495 lines
18 KiB
Python
495 lines
18 KiB
Python
# region Constants
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# White Constants
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W_KIN, W_QUE, W_BIS, W_NHT, W_ROO, W_PAW = range(6)
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# Black Constans
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B_KIN, B_QUE, B_BIS, B_NHT, B_ROO, B_PAW = range(6,12)
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# Turn Constants
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WHITE, BLACK = 0, 1
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# Piece Constants
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KIN, QUE, BIS, NHT, ROO, PAW = range(6)
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NO_PIECE = 15
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PIECE_TO_STR = ["wK", "wQ", "wB", "wN", "wR", "wP", "bK", "bQ", "bB", "bN", "bR", "bP"]
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# Square Constants
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A8, B8, C8, D8, E8, F8, G8, H8 = range(56, 64)
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A7, B7, C7, D7, E7, F7, G7, H7 = range(48, 56)
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A6, B6, C6, D6, E6, F6, G6, H6 = range(40, 48)
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A5, B5, C5, D5, E5, F5, G5, H5 = range(32, 40)
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A4, B4, C4, D4, E4, F4, G4, H4 = range(24, 32)
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A3, B3, C3, D3, E3, F3, G3, H3 = range(16, 24)
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A2, B2, C2, D2, E2, F2, G2, H2 = range(8, 16)
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A1, B1, C1, D1, E1, F1, G1, H1 = range(8)
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# 0 = Normaler Zug (Quiet Move)
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QUIET = 0
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# 1 = Doppelschritt Bauer (wichtig für En Passant im nächsten Zug)
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DOUBLE_PAWN_PUSH = 1
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# 2 & 3 = Rochaden
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KING_CASTLE = 2
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QUEEN_CASTLE = 3
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# 4 = Normaler Schlagzug (Capture)
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# Manche Engines codieren Captures extra, manche schauen einfach aufs Brett.
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# Für den Anfang reicht es, Captures einfach als Flag 4 zu markieren.
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CAPTURE = 4
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# 5 = En Passant Schlag
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EP_CAPTURE = 5
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# 8-15 = Umwandlungen (Promotion)
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# Struktur: 8 + Figur (Springer=0, Läufer=1, Turm=2, Dame=3)
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PROMO_KNIGHT = 8
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PROMO_BISHOP = 9
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PROMO_ROOK = 10
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PROMO_QUEEN = 11
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# Umwandlung mit Schlagen (optional, spart Zeit beim Checken)
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PROMO_N_CAPTURE = 12
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PROMO_B_CAPTURE = 13
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PROMO_R_CAPTURE = 14
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PROMO_Q_CAPTURE = 15
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# Masks
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NOT_A = 0xfefefefefefefefe
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NOT_H = 0x7f7f7f7f7f7f7f7f
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NOT_AB = 0xfcfcfcfcfcfcfcfc
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NOT_GH = 0x3f3f3f3f3f3f3f3f
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FULL_MASK = 0xffffffffffffffff
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# Attacks Movesets & Rays
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KIN_ATTACKS = [0] * 64
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NHT_ATTACKS = [0] * 64
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PAW_ATTACKS = [0] * 128 # 0-63 für Weiße Bauern, 64-127 für Schwarze Bauern
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RAYS_N = [0] * 64
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RAYS_NE = [0] * 64
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RAYS_E = [0] * 64
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RAYS_SE = [0] * 64
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RAYS_S = [0] * 64
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RAYS_SW = [0] * 64
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RAYS_W = [0] * 64
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RAYS_NW = [0] * 64
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# endregion
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class Bitboard():
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def __init__(self) -> None:
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# WHITE 0:King, 1:Queen, 2:Bishop, 3:Knight, 4:Rook, 5:Pawn
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# BLACK 6:King, 7:Queen, 8:Bishop, 9:Knight, 10:Rook, 11:Pawn
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self.bitboards = [0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0]
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self.side_to_move = WHITE
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self.bitboards[W_KIN] = 1 << E1
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self.bitboards[W_QUE] = 1 << D1
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self.bitboards[W_BIS] = (1 << C1) | (1 << F1)
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self.bitboards[W_NHT] = (1 << B1) | (1 << G1)
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self.bitboards[W_ROO] = (1 << A1) | (1 << H1)
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self.bitboards[W_PAW] = 0xFF << 8
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self.bitboards[B_KIN] = 1 << E8
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self.bitboards[B_QUE] = 1 << D8
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self.bitboards[B_BIS] = (1 << C8) | (1 << F8)
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self.bitboards[B_NHT] = (1 << B8) | (1 << G8)
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self.bitboards[B_ROO] = (1 << A8) | (1 << H8)
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self.bitboards[B_PAW] = 0xFF << 48
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self.all_pieces = [0, 0]
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self.all_pieces[0] = self.bitboards[W_KIN] | self.bitboards[W_QUE] | self.bitboards[W_BIS] | self.bitboards[W_NHT] | self.bitboards[W_ROO] | self.bitboards[W_PAW]
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self.all_pieces[1] = self.bitboards[B_KIN] | self.bitboards[B_QUE] | self.bitboards[B_BIS] | self.bitboards[B_NHT] | self.bitboards[B_ROO] | self.bitboards[B_PAW]
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self.move_list = []
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def get_all_moves(self):
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moves = []
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captures = []
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turn = self.side_to_move
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opp = turn ^ 1
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turn_offset = turn * 6
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opp_offset = opp *6
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# import local Varibles
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bbs = self.bitboards
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opponent_pcs = self.all_pieces[opp]
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friendly_pcs = self.all_pieces[turn]
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occupancy = opponent_pcs | friendly_pcs
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# region --- King Moves ---
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kin_sq = bbs[KIN + turn_offset].bit_length() - 1
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kin_attacks = KIN_ATTACKS[kin_sq]
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kin_attacks &= ~friendly_pcs
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while kin_attacks:
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to_sq = (kin_attacks & -kin_attacks).bit_length() - 1
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to_mask = 1 << to_sq
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kin_attacks &= (kin_attacks - 1)
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if to_mask & opponent_pcs:
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if to_mask & bbs[PAW + opp_offset]:
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capture = PAW + opp_offset
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elif to_mask & bbs[NHT + opp_offset]:
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capture = NHT + opp_offset
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elif to_mask & bbs[BIS + opp_offset]:
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capture = BIS + opp_offset
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elif to_mask & bbs[ROO + opp_offset]:
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capture = ROO + opp_offset
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else:
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capture = QUE + opp_offset
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captures.append(to_sq | (kin_sq << 6) | ((KIN + turn_offset) << 12) | (capture << 16) | CAPTURE << 20)
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else:
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moves.append(to_sq | (kin_sq << 6) | ((KIN + turn_offset) << 12) | (NO_PIECE << 16) | QUIET << 20)
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# endregion
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# region --- Knight Moves ---
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nht_bb = bbs[NHT + turn_offset]
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while nht_bb:
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nht_sq = (nht_bb & -nht_bb).bit_length() - 1
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nht_bb &= (nht_bb - 1)
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nht_attacks = NHT_ATTACKS[nht_sq]
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nht_attacks &= ~friendly_pcs
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while nht_attacks:
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to_sq = (nht_attacks & -nht_attacks).bit_length() - 1
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to_mask = 1 << to_sq
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nht_attacks &= (nht_attacks - 1)
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if to_mask & opponent_pcs:
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if to_mask & bbs[PAW + opp_offset]:
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capture = PAW + opp_offset
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elif to_mask & bbs[NHT + opp_offset]:
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capture = NHT + opp_offset
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elif to_mask & bbs[BIS + opp_offset]:
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capture = BIS + opp_offset
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elif to_mask & bbs[ROO + opp_offset]:
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capture = ROO + opp_offset
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else:
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capture = QUE + opp_offset
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captures.append(to_sq | (nht_sq << 6) | ((NHT + turn_offset) << 12) | (capture << 16) | CAPTURE << 20)
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else:
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moves.append(to_sq | (nht_sq << 6) | ((NHT + turn_offset) << 12) | (NO_PIECE << 16) | QUIET << 20)
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# endregion
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# region --- Pawn Moves ---
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paw_bb = bbs[PAW + turn_offset]
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while paw_bb:
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paw_sq = (paw_bb & -paw_bb).bit_length() - 1
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paw_bb &= (paw_bb -1)
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paw_attacks = PAW_ATTACKS[paw_sq + turn_offset]
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# Irgendwann noch En Passant einfügen
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paw_attacks &= opponent_pcs
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while paw_attacks:
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flag = CAPTURE
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to_sq = (paw_attacks & -paw_attacks).bit_length() - 1
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to_mask = 1 << to_sq
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paw_attacks &= (paw_attacks - 1)
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if to_mask & bbs[PAW + opp_offset]:
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capture = PAW + opp_offset
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elif to_mask & bbs[NHT + opp_offset]:
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capture = NHT + opp_offset
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elif to_mask & bbs[BIS + opp_offset]:
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capture = BIS + opp_offset
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elif to_mask & bbs[ROO + opp_offset]:
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capture = ROO + opp_offset
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else:
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capture = QUE + opp_offset
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captures.append(to_sq | (paw_sq << 6) | ((PAW + turn_offset) << 12) | (capture << 16) | flag << 20)
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if turn == 0:
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to_sq = paw_sq + 8
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to_mask = 1 << to_sq
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if not to_mask & occupancy:
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moves.append(to_sq | (paw_sq << 6) | ((PAW + turn_offset) << 12) | (NO_PIECE << 16) | QUIET << 20)
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if 8 <= paw_sq <= 15:
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to_sq_push = paw_sq + 16
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to_mask_push = 1 << to_sq_push
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if not to_mask_push & occupancy:
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moves.append(to_sq_push | (paw_sq << 6) | ((PAW + turn_offset) << 12) | (NO_PIECE << 16) | DOUBLE_PAWN_PUSH << 20)
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else:
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to_sq = paw_sq - 8
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to_mask = 1 << to_sq
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if not to_mask & occupancy:
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moves.append(to_sq | (paw_sq << 6) | ((PAW + turn_offset) << 12) | (NO_PIECE << 16) | QUIET << 20)
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if 48 <= paw_sq <= 55:
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to_sq_push = paw_sq - 16
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to_mask_push = 1 << to_sq_push
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if not to_mask_push & occupancy:
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moves.append(to_sq_push | (paw_sq << 6) | ((PAW + turn_offset) << 12) | (NO_PIECE << 16) | DOUBLE_PAWN_PUSH << 20)
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# endregion Pawn Moves
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# region --- Bishop Moves ---
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bis_bb = bbs[BIS + turn_offset]
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while bis_bb:
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bis_sq = (bis_bb & -bis_bb).bit_length() - 1
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bis_bb &= (bis_bb - 1)
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# region North-East
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ray = RAYS_NE[bis_sq]
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blockers = ray & occupancy
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if blockers:
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blocker_sq = (blockers & -blockers).bit_length() - 1
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ray_to_del = RAYS_NE[blocker_sq]
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bis_attacks = (ray ^ ray_to_del) & ~friendly_pcs
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else:
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bis_attacks = ray
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while bis_attacks:
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to_sq = (bis_attacks & -bis_attacks).bit_length() - 1
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to_mask = 1 << to_sq
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bis_attacks &= (bis_attacks - 1)
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if to_mask & opponent_pcs:
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if to_mask & bbs[PAW + opp_offset]:
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capture = PAW + opp_offset
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elif to_mask & bbs[NHT + opp_offset]:
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capture = NHT + opp_offset
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elif to_mask & bbs[BIS + opp_offset]:
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capture = BIS + opp_offset
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elif to_mask & bbs[ROO + opp_offset]:
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capture = ROO + opp_offset
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else:
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capture = QUE + opp_offset
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captures.append(to_sq | (bis_sq << 6) | ((BIS + turn_offset) << 12) | (capture << 16) | CAPTURE << 20)
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else:
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moves.append(to_sq | (bis_sq << 6) | ((BIS + turn_offset) << 12) | (NO_PIECE << 16) | QUIET << 20)
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# endregion
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# region North-West
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ray = RAYS_NW[bis_sq]
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blockers = ray & occupancy
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if blockers:
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blocker_sq = (blockers & -blockers).bit_length() - 1
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ray_to_del = RAYS_NW[blocker_sq]
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bis_attacks = (ray ^ ray_to_del) & ~friendly_pcs
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else:
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bis_attacks = ray
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while bis_attacks:
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to_sq = (bis_attacks & -bis_attacks).bit_length() - 1
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to_mask = 1 << to_sq
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bis_attacks &= (bis_attacks - 1)
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if to_mask & opponent_pcs:
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if to_mask & bbs[PAW + opp_offset]:
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capture = PAW + opp_offset
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elif to_mask & bbs[NHT + opp_offset]:
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capture = NHT + opp_offset
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elif to_mask & bbs[BIS + opp_offset]:
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capture = BIS + opp_offset
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elif to_mask & bbs[ROO + opp_offset]:
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capture = ROO + opp_offset
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else:
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capture = QUE + opp_offset
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captures.append(to_sq | (bis_sq << 6) | ((BIS + turn_offset) << 12) | (capture << 16) | CAPTURE << 20)
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else:
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moves.append(to_sq | (bis_sq << 6) | ((BIS + turn_offset) << 12) | (NO_PIECE << 16) | QUIET << 20)
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# endregion
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# region South-East
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ray = RAYS_SE[bis_sq]
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blockers = ray & occupancy
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if blockers:
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blocker_sq = blockers.bit_length() - 1
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ray_to_del = RAYS_SE[blocker_sq]
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bis_attacks = (ray ^ ray_to_del) & ~friendly_pcs
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else:
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bis_attacks = ray
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while bis_attacks:
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to_sq = (bis_attacks & -bis_attacks).bit_length() - 1
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to_mask = 1 << to_sq
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bis_attacks &= (bis_attacks - 1)
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if to_mask & opponent_pcs:
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if to_mask & bbs[PAW + opp_offset]:
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capture = PAW + opp_offset
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elif to_mask & bbs[NHT + opp_offset]:
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capture = NHT + opp_offset
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elif to_mask & bbs[BIS + opp_offset]:
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capture = BIS + opp_offset
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elif to_mask & bbs[ROO + opp_offset]:
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capture = ROO + opp_offset
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else:
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capture = QUE + opp_offset
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captures.append(to_sq | (bis_sq << 6) | ((BIS + turn_offset) << 12) | (capture << 16) | CAPTURE << 20)
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else:
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moves.append(to_sq | (bis_sq << 6) | ((BIS + turn_offset) << 12) | (NO_PIECE << 16) | QUIET << 20)
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# endregion
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# region South-West
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ray = RAYS_SW[bis_sq]
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blockers = ray & occupancy
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if blockers:
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blocker_sq = blockers.bit_length() - 1
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ray_to_del = RAYS_SW[blocker_sq]
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bis_attacks = (ray ^ ray_to_del) & ~friendly_pcs
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else:
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bis_attacks = ray
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while bis_attacks:
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to_sq = (bis_attacks & -bis_attacks).bit_length() - 1
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to_mask = 1 << to_sq
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bis_attacks &= (bis_attacks - 1)
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if to_mask & opponent_pcs:
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if to_mask & bbs[PAW + opp_offset]:
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capture = PAW + opp_offset
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elif to_mask & bbs[NHT + opp_offset]:
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capture = NHT + opp_offset
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elif to_mask & bbs[BIS + opp_offset]:
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capture = BIS + opp_offset
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elif to_mask & bbs[ROO + opp_offset]:
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capture = ROO + opp_offset
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else:
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capture = QUE + opp_offset
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captures.append(to_sq | (bis_sq << 6) | ((BIS + turn_offset) << 12) | (capture << 16) | CAPTURE << 20)
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else:
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moves.append(to_sq | (bis_sq << 6) | ((BIS + turn_offset) << 12) | (NO_PIECE << 16) | QUIET << 20)
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# endregion
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# endregion Bishop Moves
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def make_move(self, move):
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# Setup
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# 6 Bit (0-5): Target (Index: 0-63)
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# 6 Bit (6-11): Source (Index: 0-63)
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# 4 Bit (12-15): Piece moved (0-11: W_KIN-B_PAW)
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# 4 Bit (16-19): Piece Captured (0-11: W_KIN-B_PAW, 15: Nothing)
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# Bit 20-23: Flags (4 Bit)
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# 0000: 0 Quiet 0100: 4 Capture 1000: 8 Promo NHT
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# 0001: 1 Double Pawn Push 0101: 5 En Passant 1001: 9 Promo BIS
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# 0010: 2 King Castle 0110: 1010: 10 Promo ROO
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# 0011: 3 Queen Castle 0111: 1011: 11 Promo QUE
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end = move & 0x3F
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start = (move >> 6) & 0x3F
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piece = (move >> 12) & 0xF
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captured = (move >> 16) & 0xF
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flag = (move >> 20) & 0xF
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turn = self.side_to_move
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self.bitboards[piece] ^= (1 << start) | (1 << end)
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self.all_pieces[turn] ^= (1 << start) | (1 << end)
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if flag == CAPTURE:
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self.bitboards[captured] ^= (1 << end)
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self.all_pieces[turn ^ 1] ^= (1 << end)
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self.side_to_move ^= 1 # Seite Wechseln
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def print_board(self):
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board = [" ."] * 64
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for pce in range(12):
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locations = self.bitboards[pce]
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while locations:
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index = (locations & -locations).bit_length() - 1
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board[index] = PIECE_TO_STR[pce]
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locations &= (locations - 1)
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for c in range(7, -1, -1):
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print(f"{c+1} ", end="")
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for r in range(8):
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print(board[r + (c * 8)], end=" ")
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print("")
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print(" A B C D E F G H /n")
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def initialize():
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'''
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Calculate all Attack patterns and Rays
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'''
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for sq in range(64):
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bit = 1 << sq
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# --- Pieces ---
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# King
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kin_attacks = (bit & NOT_A) << 7 | bit << 8 | (bit & NOT_H) << 9 | (bit & NOT_H) << 1 | \
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(bit & NOT_H) >> 7 | bit >> 8 | (bit & NOT_A) >> 9 | (bit & NOT_A) >> 1
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KIN_ATTACKS[sq] = kin_attacks & FULL_MASK
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# Knight
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nht_attacks = (bit & NOT_AB) << 6 | (bit & NOT_A) << 15 | (bit & NOT_H) << 17 | (bit & NOT_GH) << 10 | \
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(bit & NOT_GH) >> 6 | (bit & NOT_H) >> 15 | (bit & NOT_A) >> 17 | (bit & NOT_AB) >> 10
|
|
NHT_ATTACKS[sq] = nht_attacks & FULL_MASK
|
|
|
|
# Pawns Attack
|
|
w_attacks = (bit & NOT_A) << 7 | (bit & NOT_H) << 9
|
|
PAW_ATTACKS[sq] = w_attacks & FULL_MASK
|
|
|
|
b_attacks = (bit & NOT_A) >> 9 | (bit & NOT_H) >> 7
|
|
PAW_ATTACKS[sq + 64] = b_attacks & FULL_MASK
|
|
|
|
# --- Rays ---
|
|
r, f = sq // 8, sq % 8
|
|
|
|
# North (r+)
|
|
RAYS_N[sq] = 0
|
|
for i in range(r + 1, 8):
|
|
RAYS_N[sq] |= (1 << (i * 8 + f))
|
|
|
|
# South (r-)
|
|
RAYS_S[sq] = 0
|
|
for i in range(r - 1, -1, -1):
|
|
RAYS_S[sq] |= (1 << (i * 8 + f))
|
|
|
|
# East (f+)
|
|
RAYS_E[sq] = 0
|
|
for i in range(f + 1, 8):
|
|
RAYS_E[sq] |= (1 << (r * 8 + i))
|
|
|
|
# West (f-)
|
|
RAYS_W[sq] = 0
|
|
for i in range(f - 1, -1, -1):
|
|
RAYS_W[sq] |= (1 << (r * 8 + i))
|
|
|
|
# North-East (r+, f+)
|
|
RAYS_NE[sq] = 0
|
|
i, j = r + 1, f + 1
|
|
while i < 8 and j < 8:
|
|
RAYS_NE[sq] |= (1 << (i * 8 + j))
|
|
i += 1; j += 1
|
|
|
|
# North-West (r+, f-)
|
|
RAYS_NW[sq] = 0
|
|
i, j = r + 1, f - 1
|
|
while i < 8 and j >= 0:
|
|
RAYS_NW[sq] |= (1 << (i * 8 + j))
|
|
i += 1; j -= 1
|
|
|
|
# South-East (r-, f+)
|
|
RAYS_SE[sq] = 0
|
|
i, j = r - 1, f + 1
|
|
while i >= 0 and j < 8:
|
|
RAYS_SE[sq] |= (1 << (i * 8 + j))
|
|
i -= 1; j += 1
|
|
|
|
# South-West (r-, f-)
|
|
RAYS_SW[sq] = 0
|
|
i, j = r - 1, f - 1
|
|
while i >= 0 and j >= 0:
|
|
RAYS_SW[sq] |= (1 << (i * 8 + j))
|
|
i -= 1; j -= 1
|
|
|
|
initialize()
|
|
board = Bitboard()
|
|
board.print_board()
|
|
|
|
''' Board Index:
|
|
a b c d e f g h
|
|
8 [56] [57] [58] [59] [60] [61] [62] [63]
|
|
7 [48] [49] [50] [51] [52] [53] [54] [55]
|
|
6 [40] [41] [42] [43] [44] [45] [46] [47]
|
|
5 [32] [33] [34] [35] [36] [37] [38] [39]
|
|
4 [24] [25] [26] [27] [28] [29] [30] [31]
|
|
3 [16] [17] [18] [19] [20] [21] [22] [23]
|
|
2 [08] [09] [10] [11] [12] [13] [14] [15]
|
|
1 [00] [01] [02] [03] [03] [05] [06] [07]
|
|
|
|
''' |