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Mapgen: Add 4D fractal mapgen
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1 /*
2 Minetest
3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Additional development and fractal code by paramat
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21
22 #include "mapgen.h"
23 #include "voxel.h"
24 #include "noise.h"
25 #include "mapblock.h"
26 #include "mapnode.h"
27 #include "map.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 #include "settings.h" // For g_settings
32 #include "emerge.h"
33 #include "dungeongen.h"
34 #include "cavegen.h"
35 #include "treegen.h"
36 #include "mg_biome.h"
37 #include "mg_ore.h"
38 #include "mg_decoration.h"
39 #include "mapgen_fractal.h"
40
41
42 FlagDesc flagdesc_mapgen_fractal[] = {
43         {"julia", MGFRACTAL_JULIA},
44         {NULL,    0}
45 };
46
47 ///////////////////////////////////////////////////////////////////////////////////////
48
49
50 MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
51         : Mapgen(mapgenid, params, emerge)
52 {
53         this->m_emerge = emerge;
54         this->bmgr     = emerge->biomemgr;
55
56         //// amount of elements to skip for the next index
57         //// for noise/height/biome maps (not vmanip)
58         this->ystride = csize.X;
59         this->zstride = csize.X * (csize.Y + 2);
60
61         this->biomemap        = new u8[csize.X * csize.Z];
62         this->heightmap       = new s16[csize.X * csize.Z];
63         this->heatmap         = NULL;
64         this->humidmap        = NULL;
65
66         MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
67         this->spflags = sp->spflags;
68         this->iterations = sp->iterations;
69         this->scale_x = sp->scale_x;
70         this->scale_y = sp->scale_y;
71         this->scale_z = sp->scale_z;
72         this->offset_x = sp->offset_x;
73         this->offset_y = sp->offset_y;
74         this->offset_z = sp->offset_z;
75
76         //// 3d terrain noise
77         noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 2, csize.Z);
78         noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 2, csize.Z);
79
80         //// Biome noise
81         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
82         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
83         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
84         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
85
86         //// Resolve nodes to be used
87         INodeDefManager *ndef = emerge->ndef;
88
89         c_stone                = ndef->getId("mapgen_stone");
90         c_water_source         = ndef->getId("mapgen_water_source");
91         c_lava_source          = ndef->getId("mapgen_lava_source");
92         c_desert_stone         = ndef->getId("mapgen_desert_stone");
93         c_ice                  = ndef->getId("mapgen_ice");
94         c_sandstone            = ndef->getId("mapgen_sandstone");
95
96         c_cobble               = ndef->getId("mapgen_cobble");
97         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
98         c_mossycobble          = ndef->getId("mapgen_mossycobble");
99         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
100         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
101
102         if (c_ice == CONTENT_IGNORE)
103                 c_ice = CONTENT_AIR;
104         if (c_mossycobble == CONTENT_IGNORE)
105                 c_mossycobble = c_cobble;
106         if (c_stair_cobble == CONTENT_IGNORE)
107                 c_stair_cobble = c_cobble;
108         if (c_sandstonebrick == CONTENT_IGNORE)
109                 c_sandstonebrick = c_sandstone;
110         if (c_stair_sandstonebrick == CONTENT_IGNORE)
111                 c_stair_sandstonebrick = c_sandstone;
112 }
113
114
115 MapgenFractal::~MapgenFractal()
116 {
117         delete noise_cave1;
118         delete noise_cave2;
119
120         delete noise_heat;
121         delete noise_humidity;
122         delete noise_heat_blend;
123         delete noise_humidity_blend;
124
125         delete[] heightmap;
126         delete[] biomemap;
127 }
128
129
130 MapgenFractalParams::MapgenFractalParams()
131 {
132         spflags = 0;
133
134         iterations = 9;
135         scale_x = 1024;
136         scale_y = 256;
137         scale_z = 1024;
138         offset_x = -1.75;
139         offset_y = 0;
140         offset_z = 0;
141         slice_w = 0.5;
142         julia_x = 0.33;
143         julia_y = 0.33;
144         julia_z = 0.33;
145         julia_w = 0.33;
146
147         np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
148         np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
149 }
150
151
152 void MapgenFractalParams::readParams(const Settings *settings)
153 {
154         settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
155
156         settings->getU16NoEx("mgfractal_iterations", iterations);
157         settings->getFloatNoEx("mgfractal_scale_x", scale_x);
158         settings->getFloatNoEx("mgfractal_scale_y", scale_y);
159         settings->getFloatNoEx("mgfractal_scale_z", scale_z);
160         settings->getFloatNoEx("mgfractal_offset_x", offset_x);
161         settings->getFloatNoEx("mgfractal_offset_y", offset_y);
162         settings->getFloatNoEx("mgfractal_offset_z", offset_z);
163         settings->getFloatNoEx("mgfractal_slice_w", slice_w);
164         settings->getFloatNoEx("mgfractal_julia_x", julia_x);
165         settings->getFloatNoEx("mgfractal_julia_y", julia_y);
166         settings->getFloatNoEx("mgfractal_julia_z", julia_z);
167         settings->getFloatNoEx("mgfractal_julia_w", julia_w);
168
169         settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
170         settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
171 }
172
173
174 void MapgenFractalParams::writeParams(Settings *settings) const
175 {
176         settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
177
178         settings->setU16("mgfractal_iterations", iterations);
179         settings->setFloat("mgfractal_scale_x", scale_x);
180         settings->setFloat("mgfractal_scale_y", scale_y);
181         settings->setFloat("mgfractal_scale_z", scale_z);
182         settings->setFloat("mgfractal_offset_x", offset_x);
183         settings->setFloat("mgfractal_offset_y", offset_y);
184         settings->setFloat("mgfractal_offset_z", offset_z);
185         settings->setFloat("mgfractal_slice_w", slice_w);
186         settings->setFloat("mgfractal_julia_x", julia_x);
187         settings->setFloat("mgfractal_julia_y", julia_y);
188         settings->setFloat("mgfractal_julia_z", julia_z);
189         settings->setFloat("mgfractal_julia_w", julia_w);
190
191         settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
192         settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
193 }
194
195
196 /////////////////////////////////////////////////////////////////
197
198
199 int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
200 {
201         s16 search_top = water_level + 128;
202         s16 search_base = water_level;
203         s16 level = -MAX_MAP_GENERATION_LIMIT;
204         for (s16 y = search_top; y >= search_base; y--) {
205                 if (getTerrainAtPoint(p.X, y, p.Y))
206                         return y;
207         }
208
209         return level;
210 }
211
212
213 void MapgenFractal::makeChunk(BlockMakeData *data)
214 {
215         // Pre-conditions
216         assert(data->vmanip);
217         assert(data->nodedef);
218         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
219                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
220                 data->blockpos_requested.Z >= data->blockpos_min.Z);
221         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
222                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
223                 data->blockpos_requested.Z <= data->blockpos_max.Z);
224
225         this->generating = true;
226         this->vm   = data->vmanip;
227         this->ndef = data->nodedef;
228         //TimeTaker t("makeChunk");
229
230         v3s16 blockpos_min = data->blockpos_min;
231         v3s16 blockpos_max = data->blockpos_max;
232         node_min = blockpos_min * MAP_BLOCKSIZE;
233         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
234         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
235         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
236
237         blockseed = getBlockSeed2(full_node_min, seed);
238
239         // Make some noise
240         calculateNoise();
241
242         // Generate base terrain, mountains, and ridges with initial heightmaps
243         s16 stone_surface_max_y = generateTerrain();
244
245         // Create heightmap
246         updateHeightmap(node_min, node_max);
247
248         // Create biomemap at heightmap surface
249         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
250                 noise_humidity->result, heightmap, biomemap);
251
252         // Actually place the biome-specific nodes
253         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
254
255         if (flags & MG_CAVES)
256                 generateCaves(stone_surface_max_y);
257
258         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
259                 DungeonParams dp;
260
261                 dp.np_rarity  = nparams_dungeon_rarity;
262                 dp.np_density = nparams_dungeon_density;
263                 dp.np_wetness = nparams_dungeon_wetness;
264                 dp.c_water    = c_water_source;
265                 if (stone_type == STONE) {
266                         dp.c_cobble = c_cobble;
267                         dp.c_moss   = c_mossycobble;
268                         dp.c_stair  = c_stair_cobble;
269
270                         dp.diagonal_dirs = false;
271                         dp.mossratio     = 3.0;
272                         dp.holesize      = v3s16(1, 2, 1);
273                         dp.roomsize      = v3s16(0, 0, 0);
274                         dp.notifytype    = GENNOTIFY_DUNGEON;
275                 } else if (stone_type == DESERT_STONE) {
276                         dp.c_cobble = c_desert_stone;
277                         dp.c_moss   = c_desert_stone;
278                         dp.c_stair  = c_desert_stone;
279
280                         dp.diagonal_dirs = true;
281                         dp.mossratio     = 0.0;
282                         dp.holesize      = v3s16(2, 3, 2);
283                         dp.roomsize      = v3s16(2, 5, 2);
284                         dp.notifytype    = GENNOTIFY_TEMPLE;
285                 } else if (stone_type == SANDSTONE) {
286                         dp.c_cobble = c_sandstonebrick;
287                         dp.c_moss   = c_sandstonebrick;
288                         dp.c_stair  = c_sandstonebrick;
289
290                         dp.diagonal_dirs = false;
291                         dp.mossratio     = 0.0;
292                         dp.holesize      = v3s16(2, 2, 2);
293                         dp.roomsize      = v3s16(2, 0, 2);
294                         dp.notifytype    = GENNOTIFY_DUNGEON;
295                 }
296
297                 DungeonGen dgen(this, &dp);
298                 dgen.generate(blockseed, full_node_min, full_node_max);
299         }
300
301         // Generate the registered decorations
302         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
303
304         // Generate the registered ores
305         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
306
307         // Sprinkle some dust on top after everything else was generated
308         dustTopNodes();
309
310         //printf("makeChunk: %dms\n", t.stop());
311
312         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
313
314         if (flags & MG_LIGHT)
315                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
316                         full_node_min, full_node_max);
317
318         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
319         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
320
321         this->generating = false;
322 }
323
324
325 void MapgenFractal::calculateNoise()
326 {
327         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
328         int x = node_min.X;
329         int y = node_min.Y - 1;
330         int z = node_min.Z;
331
332         if (flags & MG_CAVES) {
333                 noise_cave1->perlinMap3D(x, y, z);
334                 noise_cave2->perlinMap3D(x, y, z);
335         }
336
337         noise_heat->perlinMap2D(x, z);
338         noise_humidity->perlinMap2D(x, z);
339         noise_heat_blend->perlinMap2D(x, z);
340         noise_humidity_blend->perlinMap2D(x, z);
341
342         for (s32 i = 0; i < csize.X * csize.Z; i++) {
343                 noise_heat->result[i] += noise_heat_blend->result[i];
344                 noise_humidity->result[i] += noise_humidity_blend->result[i];
345         }
346
347         heatmap = noise_heat->result;
348         humidmap = noise_humidity->result;
349         //printf("calculateNoise: %dus\n", t.stop());
350 }
351
352
353 bool MapgenFractal::getTerrainAtPoint(s16 x, s16 y, s16 z)
354 {
355         float cx, cy, cz, cw, ox, oy, oz, ow;
356
357         if (spflags & MGFRACTAL_JULIA) {  // Julia set
358                 cx = julia_x;
359                 cy = julia_y;
360                 cz = julia_z;
361                 cw = julia_w;
362                 ox = (float)x / scale_x + offset_x;
363                 oy = (float)y / scale_y + offset_y;
364                 oz = (float)z / scale_z + offset_z;
365                 ow = slice_w;
366         } else {  // Mandelbrot set
367                 cx = (float)x / scale_x + offset_x;
368                 cy = (float)y / scale_y + offset_y;
369                 cz = (float)z / scale_z + offset_z;
370                 cw = slice_w;
371                 ox = 0.0;
372                 oy = 0.0;
373                 oz = 0.0;
374                 ow = 0.0;
375         }
376
377         for (u16 iter = 0; iter < iterations; iter++) {
378                 // 4D "Roundy" Mandelbrot set
379                 float nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
380                 float ny = 2.0 * (ox * oy + oz * ow) + cy;
381                 float nz = 2.0 * (ox * oz + oy * ow) + cz;
382                 float nw = 2.0 * (ox * ow + oy * oz) + cw;
383
384                 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0) {
385                         return false;
386                 }
387
388                 ox = nx;
389                 oy = ny;
390                 oz = nz;
391                 ow = nw;
392         }
393
394         return true;
395 }
396
397
398 s16 MapgenFractal::generateTerrain()
399 {
400         MapNode n_air(CONTENT_AIR);
401         MapNode n_stone(c_stone);
402         MapNode n_water(c_water_source);
403
404         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
405
406         for (s16 z = node_min.Z; z <= node_max.Z; z++)
407         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
408                 u32 i = vm->m_area.index(node_min.X, y, z);
409                 for (s16 x = node_min.X; x <= node_max.X; x++, i++) {
410                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
411                                 if (getTerrainAtPoint(x, y, z)) {
412                                         vm->m_data[i] = n_stone;
413                                         if (y > stone_surface_max_y)
414                                                 stone_surface_max_y = y;
415                                 } else if (y <= water_level) {
416                                         vm->m_data[i] = n_water;
417                                 } else {
418                                         vm->m_data[i] = n_air;
419                                 }
420                         }
421                 }
422         }
423
424         return stone_surface_max_y;
425 }
426
427
428 MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
429 {
430         v3s16 em = vm->m_area.getExtent();
431         u32 index = 0;
432         MgStoneType stone_type = STONE;
433
434         for (s16 z = node_min.Z; z <= node_max.Z; z++)
435         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
436                 Biome *biome = NULL;
437                 u16 depth_top = 0;
438                 u16 base_filler = 0;
439                 u16 depth_water_top = 0;
440                 u32 vi = vm->m_area.index(x, node_max.Y, z);
441
442                 // Check node at base of mapchunk above, either a node of a previously
443                 // generated mapchunk or if not, a node of overgenerated base terrain.
444                 content_t c_above = vm->m_data[vi + em.X].getContent();
445                 bool air_above = c_above == CONTENT_AIR;
446                 bool water_above = c_above == c_water_source;
447
448                 // If there is air or water above enable top/filler placement, otherwise force
449                 // nplaced to stone level by setting a number exceeding any possible filler depth.
450                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
451
452
453                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
454                         content_t c = vm->m_data[vi].getContent();
455
456                         // Biome is recalculated each time an upper surface is detected while
457                         // working down a column. The selected biome then remains in effect for
458                         // all nodes below until the next surface and biome recalculation.
459                         // Biome is recalculated:
460                         // 1. At the surface of stone below air or water.
461                         // 2. At the surface of water below air.
462                         // 3. When stone or water is detected but biome has not yet been calculated.
463                         if ((c == c_stone && (air_above || water_above || !biome)) ||
464                                         (c == c_water_source && (air_above || !biome))) {
465                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
466                                 depth_top = biome->depth_top;
467                                 base_filler = depth_top + biome->depth_filler;
468                                 depth_water_top = biome->depth_water_top;
469
470                                 // Detect stone type for dungeons during every biome calculation.
471                                 // This is more efficient than detecting per-node and will not
472                                 // miss any desert stone or sandstone biomes.
473                                 if (biome->c_stone == c_desert_stone)
474                                         stone_type = DESERT_STONE;
475                                 else if (biome->c_stone == c_sandstone)
476                                         stone_type = SANDSTONE;
477                         }
478
479                         if (c == c_stone) {
480                                 content_t c_below = vm->m_data[vi - em.X].getContent();
481
482                                 // If the node below isn't solid, make this node stone, so that
483                                 // any top/filler nodes above are structurally supported.
484                                 // This is done by aborting the cycle of top/filler placement
485                                 // immediately by forcing nplaced to stone level.
486                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
487                                         nplaced = U16_MAX;
488
489                                 if (nplaced < depth_top) {
490                                         vm->m_data[vi] = MapNode(biome->c_top);
491                                         nplaced++;
492                                 } else if (nplaced < base_filler) {
493                                         vm->m_data[vi] = MapNode(biome->c_filler);
494                                         nplaced++;
495                                 } else {
496                                         vm->m_data[vi] = MapNode(biome->c_stone);
497                                 }
498
499                                 air_above = false;
500                                 water_above = false;
501                         } else if (c == c_water_source) {
502                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
503                                                 biome->c_water_top : biome->c_water);
504                                 nplaced = 0;  // Enable top/filler placement for next surface
505                                 air_above = false;
506                                 water_above = true;
507                         } else if (c == CONTENT_AIR) {
508                                 nplaced = 0;  // Enable top/filler placement for next surface
509                                 air_above = true;
510                                 water_above = false;
511                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
512                                 nplaced = U16_MAX;  // Disable top/filler placement
513                                 air_above = false;
514                                 water_above = false;
515                         }
516
517                         vm->m_area.add_y(em, vi, -1);
518                 }
519         }
520
521         return stone_type;
522 }
523
524
525 void MapgenFractal::dustTopNodes()
526 {
527         if (node_max.Y < water_level)
528                 return;
529
530         v3s16 em = vm->m_area.getExtent();
531         u32 index = 0;
532
533         for (s16 z = node_min.Z; z <= node_max.Z; z++)
534         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
535                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
536
537                 if (biome->c_dust == CONTENT_IGNORE)
538                         continue;
539
540                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
541                 content_t c_full_max = vm->m_data[vi].getContent();
542                 s16 y_start;
543
544                 if (c_full_max == CONTENT_AIR) {
545                         y_start = full_node_max.Y - 1;
546                 } else if (c_full_max == CONTENT_IGNORE) {
547                         vi = vm->m_area.index(x, node_max.Y + 1, z);
548                         content_t c_max = vm->m_data[vi].getContent();
549
550                         if (c_max == CONTENT_AIR)
551                                 y_start = node_max.Y;
552                         else
553                                 continue;
554                 } else {
555                         continue;
556                 }
557
558                 vi = vm->m_area.index(x, y_start, z);
559                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
560                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
561                                 break;
562
563                         vm->m_area.add_y(em, vi, -1);
564                 }
565
566                 content_t c = vm->m_data[vi].getContent();
567                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
568                         vm->m_area.add_y(em, vi, 1);
569                         vm->m_data[vi] = MapNode(biome->c_dust);
570                 }
571         }
572 }
573
574
575 void MapgenFractal::generateCaves(s16 max_stone_y)
576 {
577         if (max_stone_y >= node_min.Y) {
578                 u32 index   = 0;
579
580                 for (s16 z = node_min.Z; z <= node_max.Z; z++)
581                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
582                         u32 i = vm->m_area.index(node_min.X, y, z);
583                         for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
584                                 float d1 = contour(noise_cave1->result[index]);
585                                 float d2 = contour(noise_cave2->result[index]);
586                                 if (d1 * d2 > 0.3) {
587                                         content_t c = vm->m_data[i].getContent();
588                                         if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
589                                                 continue;
590
591                                         vm->m_data[i] = MapNode(CONTENT_AIR);
592                                 }
593                         }
594                 }
595         }
596 }
597