Merge branch 'main' into Log-Line-Cleaning

This commit is contained in:
cooltrain7
2021-12-28 18:46:44 +00:00
65 changed files with 1026 additions and 534 deletions

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@@ -74,7 +74,7 @@ void AreaOfEffectBehavior::Calculate(BehaviorContext* context, RakNet::BitStream
includeFaction = 1;
}
for (auto validTarget : context->GetValidTargets(m_ignoreFaction , includeFaction))
for (auto validTarget : context->GetValidTargets(m_ignoreFaction , includeFaction, m_TargetSelf == 1))
{
auto* entity = EntityManager::Instance()->GetEntity(validTarget);
@@ -155,4 +155,6 @@ void AreaOfEffectBehavior::Load()
this->m_ignoreFaction = GetInt("ignore_faction");
this->m_includeFaction = GetInt("include_faction");
this->m_TargetSelf = GetInt("target_self");
}

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@@ -13,6 +13,8 @@ public:
int32_t m_ignoreFaction;
int32_t m_includeFaction;
int32_t m_TargetSelf;
/*
* Inherited

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@@ -149,7 +149,7 @@ void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream* bit
return;
}
behavior->Sync(this, bitStream, branch);
}
@@ -325,7 +325,7 @@ void BehaviorContext::Reset()
this->scheduledUpdates.clear();
}
std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, int32_t includeFaction) const
std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, int32_t includeFaction, bool targetSelf) const
{
auto* entity = EntityManager::Instance()->GetEntity(this->caster);
@@ -353,21 +353,20 @@ std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, in
}
}
if (ignoreFaction || includeFaction || (!entity->HasComponent(COMPONENT_TYPE_PHANTOM_PHYSICS) && !entity->HasComponent(COMPONENT_TYPE_CONTROLLABLE_PHYSICS) && targets.empty()))
if (ignoreFaction || includeFaction || (!entity->HasComponent(COMPONENT_TYPE_PHANTOM_PHYSICS) && targets.empty()))
{
DestroyableComponent* destroyableComponent;
DestroyableComponent* destroyableComponent;
if (!entity->TryGetComponent(COMPONENT_TYPE_DESTROYABLE, destroyableComponent))
{
return targets;
}
auto entities = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_CONTROLLABLE_PHYSICS);
for (auto* candidate : entities)
{
const auto id = candidate->GetObjectID();
if (destroyableComponent->CheckValidity(id, ignoreFaction || includeFaction))
if ((id != entity->GetObjectID() || targetSelf) && destroyableComponent->CheckValidity(id, ignoreFaction || includeFaction))
{
targets.push_back(id);
}

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@@ -102,7 +102,7 @@ struct BehaviorContext
void Reset();
std::vector<LWOOBJID> GetValidTargets(int32_t ignoreFaction = 0, int32_t includeFaction = 0) const;
std::vector<LWOOBJID> GetValidTargets(int32_t ignoreFaction = 0, int32_t includeFaction = 0, const bool targetSelf = false) const;
explicit BehaviorContext(LWOOBJID originator, bool calculation = false);

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@@ -1,44 +1,81 @@
#include "ForceMovementBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "ControllablePhysicsComponent.h"
#include "EntityManager.h"
void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch)
{
if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY)
{
return;
}
void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
return;
}
uint32_t handle;
bitStream->Read(handle);
context->RegisterSyncBehavior(handle, this, branch);
uint32_t handle;
bitStream->Read(handle);
context->RegisterSyncBehavior(handle, this, branch);
}
void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
{
uint32_t next;
uint32_t next;
bitStream->Read(next);
bitStream->Read(next);
LWOOBJID target;
bitStream->Read(target);
LWOOBJID target;
branch.target = target;
auto* behavior = CreateBehavior(next);
behavior->Handle(context, bitStream, branch);
}
bitStream->Read(target);
void ForceMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
return;
}
auto* behavior = CreateBehavior(next);
auto* casterEntity = EntityManager::Instance()->GetEntity(context->caster);
if (casterEntity != nullptr) {
auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent != nullptr) {
branch.target = target;
if (m_Forward == 1) {
controllablePhysicsComponent->SetVelocity(controllablePhysicsComponent->GetRotation().GetForwardVector() * 25);
}
behavior->Handle(context, bitStream, branch);
EntityManager::Instance()->SerializeEntity(casterEntity);
}
}
const auto skillHandle = context->GetUniqueSkillId();
bitStream->Write(skillHandle);
context->SyncCalculation(skillHandle, this->m_Duration, this, branch);
}
void ForceMovementBehavior::Load()
{
this->m_hitAction = GetAction("hit_action");
this->m_hitEnemyAction = GetAction("hit_action_enemy");
this->m_hitFactionAction = GetAction("hit_action_faction");
this->m_hitAction = GetAction("hit_action");
this->m_hitEnemyAction = GetAction("hit_action_enemy");
this->m_hitFactionAction = GetAction("hit_action_faction");
this->m_Duration = GetFloat("duration");
this->m_Forward = GetFloat("forward");
this->m_Left = GetFloat("left");
this->m_Yaw = GetFloat("yaw");
}
void ForceMovementBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
auto* casterEntity = EntityManager::Instance()->GetEntity(context->caster);
if (casterEntity != nullptr) {
auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent != nullptr) {
controllablePhysicsComponent->SetPosition(controllablePhysicsComponent->GetPosition() + controllablePhysicsComponent->GetVelocity() * m_Duration);
controllablePhysicsComponent->SetVelocity({});
EntityManager::Instance()->SerializeEntity(casterEntity);
}
}
this->m_hitAction->Calculate(context, bitStream, branch);
this->m_hitEnemyAction->Calculate(context, bitStream, branch);
this->m_hitEnemyAction->Calculate(context, bitStream, branch);
}

View File

@@ -9,6 +9,11 @@ public:
Behavior* m_hitEnemyAction;
Behavior* m_hitFactionAction;
float_t m_Duration;
float_t m_Forward;
float_t m_Left;
float_t m_Yaw;
/*
* Inherited
@@ -18,8 +23,12 @@ public:
{
}
void Calculate(BehaviorContext *context, RakNet::BitStream *bitStream, BehaviorBranchContext branch) override;
void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void SyncCalculation(BehaviorContext *context, RakNet::BitStream *bitStream, BehaviorBranchContext branch) override;
void Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Load() override;

View File

@@ -129,6 +129,9 @@ BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const uint32_t id)
BaseCombatAIComponent::~BaseCombatAIComponent() {
if (m_dpEntity)
dpWorld::Instance().RemoveEntity(m_dpEntity);
if (m_dpEntityEnemy)
dpWorld::Instance().RemoveEntity(m_dpEntityEnemy);
}
void BaseCombatAIComponent::Update(const float deltaTime) {

View File

@@ -769,26 +769,33 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
if (team != nullptr && m_Parent->GetComponent<BaseCombatAIComponent>() != nullptr)
{
LWOOBJID specificOwner = LWOOBJID_EMPTY;
auto* scriptedActivityComponent = m_Parent->GetComponent<ScriptedActivityComponent>();
uint32_t teamSize = team->members.size();
uint32_t lootMatrixId = GetLootMatrixID();
if (team->lootOption == 0) // Round robin
{
specificOwner = TeamManager::Instance()->GetNextLootOwner(team);
if (scriptedActivityComponent) {
lootMatrixId = scriptedActivityComponent->GetLootMatrixForTeamSize(teamSize);
}
for (const auto memberId : team->members)
{
if (specificOwner != LWOOBJID_EMPTY && memberId != specificOwner) continue;
if (team->lootOption == 0) { // Round robin
specificOwner = TeamManager::Instance()->GetNextLootOwner(team);
auto* member = EntityManager::Instance()->GetEntity(memberId);
auto* member = EntityManager::Instance()->GetEntity(specificOwner);
if (member == nullptr) continue;
if (member) LootGenerator::Instance().DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
}
else {
for (const auto memberId : team->members) { // Free for all
auto* member = EntityManager::Instance()->GetEntity(memberId);
Loot::DropLoot(member, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
if (member == nullptr) continue;
LootGenerator::Instance().DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
}
}
}
else
{
Loot::DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
else { // drop loot for non team user
LootGenerator::Instance().DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
}
}
}
@@ -815,7 +822,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
coinsTotal -= coinsToLoose;
Loot::DropLoot(m_Parent, m_Parent, -1, coinsToLoose, coinsToLoose);
LootGenerator::Instance().DropLoot(m_Parent, m_Parent, -1, coinsToLoose, coinsToLoose);
}
character->SetCoins(coinsTotal);

View File

@@ -317,7 +317,9 @@ void RacingControlComponent::OnRequestDie(Entity *player) {
return;
}
racingPlayer.smashedTimes++;
if (!racingPlayer.noSmashOnReload) {
racingPlayer.smashedTimes++;
}
// Reset player to last checkpoint
GameMessages::SendRacingSetPlayerResetInfo(
@@ -390,7 +392,7 @@ void RacingControlComponent::HandleMessageBoxResponse(Entity *player,
// Calculate the score, different loot depending on player count
const auto score = m_LoadedPlayers * 10 + data->finished;
Loot::GiveActivityLoot(player, m_Parent, m_ActivityID, score);
LootGenerator::Instance().GiveActivityLoot(player, m_Parent, m_ActivityID, score);
// Giving rewards
GameMessages::SendNotifyRacingClient(

View File

@@ -452,7 +452,7 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_ACTIVITY, m_ActivityId);
}
Loot::DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
LootGenerator::Instance().DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
}
m_Builder = LWOOBJID_EMPTY;

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@@ -16,6 +16,7 @@
#include "GeneralUtils.h"
#include "dZoneManager.h"
#include "dConfig.h"
#include "DestroyableComponent.h"
ScriptedActivityComponent::ScriptedActivityComponent(Entity* parent, int activityID) : Component(parent)
{
@@ -43,6 +44,31 @@ ScriptedActivityComponent::ScriptedActivityComponent(Entity* parent, int activit
}
}
}
auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
if (destroyableComponent) {
// check for LMIs and set the loot LMIs
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance()->GetTable<CDActivityRewardsTable>("ActivityRewards");
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) {return (entry.LootMatrixIndex == destroyableComponent->GetLootMatrixID()); });
uint32_t startingLMI = 0;
if (activityRewards.size() > 0) {
startingLMI = activityRewards[0].LootMatrixIndex;
}
if (startingLMI > 0) {
// now time for bodge :)
std::vector<CDActivityRewards> objectTemplateActivities = activityRewardsTable->Query([=](CDActivityRewards entry) {return (activityRewards[0].objectTemplate == entry.objectTemplate); });
for (const auto& item : objectTemplateActivities) {
if (item.activityRating > 0 && item.activityRating < 5) {
m_ActivityLootMatrices.insert({ item.activityRating, item.LootMatrixIndex });
}
}
}
}
}
ScriptedActivityComponent::~ScriptedActivityComponent()
@@ -524,7 +550,7 @@ void ActivityInstance::RewardParticipant(Entity* participant) {
maxCoins = currencyTable[0].maxvalue;
}
Loot::DropLoot(participant, m_Parent, activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
LootGenerator::Instance().DropLoot(participant, m_Parent, activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
}
}

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@@ -328,6 +328,13 @@ public:
* @param mapID the map ID to set
*/
void SetInstanceMapID(uint32_t mapID) { m_ActivityInfo.instanceMapID = mapID; };
/**
* Returns the LMI that this activity points to for a team size
* @param teamSize the team size to get the LMI for
* @return the LMI that this activity points to for a team size
*/
uint32_t GetLootMatrixForTeamSize(uint32_t teamSize) { return m_ActivityLootMatrices[teamSize]; }
private:
/**
@@ -349,6 +356,11 @@ private:
* All the activity score for the players in this activity
*/
std::vector<ActivityPlayer*> m_ActivityPlayers;
/**
* LMIs for team sizes
*/
std::unordered_map<uint32_t, uint32_t> m_ActivityLootMatrices;
};
#endif // SCRIPTEDACTIVITYCOMPONENT_H

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@@ -333,14 +333,14 @@ bool Item::UseNonEquip()
{
std::unordered_map<LOT, int32_t> result {};
Loot::CalculateLootMatrix(pack.LootMatrixIndex, entityParent, result);
result = LootGenerator::Instance().RollLootMatrix(entityParent, pack.LootMatrixIndex);
if (!inventory->GetComponent()->HasSpaceForLoot(result))
{
return false;
}
Loot::GiveLoot(inventory->GetComponent()->GetParent(), result);
LootGenerator::Instance().GiveLoot(inventory->GetComponent()->GetParent(), result);
}
inventory->GetComponent()->RemoveItem(lot, 1);

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@@ -1,384 +1,389 @@
#include "Loot.h"
#include "GameMessages.h"
#include "CDClientManager.h"
#include "CDLootMatrixTable.h"
#include "CDLootTableTable.h"
#include "SimplePhysicsComponent.h"
#include "ControllablePhysicsComponent.h"
#include "DestroyableComponent.h"
#include "MissionComponent.h"
#include "CharacterComponent.h"
#include "TeamManager.h"
#include <algorithm>
std::vector<CDLootTable> Loot::GetLootOfRarity(const std::vector<CDLootTable> &lootTable, uint32_t rarity) {
std::vector<CDLootTable> refinedLoot;
for (auto loot : lootTable) {
CDItemComponent item = Inventory::FindItemComponent(loot.itemid);
if (item.rarity == rarity) {
refinedLoot.push_back(loot);
}
else if (item.rarity == 0) {
refinedLoot.push_back(loot); // powerups
}
}
#include "Loot.h"
return refinedLoot;
#include "CDComponentsRegistryTable.h"
#include "CDItemComponentTable.h"
#include "CDLootMatrixTable.h"
#include "CDLootTableTable.h"
#include "CDRarityTableTable.h"
#include "Character.h"
#include "Entity.h"
#include "GameMessages.h"
#include "GeneralUtils.h"
#include "InventoryComponent.h"
#include "MissionComponent.h"
LootGenerator::LootGenerator() {
CDLootTableTable* lootTableTable = CDClientManager::Instance()->GetTable<CDLootTableTable>("LootTable");
CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
CDItemComponentTable* itemComponentTable = CDClientManager::Instance()->GetTable<CDItemComponentTable>("ItemComponent");
CDLootMatrixTable* lootMatrixTable = CDClientManager::Instance()->GetTable<CDLootMatrixTable>("LootMatrix");
CDRarityTableTable* rarityTableTable = CDClientManager::Instance()->GetTable<CDRarityTableTable>("RarityTable");
// ==============================
// Cache Item Rarities
// ==============================
std::vector<uint32_t> uniqueItems;
for (const CDLootTable& loot : lootTableTable->GetEntries()) {
uniqueItems.push_back(loot.itemid);
}
// filter out duplicates
std::sort(uniqueItems.begin(), uniqueItems.end());
uniqueItems.erase(std::unique(uniqueItems.begin(), uniqueItems.end()), uniqueItems.end());
for (const uint32_t itemID : uniqueItems) {
uint32_t itemComponentID = componentsRegistryTable->GetByIDAndType(itemID, COMPONENT_TYPE_ITEM);
const CDItemComponent& item = itemComponentTable->GetItemComponentByID(itemComponentID);
m_ItemRarities.insert({itemID, item.rarity});
}
// ==============================
// Cache Rarity Tables
// ==============================
std::vector<uint32_t> uniqueRarityIndices;
for (const CDRarityTable& rarity : rarityTableTable->GetEntries()) {
uniqueRarityIndices.push_back(rarity.RarityTableIndex);
}
// filter out duplicates
std::sort(uniqueRarityIndices.begin(), uniqueRarityIndices.end());
uniqueRarityIndices.erase(std::unique(uniqueRarityIndices.begin(), uniqueRarityIndices.end()), uniqueRarityIndices.end());
for (const uint32_t index : uniqueRarityIndices) {
std::vector<CDRarityTable> table = rarityTableTable->Query([index](const CDRarityTable& entry) { return entry.RarityTableIndex == index; });
RarityTable rarityTable;
for (const CDRarityTable& entry : table) {
RarityTableEntry rarity{entry.rarity, entry.randmax};
rarityTable.push_back(rarity);
}
// sort in descending order based on randMax
std::sort(rarityTable.begin(), rarityTable.end(), [](const RarityTableEntry& x, const RarityTableEntry& y) { return x.randMax > y.randMax; });
m_RarityTables.insert({index, rarityTable});
}
// ==============================
// Cache Loot Matrices
// ==============================
std::vector<uint32_t> uniqueMatrixIndices;
for (const CDLootMatrix& matrix : lootMatrixTable->GetEntries()) {
uniqueMatrixIndices.push_back(matrix.LootMatrixIndex);
}
// filter out duplicates
std::sort(uniqueMatrixIndices.begin(), uniqueMatrixIndices.end());
uniqueMatrixIndices.erase(std::unique(uniqueMatrixIndices.begin(), uniqueMatrixIndices.end()), uniqueMatrixIndices.end());
for (const uint32_t index : uniqueMatrixIndices) {
std::vector<CDLootMatrix> matrix = lootMatrixTable->Query([index](const CDLootMatrix& entry) { return entry.LootMatrixIndex == index; });
LootMatrix lootMatrix;
for (const CDLootMatrix& entry : matrix) {
LootMatrixEntry matrixEntry{entry.LootTableIndex, entry.RarityTableIndex, entry.percent, entry.minToDrop, entry.maxToDrop};
lootMatrix.push_back(matrixEntry);
}
m_LootMatrices.insert({index, lootMatrix});
}
// ==============================
// Cache Loot Tables
// ==============================
std::vector<uint32_t> uniqueTableIndices;
for (const CDLootTable& entry : lootTableTable->GetEntries()) {
uniqueTableIndices.push_back(entry.LootTableIndex);
}
// filter out duplicates
std::sort(uniqueTableIndices.begin(), uniqueTableIndices.end());
uniqueTableIndices.erase(std::unique(uniqueTableIndices.begin(), uniqueTableIndices.end()), uniqueTableIndices.end());
for (const uint32_t index : uniqueTableIndices) {
std::vector<CDLootTable> entries = lootTableTable->Query([index](const CDLootTable& entry) { return entry.LootTableIndex == index; });
LootTable lootTable;
for (const CDLootTable& entry : entries) {
LootTableEntry tableEntry{(LOT)entry.itemid, entry.MissionDrop};
lootTable.push_back(tableEntry);
}
// sort by item rarity descending
std::sort(lootTable.begin(), lootTable.end(), [&](const LootTableEntry& x, const LootTableEntry& y) {
return m_ItemRarities[x.itemID] > m_ItemRarities[y.itemID];
});
m_LootTables.insert({index, lootTable});
}
}
void Loot::GiveLoot(Entity* user, uint32_t lootMatrixID) {
user = user->GetOwner(); // If the owner is overwritten, we collect that here
std::unordered_map<LOT, int32_t> LootGenerator::RollLootMatrix(Entity* player, uint32_t matrixIndex) {
auto* missionComponent = player->GetComponent<MissionComponent>();
std::unordered_map<LOT, int32_t> result {};
std::unordered_map<LOT, int32_t> drops;
CalculateLootMatrix(lootMatrixID, user, result);
if (missionComponent == nullptr) {
return drops;
}
GiveLoot(user, result);
const LootMatrix& matrix = m_LootMatrices[matrixIndex];
for (const LootMatrixEntry& entry : matrix) {
if (GeneralUtils::GenerateRandomNumber<float>(0, 1) < entry.percent) {
const LootTable& lootTable = m_LootTables[entry.lootTableIndex];
const RarityTable& rarityTable = m_RarityTables[entry.rarityTableIndex];
uint32_t dropCount = GeneralUtils::GenerateRandomNumber<uint32_t>(entry.minDrop, entry.maxDrop);
for (uint32_t i = 0; i < dropCount; ++i) {
uint32_t maxRarity = 1;
float rarityRoll = GeneralUtils::GenerateRandomNumber<float>(0, 1);
for (const RarityTableEntry& rarity : rarityTable) {
if (rarity.randMax >= rarityRoll) {
maxRarity = rarity.rarity;
} else {
break;
}
}
bool rarityFound = false;
std::vector<LootTableEntry> possibleDrops;
for (const LootTableEntry& loot : lootTable) {
uint32_t rarity = m_ItemRarities[loot.itemID];
if (rarity == maxRarity) {
possibleDrops.push_back(loot);
rarityFound = true;
} else if (rarity < maxRarity && !rarityFound) {
possibleDrops.push_back(loot);
maxRarity = rarity;
}
}
if (possibleDrops.size() > 0) {
LootTableEntry drop = possibleDrops[GeneralUtils::GenerateRandomNumber<uint32_t>(0, possibleDrops.size() - 1)];
// filter out uneeded mission items
if (drop.isMissionDrop && !missionComponent->RequiresItem(drop.itemID))
continue;
// convert faction token proxy
if (drop.itemID == 13763) {
if (missionComponent->GetMissionState(545) == MissionState::MISSION_STATE_COMPLETE)
drop.itemID = 8318; // "Assembly Token"
else if (missionComponent->GetMissionState(556) == MissionState::MISSION_STATE_COMPLETE)
drop.itemID = 8321; // "Venture League Token"
else if (missionComponent->GetMissionState(567) == MissionState::MISSION_STATE_COMPLETE)
drop.itemID = 8319; // "Sentinels Token"
else if (missionComponent->GetMissionState(578) == MissionState::MISSION_STATE_COMPLETE)
drop.itemID = 8320; // "Paradox Token"
}
if (drop.itemID == 13763) {
continue;
} // check if we aren't in faction
if (drops.find(drop.itemID) == drops.end()) {
drops.insert({drop.itemID, 1});
} else {
++drops[drop.itemID];
}
}
}
}
}
return drops;
}
void Loot::DropLoot(Entity* user, Entity* killedObject, uint32_t lootMatrixID, uint32_t minCoins, uint32_t maxCoins) {
user = user->GetOwner(); // If the owner is overwritten, we collect that here
std::unordered_map<LOT, int32_t> LootGenerator::RollLootMatrix(uint32_t matrixIndex) {
std::unordered_map<LOT, int32_t> drops;
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
const LootMatrix& matrix = m_LootMatrices[matrixIndex];
if (inventoryComponent == nullptr) {
return;
}
for (const LootMatrixEntry& entry : matrix) {
if (GeneralUtils::GenerateRandomNumber<float>(0, 1) < entry.percent) {
const LootTable& lootTable = m_LootTables[entry.lootTableIndex];
const RarityTable& rarityTable = m_RarityTables[entry.rarityTableIndex];
std::unordered_map<LOT, int32_t> result {};
uint32_t dropCount = GeneralUtils::GenerateRandomNumber<uint32_t>(entry.minDrop, entry.maxDrop);
for (uint32_t i = 0; i < dropCount; ++i) {
uint32_t maxRarity = 1;
CalculateLootMatrix(lootMatrixID, user, result);
float rarityRoll = GeneralUtils::GenerateRandomNumber<float>(0, 1);
DropLoot(user, killedObject, result, minCoins, maxCoins);
for (const RarityTableEntry& rarity : rarityTable) {
if (rarity.randMax >= rarityRoll) {
maxRarity = rarity.rarity;
} else {
break;
}
}
bool rarityFound = false;
std::vector<LootTableEntry> possibleDrops;
for (const LootTableEntry& loot : lootTable) {
uint32_t rarity = m_ItemRarities[loot.itemID];
if (rarity == maxRarity) {
possibleDrops.push_back(loot);
rarityFound = true;
} else if (rarity < maxRarity && !rarityFound) {
possibleDrops.push_back(loot);
maxRarity = rarity;
}
}
if (possibleDrops.size() > 0) {
const LootTableEntry& drop = possibleDrops[GeneralUtils::GenerateRandomNumber<uint32_t>(0, possibleDrops.size() - 1)];
if (drops.find(drop.itemID) == drops.end()) {
drops.insert({drop.itemID, 1});
} else {
++drops[drop.itemID];
}
}
}
}
}
return drops;
}
void Loot::GiveLoot(Entity* user, std::unordered_map<LOT, int32_t>& result) {
user = user->GetOwner(); // If the owner is overwritten, we collect that here
void LootGenerator::GiveLoot(Entity* player, uint32_t matrixIndex) {
player = player->GetOwner(); // If the owner is overwritten, we collect that here
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
std::unordered_map<LOT, int32_t> result = RollLootMatrix(player, matrixIndex);
if (inventoryComponent == nullptr) {
return;
}
for (const auto& pair : result) {
inventoryComponent->AddItem(pair.first, pair.second);
}
GiveLoot(player, result);
}
void Loot::DropLoot(Entity* user, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins) {
user = user->GetOwner(); // If the owner is overwritten, we collect that here
void LootGenerator::GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result) {
player = player->GetOwner(); // if the owner is overwritten, we collect that here
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
if (inventoryComponent == nullptr) {
return;
}
if (!inventoryComponent)
return;
const auto spawnPosition = killedObject->GetPosition();
const auto source = killedObject->GetObjectID();
for (const auto& pair : result) {
for (int i = 0; i < pair.second; ++i) {
GameMessages::SendDropClientLoot(user, source, pair.first, 0, spawnPosition, 1);
}
}
uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
GameMessages::SendDropClientLoot(user, source, LOT_NULL, coins, spawnPosition);
for (const auto& pair : result) {
inventoryComponent->AddItem(pair.first, pair.second);
}
}
void Loot::DropActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating)
{
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance()->GetTable<CDActivityRewardsTable>("ActivityRewards");
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
void LootGenerator::GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance()->GetTable<CDActivityRewardsTable>("ActivityRewards");
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
const CDActivityRewards* selectedReward = nullptr;
for (const auto& activityReward : activityRewards)
{
if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating))
{
selectedReward = &activityReward;
}
}
const CDActivityRewards* selectedReward = nullptr;
for (const auto& activityReward : activityRewards) {
if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating)) {
selectedReward = &activityReward;
}
}
if (selectedReward == nullptr)
{
return;
}
if (!selectedReward)
return;
uint32_t minCoins = 0;
uint32_t maxCoins = 0;
uint32_t minCoins = 0;
uint32_t maxCoins = 0;
CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance()->GetTable<CDCurrencyTableTable>("CurrencyTable");
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance()->GetTable<CDCurrencyTableTable>("CurrencyTable");
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([selectedReward](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
if (currencyTable.size() > 0) {
minCoins = currencyTable[0].minvalue;
maxCoins = currencyTable[0].maxvalue;
}
if (currencyTable.size() > 0) {
minCoins = currencyTable[0].minvalue;
maxCoins = currencyTable[0].maxvalue;
}
Loot::DropLoot(user, source, selectedReward->LootMatrixIndex, minCoins, maxCoins);
GiveLoot(player, selectedReward->LootMatrixIndex);
uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
auto* character = player->GetCharacter();
character->SetCoins(character->GetCoins() + coins);
}
void Loot::GiveActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating)
{
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance()->GetTable<CDActivityRewardsTable>("ActivityRewards");
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
void LootGenerator::DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins) {
player = player->GetOwner(); // if the owner is overwritten, we collect that here
const CDActivityRewards* selectedReward = nullptr;
for (const auto& activityReward : activityRewards)
{
if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating))
{
selectedReward = &activityReward;
}
}
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
if (selectedReward == nullptr)
{
return;
}
if (!inventoryComponent)
return;
uint32_t minCoins = 0;
uint32_t maxCoins = 0;
std::unordered_map<LOT, int32_t> result = RollLootMatrix(player, matrixIndex);
CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance()->GetTable<CDCurrencyTableTable>("CurrencyTable");
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
if (currencyTable.size() > 0) {
minCoins = currencyTable[0].minvalue;
maxCoins = currencyTable[0].maxvalue;
}
Loot::GiveLoot(user, selectedReward->LootMatrixIndex);
uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
auto* charactert = user->GetCharacter();
charactert->SetCoins(charactert->GetCoins() + coins);
DropLoot(player, killedObject, result, minCoins, maxCoins);
}
void Loot::CalculateLootMatrix(uint32_t lootMatrixID, Entity* user, std::unordered_map<LOT, int32_t>& result)
{
user = user->GetOwner();
void LootGenerator::DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins) {
player = player->GetOwner(); // if the owner is overwritten, we collect that here
auto* missionComponent = user->GetComponent<MissionComponent>();
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
// Get our loot for this LOT's lootMatrixID:
CDLootMatrixTable* lootMatrixTable = CDClientManager::Instance()->GetTable<CDLootMatrixTable>("LootMatrix");
CDLootTableTable* lootTableTable = CDClientManager::Instance()->GetTable<CDLootTableTable>("LootTable");
CDRarityTableTable* rarityTableTable = CDClientManager::Instance()->GetTable<CDRarityTableTable>("RarityTable");
if (!inventoryComponent)
return;
std::vector<CDLootMatrix> lootMatrix = lootMatrixTable->Query([lootMatrixID](CDLootMatrix entry) { return (entry.LootMatrixIndex == lootMatrixID); });
const auto spawnPosition = killedObject->GetPosition();
// Now, loop through each entry
for (uint32_t i = 0; i < lootMatrix.size(); ++i) {
// Now, determine whether or not we should drop this
float chanceToDrop = 1.0 - lootMatrix[i].percent;
float shouldDrop = GeneralUtils::GenerateRandomNumber<float>(0, 1);
const auto source = killedObject->GetObjectID();
const auto rarityTableIndex = lootMatrix[i].RarityTableIndex;
for (const auto& pair : result) {
for (int i = 0; i < pair.second; ++i) {
GameMessages::SendDropClientLoot(player, source, pair.first, 0, spawnPosition, 1);
}
}
std::vector<CDRarityTable> rarityTable = rarityTableTable->Query([rarityTableIndex](CDRarityTable entry) { return (entry.RarityTableIndex == rarityTableIndex); });
std::sort(rarityTable.begin(), rarityTable.end());
uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
if (shouldDrop < chanceToDrop) {
// We are not able to drop this item, so continue
continue;
}
// If we reached here, we are able to drop the item
uint32_t minToDrop = lootMatrix[i].minToDrop;
uint32_t maxToDrop = lootMatrix[i].maxToDrop;
// Now determine the number we will drop of items from this table
uint32_t numToDrop = GeneralUtils::GenerateRandomNumber<uint32_t>(minToDrop, maxToDrop);
// Now, query the loot matrix index
const auto lootTableIndex = lootMatrix[i].LootTableIndex;
std::vector<CDLootTable> lootTable = lootTableTable->Query([lootTableIndex](CDLootTable entry) { return (entry.LootTableIndex == lootTableIndex); });
// Now randomize these entries
if (lootTable.size() > 1) {
std::shuffle(std::begin(lootTable), std::end(lootTable), Game::randomEngine);
}
uint32_t addedItems = 0;
if (lootTable.empty()) continue;
while (addedItems < numToDrop) {
addedItems++;
float rarityRoll = GeneralUtils::GenerateRandomNumber<float>(0, 1);
// im sorry
uint32_t highestRarity = 1; // LOOT_COMMON
float highestRandMax = 0.0f;
for (const auto& rarity : rarityTable) {
if (rarityRoll > rarity.randmax && rarity.randmax > highestRandMax) {
highestRandMax = rarity.randmax;
highestRarity = rarity.rarity + 1;
}
}
std::vector<CDLootTable> refinedLoot;
if (lootTable.size() == 1)
{
refinedLoot = lootTable;
}
else
{
refinedLoot = GetLootOfRarity(lootTable, highestRarity);
bool continueLoop = false;
while (refinedLoot.empty())
{
if (highestRarity == 1)
{
continueLoop = true;
break;
}
highestRarity -= 1;
refinedLoot = GetLootOfRarity(lootTable, highestRarity);
if (!refinedLoot.empty())
{
break;
}
}
if (continueLoop) continue;
}
int randomTable = GeneralUtils::GenerateRandomNumber<int>(0, refinedLoot.size() - 1);
const auto& selectedTable = refinedLoot[randomTable];
uint32_t itemLOT = selectedTable.itemid;
bool isMissionItem = selectedTable.MissionDrop;
if (isMissionItem && missionComponent != nullptr)
{
// TODO: this executes a query in a hot path, might be worth refactoring away
if (!missionComponent->RequiresItem(itemLOT))
{
continue;
}
}
if (lootTable.size() > numToDrop)
{
for (size_t i = 0; i < lootTable.size(); i++)
{
if (lootTable[i].id == selectedTable.id)
{
lootTable.erase(lootTable.begin() + i);
break;
}
}
}
const auto& it = result.find(itemLOT);
if (it != result.end()) {
it->second++;
}
else {
result.emplace(itemLOT, 1);
}
}
}
int32_t tokenCount = 0;
const auto& tokens = result.find(13763);
if (tokens != result.end()) {
tokenCount = tokens->second;
result.erase(tokens);
}
if (tokenCount == 0 || user == nullptr) {
return;
}
if (missionComponent == nullptr) {
return;
}
LOT tokenId = -1;
if (missionComponent->GetMissionState(545) == MissionState::MISSION_STATE_COMPLETE) // "Join Assembly!"
{
tokenId = 8318; // "Assembly Token"
}
if (missionComponent->GetMissionState(556) == MissionState::MISSION_STATE_COMPLETE) // "Join Venture League!"
{
tokenId = 8321; // "Venture League Token"
}
if (missionComponent->GetMissionState(567) == MissionState::MISSION_STATE_COMPLETE) // "Join The Sentinels!"
{
tokenId = 8319; // "Sentinels Token"
}
if (missionComponent->GetMissionState(578) == MissionState::MISSION_STATE_COMPLETE) // "Join Paradox!"
{
tokenId = 8320; // "Paradox Token"
}
if (tokenId != -1)
{
result.emplace(tokenId, tokenCount);
}
GameMessages::SendDropClientLoot(player, source, LOT_NULL, coins, spawnPosition);
}
void Loot::DropItem(Entity* user, Entity* sourceObject, LOT item, int32_t currency, int32_t count, bool useTeam, bool freeForAll)
{
if (sourceObject == nullptr)
{
return;
}
void LootGenerator::DropActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance()->GetTable<CDActivityRewardsTable>("ActivityRewards");
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
const auto sourceID = sourceObject->GetObjectID();
const auto sourcePosition = sourceObject->GetPosition();
const CDActivityRewards* selectedReward = nullptr;
for (const auto& activityReward : activityRewards) {
if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating)) {
selectedReward = &activityReward;
}
}
// If useTeam, drop the item once for each team member.
auto* team = TeamManager::Instance()->GetTeam(user->GetObjectID());
if (selectedReward == nullptr) {
return;
}
if (team != nullptr && useTeam)
{
for (const auto& memberID : team->members)
{
// Get the team member from its ID.
auto* member = EntityManager::Instance()->GetEntity(memberID);
uint32_t minCoins = 0;
uint32_t maxCoins = 0;
if (member == nullptr)
{
continue;
}
CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance()->GetTable<CDCurrencyTableTable>("CurrencyTable");
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([selectedReward](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
// Drop the item.
GameMessages::SendDropClientLoot(member, sourceID, item, currency, sourcePosition, count);
}
if (currencyTable.size() > 0) {
minCoins = currencyTable[0].minvalue;
maxCoins = currencyTable[0].maxvalue;
}
return;
}
GameMessages::SendDropClientLoot(user, sourceID, item, currency, sourcePosition, count);
DropLoot(player, source, selectedReward->LootMatrixIndex, minCoins, maxCoins);
}

View File

@@ -1,31 +1,62 @@
#pragma once
#include "dCommonVars.h"
#include <unordered_map>
#include "Singleton.h"
#include <vector>
#include "CDClientManager.h"
class Entity;
struct RarityTableEntry {
uint32_t rarity;
float randMax;
};
typedef std::vector<RarityTableEntry> RarityTable;
struct LootMatrixEntry {
uint32_t lootTableIndex;
uint32_t rarityTableIndex;
float percent;
uint32_t minDrop;
uint32_t maxDrop;
};
typedef std::vector<LootMatrixEntry> LootMatrix;
struct LootTableEntry {
LOT itemID;
bool isMissionDrop;
};
typedef std::vector<LootTableEntry> LootTable;
// used for glue code with Entity and Player classes
namespace Loot {
struct Info {
LWOOBJID id;
LOT lot;
uint32_t count;
};
struct Info {
LWOOBJID id;
LOT lot;
uint32_t count;
};
}
std::vector<CDLootTable> GetLootOfRarity(const std::vector<CDLootTable> &lootTable, uint32_t rarity);
void DropActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating = 0);
class LootGenerator : public Singleton<LootGenerator> {
public:
LootGenerator();
void GiveActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating = 0);
std::unordered_map<LOT, int32_t> RollLootMatrix(Entity* player, uint32_t matrixIndex);
std::unordered_map<LOT, int32_t> RollLootMatrix(uint32_t matrixIndex);
void GiveLoot(Entity* player, uint32_t matrixIndex);
void GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result);
void GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating = 0);
void DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins);
void DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins);
void DropActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating = 0);
void CalculateLootMatrix(uint32_t lootMatrixID, Entity* user, std::unordered_map<LOT, int32_t>& result);
void GiveLoot(Entity* user, uint32_t lootMatrixID);
void DropLoot(Entity* user, Entity* killedObject, uint32_t lootMatrixID, uint32_t minCoins, uint32_t maxCoins);
void GiveLoot(Entity* user, std::unordered_map<LOT, int32_t>& result);
void DropLoot(Entity* user, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins);
void DropItem(Entity* user, Entity* sourceObject, LOT item, int32_t currency, int32_t count, bool useTeam = false, bool freeForAll = false);
};
private:
std::unordered_map<uint32_t, uint8_t> m_ItemRarities;
std::unordered_map<uint32_t, RarityTable> m_RarityTables;
std::unordered_map<uint32_t, LootMatrix> m_LootMatrices;
std::unordered_map<uint32_t, LootTable> m_LootTables;
};

View File

@@ -407,7 +407,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
stmt->execute();
delete stmt;
if (chatCommand == "setMinifig" && args.size() == 2 && entity->GetGMLevel() >= GAME_MASTER_LEVEL_FORUM_MODERATOR) { // could break characters so only allow if GM > 0
if (chatCommand == "setminifig" && args.size() == 2 && entity->GetGMLevel() >= GAME_MASTER_LEVEL_FORUM_MODERATOR) { // could break characters so only allow if GM > 0
int32_t minifigItemId;
if (!GeneralUtils::TryParse(args[1], minifigItemId)) {
ChatPackets::SendSystemMessage(sysAddr, u"Invalid Minifig Item Id ID.");
@@ -434,7 +434,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
charComp->m_Character->SetMouth(minifigItemId);
} else if (lowerName == "righthand") {
charComp->m_Character->SetRightHand(minifigItemId);
} else if (lowerName == "shirt") {
} else if (lowerName == "shirtcolor") {
charComp->m_Character->SetShirtColor(minifigItemId);
} else if (lowerName == "hands") {
charComp->m_Character->SetLeftHand(minifigItemId);
@@ -1691,6 +1691,43 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
return;
}
if (chatCommand == "rollloot" && entity->GetGMLevel() >= GAME_MASTER_LEVEL_OPERATOR && args.size() >= 3) {
uint32_t lootMatrixIndex = 0;
uint32_t targetLot = 0;
uint32_t loops = 1;
if (!GeneralUtils::TryParse(args[0], lootMatrixIndex)) return;
if (!GeneralUtils::TryParse(args[1], targetLot)) return;
if (!GeneralUtils::TryParse(args[2], loops)) return;
uint64_t totalRuns = 0;
for (uint32_t i = 0; i < loops; i++) {
while (true) {
auto lootRoll = LootGenerator::Instance().RollLootMatrix(lootMatrixIndex);
totalRuns += 1;
bool doBreak = false;
for (const auto& kv : lootRoll) {
if ((uint32_t)kv.first == targetLot) {
doBreak = true;
}
}
if (doBreak) break;
}
}
std::u16string message = u"Ran loot drops looking for "
+ GeneralUtils::to_u16string(targetLot)
+ u", "
+ GeneralUtils::to_u16string(loops)
+ u" times. It ran "
+ GeneralUtils::to_u16string(totalRuns)
+ u" times. Averaging out at "
+ GeneralUtils::to_u16string((float) totalRuns / loops);
ChatPackets::SendSystemMessage(sysAddr, message);
}
if (chatCommand == "inspect" && entity->GetGMLevel() >= GAME_MASTER_LEVEL_DEVELOPER && args.size() >= 1)
{
Entity* closest = nullptr;