using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
namespace MinecraftClient.Mapping
{
///
/// Allows moving through a Minecraft world
///
public static class Movement
{
/* ========= PATHFINDING METHODS ========= */
///
/// Handle movements due to gravity
///
/// World the player is currently located in
/// Location the player is currently at
/// Current vertical motion speed
/// Updated location after applying gravity
public static Location HandleGravity(World world, Location location, ref double motionY)
{
if (Settings.InternalConfig.GravityEnabled)
{
Location onFoots = new(location.X, Math.Floor(location.Y), location.Z);
Location belowFoots = Move(location, Direction.Down);
if (location.Y > Math.Truncate(location.Y) + 0.0001)
{
belowFoots = location;
belowFoots.Y = Math.Truncate(location.Y);
}
if (!IsOnGround(world, location) && !IsSwimming(world, location))
{
while (!IsOnGround(world, belowFoots) && belowFoots.Y >= 1 + World.GetDimension().minY)
belowFoots = Move(belowFoots, Direction.Down);
location = Move2Steps(location, belowFoots, ref motionY, true).Dequeue();
}
else if (!(world.GetBlock(onFoots).Type.IsSolid()))
location = Move2Steps(location, onFoots, ref motionY, true).Dequeue();
}
return location;
}
///
/// Return a list of possible moves for the player
///
/// World the player is currently located in
/// Location the player is currently at
/// Allow possible but unsafe locations
/// A list of new locations the player can move to
public static IEnumerable GetAvailableMoves(World world, Location originLocation, bool allowUnsafe = false)
{
Location location = originLocation.ToCenter();
List availableMoves = new();
if (IsOnGround(world, location) || IsSwimming(world, location))
{
foreach (Direction dir in Enum.GetValues(typeof(Direction)))
{
Location dest = Move(location, dir);
if (CanMove(world, location, dir) && (allowUnsafe || IsSafe(world, dest)))
availableMoves.Add(dest);
}
}
else
{
foreach (Direction dir in new[] { Direction.East, Direction.West, Direction.North, Direction.South })
if (CanMove(world, location, dir) && IsOnGround(world, Move(location, dir)) && (allowUnsafe || IsSafe(world, Move(location, dir))))
availableMoves.Add(Move(location, dir));
availableMoves.Add(Move(location, Direction.Down));
}
return availableMoves;
}
///
/// Decompose a single move from a block to another into several steps
///
///
/// Allows moving by little steps instead or directly moving between blocks,
/// which would be rejected by anti-cheat plugins anyway.
///
/// Start location
/// Destination location
/// Current vertical motion speed
/// Specify if performing falling steps
/// Amount of steps by block
/// A list of locations corresponding to the requested steps
public static Queue Move2Steps(Location start, Location goal, ref double motionY, bool falling = false, int stepsByBlock = 8)
{
if (stepsByBlock <= 0)
stepsByBlock = 1;
if (falling)
{
//Use MC-Like falling algorithm
double Y = start.Y;
Queue fallSteps = new();
fallSteps.Enqueue(start);
double motionPrev = motionY;
motionY -= 0.08D;
motionY *= 0.9800000190734863D;
Y += motionY;
if (Y < goal.Y)
return new Queue(new[] { goal });
else
return new Queue(new[] { new Location(start.X, Y, start.Z) });
}
else
{
//Regular MCC moving algorithm
motionY = 0; //Reset motion speed
double totalStepsDouble = start.Distance(goal) * stepsByBlock;
int totalSteps = (int)Math.Ceiling(totalStepsDouble);
Location step = (goal - start) / totalSteps;
if (totalStepsDouble >= 1)
{
Queue movementSteps = new();
for (int i = 1; i <= totalSteps; i++)
movementSteps.Enqueue(start + step * i);
return movementSteps;
}
else
return new Queue(new[] { goal });
}
}
///
/// Calculate a path from the start location to the destination location
///
///
/// Based on the A* pathfinding algorithm described on Wikipedia
///
///
/// Start location
/// Destination location
/// Allow possible but unsafe locations
/// If no valid path can be found, also allow locations within specified distance of destination
/// Do not get closer of destination than specified distance
/// How long to wait before stopping computation
/// When location is unreachable, computation will reach timeout, then optionally fallback to a close location within maxOffset
/// A list of locations, or null if calculation failed
public static Queue? CalculatePath(World world, Location start, Location goal, bool allowUnsafe, int maxOffset, int minOffset, TimeSpan timeout)
{
CancellationTokenSource cts = new();
Task?> pathfindingTask = Task.Factory.StartNew(() => Movement.CalculatePath(world, start, goal, allowUnsafe, maxOffset, minOffset, cts.Token));
pathfindingTask.Wait(timeout);
if (!pathfindingTask.IsCompleted)
{
cts.Cancel();
pathfindingTask.Wait();
}
return pathfindingTask.Result;
}
///
/// Calculate a path from the start location to the destination location
///
///
/// Based on the A* pathfinding algorithm described on Wikipedia
///
///
/// Start location
/// Destination location
/// Allow possible but unsafe locations
/// If no valid path can be found, also allow locations within specified distance of destination
/// Do not get closer of destination than specified distance
/// Token for stopping computation after a certain time
/// A list of locations, or null if calculation failed
public static Queue? CalculatePath(World world, Location start, Location goal, bool allowUnsafe, int maxOffset, int minOffset, CancellationToken ct)
{
// This is a bad configuration
if (minOffset > maxOffset)
throw new ArgumentException("minOffset must be lower or equal to maxOffset", nameof(minOffset));
// Round start coordinates for easier calculation
Location startLower = start.ToFloor();
Location goalLower = goal.ToFloor();
// We always use distance squared so our limits must also be squared.
minOffset *= minOffset;
maxOffset *= maxOffset;
///---///
// Prepare variables and datastructures for A*
///---///
// Dictionary that contains the relation between all coordinates and resolves the final path
Dictionary CameFrom = new();
// Create a Binary Heap for all open positions => Allows fast access to Nodes with lowest scores
BinaryHeap openSet = new();
// Dictionary to keep track of the G-Score of every location
Dictionary gScoreDict = new();
// Set start values for variables
openSet.Insert(0, (int)startLower.DistanceSquared(goalLower), startLower);
gScoreDict[startLower] = 0;
BinaryHeap.Node? current = null;
///---///
// Start of A*
///---///
// Execute while we have nodes to process and we are not cancelled
while (openSet.Count() > 0 && !ct.IsCancellationRequested)
{
// Get the root node of the Binary Heap
// Node with the lowest F-Score or lowest H-Score on tie
current = openSet.GetRootLocation();
// Return if goal found and no maxOffset was given OR current node is between minOffset and maxOffset
if ((current.Location == goalLower && maxOffset <= 0) || (maxOffset > 0 && current.H_score >= minOffset && current.H_score <= maxOffset))
{
return ReconstructPath(CameFrom, current.Location, start, goal);
}
// Discover neighbored blocks
foreach (Location neighbor in GetAvailableMoves(world, current.Location, allowUnsafe))
{
// If we are cancelled: break
if (ct.IsCancellationRequested)
break;
// tentative_gScore is the distance from start to the neighbor through current
int tentativeGScore = current.G_score + (int)current.Location.DistanceSquared(neighbor);
// If the neighbor is not in the gScoreDict OR its current tentativeGScore is lower than the previously saved one:
if (!gScoreDict.ContainsKey(neighbor) || (gScoreDict.ContainsKey(neighbor) && tentativeGScore < gScoreDict[neighbor]))
{
// Save the new relation between the neighbored block and the current one
CameFrom[neighbor] = current.Location;
gScoreDict[neighbor] = tentativeGScore;
// If this location is not already included in the Binary Heap: save it
if (!openSet.ContainsLocation(neighbor))
openSet.Insert(tentativeGScore, (int)neighbor.DistanceSquared(goalLower), neighbor);
}
}
}
//// Goal could not be reached. Set the path to the closest location if close enough
if (current != null && openSet.MinH_ScoreNode != null && (maxOffset == int.MaxValue || openSet.MinH_ScoreNode.H_score <= maxOffset))
return ReconstructPath(CameFrom, openSet.MinH_ScoreNode.Location, start, goal);
else
return null;
}
///
/// Helper function for CalculatePath(). Backtrack from goal to start to reconstruct a step-by-step path.
///
/// The collection of Locations that leads back to the start
/// Endpoint of our later walk
/// the path that leads to current from the start position
private static Queue ReconstructPath(Dictionary Came_From, Location current, Location start, Location end)
{
int midPathCnt = 0;
List total_path = new();
// Move from the center of the block to the final position
if (current != end && current == end.ToFloor())
total_path.Add(end);
// Generate intermediate paths
total_path.Add(current.ToCenter());
while (Came_From.ContainsKey(current))
{
++midPathCnt;
current = Came_From[current];
total_path.Add(current.ToCenter());
}
if (midPathCnt <= 2 && start.DistanceSquared(end) < 2.0)
return new Queue(new Location[] { end });
else
{
// Move to the center of the block first
if (current != start && current == start.ToFloor())
total_path.Add(start.ToCenter());
total_path.Reverse();
return new Queue(total_path);
}
}
///
/// A datastructure to store Locations as Nodes and provide them in sorted and queued order.
/// !!!
/// CAN BE REPLACED WITH PriorityQueue IN .NET-6
/// https://docs.microsoft.com/en-us/dotnet/api/system.collections.generic.priorityqueue-2?view=net-6.0
/// !!!
///
public class BinaryHeap
{
///
/// Represents a location and its attributes
///
public class Node
{
// Distance to start
public int G_score;
// Distance to Goal
public int H_score;
public int F_score { get { return H_score + G_score; } }
public Location Location;
public Node(int g_score, int h_score, Location loc)
{
G_score = g_score;
H_score = h_score;
Location = loc;
}
}
// List which contains all nodes in form of a Binary Heap
private readonly List heapList;
// Hashset for quick checks of locations included in the heap
private readonly HashSet locationList;
public Node? MinH_ScoreNode;
public BinaryHeap()
{
heapList = new List();
locationList = new HashSet();
MinH_ScoreNode = null;
}
///
/// Insert a new location in the heap
///
/// G-Score of the location
/// H-Score of the location
/// The location
public void Insert(int newG_Score, int newH_Score, Location loc)
{
// Begin at the end of the list
int i = heapList.Count;
// Temporarily save the node created with the parameters to allow comparisons
Node newNode = new(newG_Score, newH_Score, loc);
// Add new note to the end of the list
heapList.Add(newNode);
locationList.Add(loc);
// Save node with the smallest H-Score => Distance to goal
if (MinH_ScoreNode == null || newNode.H_score < MinH_ScoreNode.H_score)
MinH_ScoreNode = newNode;
// There is no need of sorting for one node.
if (i > 0)
{
/// Go up the heap from child to parent and move parent down...
// while we are not looking at the root node AND the new node has better attributes than the parent node ((i - 1) / 2)
while (i > 0 && FirstNodeBetter(newNode /* Current Child */, heapList[(i - 1) / 2] /* Coresponding Parent */))
{
// Move parent down and replace current child -> New free space is created
heapList[i] = heapList[(i - 1) / 2];
// Select the next parent to check
i = (i - 1) / 2;
}
/// Nodes were moved down at position I there is now a free space at the correct position for our new node:
// Insert new node in position
heapList[i] = newNode;
}
}
///
/// Obtain the root which represents the node the the best attributes currently
///
/// node with the best attributes currently
///
public Node GetRootLocation()
{
// The heap is empty. There is nothing to return.
if (heapList.Count == 0)
{
throw new InvalidOperationException("The heap is empty.");
}
// Save the root node
Node rootNode = heapList[0];
locationList.Remove(rootNode.Location);
// Temporarirly store the last item's value.
Node lastNode = heapList[^1];
// Remove the last value.
heapList.RemoveAt(heapList.Count - 1);
if (heapList.Count > 0)
{
// Start at the first index.
int currentParentPos = 0;
/// Go through the heap from root to bottom...
// Continue until the halfway point of the heap.
while (currentParentPos < heapList.Count / 2)
{
// Select the left child of the current parent
int currentChildPos = (2 * currentParentPos) + 1;
// If the currently selected child is not the last entry of the list AND right child has better attributes
if ((currentChildPos < heapList.Count - 1) && FirstNodeBetter(heapList[currentChildPos + 1], heapList[currentChildPos]))
{
// Select the right child
currentChildPos++;
}
// If the last item is smaller than both siblings at the
// current height, break.
if (FirstNodeBetter(lastNode, heapList[currentChildPos]))
{
break;
}
// Move the item at index j up one level.
heapList[currentParentPos] = heapList[currentChildPos];
// Move index i to the appropriate branch.
currentParentPos = currentChildPos;
}
// Insert the last node into the currently free position
heapList[currentParentPos] = lastNode;
}
return rootNode;
}
///
/// Compares two nodes and evaluates their position to the goal.
///
/// First node to compare
/// Second node to compare
/// True if the first node has a more promissing position to the goal than the second
private static bool FirstNodeBetter(Node firstNode, Node secondNode)
{
// Is the F_score smaller?
return (firstNode.F_score < secondNode.F_score) ||
// If F_score is equal, evaluate the h-score
(firstNode.F_score == secondNode.F_score && firstNode.H_score < secondNode.H_score);
}
///
/// Get the size of the heap
///
/// size of the heap
public int Count()
{
return heapList.Count;
}
///
/// Check if the heap contains a node with a certain location
///
/// Location to check
/// true if a node with the given location is in the heap
public bool ContainsLocation(Location loc)
{
return locationList.Contains(loc);
}
}
/* ========= LOCATION PROPERTIES ========= */
// TODO: Find a way to remove this Hack for Vines here.
///
/// Check if the specified location is on the ground
///
/// World for performing check
/// Location to check
/// True if the specified location is on the ground
public static bool IsOnGround(World world, Location location)
{
ChunkColumn? chunkColumn = world.GetChunkColumn(location);
if (chunkColumn == null || chunkColumn.FullyLoaded == false)
return true; // avoid moving downward in a not loaded chunk
Location down = Move(location, Direction.Down);
Material currentMaterial = world.GetBlock(down).Type;
bool result = currentMaterial.IsSolid()
|| currentMaterial == Material.TwistingVines || currentMaterial == Material.TwistingVinesPlant
|| currentMaterial == Material.WeepingVines || currentMaterial == Material.WeepingVinesPlant
|| currentMaterial == Material.Vine;
bool northCheck = 1 + Math.Floor(down.Z) - down.Z > 0.7;
bool eastCheck = down.X - Math.Floor(down.X) > 0.7;
bool southCheck = down.Z - Math.Floor(down.Z) > 0.7;
bool westCheck = 1 + Math.Floor(down.X) - down.X > 0.7;
if (!result && northCheck)
{
Location locationDownNorth = Move(down, Direction.North);
result |= world.GetBlock(locationDownNorth).Type.IsSolid()
|| world.GetBlock(locationDownNorth).Type == Material.TwistingVines
|| world.GetBlock(locationDownNorth).Type == Material.TwistingVinesPlant
|| world.GetBlock(locationDownNorth).Type == Material.WeepingVines
|| world.GetBlock(locationDownNorth).Type == Material.WeepingVinesPlant
|| world.GetBlock(locationDownNorth).Type == Material.Vine;
}
if (!result && northCheck && eastCheck)
{
Location locationDownNorthEast = Move(down, Direction.NorthEast);
result |= world.GetBlock(locationDownNorthEast).Type.IsSolid()
|| world.GetBlock(locationDownNorthEast).Type == Material.TwistingVines
|| world.GetBlock(locationDownNorthEast).Type == Material.TwistingVinesPlant
|| world.GetBlock(locationDownNorthEast).Type == Material.WeepingVines
|| world.GetBlock(locationDownNorthEast).Type == Material.WeepingVinesPlant
|| world.GetBlock(locationDownNorthEast).Type == Material.Vine;
}
if (!result && eastCheck)
{
Location locationDownEast = Move(down, Direction.East);
result |= world.GetBlock(locationDownEast).Type.IsSolid()
|| world.GetBlock(locationDownEast).Type == Material.TwistingVines
|| world.GetBlock(locationDownEast).Type == Material.TwistingVinesPlant
|| world.GetBlock(locationDownEast).Type == Material.WeepingVines
|| world.GetBlock(locationDownEast).Type == Material.WeepingVinesPlant
|| world.GetBlock(locationDownEast).Type == Material.Vine;
}
if (!result && eastCheck && southCheck)
{
Location locationDownSouthEast = Move(down, Direction.SouthEast);
result |= world.GetBlock(locationDownSouthEast).Type.IsSolid()
|| world.GetBlock(locationDownSouthEast).Type == Material.TwistingVines
|| world.GetBlock(locationDownSouthEast).Type == Material.TwistingVinesPlant
|| world.GetBlock(locationDownSouthEast).Type == Material.WeepingVines
|| world.GetBlock(locationDownSouthEast).Type == Material.WeepingVinesPlant
|| world.GetBlock(locationDownSouthEast).Type == Material.Vine;
}
if (!result && southCheck)
{
Location locationDownSouth = Move(down, Direction.South);
result |= world.GetBlock(locationDownSouth).Type.IsSolid()
|| world.GetBlock(locationDownSouth).Type == Material.TwistingVines
|| world.GetBlock(locationDownSouth).Type == Material.TwistingVinesPlant
|| world.GetBlock(locationDownSouth).Type == Material.WeepingVines
|| world.GetBlock(locationDownSouth).Type == Material.WeepingVinesPlant
|| world.GetBlock(locationDownSouth).Type == Material.Vine;
}
if (!result && southCheck && westCheck)
{
Location locationDownSouthWest = Move(down, Direction.SouthWest);
result |= world.GetBlock(locationDownSouthWest).Type.IsSolid()
|| world.GetBlock(locationDownSouthWest).Type == Material.TwistingVines
|| world.GetBlock(locationDownSouthWest).Type == Material.TwistingVinesPlant
|| world.GetBlock(locationDownSouthWest).Type == Material.WeepingVines
|| world.GetBlock(locationDownSouthWest).Type == Material.WeepingVinesPlant
|| world.GetBlock(locationDownSouthWest).Type == Material.Vine;
}
if (!result && westCheck)
{
Location locationDownWest = Move(down, Direction.West);
result |= world.GetBlock(locationDownWest).Type.IsSolid()
|| world.GetBlock(locationDownWest).Type == Material.TwistingVines
|| world.GetBlock(locationDownWest).Type == Material.TwistingVinesPlant
|| world.GetBlock(locationDownWest).Type == Material.WeepingVines
|| world.GetBlock(locationDownWest).Type == Material.WeepingVinesPlant
|| world.GetBlock(locationDownWest).Type == Material.Vine;
}
if (!result && westCheck && northCheck)
{
Location locationDownNorthWest = Move(down, Direction.NorthWest);
result |= world.GetBlock(locationDownNorthWest).Type.IsSolid()
|| world.GetBlock(locationDownNorthWest).Type == Material.TwistingVines
|| world.GetBlock(locationDownNorthWest).Type == Material.TwistingVinesPlant
|| world.GetBlock(locationDownNorthWest).Type == Material.WeepingVines
|| world.GetBlock(locationDownNorthWest).Type == Material.WeepingVinesPlant
|| world.GetBlock(locationDownNorthWest).Type == Material.Vine;
}
return result && (location.Y <= Math.Truncate(location.Y) + 0.0001);
}
///
/// Check if the specified location implies swimming
///
/// World for performing check
/// Location to check
/// True if the specified location implies swimming
public static bool IsSwimming(World world, Location location)
{
return world.GetBlock(location).Type.IsLiquid();
}
///
/// Check if the specified location can be climbed on
///
/// World for performing check
/// Location to check
/// True if the specified location can be climbed on
public static bool IsClimbing(World world, Location location)
{
return world.GetBlock(location).Type.CanBeClimbedOn();
}
///
/// Check if the specified location is safe
///
/// World for performing check
/// Location to check
/// True if the destination location won't directly harm the player
public static bool IsSafe(World world, Location location)
{
return
//No block that can harm the player
!world.GetBlock(location).Type.CanHarmPlayers()
&& !world.GetBlock(Move(location, Direction.Up)).Type.CanHarmPlayers()
&& !world.GetBlock(Move(location, Direction.Down)).Type.CanHarmPlayers()
//No fall from a too high place
&& (world.GetBlock(Move(location, Direction.Down)).Type.IsSolid() || IsClimbing(world, Move(location, Direction.Down))
|| world.GetBlock(Move(location, Direction.Down, 2)).Type.IsSolid() || IsClimbing(world, Move(location, Direction.Down, 2))
|| world.GetBlock(Move(location, Direction.Down, 3)).Type.IsSolid() || IsClimbing(world, Move(location, Direction.Down, 3)))
//Not an underwater location
&& !(world.GetBlock(Move(location, Direction.Up)).Type.IsLiquid());
}
/* ========= SIMPLE MOVEMENTS ========= */
///
/// Check if the player can move in the specified direction
///
/// World the player is currently located in
/// Location the player is currently at
/// Direction the player is moving to
/// True if the player can move in the specified direction
public static bool CanMove(World world, Location location, Direction direction)
{
switch (direction)
{
// Move vertical
case Direction.Down:
return IsClimbing(world, Move(location, Direction.Down)) || !IsOnGround(world, location);
case Direction.Up:
bool nextTwoBlocks = !world.GetBlock(Move(Move(location, Direction.Up), Direction.Up)).Type.IsSolid();
// Check if the current block can be climbed on
if (IsClimbing(world, location))
// Check if next block after the next one can be climbed uppon
return IsClimbing(world, Move(location, Direction.Up)) || nextTwoBlocks;
return (IsOnGround(world, location) || IsSwimming(world, location)) && nextTwoBlocks;
// Move horizontal
case Direction.East:
case Direction.West:
case Direction.South:
case Direction.North:
return PlayerFitsHere(world, Move(location, direction));
// Move diagonal
case Direction.NorthEast:
return PlayerFitsHere(world, Move(location, Direction.North)) && PlayerFitsHere(world, Move(location, Direction.East)) && PlayerFitsHere(world, Move(location, direction));
case Direction.SouthEast:
return PlayerFitsHere(world, Move(location, Direction.South)) && PlayerFitsHere(world, Move(location, Direction.East)) && PlayerFitsHere(world, Move(location, direction));
case Direction.SouthWest:
return PlayerFitsHere(world, Move(location, Direction.South)) && PlayerFitsHere(world, Move(location, Direction.West)) && PlayerFitsHere(world, Move(location, direction));
case Direction.NorthWest:
return PlayerFitsHere(world, Move(location, Direction.North)) && PlayerFitsHere(world, Move(location, Direction.West)) && PlayerFitsHere(world, Move(location, direction));
default:
throw new ArgumentException("Unknown direction", nameof(direction));
}
}
///
/// Evaluates if a player fits in this location
///
/// Current world
/// Location to check
/// True if a player is able to stand in this location
public static bool PlayerFitsHere(World world, Location location)
{
return (IsClimbing(world, location) && IsClimbing(world, Move(location, Direction.Up)))
|| !world.GetBlock(location).Type.IsSolid() && !world.GetBlock(Move(location, Direction.Up)).Type.IsSolid();
}
///
/// Get an updated location for moving in the specified direction
///
/// Current location
/// Direction to move to
/// Distance, in blocks
/// Updated location
public static Location Move(Location location, Direction direction, int length = 1)
{
return location + Move(direction) * length;
}
///
/// Get a location delta for moving in the specified direction
///
/// Direction to move to
/// A location delta for moving in that direction
public static Location Move(Direction direction)
{
switch (direction)
{
// Move vertical
case Direction.Down:
return new Location(0, -1, 0);
case Direction.Up:
return new Location(0, 1, 0);
// Move horizontal straight
case Direction.East:
return new Location(1, 0, 0);
case Direction.West:
return new Location(-1, 0, 0);
case Direction.South:
return new Location(0, 0, 1);
case Direction.North:
return new Location(0, 0, -1);
// Move horizontal diagonal
case Direction.NorthEast:
return Move(Direction.North) + Move(Direction.East);
case Direction.SouthEast:
return Move(Direction.South) + Move(Direction.East);
case Direction.SouthWest:
return Move(Direction.South) + Move(Direction.West);
case Direction.NorthWest:
return Move(Direction.North) + Move(Direction.West);
default:
throw new ArgumentException("Unknown direction", nameof(direction));
}
}
///
/// Check that the chunks at both the start and destination locations have been loaded
///
/// Current world
/// Start location
/// Destination location
/// Is loading complete
public static bool CheckChunkLoading(World world, Location start, Location dest)
{
ChunkColumn? chunkColumn = world.GetChunkColumn(dest);
if (chunkColumn == null || chunkColumn.FullyLoaded == false)
return false;
chunkColumn = world.GetChunkColumn(start);
if (chunkColumn == null || chunkColumn.FullyLoaded == false)
return false;
return true;
}
}
}