baritone/src/main/java/baritone/process/elytra/ElytraBehavior.java

1355 lines
58 KiB
Java

/*
* This file is part of Baritone.
*
* Baritone is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Baritone is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
*/
package baritone.process.elytra;
import baritone.Baritone;
import baritone.api.Settings;
import baritone.api.behavior.look.IAimProcessor;
import baritone.api.behavior.look.ITickableAimProcessor;
import baritone.api.event.events.*;
import baritone.api.pathing.goals.GoalBlock;
import baritone.api.utils.*;
import baritone.process.ElytraProcess;
import baritone.utils.BlockStateInterface;
import baritone.utils.IRenderer;
import baritone.utils.PathRenderer;
import baritone.utils.accessor.IChunkProviderClient;
import baritone.utils.accessor.IEntityFireworkRocket;
import it.unimi.dsi.fastutil.floats.FloatArrayList;
import it.unimi.dsi.fastutil.floats.FloatIterator;
import it.unimi.dsi.fastutil.longs.Long2ReferenceOpenHashMap;
import net.minecraft.block.material.Material;
import net.minecraft.entity.item.EntityFireworkRocket;
import net.minecraft.init.Items;
import net.minecraft.inventory.ClickType;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.network.play.server.SPacketPlayerPosLook;
import net.minecraft.util.EnumHand;
import net.minecraft.util.NonNullList;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.chunk.Chunk;
import java.awt.*;
import java.util.List;
import java.util.Queue;
import java.util.*;
import java.util.concurrent.*;
import java.util.function.UnaryOperator;
import static baritone.utils.BaritoneMath.fastCeil;
import static baritone.utils.BaritoneMath.fastFloor;
public final class ElytraBehavior implements Helper {
private final Baritone baritone;
private final IPlayerContext ctx;
// Render stuff
private final List<Pair<Vec3d, Vec3d>> clearLines;
private final List<Pair<Vec3d, Vec3d>> blockedLines;
private List<Vec3d> simulationLine;
private BlockPos aimPos;
private List<BetterBlockPos> visiblePath;
// :sunglasses:
public final NetherPathfinderContext context;
public final PathManager pathManager;
private final ElytraProcess process;
/**
* Remaining cool-down ticks between firework usage
*/
private int remainingFireworkTicks;
/**
* Remaining cool-down ticks after the player's position and rotation are reset by the server
*/
private int remainingSetBackTicks;
public boolean landingMode;
/**
* The most recent minimum number of firework boost ticks, equivalent to {@code 10 * (1 + Flight)}
* <p>
* Updated every time a firework is automatically used
*/
private int minimumBoostTicks;
private boolean deployedFireworkLastTick;
private final int[] nextTickBoostCounter;
private BlockStateInterface bsi;
private final BlockStateOctreeInterface boi;
public final BlockPos destination;
private final boolean appendDestination;
private final ExecutorService solverExecutor;
private Future<Solution> solver;
private Solution pendingSolution;
private boolean solveNextTick;
private long timeLastCacheCull = 0L;
// auto swap
private int invTickCountdown = 0;
private final Queue<Runnable> invTransactionQueue = new LinkedList<>();
public ElytraBehavior(Baritone baritone, ElytraProcess process, BlockPos destination, boolean appendDestination) {
this.baritone = baritone;
this.ctx = baritone.getPlayerContext();
this.clearLines = new CopyOnWriteArrayList<>();
this.blockedLines = new CopyOnWriteArrayList<>();
this.pathManager = this.new PathManager();
this.process = process;
this.destination = destination;
this.appendDestination = appendDestination;
this.solverExecutor = Executors.newSingleThreadExecutor();
this.nextTickBoostCounter = new int[2];
this.context = new NetherPathfinderContext(Baritone.settings().elytraNetherSeed.value);
this.boi = new BlockStateOctreeInterface(context);
}
public final class PathManager {
public NetherPath path;
private boolean completePath;
private boolean recalculating;
private int maxPlayerNear;
private int ticksNearUnchanged;
private int playerNear;
public PathManager() {
// lol imagine initializing fields normally
this.clear();
}
public void tick() {
// Recalculate closest path node
this.updatePlayerNear();
final int prevMaxNear = this.maxPlayerNear;
this.maxPlayerNear = Math.max(this.maxPlayerNear, this.playerNear);
if (this.maxPlayerNear == prevMaxNear && ctx.player().isElytraFlying()) {
this.ticksNearUnchanged++;
} else {
this.ticksNearUnchanged = 0;
}
// Obstacles are more important than an incomplete path, handle those first.
this.pathfindAroundObstacles();
this.attemptNextSegment();
}
public CompletableFuture<Void> pathToDestination() {
return this.pathToDestination(ctx.playerFeet());
}
public CompletableFuture<Void> pathToDestination(final BlockPos from) {
final long start = System.nanoTime();
return this.path0(from, ElytraBehavior.this.destination, UnaryOperator.identity())
.thenRun(() -> {
final double distance = this.path.get(0).distanceTo(this.path.get(this.path.size() - 1));
if (this.completePath) {
logDirect(String.format("Computed path (%.1f blocks in %.4f seconds)", distance, (System.nanoTime() - start) / 1e9d));
} else {
logDirect(String.format("Computed segment (Next %.1f blocks in %.4f seconds)", distance, (System.nanoTime() - start) / 1e9d));
}
})
.whenComplete((result, ex) -> {
this.recalculating = false;
if (ex != null) {
final Throwable cause = ex.getCause();
if (cause instanceof PathCalculationException) {
logDirect("Failed to compute path to destination");
} else {
logUnhandledException(cause);
}
}
});
}
public CompletableFuture<Void> pathRecalcSegment(final int upToIncl) {
if (this.recalculating) {
throw new IllegalStateException("already recalculating");
}
this.recalculating = true;
final List<BetterBlockPos> after = this.path.subList(upToIncl + 1, this.path.size());
final boolean complete = this.completePath;
return this.path0(ctx.playerFeet(), this.path.get(upToIncl), segment -> segment.append(after.stream(), complete))
.whenComplete((result, ex) -> {
this.recalculating = false;
if (ex != null) {
final Throwable cause = ex.getCause();
if (cause instanceof PathCalculationException) {
logDirect("Failed to recompute segment");
} else {
logUnhandledException(cause);
}
}
});
}
public void pathNextSegment(final int afterIncl) {
if (this.recalculating) {
return;
}
this.recalculating = true;
final List<BetterBlockPos> before = this.path.subList(0, afterIncl + 1);
final long start = System.nanoTime();
final BetterBlockPos pathStart = this.path.get(afterIncl);
this.path0(pathStart, ElytraBehavior.this.destination, segment -> segment.prepend(before.stream()))
.thenRun(() -> {
final int recompute = this.path.size() - before.size() - 1;
final double distance = this.path.get(0).distanceTo(this.path.get(recompute));
if (this.completePath) {
logDirect(String.format("Computed path (%.1f blocks in %.4f seconds)", distance, (System.nanoTime() - start) / 1e9d));
} else {
logDirect(String.format("Computed segment (Next %.1f blocks in %.4f seconds)", distance, (System.nanoTime() - start) / 1e9d));
}
})
.whenComplete((result, ex) -> {
this.recalculating = false;
if (ex != null) {
final Throwable cause = ex.getCause();
if (cause instanceof PathCalculationException) {
logDirect("Failed to compute next segment");
if (ctx.player().getDistanceSq(pathStart) < 16 * 16) {
logDirect("Player is near the segment start, therefore repeating this calculation is pointless. Marking as complete");
completePath = true;
}
} else {
logUnhandledException(cause);
}
}
});
}
public void clear() {
this.path = NetherPath.emptyPath();
this.completePath = true;
this.recalculating = false;
this.playerNear = 0;
this.ticksNearUnchanged = 0;
this.maxPlayerNear = 0;
}
private void setPath(final UnpackedSegment segment) {
List<BetterBlockPos> path = segment.collect();
if (ElytraBehavior.this.appendDestination) {
BlockPos dest = ElytraBehavior.this.destination;
BlockPos last = !path.isEmpty() ? path.get(path.size() - 1) : null;
if (last != null && ElytraBehavior.this.clearView(new Vec3d(dest), new Vec3d(last), false)) {
path.add(new BetterBlockPos(dest));
} else {
logDirect("unable to land at " + ElytraBehavior.this.destination);
process.landingSpotIsBad(new BetterBlockPos(ElytraBehavior.this.destination));
}
}
this.path = new NetherPath(path);
this.completePath = segment.isFinished();
this.playerNear = 0;
this.ticksNearUnchanged = 0;
this.maxPlayerNear = 0;
}
public NetherPath getPath() {
return this.path;
}
public int getNear() {
return this.playerNear;
}
// mickey resigned
private CompletableFuture<Void> path0(BlockPos src, BlockPos dst, UnaryOperator<UnpackedSegment> operator) {
return ElytraBehavior.this.context.pathFindAsync(src, dst)
.thenApply(UnpackedSegment::from)
.thenApply(operator)
.thenAcceptAsync(this::setPath, ctx.minecraft()::addScheduledTask);
}
private void pathfindAroundObstacles() {
if (this.recalculating) {
return;
}
int rangeStartIncl = playerNear;
int rangeEndExcl = playerNear;
while (rangeEndExcl < path.size() && ctx.world().isBlockLoaded(path.get(rangeEndExcl), false)) {
rangeEndExcl++;
}
// rangeEndExcl now represents an index either not in the path, or just outside render distance
if (rangeStartIncl >= rangeEndExcl) {
// not loaded yet?
return;
}
final BetterBlockPos rangeStart = path.get(rangeStartIncl);
if (!ElytraBehavior.this.passable(rangeStart.x, rangeStart.y, rangeStart.z, false)) {
// we're in a wall
return; // previous iterations of this function SHOULD have fixed this by now :rage_cat:
}
if (ElytraBehavior.this.process.state != ElytraProcess.State.LANDING && this.ticksNearUnchanged > 100) {
this.pathRecalcSegment(rangeEndExcl - 1)
.thenRun(() -> {
logDirect("Recalculating segment, no progress in last 100 ticks");
});
this.ticksNearUnchanged = 0;
return;
}
boolean canSeeAny = false;
for (int i = rangeStartIncl; i < rangeEndExcl - 1; i++) {
if (ElytraBehavior.this.clearView(ctx.playerFeetAsVec(), this.path.getVec(i), false)) {
canSeeAny = true;
}
if (!ElytraBehavior.this.clearView(this.path.getVec(i), this.path.getVec(i + 1), false)) {
// obstacle. where do we return to pathing?
// find the next valid segment
final BetterBlockPos blockage = this.path.get(i);
final double distance = ctx.playerFeet().distanceTo(this.path.get(rangeEndExcl - 1));
final long start = System.nanoTime();
this.pathRecalcSegment(rangeEndExcl - 1)
.thenRun(() -> {
logDirect(String.format("Recalculated segment around path blockage near %s %s %s (next %.1f blocks in %.4f seconds)",
SettingsUtil.maybeCensor(blockage.x),
SettingsUtil.maybeCensor(blockage.y),
SettingsUtil.maybeCensor(blockage.z),
distance,
(System.nanoTime() - start) / 1e9d
));
});
return;
}
}
if (!canSeeAny && rangeStartIncl < rangeEndExcl - 2 && process.state != ElytraProcess.State.GET_TO_JUMP) {
this.pathRecalcSegment(rangeEndExcl - 1).thenRun(() -> logDirect("Recalculated segment since no path points were visible"));
}
}
private void attemptNextSegment() {
if (this.recalculating) {
return;
}
final int last = this.path.size() - 1;
if (!this.completePath && ctx.world().isBlockLoaded(this.path.get(last), false)) {
this.pathNextSegment(last);
}
}
public void updatePlayerNear() {
if (this.path.isEmpty()) {
return;
}
int index = this.playerNear;
final BetterBlockPos pos = ctx.playerFeet();
for (int i = index; i >= Math.max(index - 1000, 0); i -= 10) {
if (path.get(i).distanceSq(pos) < path.get(index).distanceSq(pos)) {
index = i; // intentional: this changes the bound of the loop
}
}
for (int i = index; i < Math.min(index + 1000, path.size()); i += 10) {
if (path.get(i).distanceSq(pos) < path.get(index).distanceSq(pos)) {
index = i; // intentional: this changes the bound of the loop
}
}
for (int i = index; i >= Math.max(index - 50, 0); i--) {
if (path.get(i).distanceSq(pos) < path.get(index).distanceSq(pos)) {
index = i; // intentional: this changes the bound of the loop
}
}
for (int i = index; i < Math.min(index + 50, path.size()); i++) {
if (path.get(i).distanceSq(pos) < path.get(index).distanceSq(pos)) {
index = i; // intentional: this changes the bound of the loop
}
}
this.playerNear = index;
}
public boolean isComplete() {
return this.completePath;
}
}
public void onRenderPass(RenderEvent event) {
final Settings settings = Baritone.settings();
if (this.visiblePath != null) {
PathRenderer.drawPath(this.visiblePath, 0, Color.RED, false, 0, 0, 0.0D);
}
if (this.aimPos != null) {
PathRenderer.drawGoal(ctx.player(), new GoalBlock(this.aimPos), event.getPartialTicks(), Color.GREEN);
}
if (!this.clearLines.isEmpty() && settings.elytraRenderRaytraces.value) {
IRenderer.startLines(Color.GREEN, settings.pathRenderLineWidthPixels.value, settings.renderPathIgnoreDepth.value);
for (Pair<Vec3d, Vec3d> line : this.clearLines) {
IRenderer.emitLine(line.first(), line.second());
}
IRenderer.endLines(settings.renderPathIgnoreDepth.value);
}
if (!this.blockedLines.isEmpty() && Baritone.settings().elytraRenderRaytraces.value) {
IRenderer.startLines(Color.BLUE, settings.pathRenderLineWidthPixels.value, settings.renderPathIgnoreDepth.value);
for (Pair<Vec3d, Vec3d> line : this.blockedLines) {
IRenderer.emitLine(line.first(), line.second());
}
IRenderer.endLines(settings.renderPathIgnoreDepth.value);
}
if (this.simulationLine != null && Baritone.settings().elytraRenderSimulation.value) {
IRenderer.startLines(new Color(0x36CCDC), settings.pathRenderLineWidthPixels.value, settings.renderPathIgnoreDepth.value);
final Vec3d offset = new Vec3d(
ctx.player().prevPosX + (ctx.player().posX - ctx.player().prevPosX) * event.getPartialTicks(),
ctx.player().prevPosY + (ctx.player().posY - ctx.player().prevPosY) * event.getPartialTicks(),
ctx.player().prevPosZ + (ctx.player().posZ - ctx.player().prevPosZ) * event.getPartialTicks()
);
for (int i = 0; i < this.simulationLine.size() - 1; i++) {
final Vec3d src = this.simulationLine.get(i).add(offset);
final Vec3d dst = this.simulationLine.get(i + 1).add(offset);
IRenderer.emitLine(src, dst);
}
IRenderer.endLines(settings.renderPathIgnoreDepth.value);
}
}
public void onChunkEvent(ChunkEvent event) {
if (event.isPostPopulate() && this.context != null) {
final Chunk chunk = ctx.world().getChunk(event.getX(), event.getZ());
this.context.queueForPacking(chunk);
}
}
public void onBlockChange(BlockChangeEvent event) {
this.context.queueBlockUpdate(event);
}
public void onReceivePacket(PacketEvent event) {
if (event.getPacket() instanceof SPacketPlayerPosLook) {
ctx.minecraft().addScheduledTask(() -> {
this.remainingSetBackTicks = Baritone.settings().elytraFireworkSetbackUseDelay.value;
});
}
}
public void pathTo() {
if (!Baritone.settings().elytraAutoJump.value || ctx.player().isElytraFlying()) {
this.pathManager.pathToDestination();
}
}
public void destroy() {
if (this.solver != null) {
this.solver.cancel(true);
}
this.solverExecutor.shutdown();
this.context.destroy();
}
public void repackChunks() {
((IChunkProviderClient) ctx.world().getChunkProvider()).loadedChunks().values()
.forEach(this.context::queueForPacking);
}
public void onTick() {
synchronized (this.context.cullingLock) {
this.onTick0();
}
final long now = System.currentTimeMillis();
if ((now - this.timeLastCacheCull) / 1000 > Baritone.settings().elytraTimeBetweenCacheCullSecs.value) {
this.context.queueCacheCulling(ctx.player().chunkCoordX, ctx.player().chunkCoordZ, Baritone.settings().elytraCacheCullDistance.value, this.boi);
this.timeLastCacheCull = now;
}
}
private void onTick0() {
// Fetch the previous solution, regardless of if it's going to be used
this.pendingSolution = null;
if (this.solver != null) {
try {
this.pendingSolution = this.solver.get();
} catch (Exception ignored) {
// it doesn't matter if get() fails since the solution can just be recalculated synchronously
} finally {
this.solver = null;
}
}
tickInventoryTransactions();
// Certified mojang employee incident
if (this.remainingFireworkTicks > 0) {
this.remainingFireworkTicks--;
}
if (this.remainingSetBackTicks > 0) {
this.remainingSetBackTicks--;
}
if (!this.getAttachedFirework().isPresent()) {
this.minimumBoostTicks = 0;
}
// lol
MC_1_12_Collision_Fix.clear();
// Reset rendered elements
this.clearLines.clear();
this.blockedLines.clear();
this.visiblePath = null;
this.simulationLine = null;
this.aimPos = null;
final List<BetterBlockPos> path = this.pathManager.getPath();
if (path.isEmpty()) {
return;
} else if (this.destination == null) {
this.pathManager.clear();
return;
}
// ctx AND context???? :DDD
this.bsi = new BlockStateInterface(ctx);
this.pathManager.tick();
final int playerNear = this.pathManager.getNear();
this.visiblePath = path.subList(
Math.max(playerNear - 30, 0),
Math.min(playerNear + 100, path.size())
);
}
/**
* Called by {@link baritone.process.ElytraProcess#onTick(boolean, boolean)} when the process is in control and the player is flying
*/
public void tick() {
if (this.pathManager.getPath().isEmpty()) {
return;
}
trySwapElytra();
if (ctx.player().collidedHorizontally) {
logDirect("hbonk");
}
if (ctx.player().collidedVertically) {
logDirect("vbonk");
}
final SolverContext solverContext = this.new SolverContext(false);
this.solveNextTick = true;
// If there's no previously calculated solution to use, or the context used at the end of last tick doesn't match this tick
final Solution solution;
if (this.pendingSolution == null || !this.pendingSolution.context.equals(solverContext)) {
solution = this.solveAngles(solverContext);
} else {
solution = this.pendingSolution;
}
if (this.deployedFireworkLastTick) {
this.nextTickBoostCounter[solverContext.boost.isBoosted() ? 1 : 0]++;
this.deployedFireworkLastTick = false;
}
if (solution == null) {
logDirect("no solution");
return;
}
baritone.getLookBehavior().updateTarget(solution.rotation, false);
if (!solution.solvedPitch) {
logDirect("no pitch solution, probably gonna crash in a few ticks LOL!!!");
return;
} else {
this.aimPos = new BetterBlockPos(solution.goingTo.x, solution.goingTo.y, solution.goingTo.z);
}
this.tickUseFireworks(
solution.context.start,
solution.goingTo,
solution.context.boost.isBoosted(),
solution.forceUseFirework
);
}
public void onPostTick(TickEvent event) {
if (event.getType() == TickEvent.Type.IN && this.solveNextTick) {
// We're at the end of the tick, the player's position likely updated and the closest path node could've
// changed. Updating it now will avoid unnecessary recalculation on the main thread.
this.pathManager.updatePlayerNear();
final SolverContext context = this.new SolverContext(true);
this.solver = this.solverExecutor.submit(() -> this.solveAngles(context));
this.solveNextTick = false;
}
}
private Solution solveAngles(final SolverContext context) {
final NetherPath path = context.path;
final int playerNear = landingMode ? path.size() - 1 : context.playerNear;
final Vec3d start = context.start;
Solution solution = null;
for (int relaxation = 0; relaxation < 3; relaxation++) { // try for a strict solution first, then relax more and more (if we're in a corner or near some blocks, it will have to relax its constraints a bit)
int[] heights = context.boost.isBoosted() ? new int[]{20, 10, 5, 0} : new int[]{0}; // attempt to gain height, if we can, so as not to waste the boost
int lookahead = relaxation == 0 ? 2 : 3; // ideally this would be expressed as a distance in blocks, rather than a number of voxel steps
//int minStep = Math.max(0, playerNear - relaxation);
int minStep = playerNear;
for (int i = Math.min(playerNear + 20, path.size() - 1); i >= minStep; i--) {
final List<Pair<Vec3d, Integer>> candidates = new ArrayList<>();
for (int dy : heights) {
if (relaxation == 0 || i == minStep) {
// no interp
candidates.add(new Pair<>(path.getVec(i), dy));
} else if (relaxation == 1) {
final double[] interps = new double[]{1.0, 0.75, 0.5, 0.25};
for (double interp : interps) {
final Vec3d dest = interp == 1.0
? path.getVec(i)
: path.getVec(i).scale(interp).add(path.getVec(i - 1).scale(1.0 - interp));
candidates.add(new Pair<>(dest, dy));
}
} else {
// Create a point along the segment every block
final Vec3d delta = path.getVec(i).subtract(path.getVec(i - 1));
final int steps = fastFloor(delta.length());
final Vec3d step = delta.normalize();
Vec3d stepped = path.getVec(i);
for (int interp = 0; interp < steps; interp++) {
candidates.add(new Pair<>(stepped, dy));
stepped = stepped.subtract(step);
}
}
}
for (final Pair<Vec3d, Integer> candidate : candidates) {
final Integer augment = candidate.second();
Vec3d dest = candidate.first().add(0, augment, 0);
if (landingMode) {
dest = dest.add(0.5, 0.5, 0.5);
}
if (augment != 0) {
if (i + lookahead >= path.size()) {
continue;
}
if (start.distanceTo(dest) < 40) {
if (!this.clearView(dest, path.getVec(i + lookahead).add(0, augment, 0), false)
|| !this.clearView(dest, path.getVec(i + lookahead), false)) {
// aka: don't go upwards if doing so would prevent us from being able to see the next position **OR** the modified next position
continue;
}
} else {
// but if it's far away, allow gaining altitude if we could lose it again by the time we get there
if (!this.clearView(dest, path.getVec(i), false)) {
continue;
}
}
}
final double minAvoidance = Baritone.settings().elytraMinimumAvoidance.value;
final Double growth = relaxation == 2 ? null
: relaxation == 0 ? 2 * minAvoidance : minAvoidance;
if (this.isHitboxClear(context, dest, growth)) {
// Yaw is trivial, just calculate the rotation required to face the destination
final float yaw = RotationUtils.calcRotationFromVec3d(start, dest, ctx.playerRotations()).getYaw();
final Pair<Float, Boolean> pitch = this.solvePitch(context, dest, relaxation);
if (pitch == null) {
solution = new Solution(context, new Rotation(yaw, ctx.playerRotations().getPitch()), null, false, false);
continue;
}
// A solution was found with yaw AND pitch, so just immediately return it.
return new Solution(context, new Rotation(yaw, pitch.first()), dest, true, pitch.second());
}
}
}
}
return solution;
}
private void tickUseFireworks(final Vec3d start, final Vec3d goingTo, final boolean isBoosted, final boolean forceUseFirework) {
if (this.remainingSetBackTicks > 0) {
logDebug("waiting for elytraFireworkSetbackUseDelay: " + this.remainingSetBackTicks);
return;
}
if (this.landingMode) {
return;
}
final boolean useOnDescend = !Baritone.settings().elytraConserveFireworks.value || ctx.player().posY < goingTo.y + 5;
final double currentSpeed = new Vec3d(
ctx.player().motionX,
// ignore y component if we are BOTH below where we want to be AND descending
ctx.player().posY < goingTo.y ? Math.max(0, ctx.player().motionY) : ctx.player().motionY,
ctx.player().motionZ
).lengthSquared();
final double elytraFireworkSpeed = Baritone.settings().elytraFireworkSpeed.value;
if (this.remainingFireworkTicks <= 0 && (forceUseFirework || (!isBoosted
&& useOnDescend
&& (ctx.player().posY < goingTo.y - 5 || start.distanceTo(new Vec3d(goingTo.x + 0.5, ctx.player().posY, goingTo.z + 0.5)) > 5) // UGH!!!!!!!
&& currentSpeed < elytraFireworkSpeed * elytraFireworkSpeed))
) {
// Prioritize boosting fireworks over regular ones
// TODO: Take the minimum boost time into account?
if (!baritone.getInventoryBehavior().throwaway(true, ElytraBehavior::isBoostingFireworks) &&
!baritone.getInventoryBehavior().throwaway(true, ElytraBehavior::isFireworks)) {
logDirect("no fireworks");
return;
}
logDirect("attempting to use firework" + (forceUseFirework ? " (forced)" : ""));
ctx.playerController().processRightClick(ctx.player(), ctx.world(), EnumHand.MAIN_HAND);
this.minimumBoostTicks = 10 * (1 + getFireworkBoost(ctx.player().getHeldItemMainhand()).orElse(0));
this.remainingFireworkTicks = 10;
this.deployedFireworkLastTick = true;
}
}
private final class SolverContext {
public final NetherPath path;
public final int playerNear;
public final Vec3d start;
public final Vec3d motion;
public final AxisAlignedBB boundingBox;
public final boolean ignoreLava;
public final FireworkBoost boost;
public final IAimProcessor aimProcessor;
/**
* Creates a new SolverContext using the current state of the path, player, and firework boost at the time of
* construction.
*
* @param async Whether the computation is being done asynchronously at the end of a game tick.
*/
public SolverContext(boolean async) {
this.path = ElytraBehavior.this.pathManager.getPath();
this.playerNear = ElytraBehavior.this.pathManager.getNear();
this.start = ctx.playerFeetAsVec();
this.motion = ctx.playerMotion();
this.boundingBox = ctx.player().getEntityBoundingBox();
this.ignoreLava = ctx.player().isInLava();
final Integer fireworkTicksExisted;
if (async && ElytraBehavior.this.deployedFireworkLastTick) {
final int[] counter = ElytraBehavior.this.nextTickBoostCounter;
fireworkTicksExisted = counter[1] > counter[0] ? 0 : null;
} else {
fireworkTicksExisted = ElytraBehavior.this.getAttachedFirework().map(e -> e.ticksExisted).orElse(null);
}
this.boost = new FireworkBoost(fireworkTicksExisted, ElytraBehavior.this.minimumBoostTicks);
ITickableAimProcessor aim = ElytraBehavior.this.baritone.getLookBehavior().getAimProcessor().fork();
if (async) {
// async computation is done at the end of a tick, advance by 1 to prepare for the next tick
aim.advance(1);
}
this.aimProcessor = aim;
}
@Override
public boolean equals(Object o) {
if (this == o) {
return true;
}
if (o == null || o.getClass() != SolverContext.class) {
return false;
}
SolverContext other = (SolverContext) o;
return this.path == other.path // Contents aren't modified, just compare by reference
&& this.playerNear == other.playerNear
&& Objects.equals(this.start, other.start)
&& Objects.equals(this.motion, other.motion)
&& Objects.equals(this.boundingBox, other.boundingBox)
&& this.ignoreLava == other.ignoreLava
&& Objects.equals(this.boost, other.boost);
}
}
private static final class FireworkBoost {
private final Integer fireworkTicksExisted;
private final int minimumBoostTicks;
private final int maximumBoostTicks;
/**
* @param fireworkTicksExisted The ticksExisted of the attached firework entity, or {@code null} if no entity.
* @param minimumBoostTicks The minimum number of boost ticks that the attached firework entity, if any, will
* provide.
*/
public FireworkBoost(final Integer fireworkTicksExisted, final int minimumBoostTicks) {
this.fireworkTicksExisted = fireworkTicksExisted;
// this.lifetime = 10 * i + this.rand.nextInt(6) + this.rand.nextInt(7);
this.minimumBoostTicks = minimumBoostTicks;
this.maximumBoostTicks = minimumBoostTicks + 11;
}
public boolean isBoosted() {
return this.fireworkTicksExisted != null;
}
/**
* @return The guaranteed number of remaining ticks with boost
*/
public int getGuaranteedBoostTicks() {
return this.isBoosted() ? Math.max(0, this.minimumBoostTicks - this.fireworkTicksExisted) : 0;
}
/**
* @return The maximum number of remaining ticks with boost
*/
public int getMaximumBoostTicks() {
return this.isBoosted() ? Math.max(0, this.maximumBoostTicks - this.fireworkTicksExisted) : 0;
}
@Override
public boolean equals(Object o) {
if (this == o) {
return true;
}
if (o == null || o.getClass() != FireworkBoost.class) {
return false;
}
FireworkBoost other = (FireworkBoost) o;
if (!this.isBoosted() && !other.isBoosted()) {
return true;
}
return Objects.equals(this.fireworkTicksExisted, other.fireworkTicksExisted)
&& this.minimumBoostTicks == other.minimumBoostTicks
&& this.maximumBoostTicks == other.maximumBoostTicks;
}
}
private static final class PitchResult {
public final float pitch;
public final double dot;
public final List<Vec3d> steps;
public PitchResult(float pitch, double dot, List<Vec3d> steps) {
this.pitch = pitch;
this.dot = dot;
this.steps = steps;
}
}
private static final class Solution {
public final SolverContext context;
public final Rotation rotation;
public final Vec3d goingTo;
public final boolean solvedPitch;
public final boolean forceUseFirework;
public Solution(SolverContext context, Rotation rotation, Vec3d goingTo, boolean solvedPitch, boolean forceUseFirework) {
this.context = context;
this.rotation = rotation;
this.goingTo = goingTo;
this.solvedPitch = solvedPitch;
this.forceUseFirework = forceUseFirework;
}
}
private static boolean isFireworks(final ItemStack itemStack) {
if (itemStack.getItem() != Items.FIREWORKS) {
return false;
}
// If it has NBT data, make sure it won't cause us to explode.
final NBTTagCompound compound = itemStack.getSubCompound("Fireworks");
return compound == null || !compound.hasKey("Explosions");
}
private static boolean isBoostingFireworks(final ItemStack itemStack) {
return getFireworkBoost(itemStack).isPresent();
}
private static OptionalInt getFireworkBoost(final ItemStack itemStack) {
if (isFireworks(itemStack)) {
final NBTTagCompound compound = itemStack.getSubCompound("Fireworks");
if (compound != null && compound.hasKey("Flight")) {
return OptionalInt.of(compound.getByte("Flight"));
}
}
return OptionalInt.empty();
}
private Optional<EntityFireworkRocket> getAttachedFirework() {
return ctx.world().loadedEntityList.stream()
.filter(x -> x instanceof EntityFireworkRocket)
.filter(x -> Objects.equals(((IEntityFireworkRocket) x).getBoostedEntity(), ctx.player()))
.map(x -> (EntityFireworkRocket) x)
.findFirst();
}
private boolean isHitboxClear(final SolverContext context, final Vec3d dest, final Double growAmount) {
final Vec3d start = context.start;
final boolean ignoreLava = context.ignoreLava;
if (!this.clearView(start, dest, ignoreLava)) {
return false;
}
if (growAmount == null) {
return true;
}
final AxisAlignedBB bb = context.boundingBox.grow(growAmount);
final double ox = dest.x - start.x;
final double oy = dest.y - start.y;
final double oz = dest.z - start.z;
final double[] src = new double[]{
bb.minX, bb.minY, bb.minZ,
bb.minX, bb.minY, bb.maxZ,
bb.minX, bb.maxY, bb.minZ,
bb.minX, bb.maxY, bb.maxZ,
bb.maxX, bb.minY, bb.minZ,
bb.maxX, bb.minY, bb.maxZ,
bb.maxX, bb.maxY, bb.minZ,
bb.maxX, bb.maxY, bb.maxZ,
};
final double[] dst = new double[]{
bb.minX + ox, bb.minY + oy, bb.minZ + oz,
bb.minX + ox, bb.minY + oy, bb.maxZ + oz,
bb.minX + ox, bb.maxY + oy, bb.minZ + oz,
bb.minX + ox, bb.maxY + oy, bb.maxZ + oz,
bb.maxX + ox, bb.minY + oy, bb.minZ + oz,
bb.maxX + ox, bb.minY + oy, bb.maxZ + oz,
bb.maxX + ox, bb.maxY + oy, bb.minZ + oz,
bb.maxX + ox, bb.maxY + oy, bb.maxZ + oz,
};
// Use non-batching method without early failure
if (Baritone.settings().elytraRenderHitboxRaytraces.value) {
boolean clear = true;
for (int i = 0; i < 8; i++) {
final Vec3d s = new Vec3d(src[i * 3], src[i * 3 + 1], src[i * 3 + 2]);
final Vec3d d = new Vec3d(dst[i * 3], dst[i * 3 + 1], dst[i * 3 + 2]);
// Don't forward ignoreLava since the batch call doesn't care about it
if (!this.clearView(s, d, false)) {
clear = false;
}
}
return clear;
}
return this.context.raytrace(8, src, dst, NetherPathfinderContext.Visibility.ALL);
}
public boolean clearView(Vec3d start, Vec3d dest, boolean ignoreLava) {
final boolean clear;
if (!ignoreLava) {
// if start == dest then the cpp raytracer dies
clear = start.equals(dest) || this.context.raytrace(start, dest);
} else {
clear = ctx.world().rayTraceBlocks(start, dest, false, false, false) == null;
}
if (Baritone.settings().elytraRenderRaytraces.value) {
(clear ? this.clearLines : this.blockedLines).add(new Pair<>(start, dest));
}
return clear;
}
private static FloatArrayList pitchesToSolveFor(final float goodPitch, final boolean desperate) {
final float minPitch = desperate ? -90 : Math.max(goodPitch - Baritone.settings().elytraPitchRange.value, -89);
final float maxPitch = desperate ? 90 : Math.min(goodPitch + Baritone.settings().elytraPitchRange.value, 89);
final FloatArrayList pitchValues = new FloatArrayList(fastCeil(maxPitch - minPitch) + 1);
for (float pitch = goodPitch; pitch <= maxPitch; pitch++) {
pitchValues.add(pitch);
}
for (float pitch = goodPitch - 1; pitch >= minPitch; pitch--) {
pitchValues.add(pitch);
}
return pitchValues;
}
@FunctionalInterface
private interface IntTriFunction<T> {
T apply(int first, int second, int third);
}
private static final class IntTriple {
public final int first;
public final int second;
public final int third;
public IntTriple(int first, int second, int third) {
this.first = first;
this.second = second;
this.third = third;
}
}
private Pair<Float, Boolean> solvePitch(final SolverContext context, final Vec3d goal, final int relaxation) {
final boolean desperate = relaxation == 2;
final float goodPitch = RotationUtils.calcRotationFromVec3d(context.start, goal, ctx.playerRotations()).getPitch();
final FloatArrayList pitches = pitchesToSolveFor(goodPitch, desperate);
final IntTriFunction<PitchResult> solve = (ticks, ticksBoosted, ticksBoostDelay) ->
this.solvePitch(context, goal, relaxation, pitches.iterator(), ticks, ticksBoosted, ticksBoostDelay);
final List<IntTriple> tests = new ArrayList<>();
if (context.boost.isBoosted()) {
final int guaranteed = context.boost.getGuaranteedBoostTicks();
if (guaranteed == 0) {
// uncertain when boost will run out
final int lookahead = Math.max(4, 10 - context.boost.getMaximumBoostTicks());
tests.add(new IntTriple(lookahead, 1, 0));
} else if (guaranteed <= 5) {
// boost will run out within 5 ticks
tests.add(new IntTriple(guaranteed + 5, guaranteed, 0));
} else {
// there's plenty of guaranteed boost
tests.add(new IntTriple(guaranteed + 1, guaranteed, 0));
}
}
// Standard test, assume (not) boosted for entire duration
final int ticks = desperate ? 3 : context.boost.isBoosted() ? Math.max(5, context.boost.getGuaranteedBoostTicks()) : Baritone.settings().elytraSimulationTicks.value;
tests.add(new IntTriple(ticks, context.boost.isBoosted() ? ticks : 0, 0));
final Optional<PitchResult> result = tests.stream()
.map(i -> solve.apply(i.first, i.second, i.third))
.filter(Objects::nonNull)
.findFirst();
if (result.isPresent()) {
return new Pair<>(result.get().pitch, false);
}
// If we used a firework would we be able to get out of the current situation??? perhaps
if (desperate) {
final List<IntTriple> testsBoost = new ArrayList<>();
testsBoost.add(new IntTriple(ticks, 10, 3));
testsBoost.add(new IntTriple(ticks, 10, 2));
testsBoost.add(new IntTriple(ticks, 10, 1));
final Optional<PitchResult> resultBoost = testsBoost.stream()
.map(i -> solve.apply(i.first, i.second, i.third))
.filter(Objects::nonNull)
.findFirst();
if (resultBoost.isPresent()) {
return new Pair<>(resultBoost.get().pitch, true);
}
}
return null;
}
private PitchResult solvePitch(final SolverContext context, final Vec3d goal, final int relaxation,
final FloatIterator pitches, final int ticks, final int ticksBoosted,
final int ticksBoostDelay) {
// we are at a certain velocity, but we have a target velocity
// what pitch would get us closest to our target velocity?
// yaw is easy so we only care about pitch
final Vec3d goalDelta = goal.subtract(context.start);
final Vec3d goalDirection = goalDelta.normalize();
final Deque<PitchResult> bestResults = new ArrayDeque<>();
while (pitches.hasNext()) {
final float pitch = pitches.nextFloat();
final List<Vec3d> displacement = this.simulate(
context,
goalDelta,
pitch,
ticks,
ticksBoosted,
ticksBoostDelay
);
if (displacement == null) {
continue;
}
final Vec3d last = displacement.get(displacement.size() - 1);
double goodness = goalDirection.dotProduct(last.normalize());
if (landingMode) {
goodness = -goalDelta.subtract(last).length();
}
final PitchResult bestSoFar = bestResults.peek();
if (bestSoFar == null || goodness > bestSoFar.dot) {
bestResults.push(new PitchResult(pitch, goodness, displacement));
}
}
outer:
for (final PitchResult result : bestResults) {
if (relaxation < 2) {
// Ensure that the goal is visible along the entire simulated path
// Reverse order iteration since the last position is most likely to fail
for (int i = result.steps.size() - 1; i >= 1; i--) {
if (!clearView(context.start.add(result.steps.get(i)), goal, context.ignoreLava)) {
continue outer;
}
}
} else {
// Ensure that the goal is visible from the final position
if (!clearView(context.start.add(result.steps.get(result.steps.size() - 1)), goal, context.ignoreLava)) {
continue;
}
}
this.simulationLine = result.steps;
return result;
}
return null;
}
private List<Vec3d> simulate(final SolverContext context, final Vec3d goalDelta, final float pitch, final int ticks,
final int ticksBoosted, final int ticksBoostDelay) {
final ITickableAimProcessor aimProcessor = context.aimProcessor.fork();
Vec3d delta = goalDelta;
Vec3d motion = context.motion;
AxisAlignedBB hitbox = context.boundingBox;
List<Vec3d> displacement = new ArrayList<>(ticks + 1);
displacement.add(Vec3d.ZERO);
int remainingTicksBoosted = ticksBoosted;
for (int i = 0; i < ticks; i++) {
final double cx = hitbox.minX + (hitbox.maxX - hitbox.minX) * 0.5D;
final double cz = hitbox.minZ + (hitbox.maxZ - hitbox.minZ) * 0.5D;
if (MC_1_12_Collision_Fix.bonk(this.bsi, cx, hitbox.minY, cz)) {
return null;
}
if (delta.lengthSquared() < 1) {
break;
}
final Rotation rotation = aimProcessor.nextRotation(
RotationUtils.calcRotationFromVec3d(Vec3d.ZERO, delta, ctx.playerRotations()).withPitch(pitch)
);
final Vec3d lookDirection = RotationUtils.calcLookDirectionFromRotation(rotation);
motion = step(motion, lookDirection, rotation.getPitch());
delta = delta.subtract(motion);
// Collision box while the player is in motion, with additional padding for safety
final AxisAlignedBB inMotion = hitbox.expand(motion.x, motion.y, motion.z).grow(0.01);
int xmin = fastFloor(inMotion.minX);
int xmax = fastCeil(inMotion.maxX);
int ymin = fastFloor(inMotion.minY);
int ymax = fastCeil(inMotion.maxY);
int zmin = fastFloor(inMotion.minZ);
int zmax = fastCeil(inMotion.maxZ);
for (int x = xmin; x < xmax; x++) {
for (int y = ymin; y < ymax; y++) {
for (int z = zmin; z < zmax; z++) {
if (!this.passable(x, y, z, context.ignoreLava)) {
return null;
}
}
}
}
hitbox = hitbox.offset(motion);
displacement.add(displacement.get(displacement.size() - 1).add(motion));
if (i >= ticksBoostDelay && remainingTicksBoosted-- > 0) {
// See EntityFireworkRocket
motion = motion.add(
lookDirection.x * 0.1 + (lookDirection.x * 1.5 - motion.x) * 0.5,
lookDirection.y * 0.1 + (lookDirection.y * 1.5 - motion.y) * 0.5,
lookDirection.z * 0.1 + (lookDirection.z * 1.5 - motion.z) * 0.5
);
}
}
return displacement;
}
private static Vec3d step(final Vec3d motion, final Vec3d lookDirection, final float pitch) {
double motionX = motion.x;
double motionY = motion.y;
double motionZ = motion.z;
float pitchRadians = pitch * RotationUtils.DEG_TO_RAD_F;
double pitchBase2 = Math.sqrt(lookDirection.x * lookDirection.x + lookDirection.z * lookDirection.z);
double flatMotion = Math.sqrt(motionX * motionX + motionZ * motionZ);
double thisIsAlwaysOne = lookDirection.length();
float pitchBase3 = MathHelper.cos(pitchRadians);
//System.out.println("always the same lol " + -pitchBase + " " + pitchBase3);
//System.out.println("always the same lol " + Math.abs(pitchBase3) + " " + pitchBase2);
//System.out.println("always 1 lol " + thisIsAlwaysOne);
pitchBase3 = (float) ((double) pitchBase3 * (double) pitchBase3 * Math.min(1, thisIsAlwaysOne / 0.4));
motionY += -0.08 + (double) pitchBase3 * 0.06;
if (motionY < 0 && pitchBase2 > 0) {
double speedModifier = motionY * -0.1 * (double) pitchBase3;
motionY += speedModifier;
motionX += lookDirection.x * speedModifier / pitchBase2;
motionZ += lookDirection.z * speedModifier / pitchBase2;
}
if (pitchRadians < 0) { // if you are looking down (below level)
double anotherSpeedModifier = flatMotion * (double) (-MathHelper.sin(pitchRadians)) * 0.04;
motionY += anotherSpeedModifier * 3.2;
motionX -= lookDirection.x * anotherSpeedModifier / pitchBase2;
motionZ -= lookDirection.z * anotherSpeedModifier / pitchBase2;
}
if (pitchBase2 > 0) { // this is always true unless you are looking literally straight up (let's just say the bot will never do that)
motionX += (lookDirection.x / pitchBase2 * flatMotion - motionX) * 0.1;
motionZ += (lookDirection.z / pitchBase2 * flatMotion - motionZ) * 0.1;
}
motionX *= 0.99f;
motionY *= 0.98f;
motionZ *= 0.99f;
//System.out.println(motionX + " " + motionY + " " + motionZ);
return new Vec3d(motionX, motionY, motionZ);
}
private boolean passable(int x, int y, int z, boolean ignoreLava) {
if (ignoreLava) {
final Material mat = this.bsi.get0(x, y, z).getMaterial();
return mat == Material.AIR || mat == Material.LAVA;
} else {
return !this.boi.get0(x, y, z);
}
}
private void tickInventoryTransactions() {
if (invTickCountdown <= 0) {
Runnable r = invTransactionQueue.poll();
if (r != null) {
r.run();
invTickCountdown = Baritone.settings().ticksBetweenInventoryMoves.value;
}
}
if (invTickCountdown > 0) invTickCountdown--;
}
private void queueWindowClick(int windowId, int slotId, int button, ClickType type) {
invTransactionQueue.add(() -> ctx.playerController().windowClick(windowId, slotId, button, type, ctx.player()));
}
private int findGoodElytra() {
NonNullList<ItemStack> invy = ctx.player().inventory.mainInventory;
for (int i = 0; i < invy.size(); i++) {
ItemStack slot = invy.get(i);
if (slot.getItem() == Items.ELYTRA && (slot.getItem().getMaxDamage() - slot.getItemDamage()) > Baritone.settings().elytraMinimumDurability.value) {
return i;
}
}
return -1;
}
private void trySwapElytra() {
if (!Baritone.settings().elytraAutoSwap.value || !invTransactionQueue.isEmpty()) {
return;
}
ItemStack chest = ctx.player().inventory.armorInventory.get(2);
if (chest.getItem() != Items.ELYTRA
|| chest.getItem().getMaxDamage() - chest.getItemDamage() > Baritone.settings().elytraMinimumDurability.value) {
return;
}
int goodElytraSlot = findGoodElytra();
if (goodElytraSlot != -1) {
final int CHEST_SLOT = 6;
final int slotId = goodElytraSlot < 9 ? goodElytraSlot + 36 : goodElytraSlot;
queueWindowClick(ctx.player().inventoryContainer.windowId, slotId, 0, ClickType.PICKUP);
queueWindowClick(ctx.player().inventoryContainer.windowId, CHEST_SLOT, 0, ClickType.PICKUP);
queueWindowClick(ctx.player().inventoryContainer.windowId, slotId, 0, ClickType.PICKUP);
}
}
/**
* Minecraft 1.12's pushOutOfBlocks logic doesn't account for players being able to fit under single block spaces,
* so whenever the edge of a ceiling is encountered while elytra flying it tries to push the player out.
*/
private static final class MC_1_12_Collision_Fix {
private static final Long2ReferenceOpenHashMap<Boolean> PUSH_OUT_CACHE = new Long2ReferenceOpenHashMap<>();
private static final Long2ReferenceOpenHashMap<Boolean> IS_OPEN_CACHE = new Long2ReferenceOpenHashMap<>();
private static final double WIDTH = 0.35D * 0.6F;
public static void clear() {
// TODO: I don't like this....
if (PUSH_OUT_CACHE.size() > 4096) {
PUSH_OUT_CACHE.clear();
}
if (IS_OPEN_CACHE.size() > 4096) {
IS_OPEN_CACHE.clear();
}
}
public static boolean bonk(final BlockStateInterface bsi, final double xIn, final double yIn, final double zIn) {
final int y = fastFloor(yIn + 0.5D);
final int minX = fastFloor(xIn - WIDTH);
final int minZ = fastFloor(zIn - WIDTH);
final int maxX = fastFloor(xIn + WIDTH);
final int maxZ = fastFloor(zIn + WIDTH);
if (minX == maxX && minZ == maxZ) {
return pushOutOfBlocks(bsi, minX, y, minZ);
} else if (minX == maxX) {
return pushOutOfBlocks(bsi, minX, y, minZ) || pushOutOfBlocks(bsi, minX, y, maxZ);
} else if (minZ == maxZ) {
return pushOutOfBlocks(bsi, minX, y, minZ) || pushOutOfBlocks(bsi, maxX, y, minZ);
}
return pushOutOfBlocks(bsi, minX, y, maxZ)
|| pushOutOfBlocks(bsi, minX, y, minZ)
|| pushOutOfBlocks(bsi, maxX, y, minZ)
|| pushOutOfBlocks(bsi, maxX, y, maxZ);
}
private static boolean pushOutOfBlocks(final BlockStateInterface bsi, final int x, final int y, final int z) {
final long hash = BetterBlockPos.serializeToLong(x, y, z);
Boolean result = PUSH_OUT_CACHE.get(hash);
if (result == null) {
PUSH_OUT_CACHE.put(hash, result = !isOpenBlockSpace(bsi, x, y, z) && (
isOpenBlockSpace(bsi, x - 1, y, z)
|| isOpenBlockSpace(bsi, x + 1, y, z)
|| isOpenBlockSpace(bsi, x, y, z - 1)
|| isOpenBlockSpace(bsi, x, y, z + 1))
);
}
return result;
}
private static boolean isOpenBlockSpace(final BlockStateInterface bsi, final int x, final int y, final int z) {
final long hash = BetterBlockPos.serializeToLong(x, y, z);
Boolean result = IS_OPEN_CACHE.get(hash);
if (result == null) {
IS_OPEN_CACHE.put(hash, result = !bsi.get0(x, y, z).isNormalCube() && !bsi.get0(x, y + 1, z).isNormalCube());
}
return result;
}
}
}