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Copilot AI commented Dec 10, 2025

Removes user-selectable difficulty levels and replaces them with a single elite AI opponent (depth-9 minimax, ~80% win rate) and chess-style countdown timers (5:00 + 5s increment) to create an intense, competitive Connect-4 experience.

Changes

Elite AI Implementation

  • Fixed depth-9 search replacing user-selectable depths 2-6
  • Center-column move ordering [3,2,4,1,5,0,6] improves alpha-beta pruning efficiency
  • Opening book always plays center column first
  • Position evaluation heuristics value center control at leaf nodes
  • Iterative deepening with early termination on forced win/loss detection
// Connect-4.js
const COLUMN_ORDER = [3, 2, 4, 1, 5, 0, 6];
const OPENING_BOOK = { '': 3 };

function makeComputerMove(maxDepth = 9) {
  // Check opening book first, then iterative deepening
  // Center-column ordering maximizes alpha-beta pruning
}

Chess-Style Timer System

  • 5-minute base + 5-second Fischer increment per move
  • Visual states: active (green glow), warning (red pulse <30s), timeout detection
  • Integrated game flow: timers start/stop/increment automatically with turns
  • Pause on animations: prevents time loss during chip drops
// index.js
const INITIAL_TIME = 300;
const TIME_INCREMENT = 5;
const WARNING_THRESHOLD = 30;

function startTimer(who) { /* countdown with timeout detection */ }
function addIncrement(who) { playerTime += TIME_INCREMENT; }

UI Simplification

  • Removed difficulty radio buttons (1-5) and related CSS
  • Dual timer display in sidebar with state-based styling
  • Competitive messaging: "Can you be among the 20% who win?"
  • Streamlined interface focused on timer and game state

Documentation

  • Updated README with elite AI techniques and timer mechanics
  • Performance metrics now reflect fixed depth-9 configuration
  • Roadmap includes new "Elite AI & Timers" phase as complete

UI Preview

Elite AI with Timers

Clean sidebar with timer display, no difficulty controls, streamlined start button.

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Original prompt

Overview

Transform OptiConnect into a highly challenging, engaging Connect-4 experience by removing difficulty levels, implementing a single powerful AI opponent, and adding chess-style timers to create urgency and thrill.

Goals

  1. Single Elite AI - Remove difficulty selection and implement one highly optimized AI that achieves approximately 80:20 win ratio against human players
  2. Chess-Style Timer - Add countdown timers for both players to create pressure and excitement
  3. Engagement Focus - Make the game challenging enough to encourage repeated play while helping players develop analytical thinking

Detailed Requirements

1. Remove Difficulty System

Files to modify: index.html, index.js, Connect-4.css

  • Remove the difficulty selection panel (radio buttons 1-5)
  • Remove all difficulty-related code from index.js
  • Update the UI to have a cleaner, more focused interface
  • The "Start Game" button should remain but without difficulty options above it

2. Implement Elite AI (Target: 80% Win Rate)

File to modify: Connect-4.js

The AI should be significantly stronger by:

  • Fixed High Search Depth: Use depth 8-10 for the minimax search (leveraging the alpha-beta pruning and transposition tables from PR Implement AI optimizations: Alpha-Beta Pruning, Bitboards, and Transposition Table #1)
  • Advanced Position Evaluation: Implement a sophisticated heuristic evaluation function that considers:
    • Center column control (pieces in center columns are more valuable)
    • Threat detection (3-in-a-row with open ends)
    • Blocking opponent threats
    • Potential winning lines available
    • Tempo and initiative
  • Opening Book: Implement a small opening book with strong opening moves (center column is statistically strongest)
  • Move Ordering: Prioritize moves that are more likely to be good (center columns first, then adjacent) to maximize alpha-beta pruning efficiency
  • Iterative Deepening: Search progressively deeper and use the best move from shallower searches to improve move ordering

3. Chess-Style Timer System

Files to modify: index.html, index.js, Connect-4.css

Implement a dual-timer system similar to chess clocks:

Timer Features:

  • Initial Time: Each player starts with 5 minutes (300 seconds)
  • Increment: Add 5 seconds after each move (like chess increment)
  • Visual Display: Show both timers prominently on the UI
    • Player timer on left/bottom
    • AI timer on right/top (or appropriate placement)
  • Active Timer Highlight: The active player's timer should be visually highlighted (glowing border, different color)
  • Low Time Warning: When time drops below 30 seconds, timer turns red and pulses
  • Time Loss: If a player's time runs out, they lose the game immediately
  • Timer Pause: Timers pause during animations and when game is over

Timer UI Design:

┌─────────────────┐
│   YOU: 4:32     │  ← Your timer (highlighted when your turn)
├─────────────────┤
│   AI:  4:55     │  ← AI timer (highlighted when AI's turn)
└─────────────────┘

Timer States:

  • normal - White/default color
  • active - Highlighted/glowing (whose turn it is)
  • warning - Red color, pulsing animation (< 30 seconds)
  • expired - Game over state

4. Updated UI/UX

File to modify: index.html, Connect-4.css

New Sidebar Layout:

┌────────────────────┐
│    Connect-4       │  (Title)
├────────────────────┤
│  ┌──────────────┐  │
│  │  YOU: 5:00   │  │  (Player Timer)
│  └──────────────┘  │
│  ┌──────────────┐  │
│  │  AI:  5:00   │  │  (AI Timer)
│  └──────────────┘  │
├────────────────────┤
│   [Start Game]     │  (Start Button)
├────────────────────┤
│   Status Area      │  (Current turn, messages)
│   "Your Turn"      │
│   "Think fast!"    │
└────────────────────┘

New Messages/Blurbs:

  • Update messages to reflect the challenging nature:
    • Start: "Challenge the AI. Can you be among the 20% who win?"
    • Player turn: "Your move. The clock is ticking..."
    • AI turn: "AI is calculating the optimal counter..."
    • Player wins: "Incredible! You've defeated the AI! 🏆"
    • AI wins: "The AI wins this round. Analyze and try again!"
    • Time out (player): "Time's up! The AI wins by timeout."
    • Time out (AI): "AI ran out of time! You win! 🏆"
    • Tie: "A draw! You held your ground against the AI."

5. Game Flow Changes

File to modify: index.js

Timer Management:

// Timer state
let playerTime = 300; // 5 minutes in seconds
let aiTime = 300;
let timerInterval = null;
let activeTimer = null; // 'player' or 'ai'

// Start timer for active player
function startTimer(who) {
    stopTimer();
    activeTimer = who;
    updateTimerDisplay();
    timerInterval = setInterval(() => {
        if (activeTimer === 'player') {
            playerTime--;
            if (playerTime <= 0) {
                playerTime = 0;
                stopTimer();
                endGame('timeout-player');
            }
        } else {
            aiTime--;
      ...

</details>



<!-- START COPILOT CODING AGENT SUFFIX -->

*This pull request was created as a result of the following prompt from Copilot chat.*
> ## Overview
> 
> Transform OptiConnect into a highly challenging, engaging Connect-4 experience by removing difficulty levels, implementing a single powerful AI opponent, and adding chess-style timers to create urgency and thrill.
> 
> ## Goals
> 
> 1. **Single Elite AI** - Remove difficulty selection and implement one highly optimized AI that achieves approximately 80:20 win ratio against human players
> 2. **Chess-Style Timer** - Add countdown timers for both players to create pressure and excitement
> 3. **Engagement Focus** - Make the game challenging enough to encourage repeated play while helping players develop analytical thinking
> 
> ## Detailed Requirements
> 
> ### 1. Remove Difficulty System
> 
> **Files to modify:** `index.html`, `index.js`, `Connect-4.css`
> 
> - Remove the difficulty selection panel (radio buttons 1-5)
> - Remove all difficulty-related code from `index.js`
> - Update the UI to have a cleaner, more focused interface
> - The "Start Game" button should remain but without difficulty options above it
> 
> ### 2. Implement Elite AI (Target: 80% Win Rate)
> 
> **File to modify:** `Connect-4.js`
> 
> The AI should be significantly stronger by:
> 
> - **Fixed High Search Depth**: Use depth 8-10 for the minimax search (leveraging the alpha-beta pruning and transposition tables from PR #1)
> - **Advanced Position Evaluation**: Implement a sophisticated heuristic evaluation function that considers:
>   - Center column control (pieces in center columns are more valuable)
>   - Threat detection (3-in-a-row with open ends)
>   - Blocking opponent threats
>   - Potential winning lines available
>   - Tempo and initiative
> - **Opening Book**: Implement a small opening book with strong opening moves (center column is statistically strongest)
> - **Move Ordering**: Prioritize moves that are more likely to be good (center columns first, then adjacent) to maximize alpha-beta pruning efficiency
> - **Iterative Deepening**: Search progressively deeper and use the best move from shallower searches to improve move ordering
> 
> ### 3. Chess-Style Timer System
> 
> **Files to modify:** `index.html`, `index.js`, `Connect-4.css`
> 
> Implement a dual-timer system similar to chess clocks:
> 
> #### Timer Features:
> - **Initial Time**: Each player starts with **5 minutes** (300 seconds)
> - **Increment**: Add **5 seconds** after each move (like chess increment)
> - **Visual Display**: Show both timers prominently on the UI
>   - Player timer on left/bottom
>   - AI timer on right/top (or appropriate placement)
> - **Active Timer Highlight**: The active player's timer should be visually highlighted (glowing border, different color)
> - **Low Time Warning**: When time drops below 30 seconds, timer turns red and pulses
> - **Time Loss**: If a player's time runs out, they lose the game immediately
> - **Timer Pause**: Timers pause during animations and when game is over
> 
> #### Timer UI Design:
> ```
> ┌─────────────────┐
> │   YOU: 4:32     │  ← Your timer (highlighted when your turn)
> ├─────────────────┤
> │   AI:  4:55     │  ← AI timer (highlighted when AI's turn)
> └─────────────────┘
> ```
> 
> #### Timer States:
> - `normal` - White/default color
> - `active` - Highlighted/glowing (whose turn it is)
> - `warning` - Red color, pulsing animation (< 30 seconds)
> - `expired` - Game over state
> 
> ### 4. Updated UI/UX
> 
> **File to modify:** `index.html`, `Connect-4.css`
> 
> #### New Sidebar Layout:
> ```
> ┌────────────────────┐
> │    Connect-4       │  (Title)
> ├────────────────────┤
> │  ┌──────────────┐  │
> │  │  YOU: 5:00   │  │  (Player Timer)
> │  └──────────────┘  │
> │  ┌──────────────┐  │
> │  │  AI:  5:00   │  │  (AI Timer)
> │  └──────────────┘  │
> ├────────────────────┤
> │   [Start Game]     │  (Start Button)
> ├────────────────────┤
> │   Status Area      │  (Current turn, messages)
> │   "Your Turn"      │
> │   "Think fast!"    │
> └────────────────────┘
> ```
> 
> #### New Messages/Blurbs:
> - Update messages to reflect the challenging nature:
>   - Start: "Challenge the AI. Can you be among the 20% who win?"
>   - Player turn: "Your move. The clock is ticking..."
>   - AI turn: "AI is calculating the optimal counter..."
>   - Player wins: "Incredible! You've defeated the AI! 🏆"
>   - AI wins: "The AI wins this round. Analyze and try again!"
>   - Time out (player): "Time's up! The AI wins by timeout."
>   - Time out (AI): "AI ran out of time! You win! 🏆"
>   - Tie: "A draw! You held your ground against the AI."
> 
> ### 5. Game Flow Changes
> 
> **File to modify:** `index.js`
> 
> #### Timer Management:
> ```javascript
> // Timer state
> let playerTime = 300; // 5 minutes in seconds
> let aiTime = 300;
> let timerInterval = null;
> let activeTimer = null; // 'player' or 'ai'
> 
> // Start timer for active player
> function startTimer(who) {
>     stopTimer();
>     activeTimer = who;
>     updateTimerDisplay();
>     timerInterval = setInterval(() => {
>         if (activeTimer === 'player') {
>             playerTime--;
>             if (playerTime <= 0) {
>                 playerTime = 0;
>                 stopTimer();
>                 endGame('timeout-player');
>             }
>         } else {
>             aiTime--;
>             if (aiTime <= 0) {
>                 aiTime = 0;
>                 stopTimer();
>                 endGame('timeout-ai');
>             }
>         }
>         updateTimerDisplay();
>     }, 1000);
> }
> 
> // Add increment after move
> function addIncrement(who) {
>     if (who === 'player') {
>         playerTime += 5;
>     } else {
>         aiTime += 5;
>     }
>     updateTimerDisplay();
> }
> ```
> 
> #### Game Start:
> - Reset both timers to 5:00
> - Start player's timer when game begins (human moves first)
> 
> #### After Each Move:
> - Stop current timer
> - Add 5-second increment to the player who just moved
> - Start opponent's timer
> 
> ### 6. CSS Styling for Timers
> 
> **File to modify:** `Connect-4.css`
> 
> ```css
> /* Timer Panel */
> .timer-panel {
>     display: flex;
>     flex-direction: column;
>     gap: 10px;
>     margin-bottom: 20px;
> }
> 
> .timer {
>     padding: 15px;
>     background-color: rgba(255, 255, 255, 0.1);
>     border-radius: 8px;
>     font-size: 28px;
>     font-family: "Doppio One", monospace;
>     text-align: center;
>     border: 2px solid transparent;
>     transition: all 0.3s ease;
> }
> 
> .timer.active {
>     border-color: #4CAF50;
>     box-shadow: 0 0 15px rgba(76, 175, 80, 0.5);
>     background-color: rgba(76, 175, 80, 0.2);
> }
> 
> .timer.warning {
>     border-color: #f44336;
>     background-color: rgba(244, 67, 54, 0.2);
>     animation: pulse 1s infinite;
> }
> 
> @keyframes pulse {
>     0%, 100% { opacity: 1; }
>     50% { opacity: 0.6; }
> }
> 
> .timer-label {
>     font-size: 14px;
>     color: #aaa;
>     margin-bottom: 5px;
> }
> 
> .timer-value {
>     font-size: 32px;
>     color: #fff;
>     font-weight: bold;
> }
> ```
> 
> ## Implementation Checklist
> 
> ### Phase 1: Remove Difficulty System
> - [ ] Remove difficulty radio buttons from `index.html`
> - [ ] Remove difficulty-related CSS from `Connect-4.css`
> - [ ] Remove difficulty selection logic from `index.js`
> - [ ] Update `makeComputerMove` to use fixed high depth
> 
> ### Phase 2: Enhance AI Strength
> - [ ] Implement advanced position evaluation heuristic in `Connect-4.js`
> - [ ] Add center-column preference in move ordering
> - [ ] Implement opening book (first few moves)
> - [ ] Increase search depth to 8-10
> - [ ] Add iterative deepening for better move ordering
> 
> ### Phase 3: Add Timer System
> - [ ] Add timer HTML elements to `index.html`
> - [ ] Add timer CSS styles to `Connect-4.css`
> - [ ] Implement timer logic in `index.js`
> - [ ] Handle timer start/stop/increment
> - [ ] Handle timeout game ending
> - [ ] Add low-time warning states
> 
> ### Phase 4: Update UI/UX
> - [ ] Update all game messages/blurbs
> - [ ] Style the new cleaner interface
> - [ ] Add visual feedback for timer states
> - [ ] Test responsive design
> 
> ### Phase 5: Update Documentation
> - [ ] Update `README.md` to reflect:
>   - New single-AI gameplay
>   - Timer system description
>   - Updated game mechanics
>   - Remove references to difficulty levels
> 
> ## Testing Requirements
> 
> - [ ] Game starts with both timers at 5:00
> - [ ] Player timer counts down during player's turn
> - [ ] AI timer counts down during AI's turn
> - [ ] 5-second increment added after each move
> - [ ] Timer turns red and pulses below 30 seconds
> - [ ] Game ends correctly on timeout
> - [ ] AI plays at high strength (noticeably challenging)
> - [ ] All win/tie conditions still work
> - [ ] Timer pauses appropriately during animations
> - [ ] Clean UI without difficulty options
> 
> ## Expected Outcome
> 
> - A streamlined, intense Connect-4 experience
> - AI wins approximately 80% of games against casual players
> - Timer creates urgency and excitement
> - Players are motivated to improve and beat the AI
> - Game helps develop analytical thinking through challenge

<!-- START COPILOT CODING AGENT TIPS -->
---

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Project Deployment Preview Comments Updated (UTC)
opticonnect Ready Ready Preview Comment Dec 10, 2025 9:15pm

Co-authored-by: CodeKunalTomar <111980003+CodeKunalTomar@users.noreply.github.com>
Co-authored-by: CodeKunalTomar <111980003+CodeKunalTomar@users.noreply.github.com>
Co-authored-by: CodeKunalTomar <111980003+CodeKunalTomar@users.noreply.github.com>
Copilot AI changed the title [WIP] Remove difficulty levels and implement single AI opponent Transform OptiConnect: Elite AI with Chess-Style Timers Dec 10, 2025
@CodeKunalTomar CodeKunalTomar marked this pull request as ready for review December 10, 2025 21:19
Copilot AI review requested due to automatic review settings December 10, 2025 21:19
Copilot AI requested a review from CodeKunalTomar December 10, 2025 21:19
@CodeKunalTomar CodeKunalTomar merged commit 061c609 into main Dec 10, 2025
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@CodeKunalTomar CodeKunalTomar deleted the copilot/remove-difficulty-system branch December 10, 2025 21:20
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Pull request overview

This PR transforms OptiConnect from a difficulty-selectable Connect-4 game into an intense competitive experience featuring a single elite AI opponent and chess-style countdown timers. The changes create a challenging, time-pressured gameplay environment designed to achieve an ~80% AI win rate while encouraging player skill development.

Key Changes:

  • Removed user-selectable difficulty levels (1-5) and implemented fixed depth-9 minimax AI with advanced optimizations
  • Added chess-style timer system with 5-minute base time and 5-second Fischer increment per move
  • Enhanced AI with opening book, center-column move ordering, and positional evaluation heuristics

Reviewed changes

Copilot reviewed 5 out of 6 changed files in this pull request and generated 7 comments.

Show a summary per file
File Description
index.js Implements timer logic (countdown, increment, warning states), integrates timers with game flow, updates messaging for elite AI challenge, removes difficulty selection code
index.html Replaces difficulty radio buttons with dual timer display panels (YOU/AI), updates button class names
Connect-4.js Adds opening book (center column first move), implements column ordering for pruning efficiency, adds position evaluation heuristics, integrates heuristic scoring at leaf nodes
Connect-4.css Removes difficulty-related styles, adds timer panel styling with active/warning states and pulse animation, updates start button styling
README.md Updates documentation to reflect elite AI features, timer mechanics, and removal of difficulty selection; adds performance metrics and technical descriptions
.gitignore Adds standard ignores for test files, editor files, macOS files, and logs

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Comment on lines +294 to +296
for (let col = 0; col < TOTAL_COLUMNS; col++) {
for (let row = 0; row < gameState.board[col].length; row++) {
key += col + '' + gameState.board[col][row];
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The opening book lookup generates a key by concatenating column and player values without delimiters. This could create ambiguous keys. For example, column 1 with player 1 followed by column 0 with player 2 would generate "11" + "02" = "1102", but column 11 with player 0 followed by column 2 with something else could potentially create the same pattern. While column 11 doesn't exist in Connect-4, this pattern is fragile. Consider using a delimiter like "," or "-" between moves for clarity and robustness.

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think(childNode, nextPlayer, recursionsRemaining - 1, false, alpha, beta);
} else if (!childNode.isWin() && recursionsRemaining === 0) {
// At leaf node, apply heuristic evaluation
const heuristicScore = childNode.evaluatePosition(2); // Evaluate for computer
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The heuristic evaluation is only applied when the computer (player 2) is being evaluated, but this score is used in the minimax tree for both players. The function should evaluate from the perspective of the current player being considered, not always from player 2's perspective. This could lead to suboptimal move selection when the AI is considering the human's responses.

Suggested change
const heuristicScore = childNode.evaluatePosition(2); // Evaluate for computer
const heuristicScore = childNode.evaluatePosition(player); // Evaluate for current player

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Comment on lines +22 to +23
const MAX_OPENING_MOVES = 2; // Only use opening book for first 2 moves

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The opening book currently only contains an entry for the empty board state (first move). The MAX_OPENING_MOVES constant is set to 2, suggesting the opening book should be used for the first 2 moves, but there's no entry defined for the second move. Either remove the MAX_OPENING_MOVES constant and use a simple check for empty board, or add actual second-move entries to the opening book to match the intended design.

Suggested change
const MAX_OPENING_MOVES = 2; // Only use opening book for first 2 moves

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let aiTime = INITIAL_TIME;
let timerInterval = null;
let activeTimer = null; // 'player' or 'ai'
let gameInProgress = false;
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The gameInProgress variable is declared and set but never actually used to guard any game logic. It's set to true when the game starts and false when it ends, but there are no conditional checks using this variable to prevent actions during invalid states (e.g., preventing timer manipulation or moves after game ends). Consider either using this variable to guard state transitions or removing it if it's not needed.

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- **Increment**: +5 seconds added after each move (Fischer-style)
- **Warning Threshold**: Timer turns red and pulses when below 30 seconds
- **Timeout Detection**: Game ends immediately if either player's time reaches zero
- **Pause on Animation**: Timers automatically pause during chip drop animations and game-over state
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The README states "Timers automatically pause during chip drop animations and game-over state" (line 120), but looking at the implementation, timers are stopped (not paused) before the dropCursorChip animation callback is executed. The timer for the next player starts only after the animation completes in the callback. While this achieves the desired effect of not counting time during animations, the description of "pause" is technically inaccurate - the timer is stopped and then a new timer for the other player is started, rather than pausing and resuming the same timer.

Suggested change
- **Pause on Animation**: Timers automatically pause during chip drop animations and game-over state
- **No Time Loss During Animation**: Timers are stopped before chip drop animations and game-over state, and restarted after—no time is counted down during these periods

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Comment on lines +101 to +102
$playerTimer.toggleClass('warning', playerTime > 0 && playerTime < WARNING_THRESHOLD);
$aiTimer.toggleClass('warning', aiTime > 0 && aiTime < WARNING_THRESHOLD);
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The warning threshold check should use <= instead of < to be consistent with the timeout detection logic. Currently, the warning activates when time is strictly less than 30 seconds, but the constant name WARNING_THRESHOLD suggests it should include the threshold value itself (i.e., warning should show at 30 seconds or below).

Suggested change
$playerTimer.toggleClass('warning', playerTime > 0 && playerTime < WARNING_THRESHOLD);
$aiTimer.toggleClass('warning', aiTime > 0 && aiTime < WARNING_THRESHOLD);
$playerTimer.toggleClass('warning', playerTime > 0 && playerTime <= WARNING_THRESHOLD);
$aiTimer.toggleClass('warning', aiTime > 0 && aiTime <= WARNING_THRESHOLD);

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2 participants