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@@ -60,6 +60,27 @@ func (g *GameManager) AddUserWeapon(userId uint32, itemId uint32) uint64 {
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return weaponId
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}
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func (g *GameManager) CostUserWeapon(userId uint32, weaponIdList []uint64) {
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player := USER_MANAGER.GetOnlineUser(userId)
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if player == nil {
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logger.Error("player is nil, uid: %v", userId)
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return
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}
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storeItemDelNotify := &proto.StoreItemDelNotify{
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GuidList: make([]uint64, 0, len(weaponIdList)),
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StoreType: proto.StoreType_STORE_PACK,
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}
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for _, weaponId := range weaponIdList {
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weaponGuid := player.CostWeapon(weaponId)
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if weaponGuid == 0 {
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logger.Error("weapon cost error, weaponId: %v", weaponId)
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return
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}
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storeItemDelNotify.GuidList = append(storeItemDelNotify.GuidList, weaponGuid)
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}
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g.SendMsg(cmd.StoreItemDelNotify, userId, player.ClientSeq, storeItemDelNotify)
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}
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func (g *GameManager) PacketStoreItemChangeNotifyByWeapon(weapon *model.Weapon) *proto.StoreItemChangeNotify {
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storeItemChangeNotify := &proto.StoreItemChangeNotify{
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StoreType: proto.StoreType_STORE_PACK,
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@@ -91,6 +112,241 @@ func (g *GameManager) PacketStoreItemChangeNotifyByWeapon(weapon *model.Weapon)
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return storeItemChangeNotify
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}
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// WeaponAwakenReq 武器精炼请求
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func (g *GameManager) WeaponAwakenReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user weapon awaken, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.WeaponAwakenReq)
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// 确保精炼的武器与精炼材料不是同一个
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if req.TargetWeaponGuid == req.ItemGuid {
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logger.Error("weapon awaken guid equal, guid: %v", req.TargetWeaponGuid)
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g.CommonRetError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_ITEM_INVALID_TARGET)
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return
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}
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// 是否拥有武器
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weapon, ok := player.WeaponMap[player.GetWeaponIdByGuid(req.TargetWeaponGuid)]
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if !ok {
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logger.Error("weapon error, weaponGuid: %v", req.TargetWeaponGuid)
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g.CommonRetError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
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return
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}
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// 获取武器物品配置表
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weaponConfig, ok := gdconf.CONF.ItemDataMap[int32(weapon.ItemId)]
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if !ok {
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logger.Error("weapon config error, itemId: %v", weapon.ItemId)
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g.CommonRetError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
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return
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}
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// 摩拉数量是否足够
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if player.GetItemCount(constant.ItemConstantConst.SCOIN) < weaponConfig.AwakenCoinCostList[weapon.Refinement] {
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logger.Error("item count not enough, itemId: %v", constant.ItemConstantConst.SCOIN)
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g.CommonRetError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)
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return
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}
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// 武器精炼等级是否不超过限制
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// 暂时精炼等级是写死的 应该最大精炼等级就是5级
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if weapon.Refinement >= 4 {
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logger.Error("weapon refinement ge 4, refinement: %v", weapon.Refinement)
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g.CommonRetError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_AWAKEN_LEVEL_MAX)
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return
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}
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// 获取精炼材料物品配置表
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// 精炼的材料可能是武器也可能是物品
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itemDataConfig, ok := gdconf.CONF.ItemDataMap[int32(player.GetItemIdByItemAndWeaponGuid(req.ItemGuid))]
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if !ok {
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logger.Error("item data config error, itemGuid: %v", req.ItemGuid)
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g.CommonRetError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
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return
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}
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// 根据精炼材料的类型做不同操作
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switch itemDataConfig.Type {
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case int32(constant.ItemTypeConst.ITEM_WEAPON):
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// 精炼材料为武器
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// 是否拥有将被用于精炼的武器
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foodWeapon, ok := player.WeaponMap[player.GetWeaponIdByGuid(req.ItemGuid)]
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if !ok {
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logger.Error("weapon error, weaponGuid: %v", req.TargetWeaponGuid)
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g.CommonRetError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
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return
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}
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// 确保被精炼武器没有被任何角色装备
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if foodWeapon.AvatarId != 0 {
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logger.Error("food weapon has been wear, weaponGuid: %v", req.ItemGuid)
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g.CommonRetError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_EQUIP_HAS_BEEN_WEARED)
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return
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}
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// 消耗作为精炼材料的武器
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g.CostUserWeapon(player.PlayerID, []uint64{foodWeapon.WeaponId})
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case int32(constant.ItemTypeConst.ITEM_MATERIAL):
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// 精炼材料为道具
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// 是否拥有将被用于精炼的道具
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item, ok := player.ItemMap[player.GetItemIdByGuid(req.ItemGuid)]
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if !ok {
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logger.Error("item error, itemGuid: %v", req.ItemGuid)
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g.CommonRetError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
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return
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}
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// 武器的精炼材料是否为这个
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if item.ItemId != uint32(weaponConfig.AwakenMaterial) {
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logger.Error("awaken material item error, itemId: %v", item.ItemId)
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g.CommonRetError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_ITEM_INVALID_TARGET)
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return
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}
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// 消耗作为精炼材料的道具
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g.CostUserItem(player.PlayerID, []*UserItem{
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{
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ItemId: item.ItemId,
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ChangeCount: 1,
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},
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})
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default:
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logger.Error("weapon awaken item type error, itemType: %v", itemDataConfig.Type)
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g.CommonRetError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{})
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return
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}
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// 消耗摩拉
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g.CostUserItem(player.PlayerID, []*UserItem{
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{
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ItemId: constant.ItemConstantConst.SCOIN,
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ChangeCount: weaponConfig.AwakenCoinCostList[weapon.Refinement],
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},
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})
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weaponAwakenRsp := &proto.WeaponAwakenRsp{
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AvatarGuid: 0,
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OldAffixLevelMap: make(map[uint32]uint32),
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TargetWeaponAwakenLevel: 0,
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TargetWeaponGuid: req.TargetWeaponGuid,
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CurAffixLevelMap: make(map[uint32]uint32),
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}
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// 武器精炼前的信息
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for _, affixId := range weapon.AffixIdList {
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weaponAwakenRsp.OldAffixLevelMap[affixId] = uint32(weapon.Refinement)
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}
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// 武器精炼等级+1
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weapon.Refinement++
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// 更新武器的物品数据
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g.SendMsg(cmd.StoreItemChangeNotify, player.PlayerID, player.ClientSeq, g.PacketStoreItemChangeNotifyByWeapon(weapon))
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// 获取持有该武器的角色
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avatar, ok := player.AvatarMap[weapon.AvatarId]
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// 武器可能没被任何角色装备 仅在被装备时更新面板
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if ok {
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weaponAwakenRsp.AvatarGuid = avatar.Guid
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// 角色更新面板
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player.InitAvatarFightProp(avatar)
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}
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// 武器精炼后的信息
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weaponAwakenRsp.TargetWeaponAwakenLevel = uint32(weapon.Refinement)
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for _, affixId := range weapon.AffixIdList {
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weaponAwakenRsp.CurAffixLevelMap[affixId] = uint32(weapon.Refinement)
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}
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g.SendMsg(cmd.WeaponAwakenRsp, player.PlayerID, player.ClientSeq, weaponAwakenRsp)
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}
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// WeaponPromoteReq 武器突破请求
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func (g *GameManager) WeaponPromoteReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user weapon promote, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.WeaponPromoteReq)
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// 是否拥有武器
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weapon, ok := player.WeaponMap[player.GetWeaponIdByGuid(req.TargetWeaponGuid)]
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if !ok {
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logger.Error("weapon error, weaponGuid: %v", req.TargetWeaponGuid)
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g.CommonRetError(cmd.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
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return
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}
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// 获取武器配置表
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weaponConfig, ok := gdconf.CONF.ItemDataMap[int32(weapon.ItemId)]
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if !ok {
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logger.Error("weapon config error, itemId: %v", weapon.ItemId)
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g.CommonRetError(cmd.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{})
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return
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}
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// 获取武器突破配置表
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weaponPromoteDataMap, ok := gdconf.CONF.WeaponPromoteDataMap[weaponConfig.PromoteId]
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if !ok {
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logger.Error("weapon promote config error, promoteId: %v", weaponConfig.PromoteId)
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g.CommonRetError(cmd.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{})
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return
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}
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// 获取武器突破等级的配置表
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weaponPromoteConfig, ok := weaponPromoteDataMap[int32(weapon.Promote)]
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if !ok {
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logger.Error("weapon promote config error, promoteLevel: %v", weapon.Promote)
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g.CommonRetError(cmd.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{})
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return
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}
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// 武器等级是否达到限制
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if weapon.Level < uint8(weaponPromoteConfig.LevelLimit) {
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logger.Error("weapon level le level limit, level: %v", weapon.Level)
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g.CommonRetError(cmd.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{}, proto.Retcode_RET_WEAPON_LEVEL_INVALID)
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return
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}
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// 获取武器突破下一级的配置表
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weaponPromoteConfig, ok = weaponPromoteDataMap[int32(weapon.Promote+1)]
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if !ok {
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logger.Error("weapon promote config error, next promoteLevel: %v", weapon.Promote+1)
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g.CommonRetError(cmd.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{}, proto.Retcode_RET_WEAPON_PROMOTE_LEVEL_EXCEED_LIMIT)
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return
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}
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// 将被消耗的物品列表
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costItemList := make([]*UserItem, 0, len(weaponPromoteConfig.CostItemMap)+1)
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// 突破材料是否足够并添加到消耗物品列表
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for itemId, count := range weaponPromoteConfig.CostItemMap {
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costItemList = append(costItemList, &UserItem{
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ItemId: itemId,
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ChangeCount: count,
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})
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}
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// 消耗列表添加摩拉的消耗
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costItemList = append(costItemList, &UserItem{
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ItemId: constant.ItemConstantConst.SCOIN,
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ChangeCount: uint32(weaponPromoteConfig.CostCoin),
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})
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// 突破材料以及摩拉是否足够
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for _, item := range costItemList {
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if player.GetItemCount(item.ItemId) < item.ChangeCount {
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logger.Error("item count not enough, itemId: %v", item.ItemId)
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// 摩拉的错误提示与材料不同
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if item.ItemId == constant.ItemConstantConst.SCOIN {
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g.CommonRetError(cmd.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)
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}
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g.CommonRetError(cmd.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{}, proto.Retcode_RET_ITEM_COUNT_NOT_ENOUGH)
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return
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}
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}
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// 冒险等级是否符合要求
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if player.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL] < uint32(weaponPromoteConfig.MinPlayerLevel) {
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logger.Error("player level not enough, level: %v", player.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL])
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g.CommonRetError(cmd.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{}, proto.Retcode_RET_PLAYER_LEVEL_LESS_THAN)
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return
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}
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// 消耗突破材料和摩拉
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g.CostUserItem(player.PlayerID, costItemList)
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// 突破前的信息
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oldPromote := weapon.Promote
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// 武器突破等级+1
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weapon.Promote++
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// 更新武器的物品数据
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g.SendMsg(cmd.StoreItemChangeNotify, player.PlayerID, player.ClientSeq, g.PacketStoreItemChangeNotifyByWeapon(weapon))
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// 获取持有该武器的角色
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avatar, ok := player.AvatarMap[weapon.AvatarId]
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// 武器可能没被任何角色装备 仅在被装备时更新面板
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if ok {
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// 角色更新面板
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player.InitAvatarFightProp(avatar)
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}
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weaponPromoteRsp := &proto.WeaponPromoteRsp{
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TargetWeaponGuid: req.TargetWeaponGuid,
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OldPromoteLevel: uint32(oldPromote),
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CurPromoteLevel: uint32(weapon.Promote),
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}
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g.SendMsg(cmd.WeaponPromoteRsp, player.PlayerID, player.ClientSeq, weaponPromoteRsp)
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}
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// GetWeaponUpgradeReturnMaterial 获取武器强化返回的材料
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func (g *GameManager) GetWeaponUpgradeReturnMaterial(overflowExp uint32) (returnItemList []*proto.ItemParam) {
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returnItemList = make([]*proto.ItemParam, 0, 0)
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@@ -277,7 +533,7 @@ func (g *GameManager) WeaponUpgradeReq(player *model.Player, payloadMsg pb.Messa
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weapon, ok := player.WeaponMap[player.GetWeaponIdByGuid(req.TargetWeaponGuid)]
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if !ok {
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logger.Error("weapon error, weaponGuid: %v", req.TargetWeaponGuid)
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g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
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g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
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return
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}
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// 获取武器配置表
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@@ -340,8 +596,20 @@ func (g *GameManager) WeaponUpgradeReq(player *model.Player, payloadMsg pb.Messa
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return
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}
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}
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// 校验作为升级材料的武器是否存在
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costWeaponIdList := make([]uint64, 0, len(req.FoodWeaponGuidList))
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|
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|
|
for _, weaponGuid := range req.FoodWeaponGuidList {
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|
|
foodWeapon, ok := player.WeaponMap[player.GetWeaponIdByGuid(weaponGuid)]
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|
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|
|
if !ok {
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|
|
logger.Error("food weapon error, weaponGuid: %v", weaponGuid)
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|
|
|
|
g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
|
|
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|
|
}
|
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|
|
costWeaponIdList = append(costWeaponIdList, foodWeapon.WeaponId)
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|
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|
|
}
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|
|
// 消耗升级材料和摩拉
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|
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|
|
GAME_MANAGER.CostUserItem(player.PlayerID, costItemList)
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|
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|
|
g.CostUserItem(player.PlayerID, costItemList)
|
|
|
|
|
// 消耗作为升级材料的武器
|
|
|
|
|
g.CostUserWeapon(player.PlayerID, costWeaponIdList)
|
|
|
|
|
// 武器升级前的信息
|
|
|
|
|
oldLevel := weapon.Level
|
|
|
|
|
|
|
|
|
|
@@ -376,7 +644,7 @@ func (g *GameManager) WeaponUpgradeReq(player *model.Player, payloadMsg pb.Messa
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
// 给予玩家返回的矿石
|
|
|
|
|
GAME_MANAGER.AddUserItem(player.PlayerID, addItemList, false, 0)
|
|
|
|
|
g.AddUserItem(player.PlayerID, addItemList, false, 0)
|
|
|
|
|
|
|
|
|
|
weaponUpgradeRsp := &proto.WeaponUpgradeRsp{
|
|
|
|
|
CurLevel: uint32(weapon.Level),
|
|
|
|
|
@@ -395,7 +663,7 @@ func (g *GameManager) CalcWeaponUpgradeReturnItemsReq(player *model.Player, payl
|
|
|
|
|
weapon, ok := player.WeaponMap[player.GetWeaponIdByGuid(req.TargetWeaponGuid)]
|
|
|
|
|
if !ok {
|
|
|
|
|
logger.Error("weapon error, weaponGuid: %v", req.TargetWeaponGuid)
|
|
|
|
|
g.CommonRetError(cmd.CalcWeaponUpgradeReturnItemsRsp, player, &proto.CalcWeaponUpgradeReturnItemsRsp{})
|
|
|
|
|
g.CommonRetError(cmd.CalcWeaponUpgradeReturnItemsRsp, player, &proto.CalcWeaponUpgradeReturnItemsRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
// 计算使用材料强化武器后将会获得的经验数
|
|
|
|
|
|