From 667ea7c15261100aae75b61de8664863b58f01e4 Mon Sep 17 00:00:00 2001 From: Harishankar Date: Fri, 7 Oct 2011 16:15:52 +0530 Subject: [PATCH] Implemented NPC movement (random) Added random movement for NPCs in level based on a limiting area. NPC cannot move on solid tiles, or tiles with objects, where other NPCs are standing and also where Butaba is standing --- butaba.py | 17 +- constants.py | 11 ++ dialogues/bulisa4.dlg | 8 +- gameobjects.py | 4 +- level.py | 2 - maingame.py | 203 ++++++++++++++++++++---- npcs.py | 35 +++- sprite/bulisa-back.png | Bin 0 -> 1043 bytes sprite/{bulisa.png => bulisa-front.png} | Bin 1134 -> 1152 bytes sprite/bulisa-left.png | Bin 0 -> 970 bytes sprite/bulisa-right.png | Bin 0 -> 925 bytes 11 files changed, 227 insertions(+), 53 deletions(-) create mode 100644 sprite/bulisa-back.png rename sprite/{bulisa.png => bulisa-front.png} (85%) create mode 100644 sprite/bulisa-left.png create mode 100644 sprite/bulisa-right.png diff --git a/butaba.py b/butaba.py index ca44883..d9237ca 100644 --- a/butaba.py +++ b/butaba.py @@ -1,17 +1,18 @@ # Main player Butaba class +import constants + class Butaba: - # Position definitions - LEFT = 0 - RIGHT = 1 - FRONT = 2 - BACK = 3 - MAXITEMS = 8 - MAXHEALTH = 100 # initialize our character - def __init__ (self, startrow, startcol, position=LEFT, health=100, magic=1, experience=1, strength=1, gold=0, inventory = []): + def __init__ (self, startrow, startcol, imageleft, imageright, imagefront, imageback, portrait, + position=constants.LEFT, health=100, magic=1, experience=1, strength=1, gold=0, inventory = []): self.position = position + self.imageleft = imageleft + self.imageright = imageright + self.imagefront = imagefront + self.imageback = imageback + self.portrait = portrait self.row = startrow self.col = startcol self.magic = magic diff --git a/constants.py b/constants.py index 18111c6..a37f3d3 100644 --- a/constants.py +++ b/constants.py @@ -1,5 +1,16 @@ # constants for in-game use +# butaba constants +MAXITEMS = 8 +MAXHEALTH = 100 + + +# describing the orientation of characters +LEFT = 0 +RIGHT = 2 +FRONT = 1 +BACK = 3 + # key ids and lock ids KEY_CHEST1 = 1000 KEY_CHEST2 = 1001 diff --git a/dialogues/bulisa4.dlg b/dialogues/bulisa4.dlg index 2674783..d439c59 100644 --- a/dialogues/bulisa4.dlg +++ b/dialogues/bulisa4.dlg @@ -2,6 +2,12 @@ Ah, I see you're back with the water! Thanks so much, Butaba. - No problem! My pleasure... + No problem! My pleasure... + + + I am very grateful for your assistance. Here is the key +to my chest which you will find in the front room. There is a bit of money there. Please accept +it as a token of my appreciation. I hope you don't feel offended by this offer! + Oh, not at all! Thanks so much! \ No newline at end of file diff --git a/gameobjects.py b/gameobjects.py index c9c945b..bc73fad 100644 --- a/gameobjects.py +++ b/gameobjects.py @@ -90,8 +90,8 @@ class HealthPotion (GameObject): # using the potion def use (self, butaba): butaba.health += 25 - if butaba.health > butaba.MAXHEALTH: - butaba.health = butaba.MAXHEALTH + if butaba.health > constants.MAXHEALTH: + butaba.health = constants.MAXHEALTH class Chest (GameObject): def __init__ (self, row, col, text, image, key_id, locked = False, objects = []): diff --git a/level.py b/level.py index de8d76f..e634b00 100644 --- a/level.py +++ b/level.py @@ -1,7 +1,5 @@ # level.py - level data and class -import object - # Background level data # A level is a list of list of tuples. Level is a 10x10 room of 48 pixel images # diff --git a/maingame.py b/maingame.py index 9ba5ea2..4529e9a 100644 --- a/maingame.py +++ b/maingame.py @@ -16,7 +16,10 @@ class MainGame: # initialize the game def __init__ (self): + random.seed () pygame.init () + + self.clock = pygame.time.Clock () self.screen = pygame.display.set_mode ((720, 512)) pygame.display.set_caption ("The Adventures of Butaba") @@ -64,8 +67,17 @@ class MainGame: self.img_butabaright.set_colorkey (pygame.Color (0, 255, 0)) # initialize NPC graphics - self.img_bulisa = pygame.image.load (os.path.join ("sprite", "bulisa.png")).convert () - self.img_bulisa.set_colorkey (pygame.Color (0, 255, 0)) + self.img_bulisafront = pygame.image.load (os.path.join ("sprite", "bulisa-front.png")).convert () + self.img_bulisafront.set_colorkey (pygame.Color (0, 255, 0)) + + self.img_bulisaback = pygame.image.load (os.path.join ("sprite", "bulisa-back.png")).convert () + self.img_bulisaback.set_colorkey (pygame.Color (0, 255, 0)) + + self.img_bulisaleft = pygame.image.load (os.path.join ("sprite", "bulisa-left.png")).convert () + self.img_bulisaleft.set_colorkey (pygame.Color (0, 255, 0)) + + self.img_bulisaright = pygame.image.load (os.path.join ("sprite", "bulisa-right.png")).convert () + self.img_bulisaright.set_colorkey (pygame.Color (0, 255, 0)) # initialize portraits self.img_butaba_portrait = pygame.image.load (os.path.join ("portraits", "butaba.png")).convert () @@ -79,14 +91,15 @@ class MainGame: # set the status message self.status_message = "Game started" - self.butaba = butaba.Butaba (5,0, butaba.Butaba.RIGHT) + self.butaba = butaba.Butaba (5,0, self.img_butabaleft, + self.img_butabaright, self.img_butabafront, + self.img_butababack, self.img_butaba_portrait, constants.RIGHT) # set up the levels and their interactions def setup_levels (self): # set up the objects first chest1 = gameobjects.Chest (2, 6, "chest", self.img_chest, constants.KEY_CHEST1, True) chest2 = gameobjects.Chest (6, 6, "chest", self.img_chest, constants.KEY_CHEST2, True) - key1 = gameobjects.Key (5, 3, "a chest key", self.img_key2, constants.KEY_CHEST1) key2 = gameobjects.Key (5, 3, "a chest key", self.img_key, constants.KEY_CHEST2) potion = gameobjects.HealthPotion (5, 2, self.img_redpotion) gold50 = gameobjects.GoldCoins (6, 2, self.img_goldcoins, 50) @@ -99,11 +112,14 @@ class MainGame: well3 = gameobjects.Well (4, 8) well4 = gameobjects.Well (5, 8) - npc_bulisa = npcs.Bulisa (4, 3, self.img_bulisa, self.img_bulisa_portrait, - [ os.path.join ("dialogues", "bulisa1.dlg"), - os.path.join ("dialogues", "bulisa2.dlg"), - os.path.join ("dialogues", "bulisa3.dlg"), - os.path.join ("dialogues", "bulisa4.dlg") ] ) + npc_bulisa = npcs.Bulisa (4, 3, self.img_bulisaleft, self.img_bulisaright, + self.img_bulisafront, self.img_bulisaback, + self.img_bulisa_portrait, constants.FRONT, + (2, 2, 2, 2), + [ os.path.join ("dialogues", "bulisa1.dlg"), + os.path.join ("dialogues", "bulisa2.dlg"), + os.path.join ("dialogues", "bulisa3.dlg"), + os.path.join ("dialogues", "bulisa4.dlg") ] ) chest1.objects = [ gold50, gold25, key2, gold10 ] @@ -114,7 +130,7 @@ class MainGame: self.level1w = level.Level (cPickle.load (file (os.path.join ("levels", "level1w.dat")))) self.level1e = level.Level (cPickle.load (file (os.path.join ("levels", "level1e.dat"))), - objects = [ key1, potion, chest2 ], npcs = [ npc_bulisa ]) + objects = [ potion, chest2 ], npcs = [ npc_bulisa ]) self.level1ee = level.Level (cPickle.load (file (os.path.join ("levels", "level1ee.dat"))), objects = [ well1, well2, well3, well4 ]) @@ -135,6 +151,7 @@ class MainGame: def main_loop (self): # main game loop while 1: + self.clock.tick (25) # clear screen self.screen.fill (pygame.Color (0,0,0)) # draw the level @@ -185,8 +202,8 @@ class MainGame: # clear any status messages self.status_message = None # first if butaba is not facing up, make him face up - if self.butaba.position <> butaba.Butaba.BACK: - self.butaba.position = butaba.Butaba.BACK + if self.butaba.position <> constants.BACK: + self.butaba.position = constants.BACK return # if butaba is trying to move off the top of the screen @@ -216,8 +233,8 @@ class MainGame: # clear any status messages self.status_message = None # first if butaba is not facing forward, make him face forward/down - if self.butaba.position <> butaba.Butaba.FRONT: - self.butaba.position = butaba.Butaba.FRONT + if self.butaba.position <> constants.FRONT: + self.butaba.position = constants.FRONT return # if butaba is trying to move off the bottom of the screen @@ -277,7 +294,14 @@ class MainGame: def interact_npc (self, npc): # interact with NPC and get the response ID # if the NPC is Bulisa + + # if the NPC is dead cannot talk with the NPC + if npc.is_dead is True: + self.status_message = "%s is dead! RIP..." % npc.charname + return + if isinstance (npc, npcs.Bulisa): + # interact self.interact_npc_bulisa (npc) # interact with NPC Bulisa @@ -290,12 +314,12 @@ class MainGame: # set the current dialogue npc.currentdialog = 0 # get the response ID - resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.img_butaba_portrait, 0, 90) + resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90) if (gamestate.mission_bulisa_water_from_well_refused is True and gamestate.mission_bulisa_water_from_well is False): # set the current dialog npc.currentdialog = 2 - resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.img_butaba_portrait, 0, 90) + resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90) # mission accepted but not completed - check if completed and set value # accordingly elif (gamestate.mission_bulisa_water_from_well is True @@ -305,6 +329,9 @@ class MainGame: if invobj.liquid == "water": gamestate.mission_bulisa_water_from_well_complete = True self.butaba.objects.remove (invobj) + key1 = gameobjects.Key (5, 3, "a chest key", self.img_key2, constants.KEY_CHEST1) + self.butaba.objects.append (key1) + break # water mission is not completed yet if gamestate.mission_bulisa_water_from_well_complete is False: @@ -313,7 +340,7 @@ class MainGame: npc.currentdialog = 3 # get the response ID - resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.img_butaba_portrait, 0, 90) + resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90) # if response ID is 12, then drawing water from well mission is refused if resp_id == "12" or resp_id == "18": @@ -365,7 +392,7 @@ class MainGame: # only if object can be picked up, pick it up or use it if obj.can_pickup is True: # check if the inventory is full - if len (self.butaba.objects) >= butaba.Butaba.MAXITEMS: + if len (self.butaba.objects) >= constants.MAXITEMS: self.status_message = "Cannot pick up item. Inventory full" else: # add item to inventory @@ -378,7 +405,7 @@ class MainGame: def use_object (self, container, obj): # if the object is a health potion if isinstance (obj, gameobjects.HealthPotion) is True: - if self.butaba.health < butaba.Butaba.MAXHEALTH: + if self.butaba.health < constants.MAXHEALTH: obj.use (self.butaba) container.objects.remove (obj) self.status_message = "You gained health" @@ -453,8 +480,8 @@ class MainGame: self.status_message = None # first if Butaba is not facing left, make him face left - if self.butaba.position <> butaba.Butaba.LEFT: - self.butaba.position = butaba.Butaba.LEFT + if self.butaba.position <> constants.LEFT: + self.butaba.position = constants.LEFT return # if butaba is trying to move off the left edge @@ -485,8 +512,8 @@ class MainGame: self.status_message = None # First if Butaba is not facing right make him face right - if self.butaba.position <> butaba.Butaba.RIGHT: - self.butaba.position = butaba.Butaba.RIGHT + if self.butaba.position <> constants.RIGHT: + self.butaba.position = constants.RIGHT return # if butaba is trying to move off the right edge @@ -513,14 +540,14 @@ class MainGame: self.butaba.col += 1 def draw_butaba (self): - if self.butaba.position == butaba.Butaba.FRONT: - self.screen.blit (self.img_butabafront, (self.butaba.col*48, self.butaba.row*48)) - elif self.butaba.position == butaba.Butaba.BACK: - self.screen.blit (self.img_butababack, (self.butaba.col*48, self.butaba.row*48)) - elif self.butaba.position == butaba.Butaba.LEFT: - self.screen.blit (self.img_butabaleft, (self.butaba.col*48, self.butaba.row*48)) - elif self.butaba.position == butaba.Butaba.RIGHT: - self.screen.blit (self.img_butabaright, (self.butaba.col*48, self.butaba.row*48)) + if self.butaba.position == constants.FRONT: + self.screen.blit (self.butaba.imagefront, (self.butaba.col*48, self.butaba.row*48)) + elif self.butaba.position == constants.BACK: + self.screen.blit (self.butaba.imageback, (self.butaba.col*48, self.butaba.row*48)) + elif self.butaba.position == constants.LEFT: + self.screen.blit (self.butaba.imageleft, (self.butaba.col*48, self.butaba.row*48)) + elif self.butaba.position == constants.RIGHT: + self.screen.blit (self.butaba.imageright, (self.butaba.col*48, self.butaba.row*48)) # Draw the status infodisplay @@ -549,7 +576,7 @@ class MainGame: r = 1 c = 1 utility.put_text (self.screen, 490, 170, 16, (255,255 , 0), "Inventory") - for i in range (butaba.Butaba.MAXITEMS): + for i in range (constants.MAXITEMS): self.screen.blit (self.img_inventory, (440+c*54, 150+r*54)) if c % 4 == 0: r += 1 @@ -590,5 +617,113 @@ class MainGame: # Draw the NPCs in the level def draw_level_npcs (self, level): for npc in level.npcs: - if npc.image is not None: - self.screen.blit (npc.image, (npc.col*48, npc.row*48)) + # if npc is not dead then move the NPC randomly depending on their + # movement area + if npc.is_dead is False: + # move this turn? + if random.randint (1, 500) < npc.movement_speed: + # whether to change direction? + if random.randint (1, 100) < 25: + npc.position = random.randint (0, 3) + else: + # if left movement + if npc.position == constants.LEFT: + # cannot move beyond level and cannot move beyond the + # left limit area + if npc.col > 0 and npc.col > npc.initcol - npc.leftlimit: + # check if there is any background obstacle + if self.check_background_obstacle (level, npc.row, npc.col - 1) is False: + # check if there are any objects + objblock = False + npcblock = False + for lobj in level.objects: + if lobj.row == npc.row and lobj.col == npc.col - 1: + objblock = True + break + # check if there any any npcs blocking + for lnpc in level.npcs: + if lnpc.row == npc.row and lnpc.col == npc.col - 1: + npcblock = True + break + if objblock is False and npcblock is False: + # if butaba is not blocking + if self.butaba.row <> npc.row or self.butaba.col <> npc.col - 1: + npc.col -= 1 + elif npc.position == constants.RIGHT: + # cannot move beyond level and cannot move beyond the + # right limit area + if npc.col < 9 and npc.col < npc.initcol + npc.rightlimit: + # check if there is any background obstacle + if self.check_background_obstacle (level, npc.row, npc.col + 1) is False: + # check if there are any objects + objblock = False + npcblock = False + for lobj in level.objects: + if lobj.row == npc.row and lobj.col == npc.col + 1: + objblock = True + break + # check if there any any npcs blocking + for lnpc in level.npcs: + if lnpc.row == npc.row and lnpc.col == npc.col + 1: + npcblock = True + break + if objblock is False and npcblock is False: + # if butaba is not blocking + if self.butaba.row <> npc.row or self.butaba.col <> npc.col + 1: + npc.col += 1 + elif npc.position == constants.FRONT: + # cannot move beyond level and cannot move beyond the + # lower bottom limit area + if npc.row < 9 and npc.row < npc.initrow + npc.bottomlimit: + # check if there is any background obstacle + if self.check_background_obstacle (level, npc.row + 1, npc.col) is False: + # check if there are any objects + objblock = False + npcblock = False + for lobj in level.objects: + if lobj.row == npc.row + 1 and lobj.col == npc.col: + objblock = True + break + # check if there any any npcs blocking + for lnpc in level.npcs: + if lnpc.row == npc.row + 1 and lnpc.col == npc.col: + npcblock = True + break + if objblock is False and npcblock is False: + # if butaba is not blocking + if self.butaba.row <> npc.row + 1 or self.butaba.col <> npc.col: + npc.row += 1 + elif npc.position == constants.BACK: + # cannot move beyond level and cannot move beyond the + # top upper limit area + if npc.row > 0 and npc.row > npc.initrow - npc.toplimit: + # check if there is any background obstacle + if self.check_background_obstacle (level, npc.row - 1, npc.col) is False: + # check if there are any objects + objblock = False + npcblock = False + for lobj in level.objects: + if lobj.row == npc.row - 1 and lobj.col == npc.col: + objblock = True + break + # check if there any any npcs blocking + for lnpc in level.npcs: + if lnpc.row == npc.row - 1 and lnpc.col == npc.col: + npcblock = True + break + # if no object is blocking + if objblock is False and npcblock is False: + # if butaba is not blocking + if self.butaba.row <> npc.row - 1 or self.butaba.col <> npc.col: + npc.row -= 1 + + if npc.position == constants.FRONT: + img = npc.imagefront + elif npc.position == constants.BACK: + img = npc.imageback + elif npc.position == constants.LEFT: + img = npc.imageleft + else: + img = npc.imageright + + self.screen.blit (img, (npc.col*48, npc.row*48)) diff --git a/npcs.py b/npcs.py index d368833..26732c2 100644 --- a/npcs.py +++ b/npcs.py @@ -6,17 +6,37 @@ import os.path class NPC: # initalize the NPC - def __init__ (self, charname, row, col, image=None, portrait=None, dialogues=[], - currentdialog=0, is_dead=False): + def __init__ (self, charname, row, col, imageleft, imageright, imagefront, + imageback, portrait, position, movement_area=(0,0,0,0), movement_speed = 10, + dialogues=[], currentdialog=0, is_dead=False): # name of the character self.charname = charname # row and column to appear (in level) self.row = row self.col = col - # image to represent on level - self.image = image + # initial row and col - to track the movement area + self.initrow = row + self.initcol = col + # images to represent on level + self.imageleft = imageleft + self.imageright = imageright + self.imagefront = imagefront + self.imageback = imageback + # portrait on dialogues self.portrait = portrait + + # movement area limits (left, right top, and bottom) in which the NPC can + # move around in the level randomly. + self.leftlimit, self.rightlimit, self.toplimit, self.bottomlimit = movement_area + + # chance of movement (speed) - that is chance of movement in a turn out of 500 -lower + # the value lower the speed + self.movement_speed = movement_speed + + # position of the character + self.position = position + # dialogue set for NPC # each dialogue in the set is a path to an XML file containing the dialogue self.dialogues = dialogues @@ -29,6 +49,9 @@ class NPC: # Bulisa is Butaba's friend class Bulisa (NPC): - def __init__ (self, row, col, image, portrait, dialogues=[], currentdialog=0): - NPC.__init__ (self, "Bulisa", row, col, image, portrait, dialogues, currentdialog) + def __init__ (self, row, col, imageleft, imageright, imagefront, + imageback, portrait, position, movement_area=(0,0,0,0), + dialogues=[], currentdialog=0): + NPC.__init__ (self, "Bulisa", row, col, imageleft, imageright, imagefront, + imageback, portrait, position, movement_area, 20, dialogues, currentdialog) diff --git a/sprite/bulisa-back.png b/sprite/bulisa-back.png new file mode 100644 index 0000000000000000000000000000000000000000..e9f882652e6c2ff6be550bb0f6b47a273fb6fdfd GIT binary patch literal 1043 zcmV+u1nm2XP)Px#24YJ`L;(K){{a7>y{D4^000SaNLh0L01FcU01FcV0GgZ_00007bV*G`2ipn< z2RJxcm~^xN000?uMObu0Z*6U5Zgc=ca%Ew3Wn>_CX>@2HM@dakSAh-}000ASNkl5FLV*xQKRB(}mpO&G_c~O+GG!$-J4&+9_{^C0eCr2$ni9@2D_uL1FLUV7| zHRILl5n{1n^(f2Rkfba&g7d-y@l=I|k~v6H*7E*p^#}kEiw$FZ{24whjkl)?(duh+ zYv-PGMozQNvvz)QZEH0rTmze1JBY{Q>bc%A{Wu-A*jSr){4xr9ZZ40PFCOA#sUM;A8-yli{V$^fE2pS46_12$ zM-w!i27pv5qq!E!FMFDq+R^|$oL)vvEE-L!j>+=2rSswNH1_s(G)eI~t+p-VtA_SP zXJ;j~!%9+C?aH#etr55+Wf2Zf0|08Zf(8NoGh4c(j7F0hkCT0=P zkF!SE=ONJ60Q3kL^##g)$0I<2m{p^WMS!>dWf377`GJ7rT?ux^cy$ddEUY_vVJelu z`*&esyArOqRR%{EF*%uX)sZ`9UubY-k$e64aFu)Q_;9szwib(>w7n>S`iumAv5#s_`? diff --git a/sprite/bulisa-left.png b/sprite/bulisa-left.png new file mode 100644 index 0000000000000000000000000000000000000000..e100ebfe9e7efbaa8a4d2b51f046623f8ab90fc2 GIT binary patch literal 970 zcmV;*12z1KP)Px#24YJ`L;wH){{R3-+mDg}000SaNLh0L01FcU01FcV0GgZ_00007bV*G`2ipn< z3LGv}e6tV$000?uMObu0Z*6U5Zgc=ca%Ew3Wn>_CX>@2HM@dakSAh-}0009eNklxC95S(50OW zMKMEW!8l|RLC7M3rllCemG+1w9Re;AhxA?Ua(7L8_r2uxTkh`NCHMW_@ArN0d*4au zqYq-6366i}q(}2Ei5kFpoCko1cZcVd@0Sq3C=jk+R^M*i`LS0RY|l7t5`$Ki&VWZ=!skf}pf3Jp2r;6iwINa=|1c#)O@mrpAC# z|J`x{-Cp19{3!zzPLl($3*Jyratve!#x5R&kdS5O9b$lj4U#lEn*VQKAD;hsS2%Yn zomv__>6vSry~E-0-ixAbDy5JQ*EG6!IADT-8I1v|VCK3Gn4IUd4sa>vE?Q2w)jt;i z7b)r}_5|D{)GZh6Qz?Kc>f%lR`V<+t^hVRw{00F!`*e zm-VqkB4J{HT1MO@RIk@f3>al36aY5+%vol#Eb9#L2xRUIbUGc!Ko%0fgXA5=;%QS1 zFjj<(0VnwwXI@bhv17o=jG!)M78(s;VHsFWFYEeGCZA4>0kS=DES|=0qheW!Ss`Zx zVb`^AThNgLn4OIy8lBf`owF>LZy}Ys1^{^SIN%xpXZcj$AGFfp{h-N%y`a>&3?6dBo+W80}KeeHkzi@plLM{2DoIQ zQK#*IFcySifGuK12AJ77uW2;^z~W*+oVJRa&AHd+7WwyqxrMc{&+PB4V{Ty$`#bB? zT?Z&SYhD>}1Q5O&KJ$nF{vNx2X}8xm6?5dBxpB^WwNOwRegyQ`Bbw}YVh&~t;P}sY sdH4h8W62)~Tb}g?!n%YcNS*-v2fofmLg7A5Qvd(}07*qoM6N<$f+0AYumAu6 literal 0 HcmV?d00001 diff --git a/sprite/bulisa-right.png b/sprite/bulisa-right.png new file mode 100644 index 0000000000000000000000000000000000000000..d1310f8ba0c165af820a9c3a7fb9ffc08284c29d GIT binary patch literal 925 zcmV;O17iG%P)Px#24YJ`L;wH){{R3-+mDg}000SaNLh0L01FcU01FcV0GgZ_00007bV*G`2ipn< z3LG%5bB=QW000?uMObu0Z*6U5Zgc=ca%Ew3Wn>_CX>@2HM@dakSAh-}0008`Nklhd5_x2pzKYAIK#66XKB4 z4534Zl-eOvDIsJjLShL)BNUr=n)JLlYc?o}V! zXoH~5_&fd8W%p+ezJt8^WD?+m9;U4>(gr!^&LOb! zS{#h0>~7%6b9E8u8GN-oK@>8t#QSR5(?l|(OLzmq4UC+9jrzy1&h!txB z0_Ogfb#1k+ezgqq^b6?>rcqR1XdD9ekl!bWnKB8DqUwTh9U3tAx2)=Wq=S2{#J#G= zC?ixqw~d8aaqQw42tL<5(bb5`(<>N63ufcd~Ff+tHLR;#;_GA;JQB|L{dc8iGJ2EGI_{uAt!13|N zF8VMODwT?0=)9njbOMHv>7oxWV&y3`ECTGF8ioG|42wX%P{K3gv3d!NiU2i@$PwVz z0jCC(q>vK0i{18+Yj_wiQNp{r_Z-|`C^*HUQ4;rxSqB9ud?aB z&oaB6NTk)FP&lmH8eqvV|Idz7*h$6S?ixa&Bu-8a)kz={Swy384#UVG9Ml|m^V9)=P$-FJ^9cETP7Mt(1o$Laz|L_1o**DaAwI}P z<6IbbYszYX_4%Zn)mIt;zT!?q_}9EZKuW|ne}MJ%(n#-1B+_{MCPa2lBz>@TA6H3v zz(w*C)BMr~F3xr^zqB#%*^9FsH7F#50Doc;@cX0?>6<|CVX*I;|K46p2QN!2?Y_aw zHY!U!*1sBzbwhLgdoVp7Ob1>2?A|%%#jNxXKiXNP-}qLL00000NkvXXu0mjf5=Ntm literal 0 HcmV?d00001 -- 2.20.1