Most of the stuff for the next version
Most of the stuff for the next version
This commit is contained in:
commit
91a1f6dd5a
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@ -63,6 +63,8 @@ class World(object):
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self.can_take_damage = True
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self.difficulty_requirements = None
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self.fix_fake_world = True
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self.dynamic_regions = []
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self.dynamic_locations = []
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self.spoiler = Spoiler(self)
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self.lamps_needed_for_dark_rooms = 1
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@ -185,6 +187,9 @@ class World(object):
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self._cached_locations.extend(region.locations)
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return self._cached_locations
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def clear_location_cache(self):
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self._cached_locations = None
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def get_unfilled_locations(self):
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return [location for location in self.get_locations() if location.item is None]
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@ -828,19 +833,58 @@ class Spoiler(object):
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def __init__(self, world):
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self.world = world
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self.entrances = []
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self.entrances = OrderedDict()
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self.medallions = {}
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self.playthrough = {}
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self.locations = {}
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self.paths = {}
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self.metadata = {}
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self.shops = []
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def set_entrance(self, entrance, exit, direction):
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self.entrances.append(OrderedDict([('entrance', entrance), ('exit', exit), ('direction', direction)]))
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self.entrances[(entrance, direction)] = OrderedDict([('entrance', entrance), ('exit', exit), ('direction', direction)])
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def parse_data(self):
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self.medallions = OrderedDict([('Misery Mire', self.world.required_medallions[0]), ('Turtle Rock', self.world.required_medallions[1])])
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self.locations = {'other locations': OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in self.world.get_locations()])}
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self.locations = OrderedDict()
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listed_locations = set()
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lw_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.LightWorld]
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self.locations['Light World'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in lw_locations])
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listed_locations.update(lw_locations)
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dw_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.DarkWorld]
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self.locations['Dark World'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in dw_locations])
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listed_locations.update(dw_locations)
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cave_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.Cave]
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self.locations['Caves'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in cave_locations])
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listed_locations.update(cave_locations)
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for dungeon in self.world.dungeons:
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dungeon_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.dungeon == dungeon]
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self.locations[dungeon.name] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in dungeon_locations])
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listed_locations.update(dungeon_locations)
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other_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations]
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if other_locations:
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self.locations['Other Locations'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in other_locations])
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listed_locations.update(other_locations)
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for shop in self.world.shops:
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if not shop.active:
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continue
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shopdata = {'location': shop.region.name,
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'type': 'Take Any' if shop.type == ShopType.TakeAny else 'Shop'
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}
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for index, item in enumerate(shop.inventory):
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if item is None:
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continue
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shopdata['item_{}'.format(index)] = "{} ({})".format(item['item'], item['price']) if item['price'] else item['item']
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self.shops.append(shopdata)
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from Main import __version__ as ERVersion
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self.metadata = {'version': ERVersion,
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'seed': self.world.seed,
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@ -862,9 +906,10 @@ class Spoiler(object):
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def to_json(self):
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self.parse_data()
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out = OrderedDict()
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out['entrances'] = self.entrances
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out['entrances'] = self.entrances.values()
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out.update(self.locations)
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out['medallions'] = self.medallions
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out['shops'] = self.shops
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out['playthrough'] = self.playthrough
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out['paths'] = self.paths
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out['meta'] = self.metadata
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@ -886,12 +931,14 @@ class Spoiler(object):
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outfile.write('Keysanity enabled: %s' % ('Yes' if self.metadata['keysanity'] else 'No'))
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if self.entrances:
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outfile.write('\n\nEntrances:\n\n')
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outfile.write('\n'.join(['%s %s %s' % (entry['entrance'], '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', entry['exit']) for entry in self.entrances]))
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outfile.write('\n'.join(['%s %s %s' % (entry['entrance'], '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', entry['exit']) for entry in self.entrances.values()]))
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outfile.write('\n\nMedallions')
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outfile.write('\n\nMisery Mire Medallion: %s' % self.medallions['Misery Mire'])
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outfile.write('\nTurtle Rock Medallion: %s' % self.medallions['Turtle Rock'])
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outfile.write('\n\nLocations:\n\n')
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outfile.write('\n'.join(['%s: %s' % (location, item) for (location, item) in self.locations['other locations'].items()]))
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outfile.write('\n'.join(['%s: %s' % (location, item) for grouping in self.locations.values() for (location, item) in grouping.items()]))
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outfile.write('\n\nShops:\n\n')
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outfile.write('\n'.join("{} [{}]\n {}".format(shop['location'], shop['type'], "\n ".join(item for item in [shop.get('item_0', None), shop.get('item_1', None), shop.get('item_2', None)] if item)) for shop in self.shops))
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outfile.write('\n\nPlaythrough:\n\n')
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outfile.write('\n'.join(['%s: {\n%s\n}' % (sphere_nr, '\n'.join([' %s: %s' % (location, item) for (location, item) in sphere.items()])) for (sphere_nr, sphere) in self.playthrough.items()]))
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outfile.write('\n\nPaths:\n\n')
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@ -26,7 +26,7 @@ def create_dungeons(world):
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TR = make_dungeon('Turtle Rock', ['Turtle Rock (Entrance)', 'Turtle Rock (First Section)', 'Turtle Rock (Chain Chomp Room)', 'Turtle Rock (Second Section)', 'Turtle Rock (Big Chest)', 'Turtle Rock (Crystaroller Room)', 'Turtle Rock (Dark Room)', 'Turtle Rock (Eye Bridge)', 'Turtle Rock (Trinexx)'], ItemFactory('Big Key (Turtle Rock)'), ItemFactory(['Small Key (Turtle Rock)'] * 4), ItemFactory(['Map (Turtle Rock)', 'Compass (Turtle Rock)']))
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GT = make_dungeon('Ganons Tower', ['Ganons Tower (Entrance)', 'Ganons Tower (Tile Room)', 'Ganons Tower (Compass Room)', 'Ganons Tower (Hookshot Room)', 'Ganons Tower (Map Room)', 'Ganons Tower (Firesnake Room)', 'Ganons Tower (Teleport Room)', 'Ganons Tower (Bottom)', 'Ganons Tower (Top)', 'Ganons Tower (Before Moldorm)', 'Ganons Tower (Moldorm)', 'Agahnim 2'], ItemFactory('Big Key (Ganons Tower)'), ItemFactory(['Small Key (Ganons Tower)'] * 4), ItemFactory(['Map (Ganons Tower)', 'Compass (Ganons Tower)']))
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world.dungeons = [TR, ES, EP, DP, ToH, AT, PoD, TT, SW, IP, MM, GT, SP]
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world.dungeons = [ES, EP, DP, ToH, AT, PoD, TT, SW, SP, IP, MM, TR, GT]
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def fill_dungeons(world):
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81
ItemList.py
81
ItemList.py
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@ -2,9 +2,12 @@ from collections import namedtuple
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import logging
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import random
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from Items import ItemFactory
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from Fill import FillError, fill_restrictive
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from BaseClasses import Region, RegionType, Shop, ShopType, Location
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from Dungeons import get_dungeon_item_pool
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from EntranceShuffle import connect_entrance
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from Fill import FillError, fill_restrictive
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from Items import ItemFactory
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#This file sets the item pools for various modes. Timed modes and triforce hunt are enforced first, and then extra items are specified per mode to fill in the remaining space.
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#Some basic items that various modes require are placed here, including pendants and crystals. Medallion requirements for the two relevant entrances are also decided.
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@ -264,9 +267,82 @@ def generate_itempool(world):
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set_up_shops(world)
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if world.retro:
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set_up_take_anys(world)
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create_dynamic_shop_locations(world)
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# distribute crystals
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fill_prizes(world)
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take_any_locations = [
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'Snitch Lady (East)', 'Snitch Lady (West)', 'Bush Covered House', 'Light World Bomb Hut',
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'Fortune Teller (Light)', 'Lake Hylia Fortune Teller', 'Lumberjack House', 'Bonk Fairy (Light)',
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'Bonk Fairy (Dark)', 'Lake Hylia Healer Fairy', 'Swamp Healer Fairy', 'Desert Healer Fairy',
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'Dark Lake Hylia Healer Fairy', 'Dark Lake Hylia Ledge Healer Fairy', 'Dark Desert Healer Fairy',
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'Dark Death Mountain Healer Fairy', 'Long Fairy Cave', 'Good Bee Cave', '20 Rupee Cave',
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'Kakariko Gamble Game', 'Capacity Upgrade', '50 Rupee Cave', 'Lost Woods Gamble', 'Hookshot Fairy',
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'Palace of Darkness Hint', 'East Dark World Hint', 'Archery Game', 'Dark Lake Hylia Ledge Hint',
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'Dark Lake Hylia Ledge Spike Cave', 'Fortune Teller (Dark)', 'Dark Sanctuary Hint', 'Dark Desert Hint']
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def set_up_take_anys(world):
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regions = random.sample(take_any_locations, 5)
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old_man_take_any = Region("Old Man Sword Cave", RegionType.Cave)
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world.regions.append(old_man_take_any)
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world.dynamic_regions.append(old_man_take_any)
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reg = regions.pop()
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entrance = world.get_region(reg).entrances[0]
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connect_entrance(world, entrance, old_man_take_any)
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entrance.target = 0x58
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old_man_take_any.shop = Shop(old_man_take_any, 0x0112, ShopType.TakeAny, 0xE2, True)
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world.shops.append(old_man_take_any.shop)
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old_man_take_any.shop.active = True
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swords = [item for item in world.itempool if item.type == 'Sword']
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if swords:
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sword = random.choice(swords)
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world.itempool.remove(sword)
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world.itempool.append(ItemFactory('Rupees (20)'))
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old_man_take_any.shop.add_inventory(0, sword.name, 0, 1, create_location=True)
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else:
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old_man_take_any.shop.add_inventory(0, 'Rupees (300)', 0, 1)
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for num in range(4):
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take_any = Region("Take-Any #{}".format(num+1), RegionType.Cave)
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world.regions.append(take_any)
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world.dynamic_regions.append(take_any)
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target, room_id = random.choice([(0x58, 0x0112), (0x60, 0x010F), (0x46, 0x011F)])
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reg = regions.pop()
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entrance = world.get_region(reg).entrances[0]
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connect_entrance(world, entrance, take_any)
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entrance.target = target
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take_any.shop = Shop(take_any, room_id, ShopType.TakeAny, 0xE3, True)
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world.shops.append(take_any.shop)
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take_any.shop.active = True
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take_any.shop.add_inventory(0, 'Blue Potion', 0, 1)
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take_any.shop.add_inventory(1, 'Boss Heart Container', 0, 1)
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world.intialize_regions()
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def create_dynamic_shop_locations(world):
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for shop in world.shops:
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for i, item in enumerate(shop.inventory):
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if item is None:
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continue
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if item['create_location']:
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loc = Location("{} Item {}".format(shop.region.name, i+1), parent=shop.region)
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shop.region.locations.append(loc)
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world.dynamic_locations.append(loc)
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world.clear_location_cache()
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world.push_item(loc, ItemFactory(item['item']), False)
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loc.event = True
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def fill_prizes(world, attempts=15):
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crystals = ItemFactory(['Red Pendant', 'Blue Pendant', 'Green Pendant', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 7', 'Crystal 5', 'Crystal 6'])
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crystal_locations = [world.get_location('Turtle Rock - Prize'), world.get_location('Eastern Palace - Prize'), world.get_location('Desert Palace - Prize'), world.get_location('Tower of Hera - Prize'), world.get_location('Palace of Darkness - Prize'),
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@ -309,6 +385,7 @@ def set_up_shops(world):
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shop.active = True
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shop.add_inventory(0, 'Single Arrow', 80)
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shop.add_inventory(1, 'Small Key (Universal)', 100)
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shop.add_inventory(2, 'Bombs (10)', 50)
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#special shop types
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10
Items.py
10
Items.py
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@ -52,11 +52,11 @@ item_table = {'Bow': (True, False, None, 0x0B, 'You have\nchosen the\narcher cla
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'Bottle (Fairy)': (True, False, None, 0x3D, 'Save me and I will revive you', 'and the captive', 'the tingle kid', 'hostage for sale', 'fairy dust and shrooms', 'bottle boy has friend again'),
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'Bottle (Bee)': (True, False, None, 0x3C, 'I will sting your foes a few times', 'and the sting buddy', 'the beekeeper kid', 'insect for sale', 'shroom pollenation', 'bottle boy has mad bee again'),
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'Bottle (Good Bee)': (True, False, None, 0x48, 'I will sting your foes a whole lot!', 'and the sparkle sting', 'the beekeeper kid', 'insect for sale', 'shroom pollenation', 'bottle boy has beetor again'),
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'Master Sword': (True, False, None, 0x50, 'I beat barries and pigs alike', 'and the master sword', 'sword-wielding kid', 'glow sword for sale', 'fungus for blue slasher', 'sword boy fights again'),
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'Tempered Sword': (True, False, None, 0x02, 'I stole the\nblacksmith\'s\njob!', 'the tempered sword', 'sword-wielding kid', 'flame sword for sale', 'fungus for red slasher', 'sword boy fights again'),
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'Fighter Sword': (True, False, None, 0x49, 'A pathetic\nsword rests\nhere!', 'the tiny sword', 'sword-wielding kid', 'tiny sword for sale', 'fungus for tiny slasher', 'sword boy fights again'),
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'Golden Sword': (True, False, None, 0x03, 'The butter\nsword rests\nhere!', 'and the butter sword', 'sword-wielding kid', 'butter for sale', 'cap churned to butter', 'sword boy fights again'),
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'Progressive Sword': (True, False, None, 0x5E, 'a better copy\nof your sword\nfor your time', 'the unknown sword', 'sword-wielding kid', 'sword for sale', 'fungus for some slasher', 'sword boy fights again'),
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'Master Sword': (True, False, 'Sword', 0x50, 'I beat barries and pigs alike', 'and the master sword', 'sword-wielding kid', 'glow sword for sale', 'fungus for blue slasher', 'sword boy fights again'),
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'Tempered Sword': (True, False, 'Sword', 0x02, 'I stole the\nblacksmith\'s\njob!', 'the tempered sword', 'sword-wielding kid', 'flame sword for sale', 'fungus for red slasher', 'sword boy fights again'),
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'Fighter Sword': (True, False, 'Sword', 0x49, 'A pathetic\nsword rests\nhere!', 'the tiny sword', 'sword-wielding kid', 'tiny sword for sale', 'fungus for tiny slasher', 'sword boy fights again'),
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'Golden Sword': (True, False, 'Sword', 0x03, 'The butter\nsword rests\nhere!', 'and the butter sword', 'sword-wielding kid', 'butter for sale', 'cap churned to butter', 'sword boy fights again'),
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'Progressive Sword': (True, False, 'Sword', 0x5E, 'a better copy\nof your sword\nfor your time', 'the unknown sword', 'sword-wielding kid', 'sword for sale', 'fungus for some slasher', 'sword boy fights again'),
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'Progressive Glove': (True, False, None, 0x61, 'a way to lift\nheavier things', 'and the lift upgrade', 'body-building kid', 'some glove for sale', 'fungus for gloves', 'body-building boy lifts again'),
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'Silver Arrows': (True, False, None, 0x58, 'Do you fancy\nsilver tipped\narrows?', 'and the ganonsbane', 'ganon-killing kid', 'ganon doom for sale', 'fungus for pork', 'archer boy shines again'),
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'Green Pendant': (True, False, 'Crystal', [0x04, 0x38, 0x62, 0x00, 0x69, 0x01], None, None, None, None, None, None),
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24
Main.py
24
Main.py
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@ -6,7 +6,7 @@ import logging
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import random
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import time
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from BaseClasses import World, CollectionState, Item
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from BaseClasses import World, CollectionState, Item, Region, Location, Entrance, Shop
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from Regions import create_regions, mark_light_world_regions
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from EntranceShuffle import link_entrances
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from Rom import patch_rom, Sprite, LocalRom, JsonRom
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@ -158,15 +158,13 @@ def copy_world(world):
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create_regions(ret)
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create_dungeons(ret)
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#TODO: copy_dynamic_regions_and_locations() # also adds some new shops
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copy_dynamic_regions_and_locations(world, ret)
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for shop in world.shops:
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copied_shop = ret.get_region(shop.region.name).shop
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copied_shop.active = shop.active
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copied_shop.inventory = copy.copy(shop.inventory)
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# connect copied world
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for region in world.regions:
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copied_region = ret.get_region(region.name)
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@ -195,6 +193,24 @@ def copy_world(world):
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return ret
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def copy_dynamic_regions_and_locations(world, ret):
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for region in world.dynamic_regions:
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new_reg = Region(region.name, region.type)
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ret.regions.append(new_reg)
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ret.dynamic_regions.append(new_reg)
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# Note: ideally exits should be copied here, but the current use case (Take anys) do not require this
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if region.shop:
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new_reg.shop = Shop(new_reg, region.shop.room_id, region.shop.type, region.shop.shopkeeper_config, region.shop.replaceable)
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ret.shops.append(new_reg.shop)
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for location in world.dynamic_locations:
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new_loc = Location(location.name, location.address, location.crystal, location.hint_text, location.parent_region)
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new_reg = ret.get_region(location.parent_region.name)
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new_reg.locations.append(new_loc)
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def create_playthrough(world):
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# create a copy as we will modify it
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old_world = world
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8
Rom.py
8
Rom.py
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@ -541,6 +541,13 @@ def patch_rom(world, rom, hashtable, beep='normal', color='red', sprite=None):
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else:
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overflow_replacement = GREEN_TWENTY_RUPEES
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if world.difficulty in ['easy']:
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rom.write_byte(0x180181, 0x03) # auto equip silvers on pickup and at ganon
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elif world.retro and world.difficulty in ['hard','expert', 'insane']: #FIXME: this is temporary for v29 baserom
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rom.write_byte(0x180181, 0x03) # auto equip silvers on pickup and at ganon
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else:
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rom.write_byte(0x180181, 0x01) # auto equip silvers on pickup
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#Byrna residual magic cost
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rom.write_bytes(0x45C42, [0x04, 0x02, 0x01])
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@ -796,6 +803,7 @@ def patch_rom(world, rom, hashtable, beep='normal', color='red', sprite=None):
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|||
rom.write_byte(0x180176, 0x0A if world.retro else 0x00) # wood arrow cost
|
||||
rom.write_byte(0x180178, 0x32 if world.retro else 0x00) # silver arrow cost
|
||||
rom.write_byte(0x301FC, 0xDA if world.retro else 0xE1) # rupees replace arrows under pots
|
||||
rom.write_byte(0x30052, 0xDB if world.retro else 0xE2) # replace arrows in fish prize from bottle merchant
|
||||
rom.write_bytes(0xECB4E, [0xA9, 0x00, 0xEA, 0xEA] if world.retro else [0xAF, 0x77, 0xF3, 0x7E]) # Thief steals rupees instead of arrows
|
||||
rom.write_bytes(0xF0D96, [0xA9, 0x00, 0xEA, 0xEA] if world.retro else [0xAF, 0x77, 0xF3, 0x7E]) # Pikit steals rupees instead of arrows
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||||
rom.write_bytes(0xEDA5, [0x35, 0x41] if world.retro else [0x43, 0x44]) # Chest game gives rupees instead of arrows
|
||||
|
|
2
Text.py
2
Text.py
|
@ -1083,7 +1083,7 @@ class RawMBTextMapper(CharTextMapper):
|
|||
"服": 0xFD,
|
||||
"月": 0xFE,
|
||||
"姫": 0xFF}
|
||||
alpha_offset = 0x69
|
||||
alpha_offset = 0x49
|
||||
number_offset = 0x70
|
||||
|
||||
@classmethod
|
||||
|
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Reference in New Issue