Rename buildings to building_factory, randomize unit place position
This commit is contained in:
208
game/building_factory.c
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208
game/building_factory.c
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#include "building_factory.h"
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#include "components.h"
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#include "entity_factory.h"
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#include "game_state.h"
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#include "map_layers.h"
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#include "systems/systems.h"
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#include <raymath.h>
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bool canPlaceBuilding(Game *game, BuildingType type, BzTile tileX, BzTile tileY) {
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i32 sizeX, sizeY;
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getBuildingSize(type, &sizeX, &sizeY);
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if (sizeX == 0 || sizeY == 0) return false;
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if (!canAffordBuilding(type, game->playerResources[game->player]))
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return false;
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BzTileMap *map = &game->map;
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// Ensure that it is within the map
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if (tileX < 0 || tileX + sizeX > map->width ||
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tileY < 0 || tileY + sizeY > map->height)
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return false;
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Rectangle buildArea = {tileX * map->tileWidth, tileY * map->tileHeight,
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sizeX * map->tileWidth, sizeY * map->tileHeight};
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BzSpatialGridIter it = bzSpatialGridIter(game->entityGrid, buildArea.x, buildArea.y, buildArea.width, buildArea.height);
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while (bzSpatialGridQueryNext(&it)) { ecs_entity_t entity = *(ecs_entity_t *) it.data;
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Rectangle bounds;
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if (!entityGetHitBox(entity, NULL, &bounds)) continue;
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if (CheckCollisionRecs(buildArea, bounds))
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return false;
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}
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return true;
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}
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ecs_entity_t placeBuilding(Game *game, BuildingType type,
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BzTile posX, BzTile posY, Player player) {
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if (type <= BUILDING_NONE || type >= BUILDING_COUNT)
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return 0;
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i32 sizeX, sizeY;
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getBuildingSize(type, &sizeX, &sizeY);
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const i32 tileWidth = game->map.tileWidth;
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const i32 tileHeight = game->map.tileHeight;
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// Create entity
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ecs_entity_t building = entityCreateEmpty();
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ecs_add_id(ECS, building, Selectable);
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ecs_set(ECS, building, Building, {
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.type = type,
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.pos = (Vec2i) { posX, posY },
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.size = (Vec2i) { sizeX, sizeY }
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});
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Position pos = {
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.x = posX * tileWidth,
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.y = posY * tileHeight
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};
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Size size = {
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.x = sizeX * tileWidth,
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.y = sizeY * tileHeight,
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};
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pos.y += size.y;
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HitBox hitbox = {
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.x = 0.0f, .y = 0.0f,
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.width = size.x,
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.height = size.y
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};
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ecs_set_ptr(ECS, building, Position, &pos);
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ecs_set_ptr(ECS, building, Size, &size);
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ecs_set_ptr(ECS, building, HitBox, &hitbox);
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ecs_set(ECS, building, Rotation, {0});
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HitBox tHitBox = entityTransformHitBox(pos, hitbox);
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SpatialGridID gridID = bzSpatialGridInsert(game->entityGrid, &building,
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tHitBox.x, tHitBox.y, tHitBox.width, tHitBox.height);
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ecs_set_ptr(ECS, building, SpatialGridID, &gridID);
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ecs_set(ECS, building, Owner, {player});
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BzTileset *tileset = &game->tileset;
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TextureRegion region = {
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tileset->tiles,
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bzTilesetGetTileRegion(tileset, getBuildingTile(type))
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};
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region.rec.width *= sizeX;
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region.rec.height *= sizeY;
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ecs_set_ptr(ECS, building, TextureRegion, ®ion);
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bool hasCollision = true;
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switch (type) {
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case BUILDING_KEEP:
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ecs_set(ECS, building, AddPopCapacity, {10});
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ecs_add_id(ECS, building, Storage);
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break;
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case BUILDING_HOUSE_01:
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case BUILDING_HOUSE_02:
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case BUILDING_HOUSE_03:
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case BUILDING_HOUSE_04:
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case BUILDING_HOUSE_05:
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case BUILDING_HOUSE_06:
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ecs_set(ECS, building, AddPopCapacity, {5});
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ecs_add_id(ECS, building, Storage);
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break;
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case BUILDING_WHEAT_0:
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case BUILDING_WHEAT_1:
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hasCollision = false;
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ecs_set(ECS, building, Harvestable, {
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.harvestLimit = 1
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});
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ecs_set(ECS, building, Resource, {RES_FOOD, INT32_MAX});
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break;
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default:
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break;
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}
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if (hasCollision)
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bzTileMapSetCollisions(&game->map, true, COLL_LAYER_BUILDINGS, posX, posY, sizeX, sizeY);
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return building;
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}
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void getBuildingCost(BuildingType type, i32 cost[RES_COUNT]) {
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for (i32 i = 0; i < RES_COUNT; i++) {
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cost[i] = 0;
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}
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switch (type) {
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case BUILDING_ARCHERY_RANGE:
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cost[RES_WOOD] = 400;
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cost[RES_FOOD] = 400;
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cost[RES_GOLD] = 200;
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break;
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case BUILDING_BARRACKS:
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cost[RES_WOOD] = 200;
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cost[RES_FOOD] = 400;
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cost[RES_GOLD] = 500;
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break;
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case BUILDING_GRANARY:
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cost[RES_WOOD] = 80;
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break;
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case BUILDING_HOUSE_01:
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case BUILDING_HOUSE_02:
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case BUILDING_HOUSE_03:
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case BUILDING_HOUSE_04:
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case BUILDING_HOUSE_05:
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case BUILDING_HOUSE_06:
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case BUILDING_HOUSE_07:
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case BUILDING_HOUSE_08:
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case BUILDING_HOUSE_09:
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cost[RES_WOOD] = 50;
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break;
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case BUILDING_MARKET:
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cost[RES_WOOD] = 200;
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cost[RES_FOOD] = 200;
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cost[RES_GOLD] = 200;
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break;
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case BUILDING_MILL:
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cost[RES_WOOD] = 200;
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cost[RES_GOLD] = 50;
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break;
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case BUILDING_WAREHOUSE:
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cost[RES_WOOD] = 100;
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break;
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case BUILDING_TOWER:
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cost[RES_WOOD] = 400;
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cost[RES_FOOD] = 100;
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cost[RES_GOLD] = 500;
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break;
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case BUILDING_NONE:
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case BUILDING_KEEP:
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case BUILDING_COUNT:
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// NA
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break;
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default:;
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}
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}
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bool canAffordBuilding(BuildingType type, PlayerResources res) {
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i32 needed[RES_COUNT] = {0, };
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getBuildingCost(type, needed);
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if (needed[RES_WOOD] > res.wood) return false;
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if (needed[RES_FOOD] > res.food) return false;
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if (needed[RES_GOLD] > res.gold) return false;
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return true;
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}
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Vector2 getPositionNearBuilding(ecs_entity_t building, Vector2 fromPos) {
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BZ_ASSERT(ecs_is_alive(ECS, building));
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BZ_ASSERT(ecs_has(ECS, building, Position));
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BZ_ASSERT(ecs_has(ECS, building, HitBox));
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Vector2 pos = *ecs_get(ECS, building, Position);
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HitBox hitbox = *ecs_get(ECS, building, HitBox);
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Vector2 center = entityGetCenter(pos, hitbox);
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Vector2 size = {hitbox.width, hitbox.height};
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size = Vector2SubtractValue(size, 5.0f);
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Vector2 dir = Vector2Normalize(Vector2Subtract(fromPos, center));
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dir = Vector2Multiply(dir, size);
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center = Vector2Add(center, dir);
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return center;
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}
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