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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-17 01:32:21 +02:00

Refactoring of setBattleCursor & fromWhichHexAttack methods

This commit is contained in:
Ivan Savenko
2022-12-19 01:12:26 +02:00
parent e2cc73d67b
commit a57eec23e6
6 changed files with 173 additions and 319 deletions

View File

@ -298,7 +298,6 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
{
if (owner.fieldController->isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
{
owner.fieldController->setBattleCursor(myNumber); // temporary - needed for following function :(
BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(myNumber);
if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
@ -461,7 +460,7 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
{
owner.fieldController->setBattleCursor(myNumber); //handle direction of cursor and attackable tile
owner.fieldController->setBattleCursor(myNumber); //handle direction of cursor
setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
bool returnAfterAttack = currentAction == PossiblePlayerBattleAction::ATTACK_AND_RETURN;

View File

@ -34,8 +34,7 @@
#include "../../lib/spells/ISpellMechanics.h"
BattleFieldController::BattleFieldController(BattleInterface & owner):
owner(owner),
attackingHex(BattleHex::INVALID)
owner(owner)
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
pos.w = owner.pos.w;
@ -239,35 +238,43 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesSpellRange()
std::set<BattleHex> BattleFieldController::getHighlightedHexesMovementTarget()
{
const CStack * stack = owner.stacksController->getActiveStack();
std::set<BattleHex> result;
auto hoveredHex = getHoveredHex();
if (stack)
{
std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(stack, false, nullptr);
auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
{
if (isTileAttackable(hoveredHex))
{
BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
if (stack->doubleWide())
return {attackFromHex, stack->occupiedHex(attackFromHex)};
else
return {attackFromHex};
}
}
if (vstd::contains(v,hoveredHex))
{
result.insert(hoveredHex);
if (stack->doubleWide())
result.insert(stack->occupiedHex(hoveredHex));
}
return {hoveredHex, stack->occupiedHex(hoveredHex)};
else
{
return {hoveredHex};
}
if (stack->doubleWide())
{
for (auto const & hex : v)
{
if (stack->occupiedHex(hex) == hoveredHex)
{
result.insert(hoveredHex);
result.insert(hex);
return { hoveredHex, hex };
}
}
}
}
}
return result;
return {};
}
void BattleFieldController::showHighlightedHexes(Canvas & canvas)
@ -330,323 +337,165 @@ BattleHex BattleFieldController::getHoveredHex()
void BattleFieldController::setBattleCursor(BattleHex myNumber)
{
Rect hoveredHexPos = hexPositionAbsolute(myNumber);
CCursorHandler *cursor = CCS->curh;
Point cursorPos = CCS->curh->position();
const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
const double hexMidX = hoveredHexPos.x + hoveredHexPos.w/2.0;
const double hexMidY = hoveredHexPos.y + hoveredHexPos.h/2.0;
const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->position().y, cursor->position().y - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
std::vector<Cursor::Combat> sectorCursor = {
Cursor::Combat::HIT_SOUTHEAST,
Cursor::Combat::HIT_SOUTHWEST,
Cursor::Combat::HIT_WEST,
Cursor::Combat::HIT_NORTHWEST,
Cursor::Combat::HIT_NORTHEAST,
Cursor::Combat::HIT_EAST,
Cursor::Combat::HIT_SOUTH,
Cursor::Combat::HIT_NORTH,
};
std::vector<Cursor::Combat> sectorCursor; // From left to bottom left.
sectorCursor.push_back(Cursor::Combat::HIT_EAST);
sectorCursor.push_back(Cursor::Combat::HIT_SOUTHEAST);
sectorCursor.push_back(Cursor::Combat::HIT_SOUTHWEST);
sectorCursor.push_back(Cursor::Combat::HIT_WEST);
sectorCursor.push_back(Cursor::Combat::HIT_NORTHWEST);
sectorCursor.push_back(Cursor::Combat::HIT_NORTHEAST);
auto direction = static_cast<size_t>(selectAttackDirection(myNumber, cursorPos));
assert(direction != -1);
if (direction != -1)
CCS->curh->set(sectorCursor[direction]);
}
BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber, const Point & cursorPos)
{
const bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
bool aboveAttackable = true, belowAttackable = true;
auto neighbours = myNumber.allNeighbouringTiles();
// 0 1
// 5 x 2
// 4 3
// if true - our current stack can move into this hex (and attack)
std::array<bool, 8> attackAvailability;
// Exclude directions which cannot be attacked from.
// Check to the left.
if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
{
sectorCursor[0] = Cursor::Combat::INVALID;
}
// Check top left, top right as well as above for 2-hex creatures.
if (myNumber/GameConstants::BFIELD_WIDTH == 0)
{
sectorCursor[1] = Cursor::Combat::INVALID;
sectorCursor[2] = Cursor::Combat::INVALID;
aboveAttackable = false;
}
else
{
if (doubleWide)
{
bool attackRow[4] = {true, true, true, true};
// For double-hexes we need to ensure that both hexes needed for this direction are occupyable:
// | -0- | -1- | -2- | -3- | -4- | -5- | -6- | -7-
// | o o - | - o o | - - | - - | - - | - - | o o | - -
// | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
// | - - | - - | - - | - o o | o o - | - - | - - | o o
if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
attackRow[0] = false;
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
attackRow[1] = false;
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
attackRow[2] = false;
if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
attackRow[3] = false;
for (size_t i : { 1, 2, 3})
attackAvailability[i] = vstd::contains(occupyableHexes, neighbours[i]) && vstd::contains(occupyableHexes, neighbours[i].cloneInDirection(BattleHex::RIGHT, false));
if (!(attackRow[0] && attackRow[1]))
sectorCursor[1] = Cursor::Combat::INVALID;
if (!(attackRow[1] && attackRow[2]))
aboveAttackable = false;
if (!(attackRow[2] && attackRow[3]))
sectorCursor[2] = Cursor::Combat::INVALID;
for (size_t i : { 4, 5, 0})
attackAvailability[i] = vstd::contains(occupyableHexes, neighbours[i]) && vstd::contains(occupyableHexes, neighbours[i].cloneInDirection(BattleHex::LEFT, false));
attackAvailability[6] = vstd::contains(occupyableHexes, neighbours[0]) && vstd::contains(occupyableHexes, neighbours[1]);
attackAvailability[7] = vstd::contains(occupyableHexes, neighbours[3]) && vstd::contains(occupyableHexes, neighbours[4]);
}
else
{
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
sectorCursor[1] = Cursor::Combat::INVALID;
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
sectorCursor[2] = Cursor::Combat::INVALID;
}
}
// Check to the right.
if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
{
sectorCursor[3] = Cursor::Combat::INVALID;
}
// Check bottom right, bottom left as well as below for 2-hex creatures.
if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)
{
sectorCursor[4] = Cursor::Combat::INVALID;
sectorCursor[5] = Cursor::Combat::INVALID;
belowAttackable = false;
}
else
{
if (doubleWide)
{
bool attackRow[4] = {true, true, true, true};
for (size_t i = 0; i < 6; ++i)
attackAvailability[i] = vstd::contains(occupyableHexes, neighbours[i]);
if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
attackRow[0] = false;
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
attackRow[1] = false;
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
attackRow[2] = false;
if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
attackRow[3] = false;
if (!(attackRow[0] && attackRow[1]))
sectorCursor[5] = Cursor::Combat::INVALID;
if (!(attackRow[1] && attackRow[2]))
belowAttackable = false;
if (!(attackRow[2] && attackRow[3]))
sectorCursor[4] = Cursor::Combat::INVALID;
}
else
{
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
sectorCursor[4] = Cursor::Combat::INVALID;
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
sectorCursor[5] = Cursor::Combat::INVALID;
}
attackAvailability[6] = false;
attackAvailability[7] = false;
}
// Determine index from sector.
int cursorIndex;
if (doubleWide)
// Zero available tiles to attack from
if ( vstd::find(attackAvailability, true) == attackAvailability.end())
{
sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? Cursor::Combat::HIT_NORTH : Cursor::Combat::INVALID);
sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? Cursor::Combat::HIT_SOUTH : Cursor::Combat::INVALID);
if (sector < 1.5)
cursorIndex = static_cast<int>(sector);
else if (sector >= 1.5 && sector < 2.5)
cursorIndex = 2;
else if (sector >= 2.5 && sector < 4.5)
cursorIndex = (int) sector + 1;
else if (sector >= 4.5 && sector < 5.5)
cursorIndex = 6;
else
cursorIndex = (int) sector + 2;
}
else
{
cursorIndex = static_cast<int>(sector);
logGlobal->error("Error: cannot find a hex to attack hex %d from!", myNumber);
return BattleHex::NONE;
}
// Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]
if (!vstd::contains_if (sectorCursor, [](Cursor::Combat sc) { return sc != Cursor::Combat::INVALID; }))
{
logGlobal->error("Error: for hex %d cannot find a hex to attack from!", myNumber);
attackingHex = -1;
return;
// For each valid direction, select position to test against
std::array<Point, 8> testPoint;
for (size_t i = 0; i < 6; ++i)
if (attackAvailability[i])
testPoint[i] = hexPositionAbsolute(neighbours[i]).center();
// For bottom/top directions select central point, but move it a bit away from true center to reduce zones allocated to them
if (attackAvailability[6])
testPoint[6] = (hexPositionAbsolute(neighbours[0]).center() + hexPositionAbsolute(neighbours[1]).center()) / 2 + Point(0, -5);
if (attackAvailability[7])
testPoint[7] = (hexPositionAbsolute(neighbours[3]).center() + hexPositionAbsolute(neighbours[4]).center()) / 2 + Point(0, 5);
// Compute distance between tested position & cursor position and pick nearest
std::array<int, 8> distance2;
for (size_t i = 0; i < 8; ++i)
if (attackAvailability[i])
distance2[i] = (testPoint[i].y - cursorPos.y)*(testPoint[i].y - cursorPos.y) + (testPoint[i].x - cursorPos.x)*(testPoint[i].x - cursorPos.x);
size_t nearest = -1;
for (size_t i = 0; i < 8; ++i)
if (attackAvailability[i] && (nearest == -1 || distance2[i] < distance2[nearest]) )
nearest = i;
assert(nearest != -1);
return BattleHex::EDir(nearest);
}
// Find the closest direction attackable, starting with the right one.
// FIXME: Is this really how the original H3 client does it?
int i = 0;
while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == Cursor::Combat::INVALID) //Why hast thou forsaken me?
i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor
cursor->set(sectorCursor[index]);
switch (index)
BattleHex BattleFieldController::fromWhichHexAttack(BattleHex attackTarget)
{
case 0:
attackingHex = myNumber - 1; //left
break;
case 1:
attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left
break;
case 2:
attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right
break;
case 3:
attackingHex = myNumber + 1; //right
break;
case 4:
attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
break;
case 5:
attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
break;
BattleHex::EDir direction = selectAttackDirection(attackTarget, CCS->curh->position());
const CStack * attacker = owner.stacksController->getActiveStack();
assert(direction != BattleHex::NONE);
assert(attacker);
if (!attacker->doubleWide())
{
assert(direction != BattleHex::BOTTOM);
assert(direction != BattleHex::TOP);
return attackTarget.cloneInDirection(direction);
}
BattleHex hex(attackingHex);
if (!hex.isValid())
attackingHex = -1;
else
{
// We need to find position of right hex of double-hex creature (or left for defending side)
// | TOP_LEFT |TOP_RIGHT | RIGHT |BOTTOM_RIGHT|BOTTOM_LEFT| LEFT | TOP |BOTTOM
// | o o - | - o o | - - | - - | - - | - - | o o | - -
// | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
// | - - | - - | - - | - o o | o o - | - - | - - | o o
switch (direction)
{
case BattleHex::TOP_LEFT:
case BattleHex::LEFT:
case BattleHex::BOTTOM_LEFT:
{
if ( attacker->side == BattleSide::ATTACKER )
return attackTarget.cloneInDirection(direction);
else
return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::LEFT);
}
BattleHex BattleFieldController::fromWhichHexAttack(BattleHex myNumber)
case BattleHex::TOP_RIGHT:
case BattleHex::RIGHT:
case BattleHex::BOTTOM_RIGHT:
{
//TODO far too much repeating code
BattleHex destHex;
switch(CCS->curh->get<Cursor::Combat>())
{
case Cursor::Combat::HIT_NORTHWEST: //from bottom right
{
bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
if(vstd::contains(occupyableHexes, destHex))
return destHex;
else if(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
{
if (vstd::contains(occupyableHexes, destHex+1))
return destHex+1;
}
else //if we are defender
{
if(vstd::contains(occupyableHexes, destHex-1))
return destHex-1;
}
break;
}
case Cursor::Combat::HIT_NORTHEAST: //from bottom left
{
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
if (vstd::contains(occupyableHexes, destHex))
return destHex;
else if(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
{
if(vstd::contains(occupyableHexes, destHex+1))
return destHex+1;
}
else //we are defender
{
if(vstd::contains(occupyableHexes, destHex-1))
return destHex-1;
}
break;
}
case Cursor::Combat::HIT_EAST: //from left
{
if(owner.stacksController->getActiveStack()->doubleWide() && owner.stacksController->getActiveStack()->side == BattleSide::DEFENDER)
{
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(owner.stacksController->getActiveStack());
if (vstd::contains(acc, myNumber))
return myNumber - 1;
if ( attacker->side == BattleSide::ATTACKER )
return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::RIGHT);
else
return myNumber - 2;
return attackTarget.cloneInDirection(direction);
}
case BattleHex::TOP:
{
if ( attacker->side == BattleSide::ATTACKER )
return attackTarget.cloneInDirection(BattleHex::TOP_RIGHT);
else
{
return myNumber - 1;
return attackTarget.cloneInDirection(BattleHex::TOP_LEFT);
}
break;
}
case Cursor::Combat::HIT_SOUTHEAST: //from top left
case BattleHex::BOTTOM:
{
destHex = myNumber - ((myNumber/GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH + 1 : GameConstants::BFIELD_WIDTH);
if(vstd::contains(occupyableHexes, destHex))
return destHex;
else if(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
{
if(vstd::contains(occupyableHexes, destHex+1))
return destHex+1;
}
else //if we are defender
{
if(vstd::contains(occupyableHexes, destHex-1))
return destHex-1;
}
break;
}
case Cursor::Combat::HIT_SOUTHWEST: //from top right
{
bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
if(vstd::contains(occupyableHexes, destHex))
return destHex;
else if(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
{
if(vstd::contains(occupyableHexes, destHex+1))
return destHex+1;
}
else //if we are defender
{
if(vstd::contains(occupyableHexes, destHex-1))
return destHex-1;
}
break;
}
case Cursor::Combat::HIT_WEST: //from right
{
if(owner.stacksController->getActiveStack()->doubleWide() && owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
{
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(owner.stacksController->getActiveStack());
if(vstd::contains(acc, myNumber))
return myNumber + 1;
if ( attacker->side == BattleSide::ATTACKER )
return attackTarget.cloneInDirection(BattleHex::BOTTOM_RIGHT);
else
return myNumber + 2;
return attackTarget.cloneInDirection(BattleHex::BOTTOM_LEFT);
}
else
{
return myNumber + 1;
}
break;
}
case Cursor::Combat::HIT_NORTH: //from bottom
{
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
if(vstd::contains(occupyableHexes, destHex))
return destHex;
else if(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
{
if(vstd::contains(occupyableHexes, destHex+1))
return destHex+1;
}
else //if we are defender
{
if(vstd::contains(occupyableHexes, destHex-1))
return destHex-1;
}
break;
}
case Cursor::Combat::HIT_SOUTH: //from top
{
destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
if (vstd::contains(occupyableHexes, destHex))
return destHex;
else if(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
{
if(vstd::contains(occupyableHexes, destHex+1))
return destHex+1;
}
else //if we are defender
{
if(vstd::contains(occupyableHexes, destHex-1))
return destHex-1;
}
break;
default:
assert(0);
return attackTarget.cloneInDirection(BattleHex::LEFT);
}
}
return BattleHex::INVALID;
}
bool BattleFieldController::isTileAttackable(const BattleHex & number) const

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@ -63,6 +63,7 @@ class BattleFieldController : public CIntObject
void showBackgroundImageWithHexes(Canvas & canvas);
void showHighlightedHexes(Canvas & canvas);
BattleHex::EDir selectAttackDirection(BattleHex myNumber, const Point & point);
public:
BattleFieldController(BattleInterface & owner);

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@ -864,6 +864,10 @@ void BattleStacksController::updateHoveredStacks()
std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
{
// only allow during our turn - do not try to highlight creatures while they are in the middle of actions
if (!activeStack)
return {};
auto hoveredHex = owner.fieldController->getHoveredHex();
if (!hoveredHex.isValid())

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@ -55,6 +55,10 @@ struct DLL_LINKAGE BattleHex //TODO: decide if this should be changed to class f
BOTTOM_RIGHT,
BOTTOM_LEFT,
LEFT,
//Note: unused by BattleHex class, used by other code
TOP,
BOTTOM
};
BattleHex();

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@ -1373,9 +1373,6 @@ ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityIn
AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const
{
//does not return hex attacked directly
//TODO: apply rotation to two-hex attackers
bool isAttacker = attacker->unitSide() == BattleSide::ATTACKER;
AttackableTiles at;
RETURN_IF_NOT_BATTLE(at);