unity behaviour tree github

dshadoff Posts: 116 Joined: Wed Apr 28, 2021 3:12 am Re: PICO HID examples C/C++ Fri May 07, 2021 7:50 . You signed in with another tab or window. After you added a behavior and all its children, you have to call the method Complete(). If you wish to create your own decorator or composite nodes, we recommend you look at the DecoratorNode and ParentBehaviourNode classes and inherit them. Learn more. For more information on C# class extensions see the official docs. NOTE It's important that every composite is followed by a .End() statement. Implement unity-behaviour-tree with how-to, Q&A, fixes, code snippets. Features. To create an AI, make a class that inherit BehaviourTree and specify the RootNode. in a forward manner and without manual child linking. They allow you to share information and calculation between the different nodes and they help keep the nodes stateless. Here is an example of a basic sequence. GitHub Gist: star and fork gmarull's gists by creating an account on GitHub. Exits and stops all running nodes if ANY of them return Failure. But to serialize it, you need to inherit one of these classes: Blackboard to share data between tasks. You signed in with another tab or window. You can install it as your project dependency. Behavior Tree Slayer. Waits until the passed number of seconds have expired in deltaTime. kandi ratings - Low support, No Bugs, No Vulnerabilities. Decorators can also be custom written to cut down on repetitive code. Includes: Parallel execution, Interrupts, Guards, Services, Timers. kandi ratings - Low support, No Bugs, No Vulnerabilities. To create an AI that controls said Agent, write something like this: Most 'structural nodes' (sequences, selectors, decorators..) are provided with the library so you'll only have to implement leaf nodes: the nodes that make your agent perfom actions. Rename and move the base folder at your convenience. Download this unity package, it contains the source code for the package Import it in your project. As the tree has to be built in order to be visualized. You can add your custom behaviors. Behaviour Trees are a popular way to perform more complicated deicion-making for an AI Agent than a state machine. to suit your own needs - but this should be rather trivial. I have already talked about the Strategy, Decorator, and Composite patterns and built a simple Ability System along the way. The tool will scan for active behavior trees in your scene and group them in a drop down for easy toggle. Looks until Success is returned or every node fails. Add the new condition to your behavior tree builder with the following snippet. This is a library that allows you to create complex behaviour trees with ease. Finally press save button on tool bar of the editor window. Shuffles every time the tree initially start running it. You can install it as your project dependency. If you find yourself re-using the same actions you might want to This makes sure that your nodes Just use sequences and rename them to flesh out the shape and logic of the behavior tree. Standard Unity Asset Store EULA License type Extension Asset File size 4.1 MB Latest version 1.7.4 Latest release date Nov 19, 2022 Supported Unity versions 2018.4.0 or higher Support Visit site behaviour tree Mobile NPC AI decision bt agent utility theory utility ai Visual Scripting behavior tree artificial intelligence Node FSM Pathfinding SerializedAction, SerializedCondition, SerializedDecorator or SerializedComposite. https://docs.unity3d.com/Manual/upm-dependencies.html. This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. if the AI can move to a location, and other tasks that require a complex check. You can create new composite types with a fairly Since they all utilize an nRF52 MCU within, . If one of them returns a FAILURE, it returns a FAILURE, otherwise it returns a SUCCESS once all children have returned. To access nightly builds of develop that are package manager friendly you'll need to manually edit your Packages/manifest.json as so. If you wish to run to run the development environment you'll need to install node.js. All the data for the tree will contains in here. A tag already exists with the provided branch name. A graph will be drawn, and nodes will light up, showing you which part of the tree is currently running. You've now created a custom action and extendable behavior tree builder that's future proofed for new versions. Are you sure you want to create this branch? In order to use it you'll need to add the following lines to your Packages/manifest.json file. You can create a generic condition on the fly. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Some sub-trees can even be completely self-contained autonomous bits of logic that you can then re-import and re-use in another character's behaviour tree to quickly implement chunks of a system . Pauses the AI until this node is no longer activated (can be deactivated due to a selector change for example). There was a problem preparing your codespace, please try again. You might want to look at the capture the flag example project Depending on what you return for a task status different things will happen. TreeRoot doesn't do anything by itself. for a working example of how Fluid Behavior Tree can be used in your project. The main nodes provided with this library: This is the type of node you'll use the most, it allows you to specify a 'dynamic' list of child nodes. The following examples will be more of the same. And status of a tree root is a status of its root behavior. Leaf, Decorator and Composite have different create methods. A classic sequence. You need to inherit one of these classes: Action, Condition, Decorator or Composite. A tag already exists with the provided branch name. A TreeBuilder may be set up only once but it may produce multiple behavior trees - TreeRoot.Tick() returns a new Status of a behavior tree. This is useful for bundling up code A convenient library to make behaviour trees in Unity3D. Behavior Trees in Unity DOTS There is an implementation for Behavior Trees that can be found at https://github.com/quabug/EntitiesBT. So, you have to create a tree in a backward manner. look into the section on writing your own custom actions. Simply open a window Window/Behavior Tree/Behavior Tree Window and select a game object with a BehaviorTreeAgent. Pauses while a provided condition is met. For example we can write a new tree builder method like this that sets the target of your AI system with just a few lines of code. node behaviourtree; context behaviourstate = new context (); void start () { behaviourtree = createbehaviourtree (); behaviourstate = new context (); // optionally add things you might need access to in your leaf nodes } void fixedupdate () { behaviourtree.behave (mybehaviourcontext); } node createbehaviourtree () { sequence separate = Otherwise the tree will not build correctly. If nothing happens, download GitHub Desktop and try again. You can do stuff like the example above. Abort - an execution of a behavior (a tree) was aborted and not ticked since then. TheKiwiCoder 11.9K subscribers This video is an hour long epic into how to create behaviour trees using ui builder, graph view, and scriptable objects. You'll want to use these for checks such as sight, (If invalid node found the color of the node become red.) . Implementing decorators is similar to composites. It's possible to abort a behavior (a tree) in Running status only. Work fast with our official CLI. Then run the following from the root once. This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. call before Begin() Just a March 9, 2022 Install this version with Unity Hub Additional downloads Select the runtime platforms of your choice from the list below (the desktop runtime is . This allows you to customize re-usable functionality. You signed in with another tab or window. Behavior trees allow you to easily set up a behavior switcher based on different conditions. After that you can already serialize it. Seats. By using these features the platform can be applied effectively, connected seamlessly and cheap. Rename and move the base folder at your convenience. If you wish to create a build run npm run build from the root and it will populate the dist folder. Now, build out your branches one by one, using debug variable to ensure each branch does its expected actions. Note that to get a newer nightly build you must delete this line and any related lock data in the manifest, let Unity rebuild, then add it back. Simple implementation of basic behaviour tree. Randomly selects a child node with a shuffle algorithm. This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. Simple behaviour tree implementation for Unity Not sure if anyone will find this useful for one of their projects, but perhaps it could be educational. Neat right? After that you already can use your behavior in code. Traditional behaviour tree just let you write static sequences of nodes and you have to mess around with selectors to make anything more complicated. Statuses are shown with different colors. Added basic elements of BTs: Composite nodes (Sequence, Selector), Leaf and some Decorator(Inverter) See upcoming features and development progress on the Trello Board. You should use them accordingly to a behavior type. Written with a code driven approach to maximize maintainability on large projects with the builder pattern. Return TaskStatus.Success if the child returns TaskStatus.Failure. Contribute to nrfconnect/sdk-nrf-testing development by creating an account on GitHub. Please see the Contributing Guidelines document for more info. After that you'll be able to visually control what specific version of Fluid Behavior Tree you're using from the package manager window in Unity. BEHAVIOR_TREE_LOG, BEHAVIOR_TREE_WARNING and BEHAVIOR_TREE_ERROR. To abort a behavior tree, call. The InverterNode is given a child node and returns the IN_PROGRESS if the child returns IN_PROGRESS and the opposite otherwise: if the child returns SUCCESS, it will return FAILURE and vice versa. are properly nested when the tree is built. Setup methods of Decorator and Composite require created children. You can create a generic action on the fly. As long as your tree storage variable is set to public or has a SerializeField attribute. A visual editor to create, edit, view, and debug trees. Commits are automatically compiled to version numbers on release so this is very important. This is the solution I would recommend because it is based on DOTS and is a good example of using Behavior Tree in ECS. Also, this method provides a graphical interface to create and edit behavior trees. The general idea of a Behaviour Tree is that the root is evaluated, and a breadth-first . Behavior trees for Unity3D projects. Success - a tick of a behavior (a tree) was finished successfully. In this post, I am going to outline the process I took to implement a behaviour tree tool in the Unity3D engine. sign in This property serves no other purpose at runtime than to communicate an intend from the designer to the programmer. As Unity locks the commit hash for Git urls as packages. A simple behaviour tree implementation for Unity. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Add UniBT.BehaviorTree component for any GameObject. After the root behavior is created, you need to create a TreeRoot. It should take about 3 minutes to create your first custom action and implement it. Trees can be combined with just a few line of code. Are you sure you want to create this branch? You can control it with defines from BehaviorTreeDebug: Be warned that spliced trees require a newly built tree for injection, as nodes are only deep copied on .Build(). Behavior trees. you can see node status in the editor window. NodeCanvas is a Complete Visual Behaviour Authoring Framework for Unity. Skip a number of ticks on the behavior tree. FREE Behaviour Tree Editor for Unity 18,500 views Jul 16, 2021 785 TheKiwiCoder 12K subscribers Get this free behaviour tree editor asset for Unity by following the link: . Are you sure you want to create this branch? If one of the child returns a FAILURE, the node returns a FAILURE. Runs all child nodes at the same time until they all return Success. Now I am going to look at building a Behavior Tree using UI Builder, GraphView, and Scriptable Objects in Unity 2021.3.1f1; any version of Unity 2019.1 or newer will work, 2020.1 or newer to use the UI Builder. If Failure is returned, the sequence will stop executing child nodes and return Failure to the parent. Reverse the returned status of the child node if it's TaskStatus.Success or TaskStatus.Failure. First create a new action. Its constructor requires a root behavior and a blackboard. Utility AI in Unity DOTS C ApplicationInvite: App's invitation info.WebTinyusb looks like it will be updated substantially in the next release of pico-sdk (1.2.0), which - according to the GitHub logs - appears as though it should be available in the next 1-2 weeks. If you use a BehaviorTreeAgent, you don't have an access to the private TreeRoot Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. IMGUI_API void SetNextWindowSize (const ImVec2& size, ImGuiCond cond = 0); // set next window size. Please Installation This repo is a regular Unity package. We don't use the exact same language but the principles are the same and they explain behaviour trees very well. look into the section on writing your own custom conditions. Usually, it's used for game AI. A tag already exists with the provided branch name. Navigate to the Get-started-with-behavior-trees\projects\starterProject folder in Unity. Here is a debug procedure that I go through: First craft out the behavior tree without creating any tasks except. One of the 'innovation' of this library is the use of C# IEnumerable function syntax to write complex sequences (I haven't seen this anywhere else at least..). Use Git or checkout with SVN using the web URL. They must have only a default constructor. Fluid Behavior Tree comes with a robust library of pre-made actions, conditions, composites, and other nodes A behaviour tree is made up of several types of nodes, however some core functionality is common to any type of node in a behaviour tree. You can safely add new code to your behavior trees with several lines. Check out the Github repo with all my Unity tutorials! Note that you cannot view trees while the game is not running. Join the Discord Community if you have questions or need help. Inspired by Fluent Behavior Tree. A simple behaviour tree implementation for Unity. Return TaskStatus.Failure if the child returns TaskStatus.Failure, otherwise it returns TaskStatus.Continue. To define a board, write a class like this: The 'GetBoard' function will create the board if it doesn't exist yet. Behavior trees are a fantastic way to construct and manage modular and reusable AI and logic. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. from ashblue/dependabot/npm_and_yarn/semver-re, Submitting your own actions, conditions, ect, Extendable, write your own custom re-usable nodes, Pre-built library of tasks to kickstart your AI, Tree visualizer to debug your trees at runtime, Tracks the last position of your behavior tree and restores it the next frame, Built for Unity (no integration overhead), Failure: Same as success, except informs that the node failed. Contributions of any kind welcome! A tag already exists with the provided branch name. You mustn't add a constructor to your custom behavior. Behavior trees mimic the real thing they are named afterin this case, trees, and their branching structure. To specify a Git URL as a dependency, add the name of the package to add with a Git URL instead of the version number or local file path to the project manifest Each Unity project has a project manifest, which acts as an entry point for the Package Manager. A tag already exists with the provided branch name. The library supports a default Unity serialization based on scriptable objects. After a node ticks, it returns a status to its parent, which can be Success, Failure, or Running. Running - a tick of a behavior (a tree) did something but it's not finished and it's needed to tick again. You signed in with another tab or window. Runs each child node until Success is returned. To create your own node, you just need to create a class that implements BehaviourNode: You can access your agent through ctx.agent inside your inherited class. Implement Unity-Behaviour-Tree with how-to, Q&A, fixes, code snippets. to use Codespaces. Are you sure you want to create this branch? Features Extendable, write your own custom re-usable nodes Pre-built library of tasks to kickstart your AI Tree visualizer to debug your trees at runtime Allowing you to customize BTs while supporting future version upgrades. In the professional industry designers will use an editor to build, tweak and debug AI. You need to add it to any game object and set links to a serialized behavior tree and a blackboard component. See below for a list of the base nodes. Custom conditions can be added with the following example template. Updated price and taxes/VAT calculated at checkout. Fluid Behavior Tree isn't limited to just custom actions and conditions. UI Builder accelerates editor tool. After all behaviors are added, you need to call Build() to get a new created behavior tree. This library automatically logs different messages via Unity log. Feel free to use this for your Unity project. Return TaskStatus.Continue regardless of what status the child returns. Idle - a behavior (a tree) was never ticked. This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. if you have several agents on a single game object, you can choose a needed one with a drop-down selector. Nothing particularly fancy, it just gets the job done. To create a serialized behavior tree, If you need to set arguments on the composite you'll want to take a loot at the method BehaviorTreeBuilder.AddNodeWithPointer(). Simple implementation of basic behaviour tree. They are Unity components and automatically call BehaviorTreeAgent.Tick() and other methods in different loops. If you find yourself re-using the same actions you might want to Clone and/or download the GitHub repository. No License, Build not available. From there you just have to make a tree out of G. GameFrontier. To get a constructor functionality, implement an ISetupable interface. Error - a tick of a behavior (a tree) had an error that prevented it from a correct execution. This has to be done so your Unity editor can connect to NPM's package registry. Failure - a tick of a behavior (a tree) was finished unsuccessfully. or open a window Window/Behavior Tree/Behavior Tree Window and select the created asset. Otherwise it returns a SUCCESS. And you're done! In talking with colleagues from around the industry, I find that these tools are repeatedly built and re-built and hopefully this summary of my process can help you build your own. simple API. v1.0: The core logic + all the basic nodes. All commits should be made using Commitizen (which is automatically installed when running npm install). The demo in this repository shows a custom implementation of a Behaviour Tree and an example of a configured Tree for a patrolling enemy. In the opened window, you can set up a behavior tree. Work fast with our official CLI. You can call a method CreateTree() on a valid asset to get a new created behavior tree. Add behaviors and set parameters. by a .End() statement. You'll be able to print a visualization of your tree while the game is running in the editor. If nothing happens, download Xcode and try again. After that you need to open the created serialized behavior tree every call of Build() creates a new identical behavior tree. Archives of specific versions and release notes are available on the releases page. What makes Fluid Behavior Tree so powerful is the ability to write your own nodes and add them to the builder without editing any source. I'm developing a multiplayer fps and required some smarts for my bots, and after being inspired by Chris Simpson's blogpost on Gamasutra, I decided to implement behaviour trees myself. Conditional Aborts (observer aborts) which are event driven. Also every decorator must be followed Nothing particularly fancy, it just gets the job done. To make a commit type the following into a terminal from the root. Return TaskStatus.Failure if the child returns TaskStatus.Success. with units who attempt to capture the flag while grabbing power ups to try and gain the upper hand. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. You signed in with another tab or window. That's why, in Panda BT, I've decided that the tree is defined into an external script (a TextAsset) using a minimalist scripting language. Contribute to kultie/Unity-Behaviour-Tree development by creating an account on GitHub. There was a problem preparing your codespace, please try again. to help speed up your development process. For core character behaviour logic, I usually create a coroutine named AIUpdate or turn Start into a coroutine, containing a loop which ticks the tree and then yields WaitForSeconds one divided by the frequency property of the tree. Overview of behavior tree nodes. Behavior trees for Unity3D projects. Behavior Tree for Unity is an implementation of a classical behavior tree for Unity engine. Simply executes all of it's children (specified in the constructor). The SuccessNodeis given a child node and returns the IN_PROGRESS if the child returns IN_PROGRESS and SUCCESS otherwise, regardless of if the child returns FAILURE or SUCCESS. Runs each child node in order and expects a Success status to tick the next node. the leftmost "UnitIsMine" node is a simple check for whether the entity running this behaviour tree is owned by us or not: if the owner of the unit matches our player index, then the check will. You need to call TreeRoot.Tick() to make it do something. Unity-Behaviour-Tree Simple Behaviour Tree implementation for Unity c# base on article of adnzzzzZ Added basic elements of BTs: Composite nodes (Sequence, Selector), Leaf and some Decorator (Inverter) Feel free to use this for your Unity project. If nothing happens, download Xcode and try again. PRs that don't have Commitizen based commits will be rejected. NOTE: The leaf nodes provided are tied to my specific implementation and you'll need to customize them Written with a code driven approach on the builder pattern. Please Just takes one line of code. NodeCanvas is the complete node-based Visual Behaviour Authoring framework for Unity, enabling you to create advanced AI behaviours and logic without the fuss in an intuitive visual node editor, including two powerful, separate, but interchangeable and fully featured . This decorator (and all descendent set axis to 0.0f to force an auto-fit on this axis. Case study are set up by raspberry pi 4 with sensors, ROS2 foxy and python code.By following this resource with your Raspberry Pi and Sense HAT you will learn how to . It returns the same state as its selected child. You can even create Unity packages that add new builder functionality. (3) $69.99. This file must be available in the <project>/Packages directory. When creating trees you'll need to store them in a variable to properly cache all the necessary data. Behavior trees allow you to easily set up a behavior switcher based on different conditions. Namespace Kultie.BehaviourTree Components Context All the data for the tree will contains in here. Open Graph Editor button opens GraphView for Behavior Tree. Inspired by Fluent Behavior Tree. Usually, it's used for game AI. Written with a code driven approach to maximize maintainability on large projects with the builder pattern. Run the unity application. Features This is a library that allows you to create complex behaviour trees with ease. You'll see Materials , Prefabs , Scenes, and Scripts in Assets/WUG. This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. If we were to visualize a behavior tree, it would look something like the following figure: A basic tree structure The Behavior Tree Visualizer tool was created to solve these problems! These objects are shared between every node of your tree. extremely powerful and a great compliment to actions, conditions, and composites. Decorators are parent elements that wrap any node to change the return value (or execute special logic). So, a while ago, I made this tutorial about the fundamentals of behaviour trees.In this article, I first explained the theory behind . Supports running Subtrees. Does not change TaskStatus.Continue. They are It is a set of open source projects maintained by Nordic Semiconductor, consisting of several Git repositories publicly hosted on GitHub . to use Codespaces. Open the Demo scene in Assets/WUG/Scenes. Learn more. Use Git or checkout with SVN using the web URL. Thanks goes to these wonderful people (emoji key): This project follows the all-contributors specification. It demonstrates real time usage This is that they can return one of three statuses. Next we need to extend the BehaviorTreeBuilder script with our new AgentDestination action. you need to click Assets/Create/Behavior Tree/Serialized Behavior Tree in the Unity interface. Behavior trees execute in discrete update steps known as ticks. It allows you to keep your behaviour trees a bit lighter and more readable than traditional behaviour trees. Behavior Tree for Unity is an implementation of a classical behavior tree for Unity engine. Randomly evaluate a node as true or false based upon the passed chance. Install Behavior Tree Visualizer Unity does not have a way to easily visualize how a tree is being drawn. Simple Behaviour Tree implementation for Unity c# base on article of adnzzzzZ. The core behaviour tree engine with a set of standard composite, decorator, and task nodes. The most challenging part is to turn it into a usable tool and integrate it within Unity. Adding custom composites to your behavior tree is just as simple as adding actions. It's automatically saved in a Unity serialized asset. Fluid Behavior Tree is used through Unity's Package Manager. sign in Every Behavior also returns a new Status in its tick. the existing nodes or your custom nodes. On every frame, the selector will loop through all the nodes and pick the first one which has a predicate that returns true. Behavior trees for Unity3D projects. The FailureNodeis given a child node and returns the IN_PROGRESS if the child returns IN_PROGRESS and FAILURE otherwise, regardless of if the child returns FAILURE or SUCCESS. BehaviorTreeAgent is a Unity component that wraps all the logic around TreeRoot. Behavior trees got their name from their hierarchical, branching system of nodes with a common parent, known as the root. This repo is a regular Unity package. Does not change TaskStatus.Continue. The SelectorNode is provided a list of nodes and a predicate for each node. Backward manner may be complicated for both people and code. Usually, it's returned by behaviors that have continuous executes. That's why this library has a special tool name TreeBuilder that allows you to create a behavior tree that you're using constantly. Return TaskStatus.Success if the child returns TaskStatus.Success, otherwise it returns TaskStatus.Continue. For instance, it is really cumbersome and very verbose to define the tree directly in C#. tasks) can be interrupted by calling BehaviorTree.Reset(). During development they build a library of reusable and plugable behaviors. But you must call TreeRoot.Initialize() before a first tick and TreeRoot.Dispose() after a last tick. Are you sure you want to create this branch? The type of the serialized behavior tree asset is SerializedBehaviorTree. and you need to call BehaviorTreeAgent.Tick() or use one of BehaviorTreeAgentTickers. This allows you to create injectable behavior trees that bundles different Does not change TaskStatus.Continue. When a BT is ticked, usually at some specified rate, its child nodes recursively tick based on how the tree is constructed. All node in the tree will use this as the intermediate to communicate with eachother, Create your own Context and extending it with BehaviourContext class, Root of the tree, these just a place holder and make sense for all you english speaker since tree start will composite node is not understandable, Create Root using a context an a composite node, Create your own Action Node by extending Action class, Node that contains nodes, these node are the "direction" for the tree, Create by list of nodes or using params in c#, Create your own Composite Node by extending Composite class, There are already built-in Sequence and Selector node, Node that change the result of Action Node, Create your own Decorator Node by extending Decorator class, There are already built-in After, DontSucceddInARow, Inverter, RepeateUntilFail node, Calling root.Update(dt, context) in the Update method of MonoBehavior, Example: This will create a selector node and check for the random generator number. In this library, an "Agent" represents an entity the AI is meant to control. If nothing happens, download GitHub Desktop and try again. More here: https://docs.unity3d.com/Manual/upm-dependencies.html. NOTE: You must manually call Update() on the child node or it will not fire. There are QoS communication, life cycle management, behavior tree coding style. You can create your own custom actions with the following template. Behaviors are added into a tree builder with methods AddLeaf(), AddDecorator() and AddComposite(). You can wrap any node with your own custom decorator code. Here's a description of possible statuses: You can see statuses of all runtime behaviors of a behavior tree if it's created in a BehaviorTreeAgent. (not enough ratings) 3 users have favourite this asset. Pauses until a provided condition is met. No License, Build not available. But each covers a different node type. You can call this method multiple times and get a new identical behavior tree every time. nodes for complex functionality such as searching or attacking. If you want a lesson on how behaviour trees work, check this article out. The behaviour tree will execute the root node in a loop until you stop it. 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