PKHeX/PKHeX.Core/MysteryGifts/PGF.cs

390 lines
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C#
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using System;
using System.Collections.Generic;
using System.Text;
namespace PKHeX.Core
{
/// <summary>
/// Generation 5 Mystery Gift Template File
/// </summary>
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public sealed class PGF : DataMysteryGift, IRibbonSetEvent3, IRibbonSetEvent4, ILangNick, IContestStats, INature
{
public const int Size = 0xCC;
public override int Format => 5;
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
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public PGF() : this(new byte[Size]) { }
public PGF(byte[] data) : base(data) { }
public override int TID { get => BitConverter.ToUInt16(Data, 0x00); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x00); }
public override int SID { get => BitConverter.ToUInt16(Data, 0x02); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x02); }
public int OriginGame { get => Data[0x04]; set => Data[0x04] = (byte)value; }
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// Unused 0x05 0x06, 0x07
public uint PID { get => BitConverter.ToUInt32(Data, 0x08); set => BitConverter.GetBytes(value).CopyTo(Data, 0x08); }
private byte RIB0 { get => Data[0x0C]; set => Data[0x0C] = value; }
private byte RIB1 { get => Data[0x0D]; set => Data[0x0D] = value; }
public bool RibbonCountry { get => (RIB0 & (1 << 0)) == 1 << 0; set => RIB0 = (byte)((RIB0 & ~(1 << 0)) | (value ? 1 << 0 : 0)); }
public bool RibbonNational { get => (RIB0 & (1 << 1)) == 1 << 1; set => RIB0 = (byte)((RIB0 & ~(1 << 1)) | (value ? 1 << 1 : 0)); }
public bool RibbonEarth { get => (RIB0 & (1 << 2)) == 1 << 2; set => RIB0 = (byte)((RIB0 & ~(1 << 2)) | (value ? 1 << 2 : 0)); }
public bool RibbonWorld { get => (RIB0 & (1 << 3)) == 1 << 3; set => RIB0 = (byte)((RIB0 & ~(1 << 3)) | (value ? 1 << 3 : 0)); }
public bool RibbonClassic { get => (RIB0 & (1 << 4)) == 1 << 4; set => RIB0 = (byte)((RIB0 & ~(1 << 4)) | (value ? 1 << 4 : 0)); }
public bool RibbonPremier { get => (RIB0 & (1 << 5)) == 1 << 5; set => RIB0 = (byte)((RIB0 & ~(1 << 5)) | (value ? 1 << 5 : 0)); }
public bool RibbonEvent { get => (RIB0 & (1 << 6)) == 1 << 6; set => RIB0 = (byte)((RIB0 & ~(1 << 6)) | (value ? 1 << 6 : 0)); }
public bool RibbonBirthday { get => (RIB0 & (1 << 7)) == 1 << 7; set => RIB0 = (byte)((RIB0 & ~(1 << 7)) | (value ? 1 << 7 : 0)); }
public bool RibbonSpecial { get => (RIB1 & (1 << 0)) == 1 << 0; set => RIB1 = (byte)((RIB1 & ~(1 << 0)) | (value ? 1 << 0 : 0)); }
public bool RibbonSouvenir { get => (RIB1 & (1 << 1)) == 1 << 1; set => RIB1 = (byte)((RIB1 & ~(1 << 1)) | (value ? 1 << 1 : 0)); }
public bool RibbonWishing { get => (RIB1 & (1 << 2)) == 1 << 2; set => RIB1 = (byte)((RIB1 & ~(1 << 2)) | (value ? 1 << 2 : 0)); }
public bool RibbonChampionBattle { get => (RIB1 & (1 << 3)) == 1 << 3; set => RIB1 = (byte)((RIB1 & ~(1 << 3)) | (value ? 1 << 3 : 0)); }
public bool RibbonChampionRegional { get => (RIB1 & (1 << 4)) == 1 << 4; set => RIB1 = (byte)((RIB1 & ~(1 << 4)) | (value ? 1 << 4 : 0)); }
public bool RibbonChampionNational { get => (RIB1 & (1 << 5)) == 1 << 5; set => RIB1 = (byte)((RIB1 & ~(1 << 5)) | (value ? 1 << 5 : 0)); }
public bool RibbonChampionWorld { get => (RIB1 & (1 << 6)) == 1 << 6; set => RIB1 = (byte)((RIB1 & ~(1 << 6)) | (value ? 1 << 6 : 0)); }
public bool RIB1_7 { get => (RIB1 & (1 << 7)) == 1 << 7; set => RIB1 = (byte)((RIB1 & ~(1 << 7)) | (value ? 1 << 7 : 0)); }
public override int Ball { get => Data[0x0E]; set => Data[0x0E] = (byte)value; }
public override int HeldItem { get => BitConverter.ToUInt16(Data, 0x10); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x10); }
public int Move1 { get => BitConverter.ToUInt16(Data, 0x12); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x12); }
public int Move2 { get => BitConverter.ToUInt16(Data, 0x14); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x14); }
public int Move3 { get => BitConverter.ToUInt16(Data, 0x16); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x16); }
public int Move4 { get => BitConverter.ToUInt16(Data, 0x18); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x18); }
public override int Species { get => BitConverter.ToUInt16(Data, 0x1A); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x1A); }
public override int Form { get => Data[0x1C]; set => Data[0x1C] = (byte)value; }
public int Language { get => Data[0x1D]; set => Data[0x1D] = (byte)value; }
public string Nickname
{
get => Util.TrimFromFFFF(Encoding.Unicode.GetString(Data, 0x1E, 0x16));
set => Encoding.Unicode.GetBytes(value.PadRight(0xB, (char)0xFFFF)).CopyTo(Data, 0x1E);
}
public int Nature { get => (sbyte)Data[0x34]; set => Data[0x34] = (byte)value; }
public override int Gender { get => Data[0x35]; set => Data[0x35] = (byte)value; }
public override int AbilityType { get => Data[0x36]; set => Data[0x36] = (byte)value; }
public int PIDType { get => Data[0x37]; set => Data[0x37] = (byte)value; }
public override int EggLocation { get => BitConverter.ToUInt16(Data, 0x38); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x38); }
public ushort MetLocation { get => BitConverter.ToUInt16(Data, 0x3A); set => BitConverter.GetBytes(value).CopyTo(Data, 0x3A); }
public int MetLevel { get => Data[0x3C]; set => Data[0x3C] = (byte)value; }
public int CNT_Cool { get => Data[0x3D]; set => Data[0x3D] = (byte)value; }
public int CNT_Beauty { get => Data[0x3E]; set => Data[0x3E] = (byte)value; }
public int CNT_Cute { get => Data[0x3F]; set => Data[0x3F] = (byte)value; }
public int CNT_Smart { get => Data[0x40]; set => Data[0x40] = (byte)value; }
public int CNT_Tough { get => Data[0x41]; set => Data[0x41] = (byte)value; }
public int CNT_Sheen { get => Data[0x42]; set => Data[0x42] = (byte)value; }
public int IV_HP { get => Data[0x43]; set => Data[0x43] = (byte)value; }
public int IV_ATK { get => Data[0x44]; set => Data[0x44] = (byte)value; }
public int IV_DEF { get => Data[0x45]; set => Data[0x45] = (byte)value; }
public int IV_SPE { get => Data[0x46]; set => Data[0x46] = (byte)value; }
public int IV_SPA { get => Data[0x47]; set => Data[0x47] = (byte)value; }
public int IV_SPD { get => Data[0x48]; set => Data[0x48] = (byte)value; }
// Unused 0x49
public override string OT_Name {
get => Util.TrimFromFFFF(Encoding.Unicode.GetString(Data, 0x4A, 0x10));
set => Encoding.Unicode.GetBytes(value.PadRight(0x08, (char)0xFFFF)).CopyTo(Data, 0x4A); }
public int OTGender { get => Data[0x5A]; set => Data[0x5A] = (byte)value; }
public override int Level { get => Data[0x5B]; set => Data[0x5C] = (byte)value; }
public override bool IsEgg { get => Data[0x5C] == 1; set => Data[0x5C] = (byte)(value ? 1 : 0); }
// Unused 0x5D 0x5E 0x5F
public override string CardTitle
{
get => Util.TrimFromFFFF(Encoding.Unicode.GetString(Data, 0x60, 0x4A));
set => Encoding.Unicode.GetBytes((value + '\uFFFF').PadRight(0x4A / 2, '\0')).CopyTo(Data, 0x60);
}
// Card Attributes
public override int ItemID { get => BitConverter.ToUInt16(Data, 0x00); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x00); }
private ushort Year { get => BitConverter.ToUInt16(Data, 0xAE); set => BitConverter.GetBytes(value).CopyTo(Data, 0xAE); }
private byte Month { get => Data[0xAD]; set => Data[0xAD] = value; }
private byte Day { get => Data[0xAC]; set => Data[0xAC] = value; }
/// <summary>
/// Gets or sets the date of the card.
/// </summary>
public DateTime? Date
{
get
{
// Check to see if date is valid
if (!Util.IsDateValid(Year, Month, Day))
return null;
return new DateTime(Year, Month, Day);
}
set
{
if (value.HasValue)
{
// Only update the properties if a value is provided.
Year = (ushort)value.Value.Year;
Month = (byte)value.Value.Month;
Day = (byte)value.Value.Day;
}
else
{
// Clear the Met Date.
// If code tries to access MetDate again, null will be returned.
Year = 0;
Month = 0;
Day = 0;
}
}
}
public override int CardID
{
get => BitConverter.ToUInt16(Data, 0xB0);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0xB0);
}
public int CardLocation { get => Data[0xB2]; set => Data[0xB2] = (byte)value; }
public int CardType { get => Data[0xB3]; set => Data[0xB3] = (byte)value; }
public override bool GiftUsed { get => Data[0xB4] >> 1 > 0; set => Data[0xB4] = (byte)((Data[0xB4] & ~2) | (value ? 2 : 0)); }
public bool MultiObtain { get => Data[0xB4] == 1; set => Data[0xB4] = (byte)(value ? 1 : 0); }
// Meta Accessible Properties
public override int[] IVs
{
get => new[] { IV_HP, IV_ATK, IV_DEF, IV_SPE, IV_SPA, IV_SPD };
set
{
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
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if (value.Length != 6) return;
IV_HP = value[0]; IV_ATK = value[1]; IV_DEF = value[2];
IV_SPE = value[3]; IV_SPA = value[4]; IV_SPD = value[5];
}
}
public bool IsNicknamed => Nickname.Length > 0;
public override bool IsShiny => PIDType == 2;
public override int Location { get => MetLocation; set => MetLocation = (ushort)value; }
public override IReadOnlyList<int> Moves => new[] { Move1, Move2, Move3, Move4 };
public override bool IsPokémon { get => CardType == 1; set { if (value) CardType = 1; } }
public override bool IsItem { get => CardType == 2; set { if (value) CardType = 2; } }
public bool IsPower { get => CardType == 3; set { if (value) CardType = 3; } }
public override PKM ConvertToPKM(ITrainerInfo sav, EncounterCriteria criteria)
{
if (!IsPokémon)
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
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throw new ArgumentException(nameof(IsPokémon));
var rnd = Util.Rand;
var dt = DateTime.Now;
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if (Day == 0)
{
Day = (byte)dt.Day;
Month = (byte)dt.Month;
Year = (byte)dt.Year;
}
int currentLevel = Level > 0 ? Level : rnd.Next(1, 101);
var pi = PersonalTable.B2W2.GetFormeEntry(Species, Form);
PK5 pk = new PK5
{
Species = Species,
HeldItem = HeldItem,
Met_Level = currentLevel,
Nature = Nature != -1 ? Nature : rnd.Next(25),
AltForm = Form,
Version = OriginGame == 0 ? sav.Game : OriginGame,
Language = Language == 0 ? sav.Language : Language,
Ball = Ball,
Move1 = Move1,
Move2 = Move2,
Move3 = Move3,
Move4 = Move4,
Met_Location = MetLocation,
MetDate = Date,
Egg_Location = EggLocation,
CNT_Cool = CNT_Cool,
CNT_Beauty = CNT_Beauty,
CNT_Cute = CNT_Cute,
CNT_Smart = CNT_Smart,
CNT_Tough = CNT_Tough,
CNT_Sheen = CNT_Sheen,
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EXP = Experience.GetEXP(currentLevel, pi.EXPGrowth),
// Ribbons
RibbonCountry = RibbonCountry,
RibbonNational = RibbonNational,
RibbonEarth = RibbonEarth,
RibbonWorld = RibbonWorld,
RibbonClassic = RibbonClassic,
RibbonPremier = RibbonPremier,
RibbonEvent = RibbonEvent,
RibbonBirthday = RibbonBirthday,
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RibbonSpecial = RibbonSpecial,
RibbonSouvenir = RibbonSouvenir,
RibbonWishing = RibbonWishing,
RibbonChampionBattle = RibbonChampionBattle,
RibbonChampionRegional = RibbonChampionRegional,
RibbonChampionNational = RibbonChampionNational,
RibbonChampionWorld = RibbonChampionWorld,
FatefulEncounter = true,
};
if (sav.Generation > 5 && OriginGame == 0) // Gen6+, give random gen5 game
pk.Version = (int)GameVersion.W + rnd.Next(4);
if (Move1 == 0) // No moves defined
pk.Moves = MoveLevelUp.GetEncounterMoves(Species, Form, Level, (GameVersion)pk.Version);
pk.SetMaximumPPCurrent();
if (IsEgg) // User's
{
pk.TID = sav.TID;
pk.SID = sav.SID;
pk.OT_Name = sav.OT;
pk.OT_Gender = sav.Gender;
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}
else // Hardcoded
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{
pk.TID = TID;
pk.SID = SID;
pk.OT_Name = OT_Name;
pk.OT_Gender = (OTGender == 3 ? sav.Gender : OTGender) & 1; // some events have variable gender based on receiving SaveFile
}
pk.IsNicknamed = IsNicknamed;
pk.Nickname = IsNicknamed ? Nickname : SpeciesName.GetSpeciesNameGeneration(Species, pk.Language, Format);
SetPINGA(pk, criteria);
if (IsEgg)
SetEggMetDetails(pk);
pk.CurrentFriendship = pk.IsEgg ? pi.HatchCycles : pi.BaseFriendship;
pk.RefreshChecksum();
return pk;
}
private void SetEggMetDetails(PK5 pk)
{
pk.IsEgg = true;
pk.EggMetDate = Date;
pk.Nickname = SpeciesName.GetSpeciesNameGeneration(0, pk.Language, Format);
pk.IsNicknamed = true;
}
private void SetPINGA(PKM pk, EncounterCriteria criteria)
{
var pi = PersonalTable.B2W2.GetFormeEntry(Species, Form);
pk.Nature = (int)criteria.GetNature((Nature)Nature);
pk.Gender = pi.Genderless ? 2 : Gender != 2 ? Gender : criteria.GetGender(-1, pi);
var av = GetAbilityIndex(criteria, pi);
SetPID(pk, av);
pk.RefreshAbility(av);
SetIVs(pk);
}
private int GetAbilityIndex(EncounterCriteria criteria, PersonalInfo pi)
{
switch (AbilityType)
{
case 00: // 0 - 0
case 01: // 1 - 1
case 02: // 2 - H
return AbilityType;
case 03: // 0/1
case 04: // 0/1/H
return criteria.GetAbilityFromType(AbilityType, pi); // 3 or 2
default:
throw new ArgumentException(nameof(AbilityType));
}
}
private void SetPID(PKM pk, int av)
{
if (PID != 0)
{
pk.PID = PID;
return;
}
pk.PID = Util.Rand32();
// Force Gender
var rnd = Util.Rand;
do { pk.PID = (pk.PID & 0xFFFFFF00) | (uint)rnd.Next(0x100); }
while (!pk.IsGenderValid());
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if (PIDType == 2) // Always
{
uint gb = pk.PID & 0xFF;
pk.PID = PIDGenerator.GetMG5ShinyPID(gb, (uint)av, pk.TID, pk.SID);
}
else if (PIDType != 1) // Force Not Shiny
{
if (pk.IsShiny)
pk.PID ^= 0x10000000;
}
if (av == 1)
pk.PID |= 0x10000;
else
pk.PID &= 0xFFFEFFFF;
}
private void SetIVs(PKM pk)
{
int[] finalIVs = new int[6];
var rnd = Util.Rand;
for (int i = 0; i < IVs.Length; i++)
finalIVs[i] = IVs[i] == 0xFF ? rnd.Next(32) : IVs[i];
pk.IVs = finalIVs;
}
protected override bool IsMatchExact(PKM pkm, DexLevel evo)
{
if (!IsEgg)
{
if (SID != pkm.SID) return false;
if (TID != pkm.TID) return false;
if (OT_Name != pkm.OT_Name) return false;
if (OTGender < 3 && OTGender != pkm.OT_Gender) return false;
if (PID != 0 && pkm.PID != PID) return false;
if (PIDType == 0 && pkm.IsShiny) return false;
if (PIDType == 2 && !pkm.IsShiny) return false;
if (OriginGame != 0 && OriginGame != pkm.Version) return false;
if (Language != 0 && Language != pkm.Language) return false;
if (EggLocation != pkm.Egg_Location) return false;
if (MetLocation != pkm.Met_Location) return false;
}
else
{
if (EggLocation != pkm.Egg_Location) // traded
{
if (pkm.Egg_Location != Locations.LinkTrade5)
return false;
}
else if (PIDType == 0 && pkm.IsShiny)
{
return false; // can't be traded away for un-shiny
}
if (pkm.IsEgg && !pkm.IsNative)
return false;
}
if (Form != evo.Form && !Legal.IsFormChangeable(Species, Form, pkm.Format))
return false;
if (Level != pkm.Met_Level) return false;
if (Ball != pkm.Ball) return false;
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if (Nature != -1 && pkm.Nature != Nature)
return false;
if (Gender != 2 && Gender != pkm.Gender) return false;
if (pkm is IContestStats s && s.IsContestBelow(this))
return false;
return true;
}
protected override bool IsMatchDeferred(PKM pkm) => false;
}
}