automobiles_pck/automobiles_buggy/buggy_entities.lua

766 lines
27 KiB
Lua
Executable File

--
-- entity
--
minetest.register_entity('automobiles_buggy:front_suspension',{
initial_properties = {
physical = true,
collide_with_objects=true,
collisionbox = {-0.5, 0, -0.5, 0.5, 1, 0.5},
pointable=false,
visual = "mesh",
mesh = "automobiles_buggy_f_suspension.b3d",
textures = {"automobiles_black.png",},
},
on_activate = function(self,std)
self.sdata = minetest.deserialize(std) or {}
if self.sdata.remove then self.object:remove() end
end,
get_staticdata=function(self)
self.sdata.remove=true
return minetest.serialize(self.sdata)
end,
--[[on_step = function(self, dtime, moveresult)
minetest.chat_send_all(dump(moveresult))
end,]]--
})
minetest.register_entity('automobiles_buggy:rear_suspension',{
initial_properties = {
physical = true,
collide_with_objects=true,
pointable=false,
visual = "mesh",
mesh = "automobiles_buggy_r_suspension.b3d",
textures = {"automobiles_black.png",},
},
on_activate = function(self,std)
self.sdata = minetest.deserialize(std) or {}
if self.sdata.remove then self.object:remove() end
end,
get_staticdata=function(self)
self.sdata.remove=true
return minetest.serialize(self.sdata)
end,
})
minetest.register_entity('automobiles_buggy:f_lights',{
initial_properties = {
physical = false,
collide_with_objects=false,
pointable=false,
glow = 0,
visual = "mesh",
mesh = "automobiles_buggy_f_lights.b3d",
textures = {"automobiles_grey.png",},
},
on_activate = function(self,std)
self.sdata = minetest.deserialize(std) or {}
if self.sdata.remove then self.object:remove() end
end,
get_staticdata=function(self)
self.sdata.remove=true
return minetest.serialize(self.sdata)
end,
})
minetest.register_entity('automobiles_buggy:r_lights',{
initial_properties = {
physical = false,
collide_with_objects=false,
pointable=false,
glow = 0,
visual = "mesh",
mesh = "automobiles_buggy_r_lights.b3d",
textures = {"automobiles_rear_lights_off.png",},
},
on_activate = function(self,std)
self.sdata = minetest.deserialize(std) or {}
if self.sdata.remove then self.object:remove() end
end,
get_staticdata=function(self)
self.sdata.remove=true
return minetest.serialize(self.sdata)
end,
})
minetest.register_entity('automobiles_buggy:f_wheel',{
initial_properties = {
physical = false,
collide_with_objects=false,
pointable=false,
visual = "mesh",
mesh = "automobiles_buggy_f_wheel.b3d",
backface_culling = false,
textures = {"automobiles_black.png", "automobiles_metal.png", "automobiles_buggy_wheel.png"},
},
on_activate = function(self,std)
self.sdata = minetest.deserialize(std) or {}
if self.sdata.remove then self.object:remove() end
end,
get_staticdata=function(self)
self.sdata.remove=true
return minetest.serialize(self.sdata)
end,
})
minetest.register_entity('automobiles_buggy:r_wheel',{
initial_properties = {
physical = false,
collide_with_objects=false,
pointable=false,
visual = "mesh",
mesh = "automobiles_buggy_r_wheel.b3d",
backface_culling = false,
textures = {"automobiles_black.png", "automobiles_metal.png", "automobiles_buggy_wheel.png"},
},
on_activate = function(self,std)
self.sdata = minetest.deserialize(std) or {}
if self.sdata.remove then self.object:remove() end
end,
get_staticdata=function(self)
self.sdata.remove=true
return minetest.serialize(self.sdata)
end,
})
minetest.register_entity('automobiles_buggy:rag',{
initial_properties = {
physical = false,
collide_with_objects=false,
pointable=false,
visual = "mesh",
mesh = "automobiles_buggy_rag.b3d",
--use_texture_alpha = true,
backface_culling = false,
textures = {"automobiles_black.png", "automobiles_buggy_rag_window.png"},
},
on_activate = function(self,std)
self.sdata = minetest.deserialize(std) or {}
if self.sdata.remove then self.object:remove() end
end,
get_staticdata=function(self)
self.sdata.remove=true
return minetest.serialize(self.sdata)
end,
})
minetest.register_entity('automobiles_buggy:pivot_mesh',{
initial_properties = {
physical = false,
collide_with_objects=false,
pointable=false,
visual = "mesh",
mesh = "automobiles_pivot_mesh.b3d",
textures = {"automobiles_black.png",},
},
on_activate = function(self,std)
self.sdata = minetest.deserialize(std) or {}
if self.sdata.remove then self.object:remove() end
end,
get_staticdata=function(self)
self.sdata.remove=true
return minetest.serialize(self.sdata)
end,
})
minetest.register_entity('automobiles_buggy:steering',{
initial_properties = {
physical = false,
collide_with_objects=false,
pointable=false,
visual = "mesh",
mesh = "automobiles_buggy_drive_wheel.b3d",
textures = {"automobiles_metal.png", "automobiles_black.png", "automobiles_metal.png"},
},
on_activate = function(self,std)
self.sdata = minetest.deserialize(std) or {}
if self.sdata.remove then self.object:remove() end
end,
get_staticdata=function(self)
self.sdata.remove=true
return minetest.serialize(self.sdata)
end,
})
minetest.register_entity('automobiles_buggy:pointer',{
initial_properties = {
physical = false,
collide_with_objects=false,
pointable=false,
visual = "mesh",
mesh = "automobiles_pointer.b3d",
visual_size = {x = 0.8, y = 0.8, z = 0.8},
textures = {"automobiles_white.png"},
},
on_activate = function(self,std)
self.sdata = minetest.deserialize(std) or {}
if self.sdata.remove then self.object:remove() end
end,
get_staticdata=function(self)
self.sdata.remove=true
return minetest.serialize(self.sdata)
end,
})
minetest.register_entity("automobiles_buggy:buggy", {
initial_properties = {
physical = true,
collide_with_objects = true,
collisionbox = {-0.1, -0.45, -0.1, 0.1, 1, 0.1},
selectionbox = {-1.5, 0.0, -1.5, 1.5, 2, 1.5},
stepheight = 0.7,
visual = "mesh",
mesh = "automobiles_buggy_body.b3d",
--use_texture_alpha = true,
--backface_culling = false,
textures = {
"automobiles_black.png", --bancos
"automobiles_painting.png", --carroceria
"automobiles_black.png", --banco traseiro
"automobiles_black.png", --chssis
"automobiles_metal.png", --frontlights
"automobiles_black.png", --interior
"automobiles_metal.png", --engine
"automobiles_buggy_fuel.png", --panel
"automobiles_metal.png", --windshield
"automobiles_buggy_windshield.png", --windshield
"automobiles_metal.png", --engine protection
"automobiles_metal.png", --front protection
"automobiles_metal.png", --driver protection
"automobiles_black.png", -- engine details
},
},
textures = {},
driver_name = nil,
sound_handle = nil,
owner = "",
static_save = true,
infotext = "A very nice buggy!",
hp = 50,
buoyancy = 2,
physics = automobiles_lib.physics,
lastvelocity = vector.new(),
time_total = 0,
_passenger = nil,
_color = "#ff8b0e",
_steering_angle = 0,
_engine_running = false,
_last_checkpoint = "",
_total_laps = -1,
_race_id = "",
_energy = 1,
_last_time_collision_snd = 0,
_last_time_drift_snd = 0,
_last_time_command = 0,
_roll = math.rad(0),
_pitch = 0,
_longit_speed = 0,
_show_rag = true,
_show_lights = false,
_light_old_pos = nil,
_last_ground_check = 0,
_last_light_move = 0,
_last_engine_sound_update = 0,
_inv = nil,
_inv_id = "",
_change_color = automobiles_lib.paint,
get_staticdata = function(self) -- unloaded/unloads ... is now saved
return minetest.serialize({
stored_owner = self.owner,
stored_hp = self.hp,
stored_color = self._color,
stored_steering = self._steering_angle,
stored_energy = self._energy,
--race data
stored_last_checkpoint = self._last_checkpoint,
stored_total_laps = self._total_laps,
stored_race_id = self._race_id,
stored_rag = self._show_rag,
stored_pitch = self._pitch,
stored_light_old_pos = self._light_old_pos,
stored_inv_id = self._inv_id,
})
end,
on_deactivate = function(self)
automobiles_lib.save_inventory(self)
end,
on_activate = function(self, staticdata, dtime_s)
if staticdata ~= "" and staticdata ~= nil then
local data = minetest.deserialize(staticdata) or {}
self.owner = data.stored_owner
self.hp = data.stored_hp
self._color = data.stored_color
self._steering_angle = data.stored_steering
self._energy = data.stored_energy
--minetest.debug("loaded: ", self.energy)
--race data
self._last_checkpoint = data.stored_last_checkpoint
self._total_laps = data.stored_total_laps
self._race_id = data.stored_race_id
self._show_rag = data.stored_rag
self._pitch = data.stored_pitch
self._light_old_pos = data.stored_light_old_pos
self._inv_id = data.stored_inv_id
automobiles_lib.setText(self, "Buggy")
end
self.object:set_animation({x = 1, y = 8}, 0, 0, true)
automobiles_lib.paint(self, self._color)
local pos = self.object:get_pos()
local rag=minetest.add_entity(self.object:get_pos(),'automobiles_buggy:rag')
rag:set_attach(self.object,'',{x=0,y=0,z=0},{x=0,y=0,z=0})
self.rag = rag
local front_suspension=minetest.add_entity(self.object:get_pos(),'automobiles_buggy:front_suspension')
front_suspension:set_attach(self.object,'',{x=0,y=-0.7,z=23},{x=0,y=0,z=0})
self.front_suspension = front_suspension
local lf_wheel=minetest.add_entity(pos,'automobiles_buggy:f_wheel')
lf_wheel:set_attach(self.front_suspension,'',{x=-buggy.front_wheel_xpos,y=0,z=0},{x=0,y=0,z=0})
-- set the animation once and later only change the speed
lf_wheel:set_animation({x = 1, y = 13}, 0, 0, true)
self.lf_wheel = lf_wheel
local rf_wheel=minetest.add_entity(pos,'automobiles_buggy:f_wheel')
rf_wheel:set_attach(self.front_suspension,'',{x=buggy.front_wheel_xpos,y=0,z=0},{x=0,y=180,z=0})
-- set the animation once and later only change the speed
rf_wheel:set_animation({x = 1, y = 13}, 0, 0, true)
self.rf_wheel = rf_wheel
local rear_suspension=minetest.add_entity(self.object:get_pos(),'automobiles_buggy:rear_suspension')
rear_suspension:set_attach(self.object,'',{x=0,y=0,z=0},{x=0,y=0,z=0})
self.rear_suspension = rear_suspension
local lr_wheel=minetest.add_entity(pos,'automobiles_buggy:r_wheel')
lr_wheel:set_attach(self.rear_suspension,'',{x=-buggy.rear_wheel_xpos,y=0,z=0},{x=0,y=0,z=0})
-- set the animation once and later only change the speed
lr_wheel:set_animation({x = 1, y = 13}, 0, 0, true)
self.lr_wheel = lr_wheel
local rr_wheel=minetest.add_entity(pos,'automobiles_buggy:r_wheel')
rr_wheel:set_attach(self.rear_suspension,'',{x=buggy.rear_wheel_xpos,y=0,z=0},{x=0,y=180,z=0})
-- set the animation once and later only change the speed
rr_wheel:set_animation({x = 1, y = 13}, 0, 0, true)
self.rr_wheel = rr_wheel
local steering_axis=minetest.add_entity(pos,'automobiles_buggy:pivot_mesh')
steering_axis:set_attach(self.object,'',{x=-4.26,y=6.01,z=14.18},{x=15,y=0,z=0})
self.steering_axis = steering_axis
local steering=minetest.add_entity(self.steering_axis:get_pos(),'automobiles_buggy:steering')
steering:set_attach(self.steering_axis,'',{x=0,y=0,z=0},{x=0,y=0,z=0})
self.steering = steering
local driver_seat=minetest.add_entity(pos,'automobiles_buggy:pivot_mesh')
driver_seat:set_attach(self.object,'',{x=-4.25,y=0.48,z=9.5},{x=0,y=0,z=0})
self.driver_seat = driver_seat
local passenger_seat=minetest.add_entity(pos,'automobiles_buggy:pivot_mesh')
passenger_seat:set_attach(self.object,'',{x=4.25,y=0.48,z=9.5},{x=0,y=0,z=0})
self.passenger_seat = passenger_seat
local fuel_gauge=minetest.add_entity(pos,'automobiles_buggy:pointer')
fuel_gauge:set_attach(self.object,'',BUGGY_GAUGE_FUEL_POSITION,{x=0,y=0,z=0})
self.fuel_gauge = fuel_gauge
local lights = minetest.add_entity(pos,'automobiles_buggy:f_lights')
lights:set_attach(self.object,'',{x=0,y=0,z=0},{x=0,y=0,z=0})
self.lights = lights
self.lights:set_properties({is_visible=true})
local r_lights = minetest.add_entity(pos,'automobiles_buggy:r_lights')
r_lights:set_attach(self.object,'',{x=0,y=0,z=0},{x=0,y=0,z=0})
self.r_lights = r_lights
self.r_lights:set_properties({is_visible=true})
self.object:set_armor_groups({immortal=1})
local inv = minetest.get_inventory({type = "detached", name = self._inv_id})
-- if the game was closed the inventories have to be made anew, instead of just reattached
if not inv then
automobiles_lib.create_inventory(self, buggy.trunk_slots)
else
self.inv = inv
end
mobkit.actfunc(self, staticdata, dtime_s)
end,
on_step = function(self, dtime)
mobkit.stepfunc(self, dtime)
--[[sound play control]]--
self._last_time_collision_snd = self._last_time_collision_snd + dtime
if self._last_time_collision_snd > 1 then self._last_time_collision_snd = 1 end
self._last_time_drift_snd = self._last_time_drift_snd + dtime
if self._last_time_drift_snd > 1 then self._last_time_drift_snd = 1 end
--[[end sound control]]--
local rotation = self.object:get_rotation()
local yaw = rotation.y
local newyaw=yaw
local pitch = rotation.x
local hull_direction = minetest.yaw_to_dir(yaw)
local nhdir = {x=hull_direction.z,y=0,z=-hull_direction.x} -- lateral unit vector
local velocity = self.object:get_velocity()
local longit_speed = automobiles_lib.dot(velocity,hull_direction)
local fuel_weight_factor = (5 - self._energy)/5000
local longit_drag = vector.multiply(hull_direction,(longit_speed*longit_speed) *
(buggy.LONGIT_DRAG_FACTOR - fuel_weight_factor) * -1 * automobiles_lib.sign(longit_speed))
local later_speed = automobiles_lib.dot(velocity,nhdir)
local later_drag = vector.multiply(nhdir,later_speed*
later_speed*buggy.LATER_DRAG_FACTOR*-1*automobiles_lib.sign(later_speed))
local accel = vector.add(longit_drag,later_drag)
if self._show_rag == true then
self.rag:set_properties({is_visible=true})
else
self.rag:set_properties({is_visible=false})
end
local player = nil
local is_attached = false
if self.driver_name then
player = minetest.get_player_by_name(self.driver_name)
if player then
local player_attach = player:get_attach()
if player_attach then
if self.driver_seat then
if player_attach == self.driver_seat then is_attached = true end
end
end
end
end
local is_breaking = false
if is_attached then
local ctrl = player:get_player_control()
if ctrl.aux1 then
--sets the engine running - but sets a delay also, cause keypress
if self._last_time_command > 0.8 then
self._last_time_command = 0
minetest.sound_play({name = "automobiles_horn"},
{object = self.object, gain = 0.6, pitch = 1.0, max_hear_distance = 32, loop = false,})
end
end
if ctrl.down then
is_breaking = true
self.r_lights:set_properties({textures={"automobiles_rear_lights_full.png"}, glow=15})
end
end
self._last_light_move = self._last_light_move + dtime
if self._last_light_move > 0.15 then
self._last_light_move = 0
if self._show_lights == true then
--self.lights:set_properties({is_visible=true})
self.lights:set_properties({textures={"automobiles_buggy_lights.png"}, glow=15})
if is_breaking == false then
self.r_lights:set_properties({textures={"automobiles_rear_lights.png"}, glow=10})
end
automobiles_lib.put_light(self)
else
--self.lights:set_properties({is_visible=false})
self.lights:set_properties({textures={"automobiles_grey.png"}, glow=0})
if is_breaking == false then
self.r_lights:set_properties({textures={"automobiles_rear_lights_off.png"}, glow=0})
end
automobiles_lib.remove_light(self)
end
end
local curr_pos = self.object:get_pos()
self.object:move_to(curr_pos)
if is_attached then --and self.driver_name == self.owner then
local impact = automobiles_lib.get_hipotenuse_value(velocity, self.lastvelocity)
if impact > 1 then
--self.damage = self.damage + impact --sum the impact value directly to damage meter
if self._last_time_collision_snd > 0.3 then
self._last_time_collision_snd = 0
minetest.sound_play("collision", {
to_player = self.driver_name,
--pos = curr_pos,
--max_hear_distance = 5,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
})
end
--[[if self.damage > 100 then --if acumulated damage is greater than 100, adieu
automobiles_lib.destroy(self)
end]]--
end
local min_later_speed = 0.9
if (later_speed > min_later_speed or later_speed < -min_later_speed) and
self._last_time_drift_snd > 0.6 then
self._last_time_drift_snd = 0
minetest.sound_play("drifting", {
to_player = self.driver_name,
pos = curr_pos,
max_hear_distance = 5,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
ephemeral = true,
})
end
--control
local steering_angle_max = 30
local steering_speed = 40
if math.abs(longit_speed) > 3 then
local mid_speed = (steering_speed/2)
steering_speed = mid_speed + mid_speed / math.abs(longit_speed*0.25)
end
accel, stop = automobiles_lib.control(self, dtime, hull_direction, longit_speed, longit_drag, later_drag, accel, buggy.max_acc_factor, buggy.max_speed, steering_angle_max, steering_speed)
else
self._show_lights = false
if self.sound_handle ~= nil then
minetest.sound_stop(self.sound_handle)
self.sound_handle = nil
end
end
local angle_factor = self._steering_angle / 10
self.lf_wheel:set_animation_frame_speed(longit_speed * (10 - angle_factor))
self.rf_wheel:set_animation_frame_speed(-longit_speed * (10 + angle_factor))
self.lr_wheel:set_animation_frame_speed(longit_speed * (10 - angle_factor))
self.rr_wheel:set_animation_frame_speed(-longit_speed * (10 + angle_factor))
--whell turn
self.steering:set_attach(self.steering_axis,'',{x=0,y=0,z=0},{x=0,y=0,z=self._steering_angle*2})
self.lf_wheel:set_attach(self.front_suspension,'',{x=-buggy.front_wheel_xpos,y=0,z=0},{x=0,y=-self._steering_angle-angle_factor,z=0})
self.rf_wheel:set_attach(self.front_suspension,'',{x=buggy.front_wheel_xpos,y=0,z=0},{x=0,y=(-self._steering_angle+angle_factor)+180,z=0})
if math.abs(self._steering_angle)>5 then
local turn_rate = math.rad(40)
newyaw = yaw + dtime*(1 - 1 / (math.abs(longit_speed) + 1)) *
self._steering_angle / 30 * turn_rate * automobiles_lib.sign(longit_speed)
end
--[[
accell correction
under some circunstances the acceleration exceeds the max value accepted by set_acceleration and
the game crashes with an overflow, so limiting the max acceleration in each axis prevents the crash
]]--
local max_factor = 25
local acc_adjusted = 10
if accel.x > max_factor then accel.x = acc_adjusted end
if accel.x < -max_factor then accel.x = -acc_adjusted end
if accel.z > max_factor then accel.z = acc_adjusted end
if accel.z < -max_factor then accel.z = -acc_adjusted end
-- end correction
-- calculate energy consumption --
----------------------------------
if self._energy > 0 then
local zero_reference = vector.new()
local acceleration = automobiles_lib.get_hipotenuse_value(accel, zero_reference)
--minetest.chat_send_all(acceleration)
local consumed_power = acceleration/40000
self._energy = self._energy - consumed_power;
end
if self._energy <= 0 then
self._engine_running = false
if self.sound_handle then minetest.sound_stop(self.sound_handle) end
--minetest.chat_send_player(self.driver_name, "Out of fuel")
else
self._last_engine_sound_update = self._last_engine_sound_update + dtime
if self._last_engine_sound_update > 0.300 then
self._last_engine_sound_update = 0
buggy.engine_set_sound_and_animation(self, longit_speed)
end
end
local energy_indicator_angle = automobiles_lib.get_gauge_angle(self._energy)
self.fuel_gauge:set_attach(self.object,'',BUGGY_GAUGE_FUEL_POSITION,{x=0,y=0,z=energy_indicator_angle})
----------------------------
-- end energy consumption --
accel.y = -automobiles_lib.gravity
if stop ~= true then
--self.object:set_velocity(velocity)
self.object:set_acceleration(accel)
else
if stop == true then
self.object:set_acceleration({x=0,y=0,z=0})
self.object:set_velocity({x=0,y=0,z=0})
end
end
self._last_ground_check = self._last_ground_check + dtime
if self._last_ground_check > 0.18 then
self._last_ground_check = 0
automobiles_lib.ground_get_distances(self, 0.372, 2.3)
end
local newpitch = self._pitch --velocity.y * math.rad(6)
if newyaw~=yaw or newpitch~=pitch then self.object:set_rotation({x=newpitch,y=newyaw,z=0}) end
--saves last velocity for collision detection (abrupt stop)
self.lastvelocity = self.object:get_velocity()
self._longit_speed = longit_speed
end,
on_punch = function(self, puncher, ttime, toolcaps, dir, damage)
if not puncher or not puncher:is_player() then
return
end
local name = puncher:get_player_name()
--[[if self.owner and self.owner ~= name and self.owner ~= "" then return end]]--
if self.owner == nil then
self.owner = name
end
if self.driver_name and self.driver_name ~= name then
-- do not allow other players to remove the object while there is a driver
return
end
local is_attached = false
if puncher:get_attach() == self.driver_seat then is_attached = true end
local itmstck=puncher:get_wielded_item()
local item_name = ""
if itmstck then item_name = itmstck:get_name() end
--refuel procedure
--[[
refuel works it car is stopped and engine is off
]]--
local velocity = self.object:get_velocity()
local speed = automobiles_lib.get_hipotenuse_value(vector.new(), velocity)
if math.abs(speed) <= 0.1 then
if automobiles_lib.loadFuel(self, puncher:get_player_name(), false, buggy.max_fuel) then return end
end
-- end refuel
if is_attached == false then
-- deal with painting or destroying
if itmstck then
--race status restart
if item_name == "checkpoints:status_restarter" and self._engine_running == false then
--restart race current status
self._last_checkpoint = ""
self._total_laps = -1
self._race_id = ""
return
end
if automobiles_lib.set_paint(self, puncher, itmstck) == false then
local is_admin = false
is_admin = minetest.check_player_privs(puncher, {server=true})
--minetest.chat_send_all('owner '.. self.owner ..' - name '.. name)
if not self.driver and (self.owner == name or is_admin == true) and toolcaps and
toolcaps.damage_groups and toolcaps.damage_groups.fleshy then
self.hp = self.hp - 10
minetest.sound_play("collision", {
object = self.object,
max_hear_distance = 5,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
})
end
end
end
if self.hp <= 0 then
buggy.destroy(self)
end
end
end,
on_rightclick = function(self, clicker)
if not clicker or not clicker:is_player() then
return
end
local name = clicker:get_player_name()
--[[if self.owner and self.owner ~= name and self.owner ~= "" then return end]]--
if self.owner == "" then
self.owner = name
end
if name == self.driver_name then
buggy.driver_formspec(name)
else
if name == self.owner then
if clicker:get_player_control().aux1 == true then
automobiles_lib.show_vehicle_trunk_formspec(self, clicker, buggy.trunk_slots)
else
--is the owner, okay, lets attach
automobiles_lib.attach_driver(self, clicker)
-- sound
self.sound_handle = minetest.sound_play({name = "buggy_engine"},
{object = self.object, gain = 4, pitch = 1, max_hear_distance = 10, loop = true,})
end
else
--minetest.chat_send_all("clicou")
--a passenger
if self._passenger == nil then
--there is no passenger, so lets attach
if self.driver_name then
automobiles_lib.attach_pax(self, clicker, true)
end
else
--there is a passeger
if self._passenger == name then
--if you are the psenger, so deattach
automobiles_lib.dettach_pax(self, clicker)
end
end
end
end
end,
})