Files
ark-stronghold-protocol/public/js/render/fx/simfx.js
T
sganggs b87848a443 feedback5 R19G: 蕾缪安's S3 no longer ends by itself when nothing is in her range — it keeps its bullets and locks and locks the next enemy that comes; the bombardment follows only when the bullets are spent (community report); golden: 3 scenarios move
Seen (community report 「蕾缪安3技能范围里没人好像会自动结束」, relayed by the owner): with S3 locking, the locked enemy
killed or walking out of her range and nobody else in it, the skill ended at the next lock tick — the shells fell at
once and the bullets left were thrown away (repro on 0255afd: 3 of 5 bullets lost; a walker leaving her range, 1 lost).
Cause: chess_char_6_01-lemuen.js:169 `if (!e) { if (m.lemLocks.length) skill.end('ammo'); return; }`, there since the
initial import with no decision behind it.
Official: 「攻击装有5发弹药,打完后结束(可随时停止技能)」 — an ammo skill ends when its bullets are spent or the player
stops it; PRTS 卫戍协议/帮助 技能操作 「通常不会自动关闭技能」 (only 玛露希尔's 召唤使魔 is closed automatically); the client
(charpack char_4193_lemuen, buff_template_data lemuen_s_3): the S3 lock is an attack that needs a target and the skill
buff switches to the bombardment mode on ON_BUFF_FINISH only.
Now: with nothing to lock the skill waits (bullets and locks kept, the marks following their enemies or staying where
they left), its lock ready, so the next enemy in range (or 通缉) is locked on the next tick; it ends when the bullets are
spent and the shells fall on every mark in lock order as before. The S3 'lock' fx carry `hold`: render/fx/locks.js keeps
those reticles while the shooter's skill bit (UF.SKILL) is on and starts their LOCK_T at the skill's end (they faded 5 s
into a wait otherwise); S2's aim lock keeps its timeout.

Golden — traced on both trees (SkillRuntime start / end, the round's fields, the carried SP); in each the first
divergence is an S3 the parent ended with bullets left and nothing in her range:
- roster-018: the elite 蕾缪安's S3 of 7.63 s ended at 9.63 s with 2 of 6 bullets left; now the 6th goes at 12.00 s
  (first differing snapshot window 0–10 s).
- boss-boss_3-pair: her S3 of 27.8 s ended at 30.3 s with 4 of 9 left; now all 9 by 34.43 s (window 30–40 s); the boss
  now falls at 199.53 s instead of the 200 s cap.
- coop2-NORMAL-14-standins: ai_0's 蕾缪安 in round 11 ended S3 at 17.2 s (6 of 8 left) and 77.97 s (7 of 9); now she
  spends them, enters the 联防 with 25.96 SP instead of 10.27, casts S3 there and kills one more of h_0's leaked enemies:
  h_0 loses 1 LP less (rounds 11–12 LP 18 → 19, 8 → 9; lpLost 30 → 29; ai_0 kills +1).
bonds, standins, diy unchanged.

Tests: test/sim/feedback5-lemuen-s3-wait.test.js (3; the killed target and the walker who leaves fail on the parent),
test/render/fxproj.test.js +1 (a held lock waits while the skill bit is on; fails on the parent renderer).
Docs: CHANGELOG 0.2.0 规则(按官方), docs/history/0.2.0.md §25.22.8 (also notes, unchanged: S2 spends a bullet on every
normal attack where PRTS says only the 通缉 snipe does — left to the owner).
2026-10-07 12:19:55 +08:00

301 lines
17 KiB
JavaScript

// public/js/render/fx/simfx.js — FxSystem placement of a sim fx event.
// Installed on FxSystem.prototype by ./system.js (a method container: never instantiated; `this` is the effect system).
import { SHOT_HEIGHT, bodyZ } from './camera.js';
import { fxSpec, tilesAround, wallTiles } from './kinds.js';
import { clamp } from './limits.js';
/**
* An fx anchored on a unit (extra.id) is drawn at that unit's rendered position while the event's own (x, y) is within
* this many tiles of it (it happens on the unit); farther away the fx happens at (x, y) — the sim puts the caster in
* `id` of many area / target effects (an 'aoe' ahead of the caster, a 'crit' on the victim, 蕾缪安's 'bombard').
*/
const ANCHOR_SNAP = 0.75;
const num = (v, d) => { const n = typeof v === 'number' ? v : typeof v === 'string' && v.trim() !== '' ? Number(v) : NaN; return Number.isFinite(n) ? n : d; };
export class FxSim {
// ---- sim fx (b.ev ['fx', kind, x, y, extra]) -------------------------------------------------------------
/** Unit view of an fx's `id` / `src` / … (null when unknown or gone). */
_viewOf(id) {
if (id == null || !this.ctx.view) return null;
const v = this.ctx.view(id);
return v && !v.destroyed ? v : null;
}
/**
* Where an fx happens: on its anchor unit `ex.id` (at the unit's rendered position, so it sticks to a moving unit)
* when the event's (x, y) is that unit's spot (within ANCHOR_SNAP tiles) or has none; otherwise at (x, y) on the ground
* — the sim often names the caster in `id` of an effect elsewhere ('aoe' at a target or ahead of the caster, 'crit'
* on the victim, 'zone' where a skill lands), which used to be drawn on the caster.
*/
_where(x, y, ex) {
const v = this._viewOf(ex.id);
if (v && Number.isFinite(v.x) && Number.isFinite(v.y)) {
const here = !Number.isFinite(x) || !Number.isFinite(y) || Math.hypot(v.x - x, v.y - y) <= ANCHOR_SNAP;
if (here) return { x: v.x, y: v.y, z: (v.z || 0) + (v.hover || 0), v };
}
return this._point(x, y);
}
/** An fx at the sim position (x, y), on the ground there. */
_point(x, y) {
return { x, y, z: Number.isFinite(x) && Number.isFinite(y) ? this._groundZ(x, y) : 0, v: null };
}
/**
* b.ev 'fx': every kind the sim / content emits has a visual (FX_KINDS archetypes: blast, shell, zone, telegraph,
* heal, sp, shield, shatter, summon, vanish, blink, move, wave, mark, reticle, buff, lift, sleep, crit, dodge,
* counter, dp, coin, crate, down, beam, bolt, strike, volley, pillar, lp, chill, element, flame), except kinds whose
* archetype is 'none' (hitCap: a leader hit cancelled by 限伤 draws nothing); unknown kinds get a generic sparkle. `extra` keys used: id (anchor unit — or the shooter of a `pt` kind), r | radius, dur | duration,
* t (shell flight, game s), src / from / to / target / targets (unit ids), fx, fy / fromX, fromY / tx, ty (positions),
* element, n, scale, kind, tiles, hold ('lock': the reticle waits while the shooter's skill runs).
*/
simFx(kind, x, y, extra) {
const ex = extra && typeof extra === 'object' ? extra : {};
const spec = fxSpec(kind, ex);
if (spec.a === 'none') return; // an event the screen does not show (hitCap)
const at = spec.pt ? this._point(Number(x), Number(y)) : this._where(Number(x), Number(y), ex);
if (!Number.isFinite(at.x) || !Number.isFinite(at.y)) return;
// 蕾缪安 S2: the aimed snipe ('crit' on the locked enemy, from her) ends that aim lock
if (kind === 'crit' && ex.src != null && ex.id != null) {
for (const L of this.locks) if (L.src === ex.src && L.id === ex.id) this._releaseLock(L);
}
const col = spec.c;
const r = clamp(num(ex.r ?? ex.radius, spec.r ?? 1), 0.3, 30);
const ts = this.ctx.timeScale ? Math.max(0.25, this.ctx.timeScale()) : 2;
const dur = num(ex.dur ?? ex.duration, spec.dur ?? 0) / ts;
const cam = this.ctx.cam();
const chest = (v, out = this._p) => (v ? this._chest(v, out) : cam.project(at.x, at.y, at.z + 0.5, out));
const p = chest(at.v);
const s = p.s;
switch (spec.a) {
case 'blast': {
if (r >= 12) { this.flashScreen(col, 0.5); break; }
if (kind === 'bombard') { this._touchLocks(ex.id ?? ex.src ?? null); this._landed(ex.id ?? ex.src ?? null, at.x, at.y, r); }
this.explosion(at.x, at.y, at.z, r, col, { smoke: spec.smoke, heavy: !!spec.heavy, tiles: ex.tiles ? tilesAround(at.x, at.y, r, ex.tiles) : null });
break;
}
case 'shell': {
// 蕾缪安 S3: a shell fired now by `id` that lands at (x, y) after `t` game seconds (its 'bombard' explodes there)
const flight = num(ex.t ?? ex.flight ?? ex.dur ?? ex.duration, 1) / ts;
this._touchLocks(ex.id ?? ex.src ?? null);
this.mortar(this._viewOf(ex.id ?? ex.src), at.x, at.y, r, flight);
break;
}
// `key`: one zone the sim re-sends as it moves / grows (an update in place, never a second layer — zones.js)
case 'zone': this.zone(at.x, at.y, at.z, r, col, Math.max(0.6, dur || 1.5), spec.tex, false, ex.key != null ? String(ex.key) : null); break;
case 'wall': {
// a line of burning tiles through the anchor tile along `axis` ('col' | 'row', from the sim event)
const rect = this.ctx.fieldRect ? this.ctx.fieldRect() : null;
this.tileFlash(wallTiles(Number(x), Number(y), ex.axis === 'row' ? 'row' : 'col', rect), col, Math.max(0.6, dur || 1.5));
this.zone(at.x, at.y, at.z, 0.6, col, Math.max(0.6, dur || 1.5), spec.tex);
break;
}
case 'telegraph': {
const d = Math.max(0.4, dur || 1);
if (r >= 12) { this.flashScreen(col, 0.45, d); break; }
if (ex.tiles) this.tileFlash(tilesAround(at.x, at.y, r, ex.tiles), col, d, true);
else this.zone(at.x, at.y, at.z, r, col, d, 'ring', true);
break;
}
case 'chill': this.flashScreen(col, 0.35, 0.8); this.snowfall(col); break;
case 'heal': this.heal(at.v || { x: at.x, y: at.y, z: at.z }, 0); break;
case 'healAoe': {
this.ring(at.x, at.y, at.z, 0.2, r, col, 0.6);
const n = this.quality === 'low' ? 4 : 9;
for (let i = 0; i < n; i++) {
const a = Math.random() * Math.PI * 2, d = Math.random() * r * 0.85;
const q = cam.project(at.x + Math.cos(a) * d, at.y + Math.sin(a) * d, at.z + 0.2);
this.particle('plus', q.x, q.y, { tint: col, vy: -q.s * 0.9, life: 0.8, s0: q.s / 64 * 0.3, s1: q.s / 64 * 0.18, a0: 0.9, a1: 0, fadeIn: 0.1 });
}
break;
}
case 'sp': {
for (let i = 0; i < (this.quality === 'low' ? 3 : 7); i++) {
this.particle('dot', p.x + (Math.random() - 0.5) * s * 0.6, p.y + (Math.random() - 0.2) * s * 0.4, { tint: col, vy: -s * (0.6 + Math.random() * 0.6), life: 0.7, s0: s / 32 * 0.2, s1: 0, a0: 1, a1: 0, fadeIn: 0.05 });
}
this.particle('glow', p.x, p.y, { tint: col, life: 0.3, s0: s / 128 * 0.6, s1: s / 128 * 1.1, a0: 0.7, a1: 0 });
break;
}
case 'shield': {
this.particle('hex', p.x, p.y, { tint: col, life: 0.55, s0: s / 128 * 0.9, s1: s / 128 * 1.25, a0: 0.85, a1: 0, sx: 0.85 });
this.particle('glow', p.x, p.y, { tint: col, life: 0.4, s0: s / 128 * 0.9, s1: s / 128 * 1.3, a0: 0.5, a1: 0 });
break;
}
case 'shatter': {
this.particle('hex', p.x, p.y, { tint: col, life: 0.25, s0: s / 128 * 1.1, s1: s / 128 * 1.5, a0: 0.9, a1: 0 });
for (let i = 0; i < (this.quality === 'low' ? 5 : 12); i++) {
const a = Math.random() * Math.PI * 2;
this.particle('shard', p.x + Math.cos(a) * s * 0.3, p.y + Math.sin(a) * s * 0.3, { tint: col, vx: Math.cos(a) * s * 1.6, vy: Math.sin(a) * s * 1.2 - s * 0.3, g: s * 3, life: 0.55, s0: s / 32 * 0.16, s1: s / 32 * 0.05, a0: 1, a1: 0, spin: (Math.random() - 0.5) * 12 });
}
break;
}
case 'summon': {
const g = cam.project(at.x, at.y, at.z);
this.particle('pillar', g.x, g.y, { tint: col, life: 0.55, s0: g.s / 64 * 0.8, s1: g.s / 64 * 0.3, a0: 0.9, a1: 0, sx: 1, ay: 1 });
this.ring(at.x, at.y, at.z, 0.1, 0.9, col, 0.5, 'hex');
this.burst(g.x, g.y - g.s * 0.3, g.s, 8, col, { speed: 1.4, up: 0.8, life: 0.5, tex: 'dot' });
break;
}
case 'vanish': {
this.particle('glow', p.x, p.y, { tint: col, life: 0.4, s0: s / 128 * 0.7, s1: s / 128 * 1.5, a0: 0.8, a1: 0 });
this.smoke(p.x, p.y, s * 0.7, 0x2c2436, 0.5);
this.burst(p.x, p.y, s, 7, col, { speed: 1.5, tex: 'dot', life: 0.45 });
break;
}
case 'blink': {
const fx0 = num(ex.fx ?? ex.fromX, NaN), fy0 = num(ex.fy ?? ex.fromY, NaN);
if (Number.isFinite(fx0) && Number.isFinite(fy0)) {
const q = cam.project(fx0, fy0, at.z + 0.5, this._q);
this.smoke(q.x, q.y, q.s * 0.6, 0x2c2436, 0.45);
this.particle('glow', q.x, q.y, { tint: col, life: 0.3, s0: q.s / 128 * 0.8, s1: q.s / 128 * 0.2, a0: 0.8, a1: 0 });
this.streak(fx0, fy0, at.x, at.y, at.z + 0.5, col, 0.3);
}
this.particle('glow', p.x, p.y, { tint: col, life: 0.35, s0: s / 128 * 0.3, s1: s / 128 * 1.2, a0: 0.9, a1: 0 });
this.burst(p.x, p.y, s, 6, col, { speed: 1.4, tex: 'dot', life: 0.4 });
break;
}
case 'move': {
const fx0 = num(ex.fromX ?? ex.fx ?? ex.x0, NaN), fy0 = num(ex.fromY ?? ex.fy ?? ex.y0, NaN);
const tx = num(ex.tx, NaN), ty = num(ex.ty, NaN);
if (Number.isFinite(fx0) && Number.isFinite(fy0)) this.streak(fx0, fy0, at.x, at.y, at.z + 0.35, col, 0.35);
else if (Number.isFinite(tx) && Number.isFinite(ty)) this.streak(at.x, at.y, tx, ty, at.z + 0.35, col, 0.35);
const g = cam.project(at.x, at.y, at.z + 0.05);
for (let i = 0; i < (this.quality === 'low' ? 2 : 5); i++) {
this.particle('smoke', g.x + (Math.random() - 0.5) * g.s * 0.5, g.y, { add: false, tint: 0x6b6358, vx: (Math.random() - 0.5) * g.s * 0.6, vy: -g.s * 0.2, drag: 2, life: 0.5, s0: g.s / 128 * 0.25, s1: g.s / 128 * 0.55, a0: 0.45, a1: 0 });
}
break;
}
case 'wave': {
const k = clamp(num(ex.scale, 1), 0.5, 4);
const rr = Math.max(0.8, r * (ex.scale ? Math.min(2, k / 2) : 1));
for (let i = 0; i < 3; i++) this.ring(at.x, at.y, at.z, 0.15 + i * 0.15, rr * (0.7 + i * 0.25), col, 0.45 + i * 0.12);
this.particle('glow', p.x, p.y, { tint: col, life: 0.3, s0: s / 128 * 0.5, s1: s / 128 * 1.2, a0: 0.7, a1: 0 });
break;
}
case 'mark': case 'reticle': {
if (kind === 'lock') {
// `id` is always the locked enemy: the reticle sticks to its view even a little off the event's spot
// (`hold`: 蕾缪安 S3 — the reticle waits while her skill runs, however long nothing is in range)
const lv = at.v || this._viewOf(ex.id);
this._touchLocks(ex.src ?? null);
this._lock(lv, ex.src ?? null, lv ? lv.x : at.x, lv ? lv.y : at.y, lv ? bodyZ(cam, lv, SHOT_HEIGHT.aim) : at.z + 0.55, !!ex.hold);
break;
}
const v = at.v;
const hz = v ? (v.z || 0) + (v.hover || 0) + (v._headTiles || 1.2) + 0.25 : at.z + 1.4;
const q = cam.project(at.x, at.y, hz, this._q);
if (spec.a === 'mark') {
this.particle('glow', q.x, q.y, { tint: col, life: 0.6, s0: q.s / 128 * 0.5, s1: q.s / 128 * 0.7, a0: 0.8, a1: 0 });
this.numberAt(q.x, q.y, '!', col, 0.8);
} else {
this.particle('ring', p.x, p.y, { tint: col, life: 0.6, s0: s / 128 * 1.3, s1: s / 128 * 0.7, a0: 0.95, a1: 0, spin: 3 });
this.particle('hex', p.x, p.y, { tint: col, life: 0.6, s0: s / 128 * 0.5, s1: s / 128 * 0.9, a0: 0.8, a1: 0, spin: -2 });
}
break;
}
case 'buff': {
const g = cam.project(at.x, at.y, at.z + 0.05);
const n = this.quality === 'low' ? 3 : 6;
for (let i = 0; i < n; i++) {
const ox = (Math.random() - 0.5) * g.s * 0.7;
this.particle('chevron', g.x + ox, g.y - g.s * (0.1 + Math.random() * 0.5), { tint: col, vy: -g.s * (1 + Math.random() * 0.5), life: 0.65, s0: g.s / 64 * 0.22, s1: g.s / 64 * 0.12, a0: 0.95, a1: 0, rot: -Math.PI / 2, fadeIn: 0.06 });
}
this.ring(at.x, at.y, at.z, 0.2, 0.75, col, 0.4);
this.particle('glow', p.x, p.y, { tint: col, life: 0.35, s0: s / 128 * 0.6, s1: s / 128 * 1.1, a0: 0.6, a1: 0 });
break;
}
case 'lift': {
const g = cam.project(at.x, at.y, at.z);
this.ring(at.x, at.y, at.z, 0.2, 0.8, col, 0.5);
for (let i = 0; i < (this.quality === 'low' ? 3 : 7); i++) {
this.particle('streak', g.x + (Math.random() - 0.5) * g.s * 0.6, g.y - g.s * Math.random() * 0.4, { tint: col, vy: -g.s * 1.8, life: 0.4, s0: g.s / 128 * 0.4, s1: g.s / 128 * 0.2, a0: 0.8, a1: 0, rot: -Math.PI / 2, sx: 1 });
}
break;
}
case 'sleep': {
const v = at.v;
const hz = v ? (v.z || 0) + (v._headTiles || 1.2) : at.z + 1.2;
const q = cam.project(at.x + 0.2, at.y, hz, this._q);
for (let i = 0; i < 3; i++) this.particle('st_sleep', q.x + i * q.s * 0.12, q.y - i * q.s * 0.12, { add: false, vy: -q.s * 0.5, vx: q.s * 0.15, life: 0.9 + i * 0.2, s0: q.s / 32 * 0.22, s1: q.s / 32 * 0.32, a0: 1, a1: 0, fadeIn: 0.1 * i });
break;
}
case 'crit': {
this.particle('spark', p.x, p.y, { tint: col, life: 0.28, s0: s / 64 * 1.3, s1: s / 64 * 0.2, a0: 1, a1: 0, rot: Math.random() * Math.PI });
this.particle('glow', p.x, p.y, { tint: 0xffffff, life: 0.18, s0: s / 128 * 0.9, s1: s / 128 * 1.4, a0: 0.9, a1: 0 });
this.burst(p.x, p.y, s, 8, col, { speed: 3.2, life: 0.3, size: 0.5 });
break;
}
case 'dodge': {
this.particle('soft', p.x, p.y, { tint: 0xffffff, life: 0.3, s0: s / 128 * 0.5, s1: s / 128 * 0.9, a0: 0.5, a1: 0 });
this.particle('slash', p.x, p.y, { tint: col, life: 0.22, s0: s / 128 * 0.8, s1: s / 128 * 1.1, a0: 0.7, a1: 0, rot: -0.5 });
break;
}
case 'counter': {
this.particle('spark', p.x, p.y, { tint: col, life: 0.22, s0: s / 64 * 0.9, s1: 0, a0: 1, a1: 0 });
this.particle('slash', p.x, p.y, { tint: col, life: 0.22, s0: s / 128 * 0.9, s1: s / 128 * 1.2, a0: 0.9, a1: 0, rot: 0.6 });
this.burst(p.x, p.y, s, 4, col, { speed: 2.4, life: 0.25 });
break;
}
case 'dp': {
const n = Math.round(num(ex.n, 0));
this.particle('shard', p.x, p.y, { tint: col, vy: -s * 0.6, life: 0.9, s0: s / 32 * 0.28, s1: s / 32 * 0.22, a0: 1, a1: 0 });
if (n > 0) this.numberAt(p.x + s * 0.2, p.y, `+${n}`, col, 0.7);
break;
}
case 'coin': {
for (let i = 0; i < 4; i++) this.particle('coin', p.x + (Math.random() - 0.5) * s * 0.4, p.y, { add: false, vx: (Math.random() - 0.5) * s, vy: -s * (1.2 + Math.random() * 0.6), g: s * 4, life: 0.7, s0: s / 48 * 0.2, s1: s / 48 * 0.16, a0: 1, a1: 0.2 });
break;
}
case 'crate': this.crateBreak(at.x, at.y, at.z); break;
case 'down': {
this.smoke(p.x, p.y, s * 0.6, spec.smoke ?? 0x1a1a1a, 0.5);
this.burst(p.x, p.y, s, 5, col, { speed: 1.2, tex: 'dot', life: 0.5, g: 2 });
break;
}
case 'beam': case 'bolt': {
const a = this._viewOf(ex.from ?? ex.src) || (spec.a === 'bolt' ? null : at.v);
const b = this._viewOf(ex.to ?? ex.target) || (a === at.v ? null : at.v);
if (a && b && a !== b) this._beam(a, b, col, spec.a === 'bolt' ? 0.28 : 0.4, spec.a === 'bolt' ? 1 : 0.4);
else this.strike(at.x, at.y, at.z, col);
break;
}
case 'flame': {
// at the event's spot (the locked target), not snapped onto the dragon hovering 0.25 tile from it
const fx0 = Number(x), fy0 = Number(y);
this._flame(ex.id ?? ex.src ?? null, ex.target ?? ex.to ?? null, fx0, fy0, r, col, Math.max(0.2, dur || 0.5));
break;
}
case 'strike': case 'pillar': this.strike(at.x, at.y, at.z, col, spec.a === 'pillar'); break;
case 'volley': {
const list = Array.isArray(ex.targets) ? ex.targets.slice(0, 12) : [];
const src = this._viewOf(ex.src ?? ex.id);
for (const id of list) {
const t = this._viewOf(id);
if (!t) continue;
if (src && src !== t) this.attack(src, t, 'arrow');
else { const q = this._chest(t, this._q); this.burst(q.x, q.y, q.s, 4, col, { speed: 2, life: 0.3 }); }
}
if (!list.length) this.burst(p.x, p.y, s, 6, col, { speed: 2.4, life: 0.35 });
break;
}
case 'lp': this.leak(); break;
case 'element': {
const el = ex.element;
const c2 = el === 'burn' ? 0xff7a33 : el === 'neural' ? 0xff5ad0 : el === 'necrosis' || el === 'apoptosis' ? 0x9dff6a : el === 'erosion' ? 0x6fe0ff : col;
this.particle('glow', p.x, p.y, { tint: c2, life: 0.45, s0: s / 128 * 1.2, s1: s / 128 * 2.6, a0: 1, a1: 0 });
this.ring(at.x, at.y, at.z, 0.2, 1.5, c2, 0.55);
this.burst(p.x, p.y, s, 12, c2, { speed: 3, life: 0.5 });
break;
}
default: {
this.particle('spark', p.x, p.y, { tint: col, life: 0.35, s0: s / 64 * 0.6, s1: 0, a0: 0.9, a1: 0, rot: Math.random() });
this.particle('glow', p.x, p.y, { tint: col, life: 0.3, s0: s / 128 * 0.4, s1: s / 128 * 0.9, a0: 0.6, a1: 0 });
this.burst(p.x, p.y, s, 4, col, { speed: 1.6, tex: 'dot', life: 0.35 });
}
}
}
}