예제 #1
0
        public SplashSmokes(City city, RenderSystem rs)
        {
            this.parent = city;



            emitSmokes = new Smoke[SmokeCount];

            FileLocation fl = FileSystem.Instance.Locate("smoke_light.mesh", GameFileLocs.Model);
            smokeModel = new Model(ModelManager.Instance.CreateInstance(rs, fl));
        }
예제 #2
0
        public BallPathFinderManager(City[] terr) 
        {
            this.cityList = terr;

            units = new AStarNodeBall[terr.Length];
            for (int i = 0; i < terr.Length; i++) 
            {
                units[i] = new AStarNodeBall(terr[i]);
                nodeTable.Add(terr[i], units[i]);
            }


        }
예제 #3
0
파일: Smoke.cs 프로젝트: yuri410/lrvbsvnicg
        public Smokes(City city, RenderSystem rs)
        {
            this.parent = city;

           
            int smokeCount = MinSmokeCount + (int)((MaxSmokeCount - MinSmokeCount) * Randomizer.GetRandomSingle());

            emitSmokes = new Smoke[smokeCount];

            FileLocation fl = FileSystem.Instance.Locate("smoke.mesh", GameFileLocs.Model);
            smokeModel = new Model(ModelManager.Instance.CreateInstance(rs, fl));

            UpdateDirection();

            

        }
예제 #4
0
파일: City.cs 프로젝트: yuri410/lrvbsvnicg
        /// <summary>
        ///  自动续传球
        ///  Automatically passing balls when the city has received balls from other city to pass on
        /// </summary>
        /// <param name="next"></param>
        /// <param name="follow"></param>
        void ThrowContinued(City next, List<City> follow, List<RBall> balls)
        {
            //if (!CanHandleCommand())
            //{
            //    // 重设延时,到时候重新尝试
            //    reThrowDelay = 0.5f;
            //    return;
            //}

            // 重新寻路,考虑断路可能
            // Do the path finding again, considering if the path could no longer exist due to
            // loss of city
            battleField.BallPathFinder.Reset();
            BallPathFinderResult result = battleField.BallPathFinder.FindPath(this, follow[follow.Count - 1]);

            if (result != null)
            {
                throwPathCont = new List<City>(result.NodeCount);
                for (int i = 0; i < result.NodeCount; i++)
                {
                    throwPathCont.Add(result[i]);
                }

                ballsToThrowCont = balls;
                Quaternion targetRot = GetOrientation(follow[0].Position);

                RotateTo(targetRot, 0.5f);
                SetRotationPurpose(CityRotationPurpose.ThrowContinued);
            }
        }
예제 #5
0
 internal void City_Visible(City obj) 
 {
     visibleList.Add(obj);
 }
예제 #6
0
        public BallPathFinderResult FindPath(City start, City target)
        {
            if (start == target)
            {
                return new BallPathFinderResult(new FastList<City>());
            }

            //int ofsX = Math.Min(sx, tx);
            //int ofsY = Math.Min(sy, ty);

            FastList<AStarNodeBall> enQueueBuffer = new FastList<AStarNodeBall>(10);

            AStarNodeBall startNode = nodeTable[start];
            startNode.parent = null;
            startNode.h = 0;
            startNode.g = 0;
            startNode.f = 0;
            startNode.depth = 0;

            queue.Enqueue(startNode);
            inQueueTable.Add(startNode.GetHashCode(), startNode);

            bool found = false;

            AStarNodeBall finalNode = null;

            // this is just a ordinary BFS with a sorting
            while (queue.Count > 0 && !(found))
            {
                AStarNodeBall curPos = queue.Dequeue();
                int curHash = curPos.GetHashCode();


                inQueueTable.Remove(curHash);
                passedTable.Add(curHash, curPos);

                City cc = curPos.City;

                // BFS展开新节点
                // expand sub nodes in the searching
                for (int i = 0; i < cc.LinkableCityCount; i++) 
                {
                    City nc = cc.GetLinkableCity(i);


                    AStarNodeBall np = nodeTable[nc];

                    if (np.City == target)
                    {
                        // found the way to the destination
                        found = true; //找到路径了
                        finalNode = np;

                        np.depth = curPos.depth + 1;

                        np.parent = curPos;  //当前格坐标为终点的父方格坐标
                        break;
                    }
                    else if (np.City.Owner == start.Owner)
                    {
                        int npHash = np.GetHashCode();
                        float cost = Vector3.Distance(cc.Position, nc.Position) / 1000.0f;

                        bool isNPInQueue = false;
                        AStarNodeBall temp;
                        if (inQueueTable.TryGetValue(npHash, out temp) && temp == np)
                        {
                            if (np.g > curPos.g + cost)
                            {
                                np.g = curPos.g + cost;
                                np.f = np.g + np.h;
                            }
                            isNPInQueue = true;
                        }

                        // check if the expanded node is allowable
                        // Is the grid node is node in passedTable and inQueueTable?
                        if (!isNPInQueue &&
                            (!passedTable.TryGetValue(npHash, out temp) && temp != np))
                        //如果此方格不在即将展开的节点表 和 已遍历过的节点表
                        {
                            np.parent = curPos; //当前格为此格的父方格

                            np.g = curPos.g + cost;
                            np.h = Vector3.Distance(target.Position, nc.Position);
                            np.f = np.g + np.h;
                            np.depth = curPos.depth + 1;

                            enQueueBuffer.Add(np);
                            inQueueTable.Add(npHash, np);
                        }
                    }

                }

                // A*
                //enQueueBuffer.Sort(Comparision);
                if (enQueueBuffer.Count > 0)
                {
                    QuickSort(enQueueBuffer, 0, enQueueBuffer.Count - 1);
                    for (int i = 0; i < enQueueBuffer.Count; i++)
                    {
                        queue.Enqueue(enQueueBuffer[i]);
                    }
                    enQueueBuffer.Clear();
                }
            }


            if (found)
            {
                AStarNodeBall curNode = finalNode;
                for (int i = 0; i < curNode.depth; i++)
                {
                    result.Add((City)null);
                }
                do
                {
                    //result.Add(curNode);
                    result[curNode.depth - 1] = curNode.City;
                    curNode = curNode.parent;
                }
                while (curNode.parent != null);

                return new BallPathFinderResult(result);
            }
            return null;
        }
예제 #7
0
        public void CreateResourceBall(Player owner, City city, RBallType type)
        {
            RBall ball = new RBall(owner, city, type);
            resBalls.Add(ball);

            if (ResourceBallChanged != null) 
            {
                ResourceBallChanged(this, new ResourceBallEventArg(true, ball));
            }
        }
예제 #8
0
        /// <summary>
        /// 初始化城市
        /// </summary>
        private void LoadCities()
        {

            List<City> cityList = new List<City>(MaxCities);

            FileLocation fl = FileSystem.Instance.Locate("cities.xml", GameFileLocs.Config);
            GameConfiguration resCon = new GameConfiguration(fl);
            GameConfiguration.ValueCollection resVals = resCon.Values;
            Dictionary<string, City> resolveTable = new Dictionary<string, City>(MaxCities);
            foreach (GameConfigurationSection sect in resVals)
            {
                City city;
                string typestr = sect.GetString("Type", string.Empty).ToLowerInvariant();

                CityType type = City.ParseType(typestr);

                switch (type)
                {
                    case CityType.Neutral:
                        city = new City(this, null, type);
                        break;
                    case CityType.Oil:
                    case CityType.Green:
                        city = new GatherCity(this, null, type);
                        break;
                    case CityType.Disease:
                    case CityType.Education:
                    case CityType.Health:
                    case CityType.Volience:
                        city = new ProductionCity(this, null, type);
                        break;
                    default:
                        city = new City(this, null, type);
                        break;
                }

                city.Parse(sect);

                resolveTable.Add(sect.Name, city);
                cityList.Add(city);
            }

            for (int i = 0; i < cityList.Count; i++) 
            {
                cityList[i].ResolveCities(resolveTable);
            }

            cities = cityList.ToArray();
        }
예제 #9
0
        private void SetNodes(City[] nodes)
        {
            this.nodes = nodes;

            if (nodes != null)
            {
                for (int i = 0; i < nodes.Length - 1; i++)
                {
                    City a = nodes[i];
                    City b = nodes[i + 1];

                    Matrix ori = GetCityLinkTransform(a, b);

                    nodeLinks[i].CurrentAnimation.Clear();
                    nodeLinks[i].CurrentAnimation.Add(new NoAnimaionPlayer(ori));
                }
            }

        }
예제 #10
0
파일: RBall.cs 프로젝트: yuri410/lrvbsvnicg
        public RBall(Player owner, City city, RBallType type)
            : base(owner)
        {
            this.Owner = owner;
            this.Type = type;


            switch (type) 
            {
                case RBallType.Oil:
                    {
                        props.BaseMaxHealth = RulesTable.OilBallBaseHealth;
                        props.MaxHealth = props.BaseMaxHealth * (city.Level / 10.0f + 1);
                        props.Contribution = RulesTable.OilBallContribution;
                        props.Heal = RulesTable.OilBallBaseHeal;
                        props.Damage = RulesTable.OilBallBaseDamage;
                        
                        break;
                    }
                case RBallType.Green:
                    {
                        props.BaseMaxHealth = RulesTable.GreenBallBaseHealth;
                        props.MaxHealth = props.BaseMaxHealth * (city.Level / 10.0f + 1);
                        props.Contribution = RulesTable.GreenBallContribution;
                        props.Heal = RulesTable.GreenBallBaseHeal;
                        props.Damage = RulesTable.GreenBallBaseDamage;

                        break;
                    }
                case RBallType.Disease:
                    {
                        props.BaseMaxHealth = RulesTable.DiseaseBallBaseHealth;
                        props.MaxHealth = props.BaseMaxHealth * (city.Level / 10.0f + 1);
                        props.Contribution = RulesTable.DiseaseBallContribution;
                        props.Heal = RulesTable.DiseaseBallBaseHeal;
                        props.Damage = RulesTable.DiseaseBallBaseDamage;
                        props.HealthIncr = 0.0015f;
                        break;
                    }
                case RBallType.Health:
                    {
                        props.BaseMaxHealth = RulesTable.DiseaseBallBaseHealth;
                        props.MaxHealth = props.BaseMaxHealth * (city.Level / 10.0f + 1);
                        props.Contribution = RulesTable.HealthBallContribution;
                        props.Heal = RulesTable.HealthBallBaseHeal;
                        props.Damage = RulesTable.HealthBallBaseDamage;
                        props.HealthIncr = 0.0015f;
                        break;
                    }
                case RBallType.Education:
                    {
                        props.BaseMaxHealth = RulesTable.EducationBallBaseHealth;
                        props.MaxHealth = props.BaseMaxHealth * (city.Level / 10.0f + 1);
                        props.Contribution = RulesTable.EducationBallContribution;
                        props.Heal = RulesTable.EducationBallBaseHeal;
                        props.Damage = RulesTable.EducationBallBaseDamage;

                        break;
                    }
                case RBallType.Volience:
                    {
                        props.BaseMaxHealth = RulesTable.VolienceBallBaseHealth;
                        props.MaxHealth = props.BaseMaxHealth + city.Development * RulesTable.CityDevRBallHealthRate;
                        props.Contribution = RulesTable.VolienceBallContribution;
                        props.Heal = RulesTable.VolienceBallBaseHeal;
                        props.Damage = RulesTable.VolienceBallBaseDamage;

                        break;
                    }            
            }
            Health = props.MaxHealth;

            SetDockCity(city);

            currentRadius = NextRadius();
            currentHeight = NextHeight();


            refrenceLinSpeed = Randomizer.GetRandomSingle() * (MaxLinSpeed - MinLinSpeed) + MinLinSpeed;
            BoundingSphere.Radius = 15;
        }
예제 #11
0
파일: RBall.cs 프로젝트: yuri410/lrvbsvnicg
 public void SetDockCity(City c)
 {
     if (c != dockCity)
     {
         if (c != null)
         {
             c.NotifyResourceBallMoveIn(this);
         }
         if (dockCity != null)
         {
             dockCity.NotifyResourceBallMoveOut(this);
         }
         dockCity = c;
     }
 }
예제 #12
0
파일: RBall.cs 프로젝트: yuri410/lrvbsvnicg
        void ChangeState(State newState)
        {
            if (newState == State.Flying)
            {
                for (int i = 0; i < subBalls.Count; i++)
                {
                    subBalls[i].SetDockCity(null);
                }

                srcPosition = position;


                City dstCity = goPath[0];
                this.destCity = dstCity;


                Quaternion newDstOri = dstCity.GetOrientation(srcPosition);

                normal = sourceCity.Transformation.Up + dstCity.Transformation.Up;
                normal.Normalize();

                dstPosition = GetRGBallPosition(dstCity, newDstOri);


                notifyedDest = false;
                flyProgress = 0;

                throwSound.Fire();
            }
            else if (newState == State.Finished)
            {
                ReleaseBalls();
            }

            state = newState;
        }
예제 #13
0
파일: RBall.cs 프로젝트: yuri410/lrvbsvnicg
        public RGatheredBall(List<RBall> balls, City dockCity, List<City> path)
        {
            state = State.WaitingGathering;
            subBalls = balls;
            goPath = path;
            sourceCity = dockCity;


            position = GetRGBallPosition(dockCity, dockCity.CurrentFacing);

            float lineCount = (float)Math.Sqrt(balls.Count);
            float span = (MathEx.PIf * 2) / lineCount;

            ballOffsets = new List<Vector3>(balls.Count);
            for (int i = 0; i < balls.Count; i++)
            {
                float row = (float)i / lineCount;
                float col = (float)Math.IEEERemainder(i, lineCount);

                float radLng = col * span;
                float radLat = (2 * row - lineCount) * span;

                Vector3 positionInGBall = PlanetEarth.GetPosition(radLng, radLat, GBallRadius);
                Quaternion oriInGBall = Quaternion.RotationMatrix(PlanetEarth.GetOrientation(radLng, radLat));
                ballOffsets.Add(positionInGBall);
                balls[i].Gather(this, positionInGBall + position, oriInGBall);
            }

            throwSound = (Normal3DSoundObject)SoundManager.Instance.MakeSoundObjcet("throw", null, 1500);
            catchSound = (Normal3DSoundObject)SoundManager.Instance.MakeSoundObjcet("catch", null, 1500);
            
        }
예제 #14
0
파일: RBall.cs 프로젝트: yuri410/lrvbsvnicg
        /// <summary>
        ///  Calculate the position of the RBall in the city's hand at the given direction
        /// </summary>
        /// <param name="city"></param>
        /// <param name="ori"></param>
        /// <returns></returns>
        static Vector3 GetRGBallPosition(City city, Quaternion ori)
        {
            Vector4 dir = Vector3.Transform(Vector3.UnitZ, ori);

            Vector3 offset = new Vector3(dir.X, dir.Y, dir.Z);
            offset *= GatherPositionRadius;
            offset.Y += GatherPositionHeight;

            offset = Vector3.TransformNormal(offset, city.Transformation);
            
            return city.Position + offset;
        }
예제 #15
0
파일: RBall.cs 프로젝트: yuri410/lrvbsvnicg
        /// <summary>
        ///  Called when the ball has arrived a different city than its previous one.
        ///  Changes the state to Free, making the ball back to their stand by position.
        /// </summary>
        public void Free(City city)
        {
            gatheredParent = null;

            SetDockCity(city);

            Vector3 targetPos;
            Quaternion dockOri;
            CalculateRoundTransform(currentRadius, false, out targetPos, out dockOri);
            NewMove(targetPos);

            ChangeState(RBallState.Free);

            enemyCheckTime = EnemyCheckTime;
        }
예제 #16
0
파일: RBall.cs 프로젝트: yuri410/lrvbsvnicg
 /// <summary>
 ///  Flee from a city to a given target city
 /// </summary>
 public void Float(City target) 
 {
     floatingTarget = target;
     NewMove(target.Position);
     ChangeState(RBallState.Float);
 }
예제 #17
0
        Matrix GetCityLinkTransform(City start, City end) 
        {
            //City end = targets[i];

            Vector3 dir = end.Position - start.Position;

            dir.Normalize();

            Vector3 pa = start.Position + dir * (City.CityOutterRadius);
            Vector3 pb = end.Position - dir * (City.CityOutterRadius);


            Vector3 center = 0.5f * (pa + pb);
            Vector3 normal = start.Transformation.Up + end.Transformation.Up;
            normal *= 0.5f;

            float dist = Vector3.Distance(pa, pb);

            float scale = dist;
            Matrix ori = Matrix.Identity;
            ori.Right = Vector3.Normalize(pa - pb);
            ori.Up = normal;
            ori.Forward = Vector3.Normalize(Vector3.Cross(ori.Up, ori.Right));
            ori.TranslationValue = center + normal * 150;

            return Matrix.RotationX(-MathEx.PiOver2) * Matrix.RotationY(-MathEx.PiOver2) *
                    Matrix.Scaling(dist / LinkBaseLength, 1 + LinkHeightScale, LinkWidthScale) * ori;
        }
예제 #18
0
        ///// <summary>
        /////  获取此玩家所有的城市中离目标城市最近的一个
        ///// </summary>
        ///// <param name="city">目标城市</param>
        ///// <returns></returns>
        //public City GetNearestCity(City city)
        //{
        //    float dist = float.MaxValue;
        //    City minCity = null;
        //    for (int i = 0; i < cities.Count; i++)
        //    {
        //        if (city != cities[i])
        //        {
        //            float cdist = new Vector2(cities[i].Longitude - city.Longitude, cities[i].Latitude - city.Latitude).Length();

        //            if (cdist < dist)
        //            {
        //                dist = cdist;
        //                minCity = cities[i];
        //            }
        //        }
        //    }
        //    return minCity;
        //}

        

        ///// <summary>
        /////  计算一个城市是否可以被占据
        /////  只有离玩家最近的城市才能占领,太远的,中间隔有更近的城市的无法占领
        ///// </summary>
        ///// <returns></returns>
        //[Obsolete]
        //public bool CanCapture(City city)
        //{
        //    if (cities.Count == 0)
        //        return false;

        //    City minCity = GetNearestCity(city);

        //    if (minCity != null)
        //    {
               
        //        // 检查是否在两个城市之间还有城市
        //        City midCity = null;
        //        float minDist = float.MaxValue;

        //        for (int i = 0; i < simulator.CityCount; i++)
        //        {
        //            City cc = simulator.GetCity(i);

        //            bool flag1 = !object.ReferenceEquals(cc, minCity);
        //            bool flag2 = !object.ReferenceEquals(cc.Owner, minCity.Owner);
        //            if (flag1 && flag2)
        //            {
        //                float cdist = new Vector2(cc.Longitude - minCity.Longitude, cc.Latitude - minCity.Latitude).Length();

        //                if (cdist < minDist)
        //                {
        //                    minDist = cdist;
        //                    midCity = cc;
        //                }
        //            }
        //        }

        //        Vector2 d = new Vector2(city.Longitude - minCity.Longitude, city.Latitude - minCity.Latitude);


        //        return (object.ReferenceEquals(midCity, null) || object.ReferenceEquals(city, midCity)) || d.Length() < CaptureDistanceThreshold;
        //    }
        //    return false;
        //}


        /// <summary>
        ///  告知玩家控制了一个新的城市 
        /// </summary>
        /// <param name="city"></param>
        public void NotifyNewCity(City city)
        {
            if (rootCity == null)
            {
                rootCity = city;
            }


            //if (cities.Count > 0)
            //{
            //    // 加入城市网络
            //    City minCty = GetNearestCity(city);
            //    if (minCty != null)
            //    {
            //        city.AddNearbyCity(minCty);
            //        minCty.AddNearbyCity(city);
            //    }
            //}
            cities.Add(city);

            if (NewCity != null)
            {
                NewCity(city);
            }
        }
예제 #19
0
        private void SetCity(City start, City[] targets)
        {
            this.selectedCity = start;
            this.targets = targets;
            this.nodes = null;

            for (int i = 0; i < targets.Length; i++)
            {
                Matrix ori = GetCityLinkTransform(start, targets[i]);

                linkArrow[i].CurrentAnimation.Clear();
                linkArrow[i].CurrentAnimation.Add(new NoAnimaionPlayer(ori));
            }

          

            {
                float s = 0.8f * CitySelScale * City.CityOutterRadius / RingRadius;
                Matrix scale = Matrix.Scaling(s, 1, s);

                inner_marker.CurrentAnimation.Clear();
                inner_marker.CurrentAnimation.Add(new NoAnimaionPlayer(scale * start.Transformation));
            }
        }
예제 #20
0
        public void NotifyLostCity(City city)
        {
            if (object.ReferenceEquals(rootCity, city))
            {
                rootCity = null;
            }

            cities.Remove(city);
            if (LostCity != null)
            {
                LostCity(city);
            }
        }
예제 #21
0
 public RGatheredBall CreateRGatherBall(List<RBall> balls, City dockCity, List<City> result) 
 {
     RGatheredBall ball = new RGatheredBall(balls, dockCity, result);
     gatherBalls.Add(ball);
     return ball;
 }
예제 #22
0
        int GetCityDangerIndex(City a)
        {
            int result = 0;
            for (int j = 0; j < a.LinkableCityCount; j++)
            {
                City cc = a.GetLinkableCity(j);
                if (cc.Owner == null)
                {
                    result++;

                }
                else if (cc.Owner != player)
                {
                    result += 5;
                }
            }
            return result;
        }
예제 #23
0
        //readonly static int[][] stateEnum = new int[8][]
        //{
        //    new int[2] { 0, -1 }, new int[2] { 0, 1 },
        //    new int[2] { -1, 0 }, new int[2] { 1, 0 },
        //    new int[2] { -1, -1 }, new int[2] { 1, 1 },
        //    new int[2] { -1, 1 }, new int[2] { 1, -1 },
        //};
        //readonly static float[] stateEnumCost = new float[8]
        //{
        //    1, 1,
        //    1, 1,
        //    MathEx.Root2, MathEx.Root2,
        //    MathEx.Root2, MathEx.Root2,
        //};


        public BallPathFinder(City[] terr, AStarNodeBall[] units, Dictionary<City, AStarNodeBall> nodeTable)
        {
            this.terrain = terr;
            this.units = units;
            this.nodeTable = nodeTable;
        }
예제 #24
0
 void PlayerArea_NewCity(City cc)
 {
     UpdateCityWeights();
 }
예제 #25
0
 public AStarNodeBall(City c)
 {
     this.City = c;
 }
예제 #26
0
 void PlayerArea_RemoveCity(City cc)
 {
     UpdateCityWeights();
 }
예제 #27
0
 public float GetCityMark(City cc, float a, float b, float c) 
 {
     CityData data;
     if (cityDataTable.TryGetValue(cc, out data))
     {
         return a * data.ResourceCount + b * data.city.Level + c * data.city.NearbyOwnedBallCount;
     }
     return float.MinValue;
 }
예제 #28
0
 public float GetWeightedOilRequirements(City c)
 {
     float ratio = (c.NearbyEnemyBallCount + 1) / (c.NearbyOwnedBallCount + 1);
     return OilBallRequirements * ratio;
 }
예제 #29
0
 public void Open(City souceCity, City targetCity)
 {
     isAllSelected = false;
     isCancelled = true;
     isOpeningClicked = false;
     isCountedThrow = false;
     this.sourceCity = souceCity;
     this.targetCity = targetCity;
     
     StatisticRBall(true);
     ChangeState(State.Opening);
 }
예제 #30
0
파일: City.cs 프로젝트: yuri410/lrvbsvnicg
        /// <summary>
        ///  人类直接命令发球
        ///  Throw a ball. Just call method when the player asks a city.
        /// </summary>
        /// <param name="target"></param>
        public bool Throw(City target, RBallType type)
        {
            //if (!CanHandleCommand())
                //return false;

            for (int i = 0; i < throwQueue.Count; i++)
            {
                ThrowTask tt = throwQueue.GetElement(i);
                if (tt.isTypedThrow && tt.typeToThrow == type &&
                    tt.throwPath[tt.throwPath.Count - 1] == target)
                {
                    return false;
                }
            }
            //CancelCurrentCommand();

            //reThrowDelay = 0;
            //throwRgball = null;
            battleField.BallPathFinder.Reset();
            BallPathFinderResult result = battleField.BallPathFinder.FindPath(this, target);

            if (result != null)
            {
                List<City> throwPath = new List<City>(result.NodeCount);
                for (int i = 0; i < result.NodeCount; i++)
                {
                    throwPath.Add(result[i]);
                }

                //Quaternion targetRot = GetOrientation(result[0].Position);

                //RotateTo(targetRot, 0.5f);
                //SetRotationPurpose(CityRotationPurpose.Throw);

                ThrowTask tt;
                tt.isTypedThrow = true;
                tt.throwPath = throwPath;
                tt.throwCount = 0;
                tt.isCountedThrow = false;
                tt.typeToThrow = type;
                throwQueue.Enqueue(tt);
                return true;
            }
            return false;
        }