From 81fe275299cf7d5b038bc9703425d690f97fce02 Mon Sep 17 00:00:00 2001 From: Joonas Rikkonen Date: Thu, 16 May 2019 06:54:49 +0300 Subject: [PATCH] (c3a729b34) Fix ai reporting only working if there's someone with the appropriate objective. Use the target's hull instead of using the reporter's hull. Take bleeding into account when filtering rescue targets. --- .../Source/Characters/Animation/Ragdoll.cs | 83 ------------------- .../Source/Screens/CampaignSetupUI.cs | 2 + .../Source/Characters/AI/HumanAIController.cs | 76 ++++++++--------- .../AI/Objectives/AIObjectiveFixLeak.cs | 26 ++++++ .../AI/Objectives/AIObjectiveIdle.cs | 15 ++++ .../AI/Objectives/AIObjectiveOperateItem.cs | 4 + .../AI/Objectives/AIObjectiveRescue.cs | 8 +- .../AI/Objectives/AIObjectiveRescueAll.cs | 5 +- .../Source/Characters/Character.cs | 18 ---- .../Components/Machines/Deconstructor.cs | 19 +++++ .../Items/Components/Machines/Steering.cs | 17 ++-- .../BarotraumaShared/Source/Items/Item.cs | 64 -------------- .../BarotraumaShared/Source/Map/Hull.cs | 19 ++++- 13 files changed, 140 insertions(+), 216 deletions(-) diff --git a/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs b/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs index fa30d8a82..8f9276859 100644 --- a/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs +++ b/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs @@ -121,90 +121,7 @@ namespace Barotrauma MainLimb.PullJointWorldAnchorB = Collider.SimPosition; MainLimb.PullJointEnabled = true; } - character.SelectedConstruction = character.MemState[0].SelectedItem; } - - if (character.MemState[0].Animation == AnimController.Animation.CPR) - { - character.AnimController.Anim = AnimController.Animation.CPR; - } - else if (character.AnimController.Anim == AnimController.Animation.CPR) - { - character.AnimController.Anim = AnimController.Animation.None; - } - - Vector2 newVelocity = Collider.LinearVelocity; - Vector2 newPosition = Collider.SimPosition; - float newRotation = Collider.Rotation; - float newAngularVelocity = Collider.AngularVelocity; - Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity); - - newVelocity = newVelocity.ClampLength(100.0f); - if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; } - overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero; - - Collider.LinearVelocity = newVelocity; - Collider.AngularVelocity = newAngularVelocity; - - float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition); - float errorTolerance = character.AllowInput ? 0.01f : 0.2f; - if (distSqrd > errorTolerance) - { - if (distSqrd > 10.0f || !character.AllowInput) - { - Collider.TargetRotation = newRotation; - SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false); - } - else - { - Collider.TargetRotation = newRotation; - Collider.TargetPosition = newPosition; - Collider.MoveToTargetPosition(true); - } - } - - //unconscious/dead characters can't correct their position using AnimController movement - // -> we need to correct it manually - if (!character.AllowInput) - { - float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition); - float mainLimbErrorTolerance = 0.1f; - //if the main limb is roughly at the correct position and the collider isn't moving (much at least), - //don't attempt to correct the position. - if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f) - { - MainLimb.PullJointWorldAnchorB = Collider.SimPosition; - MainLimb.PullJointEnabled = true; - } - } - } - character.MemLocalState.Clear(); - } - else - { - //remove states with a timestamp (there may still timestamp-based states - //in the list if the controlled character switches from timestamp-based interpolation to ID-based) - character.MemState.RemoveAll(m => m.Timestamp > 0.0f); - - for (int i = 0; i < character.MemLocalState.Count; i++) - { - if (character.Submarine == null) - { - //transform in-sub coordinates to outside coordinates - if (character.MemLocalState[i].Position.Y > lowestSubPos) - { - character.MemLocalState[i].TransformInToOutside(); - } - } - else if (currentHull?.Submarine != null) - { - //transform outside coordinates to in-sub coordinates - if (character.MemLocalState[i].Position.Y < lowestSubPos) - { - character.MemLocalState[i].TransformOutToInside(currentHull.Submarine); - } - } - } character.MemLocalState.Clear(); } diff --git a/Barotrauma/BarotraumaClient/Source/Screens/CampaignSetupUI.cs b/Barotrauma/BarotraumaClient/Source/Screens/CampaignSetupUI.cs index bffb3ea57..63a17d9a7 100644 --- a/Barotrauma/BarotraumaClient/Source/Screens/CampaignSetupUI.cs +++ b/Barotrauma/BarotraumaClient/Source/Screens/CampaignSetupUI.cs @@ -724,6 +724,8 @@ namespace Barotrauma private GUILayoutGroup subPreviewContainer; + private GUILayoutGroup subPreviewContainer; + private GUIButton loadGameButton; public Action StartNewGame; diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs index 3be64d169..4dafc480e 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/HumanAIController.cs @@ -118,7 +118,6 @@ namespace Barotrauma objectiveManager.SortObjectives(); sortTimer = sortObjectiveInterval; } - if (reactTimer > 0.0f) { reactTimer -= deltaTime; @@ -374,14 +373,38 @@ namespace Barotrauma { foreach (var hull in VisibleHulls) { + foreach (Character c in Character.CharacterList) + { + if (c.CurrentHull != hull) { continue; } + if (AIObjectiveFightIntruders.IsValidTarget(c, Character)) + { + AddTargets(Character, c); + if (newOrder == null) + { + var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportintruders"); + newOrder = new Order(orderPrefab, c.CurrentHull, null); + } + } + } if (AIObjectiveExtinguishFires.IsValidTarget(hull, Character)) { - if (AddTargets(Character, hull)) + AddTargets(Character, hull); + if (newOrder == null) { - if (hull == Character.CurrentHull) + var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportfire"); + newOrder = new Order(orderPrefab, hull, null); + } + } + foreach (Character c in Character.CharacterList) + { + if (c.CurrentHull != hull) { continue; } + if (AIObjectiveRescueAll.IsValidTarget(c, Character)) + { + AddTargets(c, Character); + if (newOrder == null) { - var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportfire"); - newOrder = new Order(orderPrefab, Character.CurrentHull, null); + var orderPrefab = Order.PrefabList.Find(o => o.AITag == "requestfirstaid"); + newOrder = new Order(orderPrefab, c.CurrentHull, null); } } } @@ -389,13 +412,11 @@ namespace Barotrauma { if (AIObjectiveFixLeaks.IsValidTarget(gap, Character)) { - if (AddTargets(Character, gap)) + AddTargets(Character, gap); + if (newOrder == null) { - if (hull == Character.CurrentHull) - { - var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbreach"); - newOrder = new Order(orderPrefab, Character.CurrentHull, null); - } + var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbreach"); + newOrder = new Order(orderPrefab, hull, null); } } } @@ -405,39 +426,14 @@ namespace Barotrauma if (AIObjectiveRepairItems.IsValidTarget(item, Character)) { if (item.Repairables.All(r => item.Condition > r.ShowRepairUIThreshold)) { continue; } - if (AddTargets(Character, item)) + AddTargets(Character, item); + if (newOrder == null) { - if (hull == Character.CurrentHull) - { - var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbrokendevices"); - newOrder = new Order(orderPrefab, Character.CurrentHull, item.Repairables?.FirstOrDefault()); - } + var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbrokendevices"); + newOrder = new Order(orderPrefab, item.CurrentHull, item.Repairables?.FirstOrDefault()); } } } - foreach (Character c in Character.CharacterList) - { - if (c.CurrentHull != hull) { continue; } - if (AIObjectiveFightIntruders.IsValidTarget(c, Character)) - { - if (AddTargets(Character, c)) - { - if (hull == Character.CurrentHull) - { - var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportintruders"); - newOrder = new Order(orderPrefab, Character.CurrentHull, null); - } - } - } - } - } - if (Character.Bleeding > 1.0f || Character.Vitality < Character.MaxVitality * 0.1f) - { - if (AddTargets(Character, Character)) - { - var orderPrefab = Order.PrefabList.Find(o => o.AITag == "requestfirstaid"); - newOrder = new Order(orderPrefab, Character.CurrentHull, null); - } } } if (newOrder != null) diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeak.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeak.cs index 30331b1a3..c2ebaab7e 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeak.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeak.cs @@ -465,6 +465,32 @@ namespace Barotrauma { #if DEBUG DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool"); +#endif + abandon = true; + return; + } + Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition; + // TODO: use the collider size/reach? + if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150) + { + HumanAIController.AnimController.Crouching = true; + } + float reach = ConvertUnits.ToSimUnits(repairTool.Range); + bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f; + if (canOperate) + { + TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak)); + } + else + { + TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f }); + } + if (subObjectives.Any()) { return; } + var repairTool = weldingTool.GetComponent(); + if (repairTool == null) + { +#if DEBUG + DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool"); #endif abandon = true; return; diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveIdle.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveIdle.cs index 56abec596..88881b170 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveIdle.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveIdle.cs @@ -89,6 +89,21 @@ namespace Barotrauma } } + public override void Update(float deltaTime) + { + if (objectiveManager.CurrentObjective == this) + { + if (randomTimer > 0) + { + randomTimer -= deltaTime; + } + else + { + SetRandom(); + } + } + } + public override bool IsCompleted() => false; public override bool CanBeCompleted => true; diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveOperateItem.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveOperateItem.cs index 984bad734..7a933d76b 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveOperateItem.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveOperateItem.cs @@ -849,6 +849,10 @@ namespace Barotrauma { isCompleted = true; } + if (component.AIOperate(deltaTime, character, this)) + { + isCompleted = true; + } } else { diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescue.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescue.cs index 7cac8a326..6c3d8212f 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescue.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescue.cs @@ -23,6 +23,12 @@ namespace Barotrauma public AIObjectiveRescue(Character character, Character targetCharacter, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { + if (targetCharacter != character) + { + // TODO: enable healing self too + abandon = true; + return; + } this.targetCharacter = targetCharacter; } @@ -201,7 +207,7 @@ namespace Barotrauma public override bool IsCompleted() { - bool isCompleted = targetCharacter.Vitality / targetCharacter.MaxVitality > AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager); + bool isCompleted = targetCharacter.Bleeding <= 0 && targetCharacter.Vitality / targetCharacter.MaxVitality > AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager); if (isCompleted) { character.Speak(TextManager.Get("DialogTargetHealed").Replace("[targetname]", targetCharacter.Name), diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescueAll.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescueAll.cs index 819ff805f..4167f8e72 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescueAll.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRescueAll.cs @@ -9,7 +9,7 @@ namespace Barotrauma public override string DebugTag => "rescue all"; public override bool ForceRun => true; - private const float vitalityThreshold = 0.85f; + private const float vitalityThreshold = 0.8f; private const float vitalityThresholdForOrders = 0.95f; public static float GetVitalityThreshold(AIObjectiveManager manager) => manager.CurrentOrder is AIObjectiveRescueAll ? vitalityThresholdForOrders : vitalityThreshold; @@ -35,10 +35,9 @@ namespace Barotrauma public static bool IsValidTarget(Character target, Character character) { if (target == null || target.IsDead || target.Removed) { return false; } - if (target == character) { return false; } // TODO: enable healing self if (!HumanAIController.IsFriendly(character, target)) { return false; } if (!(character.AIController is HumanAIController humanAI)) { return false; } - if (target.Vitality / target.MaxVitality > GetVitalityThreshold(humanAI.ObjectiveManager)) { return false; } + if (target.Bleeding < 1 && target.Vitality / target.MaxVitality > GetVitalityThreshold(humanAI.ObjectiveManager)) { return false; } if (target.Submarine == null) { return false; } if (target.Submarine.TeamID != character.Submarine.TeamID) { return false; } if (target.CurrentHull == null) { return false; } diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Character.cs b/Barotrauma/BarotraumaShared/Source/Characters/Character.cs index eecc373a6..cc2e7af08 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/Character.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/Character.cs @@ -1145,24 +1145,6 @@ namespace Barotrauma SmoothedCursorPosition = cursorPosition - smoothedCursorDiff; } - if (!(this is AICharacter) || Controlled == this || IsRemotePlayer) - { - //apply some smoothing to the cursor positions of remote players when playing as a client - //to make aiming look a little less choppy - Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition; - smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff); - SmoothedCursorPosition = cursorPosition - smoothedCursorDiff; - } - - if (!(this is AICharacter) || Controlled == this || IsRemotePlayer) - { - //apply some smoothing to the cursor positions of remote players when playing as a client - //to make aiming look a little less choppy - Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition; - smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff); - SmoothedCursorPosition = cursorPosition - smoothedCursorDiff; - } - if (!(this is AICharacter) || Controlled == this || IsRemotePlayer) { if (speedMultipliers.Count == 0) return 1f; diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Deconstructor.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Deconstructor.cs index 151100514..c6646effc 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Deconstructor.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Deconstructor.cs @@ -943,6 +943,25 @@ namespace Barotrauma.Items.Components } } + if (targetItem.Prefab.DeconstructItems.Any()) + { + inputContainer.Inventory.RemoveItem(targetItem); + Entity.Spawner.AddToRemoveQueue(targetItem); + MoveInputQueue(); + PutItemsToLinkedContainer(); + } + else + { + if (outputContainer.Inventory.Items.All(i => i != null)) + { + targetItem.Drop(dropper: null); + } + else + { + outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true); + } + } + if (targetItem.Prefab.DeconstructItems.Any()) { inputContainer.Inventory.RemoveItem(targetItem); diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Steering.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Steering.cs index f6d19e87b..7a471a65c 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Steering.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Steering.cs @@ -144,6 +144,17 @@ namespace Barotrauma.Items.Components } } + public Vector2 SteeringInput + { + get { return steeringInput; } + set + { + if (!MathUtils.IsValid(value)) return; + steeringInput.X = MathHelper.Clamp(value.X, -100.0f, 100.0f); + steeringInput.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f); + } + } + public SteeringPath SteeringPath { if (!CanBeSelected) return false; @@ -164,12 +175,6 @@ namespace Barotrauma.Items.Components set { posToMaintain = value; } } - public Vector2? PosToMaintain - { - get { return posToMaintain; } - set { posToMaintain = value; } - } - struct ObstacleDebugInfo { public Vector2 Point1; diff --git a/Barotrauma/BarotraumaShared/Source/Items/Item.cs b/Barotrauma/BarotraumaShared/Source/Items/Item.cs index e83b84678..badc65546 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Item.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Item.cs @@ -1139,70 +1139,6 @@ namespace Barotrauma } } - public void UpdateTransform() - { - Submarine prevSub = Submarine; - - FindHull(); - - if (Submarine == null && prevSub != null) - { - body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation); - } - else if (Submarine != null && prevSub == null) - { - body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation); - } - else if (Submarine != null && prevSub != null && Submarine != prevSub) - { - body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation); - } - - Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition); - rect.X = (int)(displayPos.X - rect.Width / 2.0f); - rect.Y = (int)(displayPos.Y + rect.Height / 2.0f); - - if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity || - Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity) - { - body.LinearVelocity = new Vector2( - MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity), - MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity)); - } - } - - public void UpdateTransform() - { - Submarine prevSub = Submarine; - - FindHull(); - - if (Submarine == null && prevSub != null) - { - body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation); - } - else if (Submarine != null && prevSub == null) - { - body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation); - } - else if (Submarine != null && prevSub != null && Submarine != prevSub) - { - body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation); - } - - Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition); - rect.X = (int)(displayPos.X - rect.Width / 2.0f); - rect.Y = (int)(displayPos.Y + rect.Height / 2.0f); - - if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity || - Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity) - { - body.LinearVelocity = new Vector2( - MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity), - MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity)); - } - } - public void UpdateTransform() { Submarine prevSub = Submarine; diff --git a/Barotrauma/BarotraumaShared/Source/Map/Hull.cs b/Barotrauma/BarotraumaShared/Source/Map/Hull.cs index 4651c8527..86654ba9e 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Hull.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Hull.cs @@ -83,7 +83,24 @@ namespace Barotrauma public readonly List ConnectedGaps = new List(); - public readonly List ConnectedGaps = new List(); + private string roomName; + [Editable, Serialize("", true, translationTextTag: "RoomName.")] + public string RoomName + { + get { return roomName; } + set + { + if (roomName == value) { return; } + roomName = value; + DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName; + } + } + + public string DisplayName + { + get; + private set; + } private string roomName; [Editable, Serialize("", true, translationTextTag: "RoomName.")]