/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package ai.individual;

import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;

import java.util.ArrayList;
import java.util.Collection;
import java.util.List;
import java.util.logging.Level;

import ai.group_template.L2AttackableAIScript;

import com.l2jserver.Config;
import com.l2jserver.gameserver.GeoData;
import com.l2jserver.gameserver.ThreadPoolManager;
import com.l2jserver.gameserver.ai.CtrlIntention;
import com.l2jserver.gameserver.datatables.SkillTable;
import com.l2jserver.gameserver.instancemanager.GrandBossManager;
import com.l2jserver.gameserver.model.L2CharPosition;
import com.l2jserver.gameserver.model.L2Effect;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.L2Skill;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.L2Playable;
import com.l2jserver.gameserver.model.actor.instance.L2DecoyInstance;
import com.l2jserver.gameserver.model.actor.instance.L2GrandBossInstance;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.zone.type.L2BossZone;
import com.l2jserver.gameserver.network.serverpackets.Earthquake;
import com.l2jserver.gameserver.network.serverpackets.MoveToPawn;
import com.l2jserver.gameserver.network.serverpackets.NpcSay;
import com.l2jserver.gameserver.network.serverpackets.PlaySound;
import com.l2jserver.gameserver.network.serverpackets.SocialAction;
import com.l2jserver.gameserver.templates.StatsSet;
import com.l2jserver.gameserver.util.Broadcast;
import com.l2jserver.gameserver.util.Util;
import com.l2jserver.util.Rnd;


/**
 * Baium AI
 * 
 * Note1: if the server gets rebooted while players are still fighting Baium, there is no lock, but
 *   players also lose their ability to wake baium up.  However, should another person
 *   enter the room and wake him up, the players who had stayed inside may join the raid.
 *   This can be helpful for players who became victims of a reboot (they only need 1 new player to
 *   enter and wake up baium) and is not too exploitable since any player wishing to exploit it
 *   would have to suffer 5 days of being parked in an empty room.
 * Note2: Neither version of Baium should be a permanent spawn.  This script is fully capable of
 *   spawning the statue-version when the lock expires and switching it to the mob version promptly.
 *
 * Additional notes ( source http://aleenaresron.blogspot.com/2006_08_01_archive.html ):
 *   * Baium only first respawns five days after his last death. And from those five days he will
 *       respawn within 1-8 hours of his last death. So, you have to know his last time of death.
 *   * If by some freak chance you are the only one in Baium's chamber and NO ONE comes in
 *       [ha, ha] you or someone else will have to wake Baium. There is a good chance that Baium
 *       will automatically kill whoever wakes him. There are some people that have been able to
 *       wake him and not die, however if you've already gone through the trouble of getting the
 *       bloody fabric and camped him out and researched his spawn time, are you willing to take that
 *       chance that you'll wake him and not be able to finish your quest? Doubtful.
 *       [ this powerful attack vs the player who wakes him up is NOT yet implemented here]
 *   * once someone starts attacking Baium no one else can port into the chamber where he is.
 *       Unlike with the other raid bosses, you can just show up at any time as long as you are there
 *       when they die. Not true with Baium. Once he gets attacked, the port to Baium closes. byebye,
 *       see you in 5 days.  If nobody attacks baium for 30 minutes, he auto-despawns and unlocks the
 *       vortex
 * 
 * @author Fulminus version 0.1
 */
public class Baium extends L2AttackableAIScript
{
	// config
	private static boolean FWB_MOVEATRANDOM = true;

	private L2Character _target;
	private L2Skill _skill;
	private static final int STONE_BAIUM = 29025;
	private static final int ANGELIC_VORTEX = 31862;
	private static final int LIVE_BAIUM = 29020;
	private static final int ARCHANGEL = 29021;
	
	//Baium status tracking
	private static final byte ASLEEP = 0;  // baium is in the stone version, waiting to be woken up.  Entry is unlocked
	private static final byte AWAKE = 1;   // baium is awake and fighting.  Entry is locked.
	private static final byte DEAD = 2;    // baium has been killed and has not yet spawned.  Entry is locked
	
	// fixed archangel spawnloc
	private final static int ANGEL_LOCATION[][] =
	{
		{ 114239, 17168, 10080, 63544 },
		{ 115780, 15564, 10080, 13620 },
		{ 114880, 16236, 10080, 5400 },
		{ 115168, 17200, 10080, 0 },
		{ 115792, 16608, 10080, 0 },
	};
	
	private long _LastAttackVsBaiumTime = 0;
	private List<L2Npc> _Minions = new ArrayList<L2Npc>(5);
	private L2BossZone _Zone;
	
	public Baium (int questId, String name, String descr)
	{
		super(questId, name, descr);
		
		int[] mob = {LIVE_BAIUM};
		this.registerMobs(mob);
		
		// Quest NPC starter initialization
		addStartNpc(STONE_BAIUM);
		addStartNpc(ANGELIC_VORTEX);
		addTalkId(STONE_BAIUM);
		addTalkId(ANGELIC_VORTEX);
		_Zone = GrandBossManager.getInstance().getZone(113100,14500,10077);
		StatsSet info = GrandBossManager.getInstance().getStatsSet(LIVE_BAIUM);
		int status = GrandBossManager.getInstance().getBossStatus(LIVE_BAIUM);
		if (info.getInteger("loc_x") == 0 && info.getInteger("loc_y") == 0) status = DEAD;	//[JOJO]
		if (status == DEAD)
		{
			// load the unlock date and time for baium from DB
			long temp = (info.getLong("respawn_time") - System.currentTimeMillis());
			if (temp > 0)
			{
				// the unlock time has not yet expired.  Mark Baium as currently locked (dead).  Setup a timer
				// to fire at the correct time (calculate the time between now and the unlock time,
				// setup a timer to fire after that many msec)
				startQuestTimer("baium_unlock", temp, null, null);
				_log.info("AI script: Next spawn date of Baium is " + GrandBossManager.respawnTimeFormat(info) + ".");
			}
			else
			{
				// the time has already expired while the server was offline.  Delete the saved time and
				// immediately spawn the stone-baium.  Also the state need not be changed from ASLEEP
				addSpawn(STONE_BAIUM,116033,17447,10104,40188,false,0);
				GrandBossManager.getInstance().setBossStatus(LIVE_BAIUM,ASLEEP);
			}
		}
		else if (status == AWAKE)
		{
			int loc_x = info.getInteger("loc_x");
			int loc_y = info.getInteger("loc_y");
			int loc_z = info.getInteger("loc_z") - 20;
			int heading = info.getInteger("heading");
			final int hp = info.getInteger("currentHP");
			final int mp = info.getInteger("currentMP");
			L2GrandBossInstance baium = (L2GrandBossInstance) addSpawn(LIVE_BAIUM,loc_x,loc_y,loc_z,heading,false,0);
			GrandBossManager.getInstance().addBoss(baium);
			final L2Npc _baium = baium;
			ThreadPoolManager.getInstance().scheduleGeneral(new Runnable() {
				public void run()
				{
					try
					{
						_baium.setCurrentHpMp(hp,mp);
						_baium.setIsInvul(true);
						_baium.setIsImmobilized(true);
						_baium.setRunning();
					//	_baium.broadcastPacket(new SocialAction(_baium,2));
						startQuestTimer("baium_wakeup",15000, _baium, null);
					}
					catch (Exception e)
					{
						e.printStackTrace();
					}
				}
			},100L);
		}
		else
			addSpawn(STONE_BAIUM,116033,17447,10104,40188,false,0);
	}
	
	@Override
	public String onAdvEvent (String event, L2Npc npc, L2PcInstance player)
	{
		if (event == "baium_unlock")
		{
			GrandBossManager.getInstance().setBossStatus(LIVE_BAIUM,ASLEEP);
			addSpawn(STONE_BAIUM,116033,17447,10104,40188,false,0);
		}
		else if (event == "skill_range" && npc != null)
		{
			callSkillAI(npc);
		}
		else if (event == "clean_player")
		{
			_target = getRandomTarget(npc);
		}
		else if (event == "baium_wakeup" && npc != null)
		{
			if (npc.getNpcId() == LIVE_BAIUM)
			{
				if (player != null)	//[JOJO]
				{
					_Zone.broadcastPacket(new SocialAction(npc,1));
					_Zone.broadcastPacket(new Earthquake(npc.getX(), npc.getY(), npc.getZ(),40,5));
					Broadcast.announceToOnlinePlayers("傲慢の塔のバイウムが覚醒しました。");  //[JOJO]
					_Zone.broadcastPacket(new NpcSay(npc.getObjectId(), 0, npc.getNpcId(), player.getName() + "、私の眠りを妨げるとは！、死ぬがいい！")); //[JOJO]
					startQuestTimer("pc_kill", 7000, npc, player, false);
				}
				// start monitoring baium's inactivity
				_LastAttackVsBaiumTime = System.currentTimeMillis();
				startQuestTimer("baium_despawn", 60000, npc, null, true);
				startQuestTimer("skill_range", 500, npc, null, true);
				final L2Npc baium = npc;
				ThreadPoolManager.getInstance().scheduleGeneral(new Runnable() {
					public void run()
					{
						try
						{
							baium.setIsInvul(false);
							baium.setIsImmobilized(false);
							for (L2Npc minion : _Minions)
								minion.setShowSummonAnimation(false);
						}
						catch (Exception e)
						{
							_log.log(Level.WARNING, "", e);
						}
					}
				},11100L);
				// XXXX: the person who woke baium up should be knocked across the room, onto a wall, and
				// lose massive amounts of HP.
				for (int i = 0; i < ANGEL_LOCATION.length; i++)
				{
					L2Npc angel = addSpawn(ARCHANGEL, ANGEL_LOCATION[i][0], ANGEL_LOCATION[i][1], ANGEL_LOCATION[i][2], ANGEL_LOCATION[i][3], false, 0, true);
					angel.setIsInvul(true);
					_Minions.add(angel);
				}
			}
			// despawn the live baium after 30 minutes of inactivity
			// also check if the players are cheating, having pulled Baium outside his zone...
		}
		else if (event == "baium_despawn" && npc != null)
		{
			if (npc.getNpcId() == LIVE_BAIUM)
			{
				// just in case the zone reference has been lost (somehow...), restore the reference
				if (_Zone == null)
					_Zone = GrandBossManager.getInstance().getZone(113100,14500,10077);
				long temp = System.currentTimeMillis() - _LastAttackVsBaiumTime;
				if (temp > 1800000)
				{
					cancelQuestTimer("baium_despawn", npc, null);
					cancelQuestTimer("skill_range", npc, null);
					cancelQuestTimer("clean_player", npc, null);
					npc.deleteMe(); // despawn the live-baium
					for (L2Npc minion : _Minions)
						if (minion != null)
						{
							minion.getSpawn().stopRespawn();
							minion.deleteMe();
						}
					_Minions.clear();
					addSpawn(STONE_BAIUM,116033,17447,10104,40188,false,0);  // spawn stone-baium
					GrandBossManager.getInstance().setBossStatus(LIVE_BAIUM,ASLEEP);    // mark that Baium is not awake any more
					_Zone.oustAllPlayers();
				}
				else if ((_LastAttackVsBaiumTime + 300000 < System.currentTimeMillis()) && npc.getCurrentHp() < ( ( npc.getMaxHp() * 3 ) / 4.0 ))
				{
					npc.setIsCastingNow(false); //just in case
					npc.setTarget(npc);
					npc.doCast(SkillTable.getInstance().getInfo(4135,1));
					npc.setIsCastingNow(true);
				}
				else if (!_Zone.isInsideZone(npc))
					npc.teleToLocation(116033,17447,10104);
				else if (FWB_MOVEATRANDOM && temp >= 60000 && ! npc.isAttackingNow())	//[JOJO] move at random.
				{
					if (Rnd.get(5) == 0) {
						_Zone.broadcastPacket(new SocialAction(npc, Rnd.get(1,4)));
					} else {
						_Zone.updateKnownList(npc);
						L2CharPosition pos = new L2CharPosition(Rnd.get(112826,116241), Rnd.get(15575,16375), 10078, 0);
						npc.getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, pos);
					}
				}
			}
		}
		else if (event == "pc_kill")
			player.reduceCurrentHp(player.getMaxHp() + Rnd.get(player.getMaxHp()/2,player.getMaxHp()), npc, null);
		return super.onAdvEvent(event, npc, player);
	}
	
	@Override
	public String onTalk(L2Npc npc,L2PcInstance player)
	{
		int npcId = npc.getNpcId();
		String htmltext = "";
		if (_Zone == null)
			_Zone = GrandBossManager.getInstance().getZone(113100,14500,10077);
		if (_Zone == null)
			return "<html><body>エンジェリック バーテックス:<br>You may not enter while admin disabled this zone</body></html>";
		if (npcId == STONE_BAIUM && GrandBossManager.getInstance().getBossStatus(LIVE_BAIUM) == ASLEEP)
		{
			if (_Zone.isPlayerAllowed(player))
			{
				// once Baium is awaken, no more people may enter until he dies, the server reboots, or
				// 30 minutes pass with no attacks made against Baium.
				GrandBossManager.getInstance().setBossStatus(LIVE_BAIUM,AWAKE);
				npc.deleteMe();
				L2GrandBossInstance baium = (L2GrandBossInstance) addSpawn(LIVE_BAIUM, npc, true);
				GrandBossManager.getInstance().addBoss(baium);
				final L2PcInstance _player = player;
				final L2Npc _baium = baium;
				ThreadPoolManager.getInstance().scheduleGeneral(new Runnable() {
					public void run()
					{
						try
						{
							_baium.setIsInvul(true);
							_baium.setRunning();
							_Zone.broadcastPacket(new SocialAction(_baium,2)); // orz
							startQuestTimer("baium_wakeup",15000, _baium, _player);	//[JOJO] null ... _player
							_baium.setShowSummonAnimation(false);
						}
						catch (Throwable e)
						{
							_log.log(Level.WARNING, "", e);
						}
					}
				},100L);
			}
			else
				htmltext = "Conditions are not right to wake up Baium";
		}
		else if (npcId == ANGELIC_VORTEX)
		{
			if (player.isFlying())
			{
				//print "Player "+player.getName()+" attempted to enter Baium's lair while flying!";
				return "<html><body>エンジェリック バーテックス:<br><font color=LEVEL>空を飛びながら中に入ることはできない。</font></body></html>"; //[JOJO]意訳
			//  return "<html><body>Angelic Vortex:<br>You may not enter while flying a wyvern</body></html>";
			}
			
			if (GrandBossManager.getInstance().getBossStatus(LIVE_BAIUM) == ASLEEP
					&& player.getQuestState("baium").getQuestItemsCount(4295) > 0) // bloody fabric
			{
				player.getQuestState("baium").takeItems(4295,1);
				// allow entry for the player for the next 30 secs (more than enough time for the TP to happen)
				// Note: this just means 30secs to get in, no limits on how long it takes before we get out.
				_Zone.allowPlayerEntry(player,30);
				player.teleToLocation(113100,14500,10077);
			}
			else
				npc.showChatWindow(player, 1);	// data/html/default/31862-1.htm
		}
		return htmltext;
	}
	
	@Override
	public String onSpellFinished(L2Npc npc, L2PcInstance player, L2Skill skill)
	{
		if (npc.isInvul())
		{
			npc.getAI().setIntention(AI_INTENTION_IDLE);
			return null;
		}
		else if (npc.getNpcId() == LIVE_BAIUM && !npc.isInvul())
		{
			callSkillAI(npc);
		}
		return super.onSpellFinished(npc, player, skill);
	}

	@Override
	public String onSpawn(L2Npc npc)
	{
		npc.disableCoreAI(true);
		return super.onSpawn(npc);
	}

	@Override
	public String onAttack (L2Npc npc, L2PcInstance attacker, int damage, boolean isPet)
	{
		if (!_Zone.isInsideZone(attacker))
		{
			attacker.reduceCurrentHp(attacker.getCurrentHp(),attacker,false,false, null);
			return super.onAttack(npc, attacker, damage, isPet);
		}
		if (npc.isInvul())
		{
			npc.getAI().setIntention(AI_INTENTION_IDLE);
			return super.onAttack(npc, attacker, damage, isPet);
		}
		else if (npc.getNpcId() == LIVE_BAIUM && !npc.isInvul())
		{
			if (attacker.getMountType() == 1)
			{
				int sk_4258 = 0;
				L2Effect[] effects = attacker.getAllEffects();
				if (effects != null && effects.length != 0)
				{
					for (L2Effect e : effects)
					{
						if (e.getSkill().getId() == 4258)
							sk_4258 = 1;
					}
				}
				if (sk_4258 == 0)
				{
					npc.setTarget(attacker);
					npc.doCast(SkillTable.getInstance().getInfo(4258,1));
				}
			}
			// update a variable with the last action against baium
			_LastAttackVsBaiumTime = System.currentTimeMillis();
			callSkillAI(npc);
		}
		return super.onAttack(npc, attacker, damage, isPet);
	}
	
	@Override
	public String onKill (L2Npc npc, L2PcInstance killer, boolean isPet)
	{
		cancelQuestTimer("baium_despawn", npc, null);
		cancelQuestTimer("skill_range", npc, null);
		cancelQuestTimer("clean_player", npc, null);
		_Zone.broadcastPacket(new PlaySound(1, "BS01_D", 1, npc.getObjectId(), npc.getX(), npc.getY(), npc.getZ()));
		// spawn the "Teleportation Cubic" for 15 minutes (to allow players to exit the lair)
		addSpawn(29055,115203,16620,10078,0,false,900000); ////should we teleport everyone out if the cubic despawns??
		// "lock" baium for 5 days and 1 to 8 hours [i.e. 432,000,000 +  1*3,600,000 + random-less-than(8*3,600,000) millisecs]
		long respawnTime = Config.Interval_Of_Baium_Spawn + Rnd.get(Config.Random_Of_Baium_Spawn);
		GrandBossManager.getInstance().setBossStatus(LIVE_BAIUM,DEAD);
		startQuestTimer("baium_unlock", respawnTime, null, null);
		// also save the respawn time so that the info is maintained past reboots
		StatsSet info = GrandBossManager.getInstance().getStatsSet(LIVE_BAIUM);
		info.set("respawn_time",System.currentTimeMillis() + respawnTime);
		GrandBossManager.getInstance().setStatsSet(LIVE_BAIUM,info);
		for (L2Npc minion : _Minions)
			if (minion != null)
			{
				minion.getSpawn().stopRespawn();
				minion.deleteMe();
			}
		_Minions.clear();
	//	if (getQuestTimer("skill_range", npc, null) != null)
	//		getQuestTimer("skill_range", npc, null).cancel();
		Broadcast.announceToOnlinePlayers("傲慢の塔のバイウムが死亡しました。次の復活は "+GrandBossManager.respawnTimeFormat(info)+" ごろです。");  //[JOJO]
		return super.onKill(npc,killer,isPet);
	}
	
	public L2Character getRandomTarget(L2Npc npc)
	{
		Collection<L2Character> objs = _Zone.getCharactersInside().values();
		L2Character[] characters = new L2Character[objs.size()];
		int count = 0;
		{
			for (L2Character obj : objs)
			{
				if (obj instanceof L2Playable || obj instanceof L2DecoyInstance)
				{
					if (obj instanceof L2PcInstance)
					{
						if (((L2PcInstance) obj).getAppearance().getInvisible())
							continue;
					}
					if (obj.isDead())
						continue;
					if (Math.abs(obj.getZ() - npc.getZ()) > 100)
						continue;
					if (!GeoData.getInstance().canSeeTarget(npc, obj))
						continue;
					if (!Util.checkIfInRange(9000, npc, obj, true))
						continue;
					
					characters[count++] = obj;
				}
			}
		}
		if (count == 0)
		{
			for (L2Npc minion : _Minions)
				if (minion != null)
					characters[count++] = minion;
		}
		
		if (count == 0)
		{
			return null;
		}
		
		cancelQuestTimer("clean_player", npc, null);
		startQuestTimer("clean_player", 20000, npc, null);
		return characters[Rnd.get(count)];
		
	}
	
	public synchronized void callSkillAI(L2Npc npc)
	{
		if (npc.isInvul() || npc.isCastingNow()) return;
		
		if (_target == null || _target.isDead() || !(_Zone.isInsideZone(_target)))
		{
			_target = getRandomTarget(npc);
			if (_target != null)
				_skill = SkillTable.getInstance().getInfo(getRandomSkill(npc),1);
		}
		
		L2Character target = _target;
		L2Skill skill = _skill;
		if (skill == null)
			skill = SkillTable.getInstance().getInfo(getRandomSkill(npc),1);
		if (target == null || target.isDead() || !(_Zone.isInsideZone(target)))
		{
			npc.setIsCastingNow(false);
			return;
		}
		
		if (Util.checkIfInRange(skill.getCastRange(), npc, target, true))
		{
			_Zone.updateKnownList(npc);
			npc.getAI().setIntention(AI_INTENTION_IDLE);
			npc.setTarget(target);
			npc.setIsCastingNow(true);
			_target = null;
			_skill = null;
			if (getDist(skill.getCastRange()) > 0)
				npc.broadcastPacket(new MoveToPawn(npc,target,getDist(skill.getCastRange())));
			try
			{
				Thread.sleep(1000);
				npc.stopMove(null);
				npc.doCast(skill);
			}
			catch (Exception e)
			{e.printStackTrace();}
		}
		else
		{
			_Zone.updateKnownList(npc);
			npc.getAI().setIntention(AI_INTENTION_FOLLOW, target, null);
			npc.setIsCastingNow(false);
		}
	}
	
	public int getRandomSkill(L2Npc npc)
	{
		int skill;
		if( npc.getCurrentHp() > ( ( npc.getMaxHp() * 3 ) / 4.0 ) )
		{
			if( Rnd.get(100) < 10 )
				skill = 4128;
			else if( Rnd.get(100) < 10 )
				skill = 4129;
			else
				skill = 4127;
		}
		else if( npc.getCurrentHp() > ( ( npc.getMaxHp() * 2 ) / 4.0) )
		{
			if( Rnd.get(100) < 10 )
				skill = 4131;
			else if( Rnd.get(100) < 10 )
				skill = 4128;
			else if( Rnd.get(100) < 10 )
				skill = 4129;
			else
				skill = 4127;
		}
		else if( npc.getCurrentHp() > ( ( npc.getMaxHp() * 1 ) / 4.0 ) )
		{
			if( Rnd.get(100) < 10 )
				skill = 4130;
			else if( Rnd.get(100) < 10 )
				skill = 4131;
			else if( Rnd.get(100) < 10 )
				skill = 4128;
			else if( Rnd.get(100) < 10 )
				skill = 4129;
			else
				skill = 4127;
		}
		else if( Rnd.get(100) < 10 )
			skill = 4130;
		else if( Rnd.get(100) < 10 )
			skill = 4131;
		else if( Rnd.get(100) < 10 )
			skill = 4128;
		else if( Rnd.get(100) < 10 )
			skill = 4129;
		else
			skill = 4127;
		return skill;
	}
	
	@Override
	public String onSkillSee (L2Npc npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet)
	{
		if (npc.isInvul())
		{
			npc.getAI().setIntention(AI_INTENTION_IDLE);
			return null;
		}
		npc.setTarget(caster);
		return super.onSkillSee(npc, caster, skill, targets, isPet);
	}
	
	public int getDist(int range)
	{
		int dist = 0;
		switch(range)
		{
			case -1:
				break;
			case 100:
				dist = 85;
				break;
			default:
				dist = range-85;
				break;
		}
		return dist;
	}
	
	public static void main(String[] args)
	{
		// Quest class and state definition
		new Baium(-1, "baium", "ai");
	}
}