* initial commit - species prototype modifications - markings points as its own file - shared humanoid component * adds a tool to convert sprite accessories to markings (in go) * removes a fmt call * converts sprite accessory to markings * adds hair and facial hair to marking categories * multiple changes - humanoid visualizer system - markings modifications for visualizer - modifications to shared humanoid component - lays out a base for humanoid system * hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little * squishes the initialize event calls into one function adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet) * makes the sprite pipeline more obvious * apply all markings, hidden layer set replacement * ensures that markings are cleared when the new set is applied * starts refactoring markingsset (unfinished) * more additions to the markingset api * adds constructor logic to markingset * adds a method to filter out markings in a set based on a given species * fixes enumerators in markingset * adds validator into MarkingSet, fixes ForwardMarkingEnumerator * modifications to the humanoid visual system * ensuredefault in markingset * oop * fixes up data keys, populates OnAppearanceChange in visualizer * changes to humanoid component, markings marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent * markings are now applied the visualizer by diffing them * base sprites are now applied to humanoids from humanoidvisualizer * passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes) * custom base layers on humanoids * merges all data keys into one data class for humanoid visualizers * setappearance in sharedhumanoidsystem, removes custombaselayercolors * humanoidcomponent, system (empty) in server * adds some basic public API functions to HumanoidSystem * add marking, remove marking * changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem * ensuredefaultmarkings, oninit for humanoids * markingmanager API changes * removes MarkingsSet * LoadProfile, adjusts randomization in humanoid appearance to account for species * base layer settings in humanoidsystem, eye color from profile * rearranges files to centralize under Humanoid namespace * more reorganization, deletes some stuff gotta break stuff to make other things work, right? goodbye SpriteAccessory... * fixes a good chunk of server-side issues still does not compile, yet * singlemarkingpicker xaml layout * singlemarkingpicker logic * magic mirror window (varying pieces of it, mostly client-oriented) * removes some imports, gives MagicMirror a BUI class (not filled in yet) * populates magic mirror BUI functionality / window callbacks * fixes up some errors in humanoidprofileeditor * changes to SingleMarkingPicker SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category * fixes up hair pickers on humanoid profile editor * fixes the errors in markingpicker * markingsystem is now gone * fixes a bunch of build errors * so that's why i did it like that * namespace issues, adds robustxamlloader to singlemarkingpicker * another robustxamlloader * human, lizard sprites/points * prototype fixes, deletion of old spriteaccessory * component registration, fixes dwarf skin toning no, 'ReptilianToned' does not exist * removes component registration from abstract humanoid component * visualizer data now cloneable * serialize for visualizer key * zero-count edge case * missing semi-colon moment * setspecies in humanoidsystem * ensures that default markings, if empty, will cause ensuredefault to skip over that given category * tryadd instead of add * whoops * diff and apply should properly apply markings now * always ensure default, fixes double load for player spawning * apply skin color now sets the skin color property in humanoidcomponent * removes sprite from a few species prototypes * sprite changes for specific base layers based on humanoid sex * layer ordering fix, and a missing base layer should now disallow markings on that layer * anymarking base layer, adds the right leg/foot for humans * loading a profile will now clear all markings on that humanoid * adds missing layers for humans * separates species.yml into respective species prototype files * ensures that if layer visibility was changed, all markings have to be reapplied * server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair * slime fix, clothingsystem now dictates layer visibility server side * sussy * layer settings should now ensure a marking should match the skin tone * whoops * skincolor static class and functions in UI * skin color validation in humanoidcharacterappearance * markingpicker now shows only the markings for the selected category in used * getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists * FilterSpecies no longer attempts to do removal while iterating * expands for SingleMarkingPicker * humanoid base dummy has blank layers now (and snout/tail/headside/headtop) * fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same * whoops * adds edge case handlers for count differences in humanoid markings * preview now loads profile instead of directly setting appearance * moves marking set loading to update controls * clones a marking set in markingpicker by using the deep clone constructor * whoops (deep cloning a marking now copies the marking id) * adds replace function for markingset * points should now update after the markings are remove/added * merging base layer sprites into a humanoid should now clear them before merging * sets dirty range start to count only if the dirty range start was never set above 0 * fixes up some issues with singlemarkingpicker * color selector sliders in single marking picker should now expand * hair from hair pickers should now apply in profile loading (client-side) * category in singlemarkingpicker now sets the private category variable * slot selector should now populate * single marking picker buttons now have text, also shows the category name over all user-clickable elements * removes a comment * removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair * random skin color, eye color * populate colors now checks if the marking count is greater than zero in singlemarkingpicker * hair/facial hair pickers now just get the first possible hair from the respective species list * different approach to random skin color * oh, that's why it wasn't working * randomize everything now just updates every single control * selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache, * markingmanager now uses OnlyWhitelisted to populate by category and species * filterspecies now uses onlyWhitelist to filter markings based on whitelist or not * oops * ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called * order of operations for the horizontal expand for add/remove * hair pickers should now update when you add/remove the hair slot * fixes variable naming error in character appearance * loc string fix in singlemarkingpicker * lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs * having zero possible hairs should no longer cause an exception in randomization * setting species should now update hair pickers * ignore categories for marking picker * and a clear as well for the category button * places that functionality in its own function instead * adds eye base sprite, vox now also have their own custom eye sprites * loading a profile client-side should do FilterSpecies for markings now * client-side load profile does filter species after adding in the hairs now * magic mirror * callbacks now call the callback instead of adding it on construct * whoops * in removemarking too * adds missing synchronize calls * comments out an updateinterface call in magic mirror * magic mirror window title, minimum sizing * fixes minsize, adds warning for players who try to set their hair for species that have no hair * removes spaces in xaml * namespace changes/organization * whoopsie (merge conflicts) * re-enables identity from humanoid component * damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum * removes commas from json * changes to visuals system so the change is consistent * chest * reptilian * visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it not a big fan of this * adds a check in applybasesprites * adding/removing parts should now make them invisible on a humanoid * body part removal/adding now enumerates over sublayers instead * synchro now runs in bodycomponent startup * parts instead of slots * humanoidcompnent check * switches from rsi to actualrsi * removes all the body stuff (too slow) * cleans up resolves from humanoid visualizer system * merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes) * not forgetting that one again * merging now returns an actual dirty value * replaces the sequenceequal with a more accurate solution * permanent layers, layer visibility on add/remove part in body * should send all hidden layers over now * isdirty in visualizer system for base layers * isdirty checks count as well * ok, IsDirty should now set the base layers if the merged sprites are different * equals override in HumanoidSpritePrototypes.cs temporary until record prototypes :heck: * makes fields readonly, equates IDs instead * adds forced markings through marking picker * forced in humanoidsystem api, ignorespecies in markingpicker * marking bui * makes that serializable as well * ignore species/forced toggles now work * adds icon to modifier verb, interface and keys to humanoid bases * needs the actual enum value to open, no? * makes the key the actual key * actions now propagate upwards * ignore species when set now repopulates markingpicker * modifiable base layers in the markings window * oops! * layout changes * info box should now appear * adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window * collapsible layout moment * if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible * small change to marking visibility * small changes to modifier UI * markings now match skin on zombification * zombie stuff * makes the line edit in marking modifier window more obvious * disables vox on round start * horizontal expand on the single label in base layer modifiers * humanoid profiles in prototypes * randomhumanoidappearance won't work if the humanoid has a profile already stored * removes unused code * documentation in humanoidsystem server-side * documentation in shared/client * whoops * converts accessory into marking in locale files (also adds marking loc string into single marking picker) * be gone, shared humanoid appearance system from the last upstream merge * species ignore on randomization (defaults to no ignored species) * more upstream merge parts that bypassed any errors before merge * addresses review (also just adds typeserializers in some places) * submodule moment * upstream merge issues
458 lines
14 KiB
C#
458 lines
14 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Body.Part;
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using Content.Shared.Body.Prototypes;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Standing;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Body.Components
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{
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// TODO BODY Damage methods for collections of IDamageableComponents
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[NetworkedComponent()]
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public abstract class SharedBodyComponent : Component, ISerializationHooks
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[ViewVariables]
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[DataField("template", required: true)]
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private string? TemplateId { get; }
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[ViewVariables]
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[DataField("preset", required: true)]
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private string? PresetId { get; }
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[ViewVariables]
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public BodyTemplatePrototype? Template => TemplateId == null
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? null
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: _prototypeManager.Index<BodyTemplatePrototype>(TemplateId);
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[ViewVariables]
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public BodyPresetPrototype? Preset => PresetId == null
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? null
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: _prototypeManager.Index<BodyPresetPrototype>(PresetId);
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[ViewVariables]
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private Dictionary<string, BodyPartSlot> SlotIds { get; } = new();
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[ViewVariables]
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private Dictionary<SharedBodyPartComponent, BodyPartSlot> SlotParts { get; } = new();
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[ViewVariables]
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public IEnumerable<BodyPartSlot> Slots => SlotIds.Values;
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[ViewVariables]
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public IEnumerable<KeyValuePair<SharedBodyPartComponent, BodyPartSlot>> Parts => SlotParts;
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public BodyPartSlot? CenterSlot =>
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Template?.CenterSlot is { } centerSlot
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? SlotIds.GetValueOrDefault(centerSlot)
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: null;
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public SharedBodyPartComponent? CenterPart => CenterSlot?.Part;
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protected override void Initialize()
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{
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base.Initialize();
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// TODO BODY BeforeDeserialization
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// TODO BODY Move to template or somewhere else
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if (TemplateId != null)
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{
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var template = _prototypeManager.Index<BodyTemplatePrototype>(TemplateId);
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foreach (var (id, partType) in template.Slots)
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{
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SetSlot(id, partType);
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}
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foreach (var (slotId, connectionIds) in template.Connections)
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{
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var connections = connectionIds.Select(id => SlotIds[id]);
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SlotIds[slotId].SetConnectionsInternal(connections);
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}
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}
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}
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protected override void OnRemove()
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{
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foreach (var slot in SlotIds.Values)
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{
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slot.Shutdown();
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}
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base.OnRemove();
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}
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private BodyPartSlot SetSlot(string id, BodyPartType type)
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{
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var slot = new BodyPartSlot(id, type);
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SlotIds[id] = slot;
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slot.PartAdded += part => OnAddPart(slot, part);
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slot.PartRemoved += part => OnRemovePart(slot, part);
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return slot;
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}
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private Dictionary<BodyPartSlot, SharedBodyPartComponent> GetHangingParts(BodyPartSlot from)
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{
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var hanging = new Dictionary<BodyPartSlot, SharedBodyPartComponent>();
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foreach (var connection in from.Connections)
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{
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if (connection.Part != null &&
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!ConnectedToCenter(connection.Part))
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{
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hanging.Add(connection, connection.Part);
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}
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}
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return hanging;
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}
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protected virtual bool CanAddPart(string slotId, SharedBodyPartComponent part)
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{
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if (!SlotIds.TryGetValue(slotId, out var slot) ||
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slot.CanAddPart(part))
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{
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return false;
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}
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return true;
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}
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protected virtual void OnAddPart(BodyPartSlot slot, SharedBodyPartComponent part)
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{
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SlotParts[part] = slot;
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part.Body = this;
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var argsAdded = new BodyPartAddedEventArgs(slot.Id, part);
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// TODO: Body refactor. Somebody is doing it
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// EntitySystem.Get<SharedHumanoidAppearanceSystem>().BodyPartAdded(Owner, argsAdded);
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foreach (var component in IoCManager.Resolve<IEntityManager>().GetComponents<IBodyPartAdded>(Owner).ToArray())
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{
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component.BodyPartAdded(argsAdded);
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}
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// TODO BODY Sort this duplicate out
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OnBodyChanged();
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}
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protected virtual void OnRemovePart(BodyPartSlot slot, SharedBodyPartComponent part)
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{
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SlotParts.Remove(part);
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foreach (var connectedSlot in slot.Connections)
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{
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if (connectedSlot.Part != null &&
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!ConnectedToCenter(connectedSlot.Part))
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{
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RemovePart(connectedSlot.Part);
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}
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}
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part.Body = null;
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var args = new BodyPartRemovedEventArgs(slot.Id, part);
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// TODO: Body refactor. Somebody is doing it
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// EntitySystem.Get<SharedHumanoidAppearanceSystem>().BodyPartRemoved(Owner, args);
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foreach (var component in IoCManager.Resolve<IEntityManager>().GetComponents<IBodyPartRemoved>(Owner))
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{
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component.BodyPartRemoved(args);
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}
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// creadth: fall down if no legs
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if (part.PartType == BodyPartType.Leg &&
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GetPartsOfType(BodyPartType.Leg).ToArray().Length == 0)
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{
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EntitySystem.Get<StandingStateSystem>().Down(Owner);
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}
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if (part.IsVital && SlotParts.Count(x => x.Value.PartType == part.PartType) == 0)
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{
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// TODO BODY SYSTEM KILL : Find a more elegant way of killing em than just dumping bloodloss damage.
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var damage = new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>("Bloodloss"), 300);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(part.Owner, damage);
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}
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OnBodyChanged();
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}
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// TODO BODY Sensible templates
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public bool TryAddPart(string slotId, SharedBodyPartComponent part)
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{
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DebugTools.AssertNotNull(part);
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DebugTools.AssertNotNull(slotId);
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if (!CanAddPart(slotId, part))
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{
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return false;
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}
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return SlotIds.TryGetValue(slotId, out var slot) &&
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slot.TryAddPart(part);
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}
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public void SetPart(string slotId, SharedBodyPartComponent part)
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{
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if (!SlotIds.TryGetValue(slotId, out var slot))
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{
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slot = SetSlot(slotId, part.PartType);
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SlotIds[slotId] = slot;
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}
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slot.SetPart(part);
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}
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public bool HasPart(SharedBodyPartComponent part)
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{
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DebugTools.AssertNotNull(part);
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return SlotParts.ContainsKey(part);
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}
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public bool RemovePart(SharedBodyPartComponent part)
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{
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DebugTools.AssertNotNull(part);
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return SlotParts.TryGetValue(part, out var slot) &&
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slot.RemovePart();
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}
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public bool TryDropPart(BodyPartSlot slot, [NotNullWhen(true)] out Dictionary<BodyPartSlot, SharedBodyPartComponent>? dropped)
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{
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DebugTools.AssertNotNull(slot);
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if (!SlotIds.TryGetValue(slot.Id, out var ownedSlot) ||
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ownedSlot != slot ||
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slot.Part == null)
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{
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dropped = null;
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return false;
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}
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var oldPart = slot.Part;
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dropped = GetHangingParts(slot);
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if (!slot.RemovePart())
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{
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dropped = null;
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return false;
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}
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dropped[slot] = oldPart;
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return true;
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}
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public bool ConnectedToCenter(SharedBodyPartComponent part)
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{
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return TryGetSlot(part, out var result) &&
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ConnectedToCenterPartRecursion(result);
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}
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private bool ConnectedToCenterPartRecursion(BodyPartSlot slot, HashSet<BodyPartSlot>? searched = null)
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{
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searched ??= new HashSet<BodyPartSlot>();
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if (Template?.CenterSlot == null)
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{
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return false;
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}
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if (slot.Part == CenterPart)
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{
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return true;
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}
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searched.Add(slot);
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foreach (var connection in slot.Connections)
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{
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if (!searched.Contains(connection) &&
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ConnectedToCenterPartRecursion(connection, searched))
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{
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return true;
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}
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}
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return false;
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}
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public BodyPartSlot? GetSlot(SharedBodyPartComponent part)
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{
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return SlotParts.GetValueOrDefault(part);
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}
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public bool TryGetSlot(SharedBodyPartComponent part, [NotNullWhen(true)] out BodyPartSlot? slot)
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{
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return (slot = GetSlot(part)) != null;
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}
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public IEnumerable<BodyPartSlot> GetSlotsOfType(BodyPartType type)
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{
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foreach (var slot in SlotIds.Values)
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{
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if (slot.PartType == type)
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{
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yield return slot;
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}
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}
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}
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public bool HasPartOfType(BodyPartType type)
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{
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foreach (var _ in GetPartsOfType(type))
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{
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return true;
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}
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return false;
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}
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public IEnumerable<SharedBodyPartComponent> GetPartsOfType(BodyPartType type)
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{
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foreach (var slot in GetSlotsOfType(type))
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{
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if (slot.Part != null)
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{
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yield return slot.Part;
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}
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}
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}
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private void OnBodyChanged()
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{
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Dirty();
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}
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// TODO BODY optimize this
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public BodyPartSlot SlotAt(int index)
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{
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return SlotIds.Values.ElementAt(index);
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}
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public KeyValuePair<SharedBodyPartComponent, BodyPartSlot> PartAt(int index)
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{
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return SlotParts.ElementAt(index);
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}
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public override ComponentState GetComponentState()
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{
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var parts = new (string slot, EntityUid partId)[SlotParts.Count];
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var i = 0;
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foreach (var (part, slot) in SlotParts)
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{
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parts[i] = (slot.Id, part.Owner);
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i++;
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}
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return new BodyComponentState(parts);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not BodyComponentState state)
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{
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return;
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}
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var newParts = state.Parts();
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foreach (var (oldPart, slot) in SlotParts)
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{
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if (!newParts.TryGetValue(slot.Id, out var newPart) ||
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newPart != oldPart)
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{
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RemovePart(oldPart);
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}
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}
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foreach (var (slotId, newPart) in newParts)
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{
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if (!SlotIds.TryGetValue(slotId, out var slot) ||
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slot.Part != newPart)
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{
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SetPart(slotId, newPart);
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}
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}
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}
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public virtual HashSet<EntityUid> Gib(bool gibParts = false)
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{
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var entMgr = IoCManager.Resolve<IEntityManager>();
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var metaQuery = entMgr.GetEntityQuery<MetaDataComponent>();
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var gibs = new HashSet<EntityUid>();
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foreach (var part in SlotParts.Keys)
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{
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if (!metaQuery.TryGetComponent(part.Owner, out var meta) ||
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meta.EntityLifeStage >= EntityLifeStage.Terminating)
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{
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SlotParts.Remove(part);
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continue;
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}
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gibs.Add(part.Owner);
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RemovePart(part);
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if (gibParts)
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gibs.UnionWith(part.Gib());
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}
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return gibs;
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}
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}
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[Serializable, NetSerializable]
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public sealed class BodyComponentState : ComponentState
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{
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private Dictionary<string, SharedBodyPartComponent>? _parts;
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public readonly (string slot, EntityUid partId)[] PartIds;
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public BodyComponentState((string slot, EntityUid partId)[] partIds)
|
|
{
|
|
PartIds = partIds;
|
|
}
|
|
|
|
public Dictionary<string, SharedBodyPartComponent> Parts(IEntityManager? entityManager = null)
|
|
{
|
|
if (_parts != null)
|
|
{
|
|
return _parts;
|
|
}
|
|
|
|
entityManager ??= IoCManager.Resolve<IEntityManager>();
|
|
|
|
var parts = new Dictionary<string, SharedBodyPartComponent>(PartIds.Length);
|
|
|
|
foreach (var (slot, partId) in PartIds)
|
|
{
|
|
if (!entityManager.EntityExists(partId))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!entityManager.TryGetComponent(partId, out SharedBodyPartComponent? part))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
parts[slot] = part;
|
|
}
|
|
|
|
return _parts = parts;
|
|
}
|
|
}
|
|
}
|