553 lines
24 KiB
C#
553 lines
24 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using DiIiS_NA.Core.Extensions;
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using DiIiS_NA.Core.Helpers.Math;
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using DiIiS_NA.Core.Logging;
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using DiIiS_NA.Core.MPQ;
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using DiIiS_NA.D3_GameServer;
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using DiIiS_NA.D3_GameServer.Core.Types.SNO;
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using DiIiS_NA.GameServer.Core.Types.SNO;
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using DiIiS_NA.GameServer.Core.Types.TagMap;
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using DiIiS_NA.GameServer.GSSystem.ActorSystem;
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using DiIiS_NA.GameServer.GSSystem.ActorSystem.Actions;
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using DiIiS_NA.GameServer.GSSystem.ActorSystem.Implementations;
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using DiIiS_NA.GameServer.GSSystem.ActorSystem.Implementations.Hirelings;
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using DiIiS_NA.GameServer.GSSystem.ActorSystem.Movement;
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using DiIiS_NA.GameServer.GSSystem.PlayerSystem;
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using DiIiS_NA.GameServer.GSSystem.PowerSystem;
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using DiIiS_NA.GameServer.GSSystem.PowerSystem.Implementations;
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using DiIiS_NA.GameServer.GSSystem.TickerSystem;
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using DiIiS_NA.GameServer.MessageSystem;
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namespace DiIiS_NA.GameServer.GSSystem.AISystem.Brains
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{
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public class MonsterBrain : Brain
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{
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private readonly Logger _logger;
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// list of power SNOs that are defined for the monster
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public Dictionary<int, Cooldown> PresetPowers { get; private set; }
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private TickTimer _powerDelay;
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public struct Cooldown
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{
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public TickTimer CooldownTimer;
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public float CooldownTime;
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}
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private bool _warnedNoPowers;
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private Actor Target { get; set; }
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private readonly int _mpqPowerCount;
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private bool _feared = false;
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public Actor AttackedBy = null;
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public TickTimer TimeoutAttacked = null;
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public Actor PriorityTarget = null;
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public MonsterBrain(Actor body)
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: base(body)
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{
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_logger = LogManager.CreateLogger(GetType().Name);
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PresetPowers = new Dictionary<int, Cooldown>();
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// build list of powers defined in monster mpq data
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if (body.ActorData.MonsterSNO <= 0)
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{
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_logger.Warn($"$[red]${GetType().Name}$[/]$ - Monster \"{body.SNO}\" has no monster SNO");
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return;
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}
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var monsterData =
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(DiIiS_NA.Core.MPQ.FileFormats.Monster)MPQStorage.Data.Assets[SNOGroup.Monster][
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body.ActorData.MonsterSNO].Data;
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_mpqPowerCount = monsterData.SkillDeclarations.Count(e => e.SNOPower != -1);
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for (int i = 0; i < monsterData.SkillDeclarations.Length; i++)
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{
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if (monsterData.SkillDeclarations[i].SNOPower == -1) continue;
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if (!PowerLoader.HasImplementationForPowerSNO(monsterData.SkillDeclarations[i].SNOPower)) continue;
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var cooldownTime = monsterData.MonsterSkillDeclarations[i].Timer / 10f;
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PresetPowers.Add(monsterData.SkillDeclarations[i].SNOPower,
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new Cooldown { CooldownTimer = null, CooldownTime = cooldownTime });
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}
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if (monsterData.SkillDeclarations.All(s => s.SNOPower != 30592))
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PresetPowers.Add(30592,
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new Cooldown { CooldownTimer = null, CooldownTime = 0f }); //hack for dummy mobs without powers
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}
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public override void Think(int tickCounter)
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{
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switch (Body.SNO)
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{
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case ActorSno._uber_siegebreakerdemon:
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case ActorSno._a4dun_garden_corruption_monster:
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case ActorSno._a4dun_garden_hellportal_pillar:
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case ActorSno._belialvoiceover:
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return;
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}
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if (Body.Hidden)
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return;
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if (CurrentAction != null && PriorityTarget != null &&
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PriorityTarget.Attributes[GameAttributes.Is_Helper] == true)
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{
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PriorityTarget = null;
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CurrentAction.Cancel(tickCounter);
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CurrentAction = null;
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return;
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}
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if (tickCounter % 60 != 0) return;
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if (Body is NPC) return;
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if (!Body.Visible || Body.Dead) return;
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if (Body.World.Game.Paused) return;
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if (Body.Attributes[GameAttributes.Disabled]) return;
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if (Body.Attributes[GameAttributes.Frozen] ||
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Body.Attributes[GameAttributes.Stunned] ||
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Body.Attributes[GameAttributes.Blind] ||
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Body.Attributes[GameAttributes.Webbed] ||
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Body.Disable ||
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Body.World.BuffManager.GetFirstBuff<KnockbackBuff>(Body) != null ||
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Body.World.BuffManager.GetFirstBuff<SummonedBuff>(Body) != null)
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{
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if (CurrentAction != null)
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{
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CurrentAction.Cancel(tickCounter);
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CurrentAction = null;
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}
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_powerDelay = null;
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return;
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}
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if (Body.Attributes[GameAttributes.Feared])
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{
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if (_feared && CurrentAction != null) return;
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if (CurrentAction != null)
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{
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CurrentAction.Cancel(tickCounter);
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CurrentAction = null;
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}
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_feared = true;
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CurrentAction = new MoveToPointWithPathfindAction(
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Body,
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PowerContext.RandomDirection(Body.Position, 3f, 8f)
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);
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return;
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}
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_feared = false;
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if (CurrentAction != null) return;
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_powerDelay ??= new SecondsTickTimer(Body.World.Game, 1.0f);
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// Check if the character has been attacked or if there are any players within 50 units range
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if (AttackedBy != null || Body.GetObjectsInRange<Player>(GameModsConfig.Instance.Monster.LookupRange).Count != 0)
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{
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// If the power delay hasn't timed out, return
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if (!_powerDelay.TimedOut) return;
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// Reset the power delay
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_powerDelay = new SecondsTickTimer(Body.World.Game, 1.0f);
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// If the character has been attacked, set the attacker as the priority target
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if (AttackedBy != null)
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PriorityTarget = AttackedBy;
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// If there's no defined priority target, start a search
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if (PriorityTarget == null)
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{
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Actor[] targets;
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// If the character is part of a team, search for alive monsters within a range of 60 units and order them by distance
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if (Body.Attributes[GameAttributes.Team_Override] == 1)
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targets = Body.GetObjectsInRange<Monster>(GameModsConfig.Instance.Monster.LookupRange +10f)
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.Where(p => !p.Dead)
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.OrderBy((monster) => PowerMath.Distance2D(monster.Position, Body.Position))
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.ToArray();
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else
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// Otherwise, search for different types of actors including players, minions, destructible loot containers, or hirelings that are alive, not loading and not helpers, and order them by distance
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targets = Body.GetActorsInRange(GameModsConfig.Instance.Monster.LookupRange)
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.Where(p => ((p is Player) && !p.Dead && p.Attributes[GameAttributes.Loading] == false &&
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p.Attributes[GameAttributes.Is_Helper] == false &&
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p.World.BuffManager.GetFirstBuff<ActorGhostedBuff>(p) == null)
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|| ((p is Minion) && !p.Dead && p.Attributes[GameAttributes.Is_Helper] == false)
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|| (p is DesctructibleLootContainer && p.SNO.IsDoorOrBarricade())
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|| ((p is Hireling) && !p.Dead)
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)
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.OrderBy((actor) => PowerMath.Distance2D(actor.Position, Body.Position))
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.ToArray();
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// If there are no targets, return
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if (targets.Length == 0) return;
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// Set the first found target as the target
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Target = targets.First();
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}
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else
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// If there is a priority target, set it as the target
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Target = PriorityTarget;
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int powerToUse = PickPowerToUse();
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if (powerToUse <= 0) return;
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PowerScript power = PowerLoader.CreateImplementationForPowerSNO(powerToUse);
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power.User = Body;
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float attackRange = Body.ActorData.Cylinder.Ax2 + (power.EvalTag(PowerKeys.AttackRadius) > 0f
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? (powerToUse == 30592 ? 10f : Math.Min((float)power.EvalTag(PowerKeys.AttackRadius), 35f))
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: 35f);
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float targetDistance = PowerMath.Distance2D(Target.Position, Body.Position);
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if (targetDistance < attackRange + Target.ActorData.Cylinder.Ax2)
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{
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if (Body.WalkSpeed != 0)
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Body.TranslateFacing(Target.Position, false);
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CurrentAction = new PowerAction(Body, powerToUse, Target);
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PresetPowers[powerToUse] = power switch
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{
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SummoningSkill => new Cooldown
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{
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CooldownTimer = null, CooldownTime = (Body is Boss ? 15f : 7f)
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},
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MonsterAffixSkill monsterAffixSkill => new Cooldown
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{
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CooldownTimer = null, CooldownTime = monsterAffixSkill.CooldownTime
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},
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_ => PresetPowers[powerToUse]
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};
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if (PresetPowers[powerToUse].CooldownTime > 0f)
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PresetPowers[powerToUse] = new Cooldown
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{
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CooldownTimer =
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new SecondsTickTimer(Body.World.Game, PresetPowers[powerToUse].CooldownTime),
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CooldownTime = PresetPowers[powerToUse].CooldownTime
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};
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if (powerToUse is 96925 or 223284)
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PresetPowers[powerToUse] = new Cooldown
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{ CooldownTimer = new SecondsTickTimer(Body.World.Game, 10f), CooldownTime = 10f };
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}
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else if (Body.WalkSpeed != 0)
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{
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if (Body.SNO.IsWoodwraithOrWasp())
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{
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_logger.Trace(
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$"{GetType().Name} $[underline white]${nameof(MoveToPointAction)}$[/]$ to target $[white]${Target.ActorType}$[/]$ [{Target.Position}]");
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CurrentAction = new MoveToPointAction(
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Body, Target.Position
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);
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}
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else
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{
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_logger.Trace(
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$"{GetType().Name} {nameof(MoveToTargetWithPathfindAction)} to target [{Target.ActorType}] {Target.SNO.ToString()}");
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CurrentAction = new MoveToTargetWithPathfindAction(
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Body,
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Target,
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attackRange + Target.ActorData.Cylinder.Ax2,
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powerToUse
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);
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}
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}
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else
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{
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powerToUse = Body.SNO switch
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{
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ActorSno._a1dun_leor_firewall2 => 223284,
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_ => powerToUse
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};
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CurrentAction = new PowerAction(Body, powerToUse, Target);
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PresetPowers[powerToUse] = power switch
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{
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SummoningSkill => new Cooldown
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{
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CooldownTimer = null, CooldownTime = (Body is Boss ? 15f : 7f)
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},
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MonsterAffixSkill skill => new Cooldown
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{
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CooldownTimer = null, CooldownTime = skill.CooldownTime
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},
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_ => PresetPowers[powerToUse]
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};
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if (PresetPowers[powerToUse].CooldownTime > 0f)
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PresetPowers[powerToUse] = new Cooldown
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{
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CooldownTimer =
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new SecondsTickTimer(Body.World.Game, PresetPowers[powerToUse].CooldownTime),
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CooldownTime = PresetPowers[powerToUse].CooldownTime
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};
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if (powerToUse is 96925 or 223284)
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PresetPowers[powerToUse] = new Cooldown
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{ CooldownTimer = new SecondsTickTimer(Body.World.Game, 10f), CooldownTime = 10f };
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}
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}
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else if (Body.GetObjectsInRange<Living>(GameModsConfig.Instance.Monster.LookupRange).Count != 0)
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{
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if (!_powerDelay.TimedOut) return;
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_powerDelay = new SecondsTickTimer(Body.World.Game, 1.0f);
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if (AttackedBy != null)
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PriorityTarget = AttackedBy;
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if (PriorityTarget == null)
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{
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var targets = Body.GetActorsInRange(GameModsConfig.Instance.Monster.LookupRange)
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.Where(p => ((p is LorathNahr_NPC) && !p.Dead)
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|| ((p is CaptainRumford) && !p.Dead)
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|| (p is DesctructibleLootContainer && p.SNO.IsDoorOrBarricade())
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|| ((p is Cain) && !p.Dead))
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.OrderBy((actor) => PowerMath.Distance2D(actor.Position, Body.Position))
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.ToArray();
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if (targets.Length == 0)
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{
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targets = Body.GetActorsInRange(20f)
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.Where(p => ((p is Monster) && !p.Dead)
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|| ((p is CaptainRumford) && !p.Dead)
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)
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.OrderBy((actor) => PowerMath.Distance2D(actor.Position, Body.Position))
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.ToArray();
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if (targets.Length == 0)
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return;
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foreach (var monsterActor in targets.Where(tar => Target == null))
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if (monsterActor is Monster { Brain: MonsterBrain brain } monster && monsterActor != Body)
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if (brain.AttackedBy != null)
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Target = brain.AttackedBy;
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}
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else
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{
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Target = targets.First();
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}
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foreach (var tar in targets)
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if (tar is DesctructibleLootContainer && tar.SNO.IsDoorOrBarricade() &&
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tar.SNO != ActorSno._trout_wagon_barricade)
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{
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Target = tar;
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break;
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}
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}
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else
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Target = PriorityTarget;
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int powerToUse = PickPowerToUse();
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if (powerToUse > 0)
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{
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PowerScript power = PowerLoader.CreateImplementationForPowerSNO(powerToUse);
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power.User = Body;
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if (Target == null)
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{
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/*
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if (!this.Body.ActorSNO.Name.ToLower().Contains("woodwraith") &&
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!this.Body.ActorSNO.Name.ToLower().Contains("wasp"))
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if (this.Body.Quality < 2)
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{
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this.CurrentAction = new MoveToPointWithPathfindAction(this.Body, RandomPosibleDirection(this.Body.CheckPointPosition, 3f, 8f, this.Body.World));
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return;
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}
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else
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//*/
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return;
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}
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float attackRange = Body.ActorData.Cylinder.Ax2 + (power.EvalTag(PowerKeys.AttackRadius) > 0f
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? (powerToUse == 30592 ? 10f : Math.Min((float)power.EvalTag(PowerKeys.AttackRadius), 35f))
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: 35f);
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float targetDistance = PowerMath.Distance2D(Target.Position, Body.Position);
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if (targetDistance < attackRange + Target.ActorData.Cylinder.Ax2)
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{
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if (Body.WalkSpeed != 0)
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Body.TranslateFacing(Target.Position,
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false); //columns and other non-walkable shit can't turn
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_logger.Trace(
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$"{GetType().Name} {nameof(PowerAction)} to target [{Target.ActorType}] {Target.SNO.ToString()}");
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// Logger.Trace("PowerAction to target");
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CurrentAction = new PowerAction(Body, powerToUse, Target);
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PresetPowers[powerToUse] = power switch
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{
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SummoningSkill => new Cooldown
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{
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CooldownTimer = null, CooldownTime = (Body is Boss ? 15f : 7f)
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},
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MonsterAffixSkill monsterSkill => new Cooldown
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{
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CooldownTimer = null, CooldownTime = monsterSkill.CooldownTime
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},
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_ => PresetPowers[powerToUse]
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};
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if (PresetPowers[powerToUse].CooldownTime > 0f)
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PresetPowers[powerToUse] = new Cooldown
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{
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CooldownTimer = new SecondsTickTimer(Body.World.Game,
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PresetPowers[powerToUse].CooldownTime),
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CooldownTime = PresetPowers[powerToUse].CooldownTime
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};
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}
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else if (Body.WalkSpeed != 0)
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{
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if (Body.SNO.IsWoodwraithOrWasp())
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{
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_logger.Trace(
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$"{GetType().Name} {nameof(MoveToPointAction)} to target [{Target.Position}]");
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CurrentAction = new MoveToPointAction(
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Body, Target.Position
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);
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}
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else
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{
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_logger.Trace(
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$"{GetType().Name} {nameof(MoveToTargetWithPathfindAction)} to target [{Target.ActorType}] {Target.SNO.ToString()}");
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CurrentAction = new MoveToTargetWithPathfindAction(
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Body,
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//(
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Target, // + MovementHelpers.GetMovementPosition(
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//new Vector3D(0, 0, 0),
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//this.Body.WalkSpeed,
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//MovementHelpers.GetFacingAngle(_target.Position, this.Body.Position),
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//6
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//)
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//)
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attackRange + Target.ActorData.Cylinder.Ax2,
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powerToUse
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);
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}
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}
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}
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}
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else
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{
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//Logger.Trace("No enemies in range, return to master");
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if (Body.Position != Body.CheckPointPosition)
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CurrentAction = new MoveToPointWithPathfindAction(Body, Body.CheckPointPosition);
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}
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}
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public static Core.Types.Math.Vector3D RandomPossibleDirection(Core.Types.Math.Vector3D position,
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float minRadius, float maxRadius, MapSystem.World world)
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{
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float angle = (float)(FastRandom.Instance.NextDouble() * Math.PI * 2);
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float radius = minRadius + (float)FastRandom.Instance.NextDouble() * (maxRadius - minRadius);
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Core.Types.Math.Vector3D point = null;
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int tryC = 0;
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while (tryC < 100)
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{
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//break;
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point = new Core.Types.Math.Vector3D(position.X + (float)Math.Cos(angle) * radius,
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position.Y + (float)Math.Sin(angle) * radius,
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position.Z);
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if (world.CheckLocationForFlag(point, DiIiS_NA.Core.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk))
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break;
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tryC++;
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}
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return point;
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}
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public void FastAttack(Actor target, int skillSno)
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{
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PowerScript power = PowerLoader.CreateImplementationForPowerSNO(skillSno);
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power.User = Body;
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if (Body.WalkSpeed != 0)
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Body.TranslateFacing(target.Position, false); //columns and other non-walkable shit can't turn
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_logger.Trace(
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$"{GetType().Name} {nameof(FastAttack)} {nameof(PowerAction)} to target [{Target.ActorType}] {Target.SNO.ToString()}");
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CurrentAction = new PowerAction(Body, skillSno, target);
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PresetPowers[skillSno] = power switch
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{
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SummoningSkill => new Cooldown { CooldownTimer = null, CooldownTime = (Body is Boss ? 15f : 7f) },
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MonsterAffixSkill monsterAffixSkill => new Cooldown
|
|
{
|
|
CooldownTimer = null, CooldownTime = monsterAffixSkill.CooldownTime
|
|
},
|
|
_ => PresetPowers[skillSno]
|
|
};
|
|
|
|
if (PresetPowers[skillSno].CooldownTime > 0f)
|
|
PresetPowers[skillSno] = new Cooldown
|
|
{
|
|
CooldownTimer = new SecondsTickTimer(Body.World.Game, PresetPowers[skillSno].CooldownTime),
|
|
CooldownTime = PresetPowers[skillSno].CooldownTime
|
|
};
|
|
}
|
|
|
|
protected virtual int PickPowerToUse()
|
|
{
|
|
if (!_warnedNoPowers && PresetPowers.Count == 0)
|
|
{
|
|
_logger.Warn(
|
|
$"Monster $[red]$\"{Body.Name}\"$[/]$ has no usable powers. {_mpqPowerCount} are defined in mpq data.");
|
|
_warnedNoPowers = true;
|
|
return -1;
|
|
}
|
|
|
|
// randomly used an implemented power
|
|
if (PresetPowers.Count <= 0) return -1;
|
|
|
|
//int power = this.PresetPowers[RandomHelper.Next(this.PresetPowers.Count)].Key;
|
|
var availablePowers = PresetPowers
|
|
.Where(p => (p.Value.CooldownTimer == null || p.Value.CooldownTimer.TimedOut) &&
|
|
PowerLoader.HasImplementationForPowerSNO(p.Key)).Select(p => p.Key).ToList();
|
|
if (availablePowers.Where(p => p != 30592).TryPickRandom(out var selectedPower))
|
|
{
|
|
return selectedPower;
|
|
}
|
|
|
|
if (availablePowers.Contains(30592))
|
|
return 30592; // melee attack
|
|
|
|
// no usable power
|
|
return -1;
|
|
}
|
|
|
|
public void AddPresetPower(int powerSno)
|
|
{
|
|
if (PresetPowers.ContainsKey(powerSno))
|
|
{
|
|
_logger.Debug($"Monster $[red]$\"{Body.Name}\"$[/]$ already has power {powerSno}.");
|
|
// Logger.MethodTrace("power sno {0} already defined for monster \"{1}\"",
|
|
//powerSNO, this.Body.ActorSNO.Name);
|
|
return;
|
|
}
|
|
|
|
PresetPowers.Add(powerSno,
|
|
PresetPowers.ContainsKey(30592) //if can cast melee
|
|
? new Cooldown { CooldownTimer = null, CooldownTime = 5f }
|
|
: new Cooldown
|
|
{ CooldownTimer = null, CooldownTime = 1f + (float)FastRandom.Instance.NextDouble() });
|
|
}
|
|
|
|
public void RemovePresetPower(int powerSno)
|
|
{
|
|
if (PresetPowers.ContainsKey(powerSno))
|
|
{
|
|
PresetPowers.Remove(powerSno);
|
|
}
|
|
}
|
|
}
|
|
} |