bullet->my==0 && map[y][x]>=100 && map[y][x]<104) //敵方子彈擊中敵方坦克,可以設定兩種子彈執行方式,這種暫時不用
//		bullet->exist=0;
	else if(map[y][x]==9)      //子彈碰到家(無論是誰的子彈)
	{
		bullet->exist=0;
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
		GoToxy(38,37);	 printf("      ");
		GoToxy(38,38);	 printf("◢◣  ");
		GoToxy(38,39);	 printf("███");
		GameOver(1);           //遊戲結束,傳入1代表老家被毀
	}
}


int BulletCheak (int x,int y)  //判斷子彈當前位置情況,判斷子彈是否碰撞,是否位於水面上。
{                              //有障礙返回0,無障礙且子彈在地面返回1,子彈在水面上返回2
	if(map[y][x]==0)
		return 1;
	else if(map[y][x]==5)
		return 2;
	else
		return 0;
}


void PrintBullet (int x,int y,int T)   //當前座標BulletCheak 的值做參量 T
{
	if(T==1)          //  T==1 表示子彈當前座標在陸地上
    	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY);
	else if(T==2)     //  T==2 表示子彈當前座標在水面上
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY|BACKGROUND_BLUE);
    GoToxy(2*x,y);
    printf("☉");
}


void ClearBullet(int x,int y,int T)   //當前座標BulletCheak 的值做參量 T
{
	GoToxy(2*x,y);
	if(T==2)        //  T==2 表示子彈當前座標在水面上
	{
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
		printf("~");
	}
	else if(T==1)   //  T==1 表示子彈當前座標在陸地上
	{
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE);
		printf("  ");
	}
}


//position為坦克生成位置,-1為左位置,0為中間,1為右,2為我的坦克位置
void BuildAITank(int* position, Tank* AI_tank)   //執行一次該函式只建立一個坦克
{                                         //rand函式公式:0<=rand()%(a+1)<=a  0+m<=rand()%(n-m+1)+m<=n  
                                          //rand函式實現1到n:1<=rand()%(n)+1<=n
   	if(AIPositionCheak(*position))        //若此位置無障礙,可生成。position引數詳見AIPositionCheak函式定義
	{
		AI_tank->x= 20 + 18*(*position);  //20 + 18 * position 對應三個生成位置的x假座標
		AI_tank->y=2;
		if(AI_tank->revive==level_info[level-1].firm_tank_order)  //坦克出現(復活)次序==關卡資訊(level_info)中firm tank的出現次序
		{
			AI_tank->model = 3;           //3為firm tank的模型(外觀)
			AI_tank->color = 2;           //顏色引數2為綠色,具體詳見函式ColorChoose
		}
		else if(AI_tank->revive==level_info[level-1].fast_tank_order)  //同上if,這裡是fast_tank的
		{
			AI_tank->model = 2;
			AI_tank->color = rand()%6+1;  //若不是firm tank則隨機顏色,顏色引數為1~6,分別代表不同顏色,詳見函式ColorChoose
		}
		else      //普通坦克
		{
			AI_tank->model = 1;
	 	  	AI_tank->color = rand()%6+1;  //若不是firm tank則隨機顏色
		}
		AI_tank->alive = 1;       //坦克變為存在
		AI_tank->direction = 2 ;  //方向朝下
		AI_tank->revive++;        //復活次數+1
		PrintTank(*AI_tank);
		(*position)++; 
		remain_enemy--;
		GoToxy(102,9);            //在副螢幕上列印剩餘坦克數
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
		printf("%d ",remain_enemy);
		if(*position==2)          //position只能為0,1,-1,這裡position迴圈重置
    		*position = -1;
  	   	return ;                  //若生成了一輛坦克,則結束該函式
	}
}


int AIPositionCheak( int position )    //position為坦克生成位置2為我的坦克位置,其餘為AI位,-1為左位,0為中間位置,1為右位
{
	int	x,y;
	if(position==2)                    //2為我的坦克位置,現在暫時用不到
		x=15,y=38;
	else
    	y=2 , x= 20 + 18 * position ;  //20 + 18 * position 對應三個生成位置的x假座標
	for(int i=0;i<3;i++)
		for(int j=0;j<3;j++)
			if( map[y+j-1][x+i-1]!=0)  //如果遍歷的九宮格里有障礙物
				return 0;              //則返回0,表示此生成位置有阻礙
    return 1;                          //否則生成1,表示此生成位置無阻礙
}


void MoveAITank(Tank* AI_tank) //AI專用函式,該函式主要為AI加強
{
   	if(AI_tank->alive)         //如果坦克活著
	{
		if(AI_tank->stop!=0)   //坦克是否停止運動的判斷,若stop引數不為0
		{
			AI_tank->stop--;   //則此坦克本回合停止運動
			return;
		}
		if( !(rand()%23) )     //22分之1的概率執行方向重置
		{
			AI_tank->direction = rand()%4+1;
			if( rand()%3 )     //在方向重置後有2分之1的概率停止走動3步的時間
			{
				AI_tank->stop=2;
				return;
			}
		}
		ClearTank (AI_tank->x , AI_tank->y);
		if(TankCheak ( *AI_tank , AI_tank->direction))   //如果前方無障礙
			switch ( AI_tank->direction )
			{
	       		case UP   : AI_tank->y--; break;  //上前進一格
        		case DOWN : AI_tank->y++; break;  //下前進一格
         		case LEFT : AI_tank->x--; break;  //左前進一格
        		case RIGHT: AI_tank->x++; break;  //右前進一格
			}
		else                     //前方有障礙
		{
			if(!(rand()%4))      //3分之1的概率亂轉
			{
				AI_tank->direction=rand()%4+1;
				AI_tank->stop=2; //亂轉之後停止走動3步的時間
				PrintTank(*AI_tank);
				return;          //∵continue會跳過下面的列印函式,∴這裡先列印
			}
			else                 //另外3分之2的機率選擇正確的方向
			{
				int j;
	    		for(j=1;j<=4;j++)
	        		if(TankCheak ( *AI_tank , j ))  //迴圈判斷坦克四周有無障礙,此函式返值1為可通過
	    				break;
    			if(j==5)         //j==5說明此坦克四周都有障礙物,無法通行
				{
					PrintTank(*AI_tank);
	    			return;      //則跳過下面的while迴圈以防程式卡死
				}
    			while(TankCheak ( *AI_tank , AI_tank->direction) == 0)  //如果前方仍有障礙
	    			AI_tank->direction=(rand()%4+1);                    //則換個隨機方向檢測
			}
		}
		PrintTank(*AI_tank);     //列印AI坦克
	}
}


void BuildMyTank (Tank* my_tank) //建立我的坦克
{
	my_tank->x=15;
   	my_tank->y=38;
   	my_tank->stop=NULL;
   	my_tank->direction=1;
    my_tank->model=0;
    my_tank->color=1;
    my_tank->alive=1;
    my_tank->my=1;
	my_tank->CD=7;
    PrintTank (*my_tank) ;   //列印我的坦克
}


void MoveMyTank(int turn )   //玩家專用函式,turn為keyboard函式裡因輸入不同方向鍵而傳入的不同的值
{
	ClearTank(my_tank.x , my_tank.y);        //map 陣列中“我的坦克”引數清除工作已在此函式中完成
	my_tank.direction=turn;                  //將鍵盤輸入的方向值傳入我的坦克方向值
	if(TankCheak ( my_tank , my_tank.direction ))  //若此時我的坦克當前方向上無障礙
		switch (turn)
		{
			case UP   : my_tank.y--; break;  //上前進一格
			case DOWN : my_tank.y++; break;  //下前進一格
			case LEFT : my_tank.x--; break;  //左前進一格
			case RIGHT: my_tank.x++; break;  //右前進一格
	}                                        //若坦克當前方向上有障礙則跳過座標變化直接列印該轉向的坦克
	PrintTank (my_tank);
}


bool TankCheak(Tank tank,int direction)  //檢測坦克前方障礙函式,參量為假座標。返值1為可通過,返值0為阻擋(人機共用)
{
	switch(direction)                    //direction變數   1上,2下,3左,4右
	{
    	case UP:
			if (map[tank.y-2][tank.x]==0 && map[tank.y-2][tank.x-1]==0 && map[tank.y-2][tank.x+1]==0)
				return 1;
			else
				return 0;
        case DOWN:
			if (map[tank.y+2][tank.x]==0 && map[tank.y+2][tank.x-1]==0 && map[tank.y+2][tank.x+1]==0)
				return 1;
			else
				return 0;
		case LEFT:
			if (map[tank.y][tank.x-2]==0 && map[tank.y-1][tank.x-2]==0 && map[tank.y+1][tank.x-2]==0)
				return 1;
			else
				return 0;
		case RIGHT:
			if (map[tank.y][tank.x+2]==0 && map[tank.y-1][tank.x+2]==0 && map[tank.y+1][tank.x+2]==0)
				return 1;
			else
				return 0;
		default:
			printf("錯誤!!");
			Sleep(5000);
			return 0;
	}
}


void ClearTank(int x,int y)   //清除坦克函式(人機共用)
{
	for(int i=0;i<3;i++)
		for(int j=0;j<3;j++)
		{                     //將坦克佔用的地圖上的九格去掉
	     	map[y+j-1][x+i-1]=0;
	        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);
			GoToxy(2*x+2*j-2,y+i-1);
			printf("  ");
		}
}


void PrintTank(Tank tank)     //列印坦克(人機共用) 由於讀取的Tank引數較多,故就不將引數一一傳入了
{                             // tank.color引數對應不同的顏色,範圍 1 ~ 6
	ColorChoose(tank.color);  //顏色選擇函式   定義一個數組裡裝著字元指標(既裝字串)的陣列指標(指向一維陣列首地址的指標)
    char *(*tankF)[4] = tank_figure[tank.model];  //將二維陣列首址賦初值給陣列指標 model==0為我的坦克,4為電腦1坦克,8為電腦2,類推
	for(int i = 0; i < 3; i++)   
	{
        GoToxy((tank.x-1)*2 , tank.y-1+i);        //在坦克中心座標的左邊,上中下三行列印
        printf("%s", tankF[i][tank.direction-1]); //列印的是地址,地址既字串
     	for(int j=0;j<3;j++)
			if(tank.my)       //若為我的坦克
	            map[tank.y+j-1][tank.x+i-1]=200;  //在map上把"坦克"九格填滿代表敵我坦克的引數。敵方此值為100~103,我方為200
			else
		    	map[tank.y+j-1][tank.x+i-1]=100+tank.num;  //這樣可以通過map值讀取坦克編號,讀取操作在BulletHit 函式
	}
}


void HideCursor()  //隱藏游標
{                  //CONSOLE_CURSOR_INFO結構體包含控制檯游標的資訊,DWORD dwSize游標百分比厚度(1~100)和BOOL bVisible游標是否可見
	CONSOLE_CURSOR_INFO cursor_info={1,0};
	SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info); //SetConsoleCursorInfo用來設定指定的控制檯游標的大小和可見性。
}


void GoToxy(int x,int y)  //游標移動函式,X表示橫座標,Y表示縱座標。
{
	COORD  coord;         //使用標頭檔案自帶的座標結構
	coord.X=x;            //這裡將int型別值傳給short,不過程式中涉及的座標值均不會超過short範圍
	coord.Y=y;
	HANDLE a=GetStdHandle(STD_OUTPUT_HANDLE);  //獲得標準輸出控制代碼
	SetConsoleCursorPosition(a,coord);         //以標準輸出的控制代碼為引數設定控制檯游標座標
}


void ColorChoose(int color)   //顏色選擇函式
{
	switch(color)
	{
	   	case 1:               //天藍色(我的坦克顏色)
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
			break;
		case 2:               //綠色
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);	
			break;
		case 3:               //黃色
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
			break;
		case 4:               //紅色
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
			break;
		case 5:               //紫色
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
			break;
		case 6:               //白色
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE|FOREGROUND_GREEN);
			break;
		case 7:               //深藍色(∵顏色深難與黑色背景辨識度不高 ∴坦克顏色不選用此顏色),只用在字型顏色閃爍中
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
			break;
	}
}


void Stop()    //暫停
{
	int color=1,timing=0;
	while(1)
	{
		if(timing++%30==0)
		{
			ColorChoose(color);   //顏色選擇
			GoToxy(100,13);       //副螢幕列印
			printf("遊戲暫停");
			GoToxy(88,17);
			printf("按回車鍵回到遊戲");
			GoToxy(88,18);
			printf("或按 Esc鍵退出遊戲");
			if(++color==8)
				color=1;
		}
		if (GetAsyncKeyState( 0xD )& 0x8000)      //回車鍵
		{
			GoToxy(100,13);       //副螢幕列印
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
			printf("正在進行");   //覆蓋掉原來的提示
			GoToxy(88,17);
			printf("                     ");
			GoToxy(88,18);
			printf("                     ");
			break;
		}
		else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc鍵退出	
			exit(0);
		Sleep(20);
	}
}


void ClearMainScreen()  //主螢幕清屏函式,因使用system("cls");再列印框架有一定機率造成框架上移一行的錯誤,所以單獨編寫清屏函式
{
	for(int i=1;i<40;i++)
	{
		GoToxy(2,i);
		printf("                                                                              ");
	}
}


void Frame ()     //列印遊戲主體框架
{                 //SetConsoleTextAttribute為設定文字顏色和文字背景顏色函式
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_INTENSITY);
	printf("  ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁  ");
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
	printf("  ▂▂▂▂▂▂▂▂▂▂▂▂▂ \n");
	for(int i=0;i<14;i++)
	{
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
	    printf("▕                                                                              ▏");
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
		printf(" |                          |\n");
	}
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
	printf("▕                                                                              ▏");
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
	printf(" |═════════════|\n");
	for(i=0;i<24;i++)
	{
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
	    printf("▕                                                                              ▏");
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
		printf(" |                          |\n");
	}
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
	printf("  ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔  ");
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY| FOREGROUND_BLUE); 
	printf(" ﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊\n");
	SideScreen ();  //列印副螢幕
}


void PrintMap()     // 列印地圖(地圖既地圖障礙物)
{
	for(int j=0;j<41;j++)
		for(int i=0;i<41;i++)
			if(map[i][j]==6)
			{
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN
					|FOREGROUND_RED|FOREGROUND_BLUE|BACKGROUND_GREEN|BACKGROUND_RED|BACKGROUND_BLUE);
				GoToxy(2*j,i);
				printf("■");
			}
			else if(map[i][j]==2)
			{
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);
				GoToxy(2*j,i);
				printf("▓");
			}
			else if(map[i][j]==1)
			{
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);
				GoToxy(2*j,i);
				printf("▓");
			}
			else if(map[i][j]==5)
			{                      
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
				GoToxy(2*j,i);
				printf("~");
			}
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
	GoToxy(38,37);	 printf("◣★◢");
	GoToxy(38,38);	 printf("███");    //∵無論地圖怎麼變,家所在位置不變,且家的字元多種,不方便用上述方式列印
	GoToxy(38,39);	 printf("◢█◣");    //∴直接列印(且家的map值與符號無關)
}


void GetMap()      //地圖存放函式
{	               //map裡的值: 個位數的值為地圖方塊部分,百位數的值為坦克
	int i ,j;      //map裡的值: 0為可通過陸地,1為紅磚,2待定,5為水,100為敵方坦克,200為我的坦克,
	int Map[8][41][41]=
	{
		{
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, 
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, 
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4},
			{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4}, 
			{4,6,6,6,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
		},
		{
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
			{4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
			{4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
			{4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
			{4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
			{4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
			{4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
			{4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
			{4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
			{4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
			{4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
			{4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
		},
		{
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,6,6,6,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
			{4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
			{4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,6,6,6,6,6,6,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,1,1,1,4},
			{4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},	
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
		},
		{
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,6,6,6,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,4},
			{4,6,6,6,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
			{4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
			{4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
			{4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,4},
			{4,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,4},
			{4,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
			{4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
			{4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
		},
		{
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
			{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
			{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
			{4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
			{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
			{4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
			{4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
			{4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
			{4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
			{4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
			{4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
			{4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
			{4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
			{4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
			{4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
			{4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
			{4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
			{4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
		},
		{
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,4},
			{4,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,1,0,0,0,0,0,0,2,2,2,2,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,0,4},
			{4,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,2,2,2,2,2,2,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,4},
			{4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,2,2,2,2,2,2,2,2,0,0,0,1,1,0,0,0,0,0,0,0,1,1,4},
			{4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,2,2,2,2,2,2,2,2,0,0,1,1,1,0,0,0,0,0,0,0,1,1,4},
			{4,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
			{4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
			{4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
			{4,1,1,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,0,0,0,0,0,1,1,1,4},
			{4,1,1,0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,0,1,1,1,4},
			{4,1,1,0,0,0,0,0,0,0,1,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,1,1,1,1,4},
			{4,0,1,1,0,0,0,0,0,0,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,0,0,1,1,1,1,4},
			{4,0,1,1,1,0,0,0,0,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},
			{4,0,0,1,1,1,1,1,1,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},
			{4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},
			{4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},
			{4,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,0,0,4},
			{4,0,0,0,0,0,1,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
			{4,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,4},
			{4,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,4},
			{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
			{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
			{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
			{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
		},
		{
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
			{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
			{4,0,