ddnet/src/game/server/gamecontroller.cpp

759 lines
18 KiB
C++

/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <engine/shared/config.h>
#include <game/mapitems.h>
#include <game/generated/protocol.h>
#include "entities/pickup.h"
#include "gamecontroller.h"
#include "gamecontext.h"
IGameController::IGameController(class CGameContext *pGameServer)
{
m_pGameServer = pGameServer;
m_pServer = m_pGameServer->Server();
m_pGameType = "unknown";
//
DoWarmup(g_Config.m_SvWarmup);
m_GameOverTick = -1;
m_SuddenDeath = 0;
m_RoundStartTick = Server()->Tick();
m_RoundCount = 0;
m_GameFlags = 0;
m_aTeamscore[TEAM_RED] = 0;
m_aTeamscore[TEAM_BLUE] = 0;
m_aMapWish[0] = 0;
m_UnbalancedTick = -1;
m_ForceBalanced = false;
m_aNumSpawnPoints[0] = 0;
m_aNumSpawnPoints[1] = 0;
m_aNumSpawnPoints[2] = 0;
}
IGameController::~IGameController()
{
}
float IGameController::EvaluateSpawnPos(CSpawnEval *pEval, vec2 Pos)
{
float Score = 0.0f;
CCharacter *pC = static_cast<CCharacter *>(GameServer()->m_World.FindFirst(CGameWorld::ENTTYPE_CHARACTER));
for(; pC; pC = (CCharacter *)pC->TypeNext())
{
// team mates are not as dangerous as enemies
float Scoremod = 1.0f;
if(pEval->m_FriendlyTeam != -1 && pC->GetPlayer()->GetTeam() == pEval->m_FriendlyTeam)
Scoremod = 0.5f;
float d = distance(Pos, pC->m_Pos);
Score += Scoremod * (d == 0 ? 1000000000.0f : 1.0f/d);
}
return Score;
}
void IGameController::EvaluateSpawnType(CSpawnEval *pEval, int Type)
{
// get spawn point
for(int i = 0; i < m_aNumSpawnPoints[Type]; i++)
{
// check if the position is occupado
if(GameServer()->m_World.FindEntities(m_aaSpawnPoints[Type][i], 64, 0, 1, CGameWorld::ENTTYPE_CHARACTER))
continue;
vec2 P = m_aaSpawnPoints[Type][i];
float S = EvaluateSpawnPos(pEval, P);
if(!pEval->m_Got || pEval->m_Score > S)
{
pEval->m_Got = true;
pEval->m_Score = S;
pEval->m_Pos = P;
}
}
}
void IGameController::FindFreeSpawn(CSpawnEval *pEval, int Type)
{
// pick the spawn point that is least occupied and has free space for spawning around it
for(int i = 0; i < m_aNumSpawnPoints[Type]; i++)
{
CCharacter *aEnts[MAX_CLIENTS];
int Num = GameServer()->m_World.FindEntities(m_aaSpawnPoints[Type][i], 64, (CEntity**)aEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
float Score = 0.0f;
for(int c = 0; c < Num; ++c)
Score += 96.0f - distance(aEnts[c]->m_Pos, m_aaSpawnPoints[Type][i]);
if(!pEval->m_Got || pEval->m_Score > Score)
{
// start, left, up, right, down
vec2 Positions[5] = { vec2(0.0f, 0.0f), vec2(-32.0f, 0.0f), vec2(0.0f, -32.0f), vec2(32.0f, 0.0f), vec2(0.0f, 32.0f) };
// check for free space
int Result = -1;
for(int Index = 0; Index < 5 && Result == -1; ++Index)
{
Result = Index;
for(int c = 0; c < Num; ++c)
if(GameServer()->Collision()->CheckPoint(m_aaSpawnPoints[Type][i]+Positions[Index]) ||
distance(aEnts[c]->m_Pos, m_aaSpawnPoints[Type][i]+Positions[Index]) <= aEnts[c]->m_ProximityRadius)
{
Result = -1;
break;
}
}
if(Result == -1)
continue; // try next spawn point
pEval->m_Got = true;
pEval->m_Score = Score;
pEval->m_Pos = m_aaSpawnPoints[Type][i]+Positions[Result];
}
}
}
bool IGameController::CanSpawn(int Team, vec2 *pOutPos)
{
CSpawnEval Eval;
// spectators can't spawn
if(Team == TEAM_SPECTATORS)
return false;
if(IsTeamplay())
{
Eval.m_FriendlyTeam = Team;
// first try own team spawn, then normal spawn and then enemy
EvaluateSpawnType(&Eval, 1+(Team&1));
if(!Eval.m_Got)
{
EvaluateSpawnType(&Eval, 0);
if(!Eval.m_Got)
EvaluateSpawnType(&Eval, 1+((Team+1)&1));
}
}
else
{
EvaluateSpawnType(&Eval, 0);
EvaluateSpawnType(&Eval, 1);
EvaluateSpawnType(&Eval, 2);
}
// handle crappy maps
if(!Eval.m_Got)
{
if(IsTeamplay())
{
// first try own team spawn, then normal spawn and then enemy
FindFreeSpawn(&Eval, 1+(Team&1));
if(!Eval.m_Got)
{
FindFreeSpawn(&Eval, 0);
if(!Eval.m_Got)
FindFreeSpawn(&Eval, 1+((Team+1)&1));
}
}
else
{
FindFreeSpawn(&Eval, 0);
FindFreeSpawn(&Eval, 1);
FindFreeSpawn(&Eval, 2);
}
}
*pOutPos = Eval.m_Pos;
return Eval.m_Got;
}
bool IGameController::OnEntity(int Index, vec2 Pos)
{
int Type = -1;
int SubType = 0;
if(Index == ENTITY_SPAWN)
m_aaSpawnPoints[0][m_aNumSpawnPoints[0]++] = Pos;
else if(Index == ENTITY_SPAWN_RED)
m_aaSpawnPoints[1][m_aNumSpawnPoints[1]++] = Pos;
else if(Index == ENTITY_SPAWN_BLUE)
m_aaSpawnPoints[2][m_aNumSpawnPoints[2]++] = Pos;
else if(Index == ENTITY_ARMOR_1)
Type = POWERUP_ARMOR;
else if(Index == ENTITY_HEALTH_1)
Type = POWERUP_HEALTH;
else if(Index == ENTITY_WEAPON_SHOTGUN)
{
Type = POWERUP_WEAPON;
SubType = WEAPON_SHOTGUN;
}
else if(Index == ENTITY_WEAPON_GRENADE)
{
Type = POWERUP_WEAPON;
SubType = WEAPON_GRENADE;
}
else if(Index == ENTITY_WEAPON_RIFLE)
{
Type = POWERUP_WEAPON;
SubType = WEAPON_RIFLE;
}
else if(Index == ENTITY_POWERUP_NINJA && g_Config.m_SvPowerups)
{
Type = POWERUP_NINJA;
SubType = WEAPON_NINJA;
}
if(Type != -1)
{
CPickup *pPickup = new CPickup(&GameServer()->m_World, Type, SubType);
pPickup->m_Pos = Pos;
return true;
}
return false;
}
void IGameController::EndRound()
{
if(m_Warmup) // game can't end when we are running warmup
return;
GameServer()->m_World.m_Paused = true;
m_GameOverTick = Server()->Tick();
m_SuddenDeath = 0;
}
void IGameController::ResetGame()
{
GameServer()->m_World.m_ResetRequested = true;
}
const char *IGameController::GetTeamName(int Team)
{
if(IsTeamplay())
{
if(Team == TEAM_RED)
return "red team";
else if(Team == TEAM_BLUE)
return "blue team";
}
else
{
if(Team == 0)
return "game";
}
return "spectators";
}
static bool IsSeparator(char c) { return c == ';' || c == ' ' || c == ',' || c == '\t'; }
void IGameController::StartRound()
{
ResetGame();
m_RoundStartTick = Server()->Tick();
m_SuddenDeath = 0;
m_GameOverTick = -1;
GameServer()->m_World.m_Paused = false;
m_aTeamscore[TEAM_RED] = 0;
m_aTeamscore[TEAM_BLUE] = 0;
m_ForceBalanced = false;
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "start round type='%s' teamplay='%d'", m_pGameType, m_GameFlags&GAMEFLAG_TEAMS);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
}
void IGameController::ChangeMap(const char *pToMap)
{
str_copy(m_aMapWish, pToMap, sizeof(m_aMapWish));
EndRound();
}
void IGameController::CycleMap()
{
if(m_aMapWish[0] != 0)
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "rotating map to %s", m_aMapWish);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
str_copy(g_Config.m_SvMap, m_aMapWish, sizeof(g_Config.m_SvMap));
m_aMapWish[0] = 0;
m_RoundCount = 0;
return;
}
if(!str_length(g_Config.m_SvMaprotation))
return;
if(m_RoundCount < g_Config.m_SvRoundsPerMap-1)
return;
// handle maprotation
const char *pMapRotation = g_Config.m_SvMaprotation;
const char *pCurrentMap = g_Config.m_SvMap;
int CurrentMapLen = str_length(pCurrentMap);
const char *pNextMap = pMapRotation;
while(*pNextMap)
{
int WordLen = 0;
while(pNextMap[WordLen] && !IsSeparator(pNextMap[WordLen]))
WordLen++;
if(WordLen == CurrentMapLen && str_comp_num(pNextMap, pCurrentMap, CurrentMapLen) == 0)
{
// map found
pNextMap += CurrentMapLen;
while(*pNextMap && IsSeparator(*pNextMap))
pNextMap++;
break;
}
pNextMap++;
}
// restart rotation
if(pNextMap[0] == 0)
pNextMap = pMapRotation;
// cut out the next map
char aBuf[512];
for(int i = 0; i < 512; i++)
{
aBuf[i] = pNextMap[i];
if(IsSeparator(pNextMap[i]) || pNextMap[i] == 0)
{
aBuf[i] = 0;
break;
}
}
// skip spaces
int i = 0;
while(IsSeparator(aBuf[i]))
i++;
m_RoundCount = 0;
char aBufMsg[256];
str_format(aBufMsg, sizeof(aBufMsg), "rotating map to %s", &aBuf[i]);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
str_copy(g_Config.m_SvMap, &aBuf[i], sizeof(g_Config.m_SvMap));
}
void IGameController::PostReset()
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(GameServer()->m_apPlayers[i])
{
GameServer()->m_apPlayers[i]->Respawn();
GameServer()->m_apPlayers[i]->m_Score = 0;
GameServer()->m_apPlayers[i]->m_ScoreStartTick = Server()->Tick();
GameServer()->m_apPlayers[i]->m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2;
}
}
}
void IGameController::OnPlayerInfoChange(class CPlayer *pP)
{
const int aTeamColors[2] = {65387, 10223467};
if(IsTeamplay())
{
if(pP->GetTeam() >= TEAM_RED && pP->GetTeam() <= TEAM_BLUE)
{
pP->m_TeeInfos.m_UseCustomColor = 1;
pP->m_TeeInfos.m_ColorBody = aTeamColors[pP->GetTeam()];
pP->m_TeeInfos.m_ColorFeet = aTeamColors[pP->GetTeam()];
}
}
}
int IGameController::OnCharacterDeath(class CCharacter *pVictim, class CPlayer *pKiller, int Weapon)
{
// do scoreing
if(!pKiller || Weapon == WEAPON_GAME)
return 0;
if(pKiller == pVictim->GetPlayer())
pVictim->GetPlayer()->m_Score--; // suicide
else
{
if(IsTeamplay() && pVictim->GetPlayer()->GetTeam() == pKiller->GetTeam())
pKiller->m_Score--; // teamkill
else
pKiller->m_Score++; // normal kill
}
return 0;
}
void IGameController::OnCharacterSpawn(class CCharacter *pChr)
{
// default health
pChr->IncreaseHealth(10);
// give default weapons
pChr->GiveWeapon(WEAPON_HAMMER, -1);
pChr->GiveWeapon(WEAPON_GUN, 10);
}
void IGameController::DoWarmup(int Seconds)
{
if(Seconds < 0)
m_Warmup = 0;
else
m_Warmup = Seconds*Server()->TickSpeed();
}
bool IGameController::IsFriendlyFire(int ClientID1, int ClientID2)
{
if(ClientID1 == ClientID2)
return false;
if(IsTeamplay())
{
if(!GameServer()->m_apPlayers[ClientID1] || !GameServer()->m_apPlayers[ClientID2])
return false;
if(GameServer()->m_apPlayers[ClientID1]->GetTeam() == GameServer()->m_apPlayers[ClientID2]->GetTeam())
return true;
}
return false;
}
bool IGameController::IsForceBalanced()
{
if(m_ForceBalanced)
{
m_ForceBalanced = false;
return true;
}
else
return false;
}
bool IGameController::CanBeMovedOnBalance(int ClientID)
{
return true;
}
void IGameController::Tick()
{
// do warmup
if(m_Warmup)
{
m_Warmup--;
if(!m_Warmup)
StartRound();
}
if(m_GameOverTick != -1)
{
// game over.. wait for restart
if(Server()->Tick() > m_GameOverTick+Server()->TickSpeed()*10)
{
CycleMap();
StartRound();
m_RoundCount++;
}
}
// do team-balancing
if (IsTeamplay() && m_UnbalancedTick != -1 && Server()->Tick() > m_UnbalancedTick+g_Config.m_SvTeambalanceTime*Server()->TickSpeed()*60)
{
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", "Balancing teams");
int aT[2] = {0,0};
float aTScore[2] = {0,0};
float aPScore[MAX_CLIENTS] = {0.0f};
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS)
{
aT[GameServer()->m_apPlayers[i]->GetTeam()]++;
aPScore[i] = GameServer()->m_apPlayers[i]->m_Score*Server()->TickSpeed()*60.0f/
(Server()->Tick()-GameServer()->m_apPlayers[i]->m_ScoreStartTick);
aTScore[GameServer()->m_apPlayers[i]->GetTeam()] += aPScore[i];
}
}
// are teams unbalanced?
if(absolute(aT[0]-aT[1]) >= 2)
{
int M = (aT[0] > aT[1]) ? 0 : 1;
int NumBalance = absolute(aT[0]-aT[1]) / 2;
do
{
CPlayer *pP = 0;
float PD = aTScore[M];
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(!GameServer()->m_apPlayers[i] || !CanBeMovedOnBalance(i))
continue;
// remember the player who would cause lowest score-difference
if(GameServer()->m_apPlayers[i]->GetTeam() == M && (!pP || absolute((aTScore[M^1]+aPScore[i]) - (aTScore[M]-aPScore[i])) < PD))
{
pP = GameServer()->m_apPlayers[i];
PD = absolute((aTScore[M^1]+aPScore[i]) - (aTScore[M]-aPScore[i]));
}
}
// move the player to the other team
int Temp = pP->m_LastActionTick;
pP->SetTeam(M^1);
pP->m_LastActionTick = Temp;
pP->Respawn();
pP->m_ForceBalanced = true;
} while (--NumBalance);
m_ForceBalanced = true;
}
m_UnbalancedTick = -1;
}
// check for inactive players
if(g_Config.m_SvInactiveKickTime > 0)
{
for(int i = 0; i < MAX_CLIENTS; ++i)
{
if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS && !Server()->IsAuthed(i))
{
if(Server()->Tick() > GameServer()->m_apPlayers[i]->m_LastActionTick+g_Config.m_SvInactiveKickTime*Server()->TickSpeed()*60)
{
switch(g_Config.m_SvInactiveKick)
{
case 0:
{
// move player to spectator
GameServer()->m_apPlayers[i]->SetTeam(TEAM_SPECTATORS);
}
break;
case 1:
{
// move player to spectator if the reserved slots aren't filled yet, kick him otherwise
int Spectators = 0;
for(int j = 0; j < MAX_CLIENTS; ++j)
if(GameServer()->m_apPlayers[j] && GameServer()->m_apPlayers[j]->GetTeam() == TEAM_SPECTATORS)
++Spectators;
if(Spectators >= g_Config.m_SvSpectatorSlots)
Server()->Kick(i, "Kicked for inactivity");
else
GameServer()->m_apPlayers[i]->SetTeam(TEAM_SPECTATORS);
}
break;
case 2:
{
// kick the player
Server()->Kick(i, "Kicked for inactivity");
}
}
}
}
}
}
}
bool IGameController::IsTeamplay() const
{
return m_GameFlags&GAMEFLAG_TEAMS;
}
void IGameController::Snap(int SnappingClient)
{
CNetObj_GameInfo *pGameInfoObj = (CNetObj_GameInfo *)Server()->SnapNewItem(NETOBJTYPE_GAMEINFO, 0, sizeof(CNetObj_GameInfo));
if(!pGameInfoObj)
return;
pGameInfoObj->m_GameFlags = m_GameFlags;
pGameInfoObj->m_GameStateFlags = 0;
if(m_GameOverTick != -1)
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_GAMEOVER;
if(m_SuddenDeath)
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_SUDDENDEATH;
if(GameServer()->m_World.m_Paused)
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_PAUSED;
pGameInfoObj->m_RoundStartTick = m_RoundStartTick;
pGameInfoObj->m_WarmupTimer = m_Warmup;
pGameInfoObj->m_ScoreLimit = g_Config.m_SvScorelimit;
pGameInfoObj->m_TimeLimit = g_Config.m_SvTimelimit;
pGameInfoObj->m_RoundNum = (str_length(g_Config.m_SvMaprotation) && g_Config.m_SvRoundsPerMap) ? g_Config.m_SvRoundsPerMap : 0;
pGameInfoObj->m_RoundCurrent = m_RoundCount+1;
}
int IGameController::GetAutoTeam(int NotThisID)
{
// this will force the auto balancer to work overtime aswell
if(g_Config.m_DbgStress)
return 0;
int aNumplayers[2] = {0,0};
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(GameServer()->m_apPlayers[i] && i != NotThisID)
{
if(GameServer()->m_apPlayers[i]->GetTeam() >= TEAM_RED && GameServer()->m_apPlayers[i]->GetTeam() <= TEAM_BLUE)
aNumplayers[GameServer()->m_apPlayers[i]->GetTeam()]++;
}
}
int Team = 0;
if(IsTeamplay())
Team = aNumplayers[TEAM_RED] > aNumplayers[TEAM_BLUE] ? TEAM_BLUE : TEAM_RED;
if(CanJoinTeam(Team, NotThisID))
return Team;
return -1;
}
bool IGameController::CanJoinTeam(int Team, int NotThisID)
{
if(Team == TEAM_SPECTATORS || (GameServer()->m_apPlayers[NotThisID] && GameServer()->m_apPlayers[NotThisID]->GetTeam() != TEAM_SPECTATORS))
return true;
int aNumplayers[2] = {0,0};
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(GameServer()->m_apPlayers[i] && i != NotThisID)
{
if(GameServer()->m_apPlayers[i]->GetTeam() >= TEAM_RED && GameServer()->m_apPlayers[i]->GetTeam() <= TEAM_BLUE)
aNumplayers[GameServer()->m_apPlayers[i]->GetTeam()]++;
}
}
return (aNumplayers[0] + aNumplayers[1]) < g_Config.m_SvMaxClients-g_Config.m_SvSpectatorSlots;
}
bool IGameController::CheckTeamBalance()
{
if(!IsTeamplay() || !g_Config.m_SvTeambalanceTime)
return true;
int aT[2] = {0, 0};
for(int i = 0; i < MAX_CLIENTS; i++)
{
CPlayer *pP = GameServer()->m_apPlayers[i];
if(pP && pP->GetTeam() != TEAM_SPECTATORS)
aT[pP->GetTeam()]++;
}
char aBuf[256];
if(absolute(aT[0]-aT[1]) >= 2)
{
str_format(aBuf, sizeof(aBuf), "Teams are NOT balanced (red=%d blue=%d)", aT[0], aT[1]);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
if(GameServer()->m_pController->m_UnbalancedTick == -1)
GameServer()->m_pController->m_UnbalancedTick = Server()->Tick();
return false;
}
else
{
str_format(aBuf, sizeof(aBuf), "Teams are balanced (red=%d blue=%d)", aT[0], aT[1]);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
GameServer()->m_pController->m_UnbalancedTick = -1;
return true;
}
}
bool IGameController::CanChangeTeam(CPlayer *pPlayer, int JoinTeam)
{
int aT[2] = {0, 0};
if (!IsTeamplay() || JoinTeam == TEAM_SPECTATORS || !g_Config.m_SvTeambalanceTime)
return true;
for(int i = 0; i < MAX_CLIENTS; i++)
{
CPlayer *pP = GameServer()->m_apPlayers[i];
if(pP && pP->GetTeam() != TEAM_SPECTATORS)
aT[pP->GetTeam()]++;
}
// simulate what would happen if changed team
aT[JoinTeam]++;
if (pPlayer->GetTeam() != TEAM_SPECTATORS)
aT[JoinTeam^1]--;
// there is a player-difference of at least 2
if(absolute(aT[0]-aT[1]) >= 2)
{
// player wants to join team with less players
if ((aT[0] < aT[1] && JoinTeam == TEAM_RED) || (aT[0] > aT[1] && JoinTeam == TEAM_BLUE))
return true;
else
return false;
}
else
return true;
}
void IGameController::DoPlayerScoreWincheck()
{
if(m_GameOverTick == -1 && !m_Warmup)
{
// gather some stats
int Topscore = 0;
int TopscoreCount = 0;
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(GameServer()->m_apPlayers[i])
{
if(GameServer()->m_apPlayers[i]->m_Score > Topscore)
{
Topscore = GameServer()->m_apPlayers[i]->m_Score;
TopscoreCount = 1;
}
else if(GameServer()->m_apPlayers[i]->m_Score == Topscore)
TopscoreCount++;
}
}
// check score win condition
if((g_Config.m_SvScorelimit > 0 && Topscore >= g_Config.m_SvScorelimit) ||
(g_Config.m_SvTimelimit > 0 && (Server()->Tick()-m_RoundStartTick) >= g_Config.m_SvTimelimit*Server()->TickSpeed()*60))
{
if(TopscoreCount == 1)
EndRound();
else
m_SuddenDeath = 1;
}
}
}
void IGameController::DoTeamScoreWincheck()
{
if(m_GameOverTick == -1 && !m_Warmup)
{
// check score win condition
if((g_Config.m_SvScorelimit > 0 && (m_aTeamscore[TEAM_RED] >= g_Config.m_SvScorelimit || m_aTeamscore[TEAM_BLUE] >= g_Config.m_SvScorelimit)) ||
(g_Config.m_SvTimelimit > 0 && (Server()->Tick()-m_RoundStartTick) >= g_Config.m_SvTimelimit*Server()->TickSpeed()*60))
{
if(m_aTeamscore[TEAM_RED] != m_aTeamscore[TEAM_BLUE])
EndRound();
else
m_SuddenDeath = 1;
}
}
}
int IGameController::ClampTeam(int Team)
{
if(Team < 0)
return TEAM_SPECTATORS;
if(IsTeamplay())
return Team&1;
return 0;
}