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Merge remote-tracking branch 'refs/remotes/origin/bugfix-combat-range' into feature-workorder2.4

combat-2
MagicBot 8 months ago
parent
commit
5e7515a9ad
  1. 418
      src/engine/gameManager/CombatManager.java
  2. 13
      src/engine/mobileAI/MobAI.java

418
src/engine/gameManager/CombatManager.java

@ -12,6 +12,7 @@ import engine.job.JobContainer; @@ -12,6 +12,7 @@ import engine.job.JobContainer;
import engine.job.JobScheduler;
import engine.jobs.AttackJob;
import engine.jobs.DeferredPowerJob;
import engine.math.Bounds;
import engine.mbEnums;
import engine.net.DispatchMessage;
import engine.net.client.ClientConnection;
@ -23,6 +24,8 @@ import engine.powers.effectmodifiers.AbstractEffectModifier; @@ -23,6 +24,8 @@ import engine.powers.effectmodifiers.AbstractEffectModifier;
import engine.server.MBServerStatics;
import org.pmw.tinylog.Logger;
import java.awt.geom.Point2D;
import java.awt.geom.Rectangle2D;
import java.util.EnumSet;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.ThreadLocalRandom;
@ -38,6 +41,10 @@ public enum CombatManager { @@ -38,6 +41,10 @@ public enum CombatManager {
if (attacker == null || target == null || !attacker.isAlive() || !target.isAlive())
return;
if(attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
if (((Mob) attacker).nextAttackTime > System.currentTimeMillis())
return;
switch (target.getObjectType()) {
case Building:
if (((Building) target).isVulnerable() == false)
@ -59,7 +66,8 @@ public enum CombatManager { @@ -59,7 +66,8 @@ public enum CombatManager {
if (mainWeapon == null && offWeapon == null) {
//no weapons equipped, punch with both fists
processAttack(attacker, target, mbEnums.EquipSlotType.RHELD);
processAttack(attacker, target, mbEnums.EquipSlotType.LHELD);
if(attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter))
processAttack(attacker, target, mbEnums.EquipSlotType.LHELD);
} else if (mainWeapon == null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block")) {
//no weapon equipped with a shield, punch with one hand
processAttack(attacker, target, mbEnums.EquipSlotType.RHELD);
@ -81,12 +89,6 @@ public enum CombatManager { @@ -81,12 +89,6 @@ public enum CombatManager {
public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, mbEnums.EquipSlotType slot) {
// heck if character can even attack yet
if (attacker.getTimestamps().containsKey("Attack" + slot.name()))
if (System.currentTimeMillis() < attacker.getTimestamps().get("Attack" + slot.name()))
return;
// check if character is in range to attack target
PlayerBonuses bonus = attacker.getBonuses();
@ -109,239 +111,331 @@ public enum CombatManager { @@ -109,239 +111,331 @@ public enum CombatManager {
float distanceSquared = attacker.loc.distanceSquared(target.loc);
if (distanceSquared > attackRange * attackRange)
return;
boolean inRange = false;
if(attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)){
attackRange += ((PlayerCharacter)attacker).getCharacterHeight() * 0.5f;
}else {
attackRange += attacker.calcHitBox();
}
switch(target.getObjectType()){
case PlayerCharacter:
attackRange += ((PlayerCharacter)target).getCharacterHeight() * 0.5f;
if(distanceSquared < attackRange * attackRange)
inRange = true;
break;
case Mob:
attackRange += ((AbstractCharacter)target).calcHitBox();
if(distanceSquared < attackRange * attackRange)
inRange = true;
break;
case Building:
float locX = target.loc.x - target.getBounds().getHalfExtents().x;
float locZ = target.loc.z - target.getBounds().getHalfExtents().y;
float sizeX = (target.getBounds().getHalfExtents().x + attackRange) * 2;
float sizeZ = (target.getBounds().getHalfExtents().y + attackRange) * 2;
Rectangle2D.Float rect = new Rectangle2D.Float(locX,locZ,sizeX,sizeZ);
if(rect.contains(new Point2D.Float(attacker.loc.x,attacker.loc.z)))
inRange = true;
break;
}
// take stamina away from attacker
//get delay for the auto attack job
long delay = 5000;
if (weapon != null) {
float stam = weapon.template.item_wt / 3f;
stam = (stam < 1) ? 1 : stam;
attacker.modifyStamina(-(stam), attacker, true);
} else
attacker.modifyStamina(-0.5f, attacker, true);
//cancel things that are cancelled by an attack
attacker.cancelOnAttackSwing();
int wepSpeed = (int) (weapon.template.item_weapon_wepspeed);
//declare relevant variables
if (weapon.getBonusPercent(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None) != 0f) //add weapon speed bonus
wepSpeed *= (1 + weapon.getBonus(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None));
int min = attacker.minDamageHandOne;
int max = attacker.maxDamageHandOne;
int atr = attacker.atrHandOne;
if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None) != 0f) //add effects speed bonus
wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None));
//get the proper stats based on which slot is attacking
if (wepSpeed < 10)
wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
if (slot == mbEnums.EquipSlotType.LHELD) {
min = attacker.minDamageHandTwo;
max = attacker.maxDamageHandTwo;
atr = attacker.atrHandTwo;
delay = wepSpeed * 100;
}
int def = 0;
if(attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
((Mob)attacker).nextAttackTime = System.currentTimeMillis() + delay;
if (inRange) {
if (AbstractCharacter.IsAbstractCharacter(target))
def = ((AbstractCharacter) target).defenseRating;
//handle retaliate
if(AbstractCharacter.IsAbstractCharacter(target)){
if(((AbstractCharacter)target).combatTarget == null || ((AbstractCharacter)target).combatTarget.isAlive() == false){
((AbstractCharacter)target).combatTarget = attacker;
if(target.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter) && ((AbstractCharacter) target).isCombat())
combatCycle((AbstractCharacter) target, attacker);
}
}
//calculate hit chance based off ATR and DEF
DeferredPowerJob dpj = null;
int hitChance;
if (def == 0)
def = 1;
float dif = atr / def;
if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
if (dif <= 0.8f)
hitChance = 4;
else
hitChance = ((int) (450 * (dif - 0.8f)) + 4);
dpj = ((PlayerCharacter) attacker).getWeaponPower();
if (target.getObjectType() == mbEnums.GameObjectType.Building)
hitChance = 100;
if (dpj != null) {
dpj.attack(target, attackRange);
int passiveAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD));
if (attacker.charItemManager.getEquipped().get(slot) != null) {
passiveAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, true);
}
if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518))
((PlayerCharacter) attacker).setWeaponPower(dpj);
}
}
if (ThreadLocalRandom.current().nextInt(100) > hitChance) {
TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim);
// take stamina away from attacker
if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
else
DispatchMessage.sendToAllInRange(attacker, msg);
if (weapon != null) {
float stam = weapon.template.item_wt / 3f;
stam = (stam < 1) ? 1 : stam;
attacker.modifyStamina(-(stam), attacker, true);
} else
attacker.modifyStamina(-0.5f, attacker, true);
return;
}
//cancel things that are cancelled by an attack
//calculate passive chances only if target is AbstractCharacter
attacker.cancelOnAttackSwing();
if (EnumSet.of(mbEnums.GameObjectType.PlayerCharacter, mbEnums.GameObjectType.NPC, mbEnums.GameObjectType.Mob).contains(target.getObjectType())) {
mbEnums.PassiveType passiveType = mbEnums.PassiveType.None;
int hitRoll = ThreadLocalRandom.current().nextInt(100);
//declare relevant variables
float dodgeChance = ((AbstractCharacter) target).getPassiveChance("Dodge", attacker.getLevel(), true);
float blockChance = ((AbstractCharacter) target).getPassiveChance("Block", attacker.getLevel(), true);
float parryChance = ((AbstractCharacter) target).getPassiveChance("Parry", attacker.getLevel(), true);
int min = attacker.minDamageHandOne;
int max = attacker.maxDamageHandOne;
int atr = attacker.atrHandOne;
// Passive chance clamped at 75
//get the proper stats based on which slot is attacking
dodgeChance = Math.max(0, Math.min(75, dodgeChance));
blockChance = Math.max(0, Math.min(75, blockChance));
parryChance = Math.max(0, Math.min(75, parryChance));
if (slot == mbEnums.EquipSlotType.LHELD) {
min = attacker.minDamageHandTwo;
max = attacker.maxDamageHandTwo;
atr = attacker.atrHandTwo;
}
if (hitRoll < dodgeChance)
passiveType = mbEnums.PassiveType.Dodge;
else if (hitRoll < blockChance)
passiveType = mbEnums.PassiveType.Block;
else if (hitRoll < parryChance)
passiveType = mbEnums.PassiveType.Parry;
int def = 0;
if (AbstractCharacter.IsAbstractCharacter(target))
def = ((AbstractCharacter) target).defenseRating;
if (passiveType.equals(mbEnums.PassiveType.None) == false) {
TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value);
//calculate hit chance based off ATR and DEF
int hitChance;
if (def == 0)
def = 1;
float dif = atr / def;
if (dif <= 0.8f)
hitChance = 4;
else
hitChance = ((int) (450 * (dif - 0.8f)) + 4);
if (target.getObjectType() == mbEnums.GameObjectType.Building)
hitChance = 100;
int passiveAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD));
if (attacker.charItemManager.getEquipped().get(slot) != null) {
passiveAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, true);
}
if (ThreadLocalRandom.current().nextInt(100) > hitChance) {
TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim);
if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
else
DispatchMessage.sendToAllInRange(attacker, msg);
//calculate next allowed attack and update the timestamp
attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay);
//handle auto attack job creation
ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers();
if (timers != null) {
AttackJob aj = new AttackJob(attacker, slot.ordinal(), true);
JobContainer job;
job = JobScheduler.getInstance().scheduleJob(aj, (System.currentTimeMillis() + delay)); // offset 1 millisecond so no overlap issue
timers.put("Attack" + slot, job);
} else
Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID());
return;
}
}
//calculate the base damage
int damage = ThreadLocalRandom.current().nextInt(min, max + 1);
if (damage == 0)
return;
//calculate passive chances only if target is AbstractCharacter
//get the damage type
if (EnumSet.of(mbEnums.GameObjectType.PlayerCharacter, mbEnums.GameObjectType.NPC, mbEnums.GameObjectType.Mob).contains(target.getObjectType())) {
mbEnums.PassiveType passiveType = mbEnums.PassiveType.None;
int hitRoll = ThreadLocalRandom.current().nextInt(100);
mbEnums.DamageType damageType;
float dodgeChance = ((AbstractCharacter) target).getPassiveChance("Dodge", attacker.getLevel(), true);
float blockChance = ((AbstractCharacter) target).getPassiveChance("Block", attacker.getLevel(), true);
float parryChance = ((AbstractCharacter) target).getPassiveChance("Parry", attacker.getLevel(), true);
if (attacker.charItemManager.getEquipped().get(slot) == null) {
damageType = mbEnums.DamageType.CRUSHING;
if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
if (((Mob) attacker).isSiege())
damageType = mbEnums.DamageType.SIEGE;
} else {
damageType = (mbEnums.DamageType) attacker.charItemManager.getEquipped().get(slot).template.item_weapon_damage.keySet().toArray()[0];
}
// Passive chance clamped at 75
//get resists
dodgeChance = Math.max(0, Math.min(75, dodgeChance));
blockChance = Math.max(0, Math.min(75, blockChance));
parryChance = Math.max(0, Math.min(75, parryChance));
Resists resists;
if (hitRoll < dodgeChance)
passiveType = mbEnums.PassiveType.Dodge;
else if (hitRoll < blockChance)
passiveType = mbEnums.PassiveType.Block;
else if (hitRoll < parryChance)
passiveType = mbEnums.PassiveType.Parry;
if (AbstractCharacter.IsAbstractCharacter(target) == false)
resists = ((Building) target).getResists(); //this is a building
else
resists = ((AbstractCharacter) target).getResists(); //this is a character
if (AbstractCharacter.IsAbstractCharacter(target)) {
AbstractCharacter absTarget = (AbstractCharacter) target;
if (passiveType.equals(mbEnums.PassiveType.None) == false) {
TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value);
//check damage shields
if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter)
DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
else
DispatchMessage.sendToAllInRange(attacker, msg);
PlayerBonuses bonuses = absTarget.getBonuses();
//calculate next allowed attack and update the timestamp
attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay);
if (bonuses != null) {
//handle auto attack job creation
ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers();
ConcurrentHashMap<AbstractEffectModifier, DamageShield> damageShields = bonuses.getDamageShields();
float total = 0;
if (timers != null) {
AttackJob aj = new AttackJob(attacker, slot.ordinal(), true);
JobContainer job;
job = JobScheduler.getInstance().scheduleJob(aj, (System.currentTimeMillis() + delay)); // offset 1 millisecond so no overlap issue
timers.put("Attack" + slot, job);
} else
Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID());
return;
}
}
for (DamageShield ds : damageShields.values()) {
//calculate the base damage
int damage = ThreadLocalRandom.current().nextInt(min, max + 1);
if (damage == 0) {
//calculate next allowed attack and update the timestamp
attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay);
//handle auto attack job creation
ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers();
if (timers != null) {
AttackJob aj = new AttackJob(attacker, slot.ordinal(), true);
JobContainer job;
job = JobScheduler.getInstance().scheduleJob(aj, (System.currentTimeMillis() + delay)); // offset 1 millisecond so no overlap issue
timers.put("Attack" + slot, job);
} else
Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID());
return;
}
//get the damage type
//get amount to damage back
mbEnums.DamageType damageType;
float amount;
if (attacker.charItemManager.getEquipped().get(slot) == null) {
damageType = mbEnums.DamageType.CRUSHING;
if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))
if (((Mob) attacker).isSiege())
damageType = mbEnums.DamageType.SIEGE;
} else {
damageType = (mbEnums.DamageType) attacker.charItemManager.getEquipped().get(slot).template.item_weapon_damage.keySet().toArray()[0];
}
if (ds.usePercent())
amount = damage * ds.getAmount() / 100;
else
amount = ds.getAmount();
//get resists
//get resisted damage for damagetype
Resists resists;
if (resists != null)
amount = resists.getResistedDamage(absTarget, attacker, ds.getDamageType(), amount, 0);
total += amount;
}
if (AbstractCharacter.IsAbstractCharacter(target) == false)
resists = ((Building) target).getResists(); //this is a building
else
resists = ((AbstractCharacter) target).getResists(); //this is a character
if (total > 0) {
//apply Damage back
attacker.modifyHealth(-total, absTarget, true);
TargetedActionMsg cmm = new TargetedActionMsg(attacker, attacker, total, 0);
DispatchMessage.sendToAllInRange(target, cmm);
}
}
if (AbstractCharacter.IsAbstractCharacter(target)) {
AbstractCharacter absTarget = (AbstractCharacter) target;
if (resists != null) {
//check damage shields
//check for damage type immunities
PlayerBonuses bonuses = absTarget.getBonuses();
if (resists.immuneTo(damageType))
return;
if (bonuses != null) {
//calculate resisted damage including fortitude
ConcurrentHashMap<AbstractEffectModifier, DamageShield> damageShields = bonuses.getDamageShields();
float total = 0;
damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0);
}
}
for (DamageShield ds : damageShields.values()) {
//remove damage from target health
//get amount to damage back
if (damage > 0) {
float amount;
if (AbstractCharacter.IsAbstractCharacter(target))
((AbstractCharacter) target).modifyHealth(-damage, attacker, true);
else
((Building) target).setCurrentHitPoints(target.getCurrentHitpoints() - damage);
if (ds.usePercent())
amount = damage * ds.getAmount() / 100;
else
amount = ds.getAmount();
int attackAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD));
if (attacker.charItemManager.getEquipped().get(slot) != null) {
attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, slot.equals(mbEnums.EquipSlotType.RHELD));
}
TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim);
DispatchMessage.sendToAllInRange(target, cmm);
}
DeferredPowerJob dpj = null;
//get resisted damage for damagetype
if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) {
if (resists != null)
amount = resists.getResistedDamage(absTarget, attacker, ds.getDamageType(), amount, 0);
total += amount;
}
dpj = ((PlayerCharacter) attacker).getWeaponPower();
if (total > 0) {
//apply Damage back
attacker.modifyHealth(-total, absTarget, true);
TargetedActionMsg cmm = new TargetedActionMsg(attacker, attacker, total, 0);
DispatchMessage.sendToAllInRange(target, cmm);
}
}
if (dpj != null) {
dpj.attack(target, attackRange);
if (resists != null) {
if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518))
((PlayerCharacter) attacker).setWeaponPower(dpj);
}
}
//calculate next allowed attack and update the timestamp
//check for damage type immunities
long delay = 20 * 100;
if (resists.immuneTo(damageType)) {
//calculate next allowed attack and update the timestamp
attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay);
if (weapon != null) {
//handle auto attack job creation
ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers();
int wepSpeed = (int) (weapon.template.item_weapon_wepspeed);
if (timers != null) {
AttackJob aj = new AttackJob(attacker, slot.ordinal(), true);
JobContainer job;
job = JobScheduler.getInstance().scheduleJob(aj, (System.currentTimeMillis() + delay)); // offset 1 millisecond so no overlap issue
timers.put("Attack" + slot, job);
} else
Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID());
return;
}
//calculate resisted damage including fortitude
if (weapon.getBonusPercent(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None) != 0f) //add weapon speed bonus
wepSpeed *= (1 + weapon.getBonus(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None));
damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0);
}
}
if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None) != 0f) //add effects speed bonus
wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None));
//remove damage from target health
if (wepSpeed < 10)
wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
if (damage > 0) {
delay = wepSpeed * 100;
}
if (AbstractCharacter.IsAbstractCharacter(target))
((AbstractCharacter) target).modifyHealth(-damage, attacker, true);
else
((Building) target).setCurrentHitPoints(target.getCurrentHitpoints() - damage);
int attackAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD));
if (attacker.charItemManager.getEquipped().get(slot) != null) {
attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, slot.equals(mbEnums.EquipSlotType.RHELD));
}
TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim);
DispatchMessage.sendToAllInRange(target, cmm);
}
}
//calculate next allowed attack and update the timestamp
attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay);
//handle auto attack job creation
ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers();
if (timers != null) {

13
src/engine/mobileAI/MobAI.java

@ -764,19 +764,8 @@ public class MobAI { @@ -764,19 +764,8 @@ public class MobAI {
mob.setCombatTarget(null);
return;
}
if (System.currentTimeMillis() > mob.getNextAttackTime()) {
int delay = 3000;
if (mob.charItemManager.getEquipped().get(mbEnums.EquipSlotType.RHELD) != null) {
delay = (int) (mob.charItemManager.getEquipped().get(mbEnums.EquipSlotType.RHELD).template.item_weapon_wepspeed * 100);
}
if (mob.charItemManager.getEquipped().get(mbEnums.EquipSlotType.LHELD) != null && mob.charItemManager.getEquipped().get(mbEnums.EquipSlotType.LHELD).template.item_type.equals(mbEnums.ItemType.WEAPON)) {
delay += (int) (mob.charItemManager.getEquipped().get(mbEnums.EquipSlotType.LHELD).template.item_weapon_wepspeed * 100);
}
AttackTarget(mob, mob.getCombatTarget());
mob.nextAttackTime = System.currentTimeMillis() + delay;
AttackTarget(mob, mob.getCombatTarget());
}
} catch (Exception e) {
Logger.info(mob.getObjectUUID() + " " + mob.getName() + " Failed At: CheckForAttack" + " " + e.getMessage());
}

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