AdvPassive.lua 18.7 KB
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602
local Filter = class("Filter")

Filter.HP_UP_WITH_EQUAL = 1 -- 血量>=value%
Filter.HP_UP = 2 -- 血量>value%
Filter.HP_LOW_WITH_EQUAL = 3 -- 血量<=value%
Filter.HP_LOW = 4 -- 血量<value%
Filter.BUFF_BY_TYPE = 5 -- 指定类型buff
Filter.BUFF_BY_ID = 6 -- 指定id的buff
Filter.CAMP = 7 -- 玩家是指定阵营
Filter.RANGE = 8 -- 筛选范围 (触发是地块)
Filter.CLASSIFY = 9 -- 标签

local FilterFactory = {}
FilterFactory[Filter.HP_UP_WITH_EQUAL] = function (_Filter)
	_Filter._execute = function (self, target)
		return target.hp >= self.value * target.hpMax / 100
	end
end
FilterFactory[Filter.HP_UP] = function (_Filter)
	_Filter._execute = function (self, target)
		return target.hp > self.value * target.hpMax / 100
	end
end
FilterFactory[Filter.HP_LOW_WITH_EQUAL] = function (_Filter)
	_Filter._execute = function (self, target)
		return target.hp <= self.value * target.hpMax / 100
	end
end
FilterFactory[Filter.HP_LOW] = function (_Filter)
	_Filter._execute = function (self, target)
		return target.hp < self.value * target.hpMax / 100
	end
end
FilterFactory[Filter.BUFF_BY_TYPE] = function (_Filter)
	_Filter._execute = function (self, target)
		return target:hadBuff(self.value)
	end
end
FilterFactory[Filter.BUFF_BY_ID] = function (_Filter)
	_Filter._execute = function (self, target)
		return target:hadBuffById(self.value)
	end
end
FilterFactory[Filter.CAMP] = function (_Filter)
	_Filter._execute = function (self, target)
		local role = self.owner.battle.adv.owner
		return role:getHerosCamp(role:getProperty("advTeam").heros) == self.value
	end
end

FilterFactory[Filter.RANGE] = function (_Filter)
	_Filter._execute = function (self, target, params)
		if self.owner.blockId and self.owner.roomId  and params.blockId and params.roomId then
			local distance = self.owner.battle.adv:getCurMap():getDistance(self.owner.roomId, self.owner.blockId, params.roomId, params.blockId)
			return distance ~= -1 and distance <= self.value
		end
		return false
	end
end

FilterFactory[Filter.CLASSIFY] = function (_Filter)
	_Filter._execute = function (self, target)
		return target.isClassify and target:isClassify(self.value)
	end
end

function Filter:ctor(params)
	self.owner = params.owner
	self.skill = params.skill
	self.fType = params.fType -- 筛选类型
	self.oType = params.oType -- 主体类型 0:owner 1:trigger 2:releaser
	self.value = params.value -- 筛选值
	
	if FilterFactory[self.fType] then
		FilterFactory[self.fType](self)
	end
end

function Filter:getTarget(params)
	local target
	if self.oType == 0 then
		target = self.owner
	end
	if self.oType == 1 and params.trigger then
		target = params.trigger
	end
	if self.oType == 2 and params.releaser then
		target = params.releaser
	end
	return target
end

function Filter:execute(params)
	local target = self:getTarget(params)
	if not target then
		return
	end
	if self:_execute(target) then
		return self:_execute(target, params)
	end
end

-->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
local Passive = class("Passive")

-- 每回合触发的使用 afterRound
-- 其他触发的使用 triggerPassive 

Passive.BORN_ONCE = 1 -- 自身出生(翻开所在格子)触发
Passive.ROOM_SHOW = 2 --自身所在房间被展示时,触发1次 
Passive.HURT_PERCENT_SELF = 3 --自身,每损失N%生命值,触发1次
Passive.HURT_PERCENT_TEAM = 4 --队友,每损失N%生命值,触发1次
Passive.HP_LOW_SELF = 5 --自身生命值<N%时,每回合触发
Passive.HP_LOW_TEAM = 6 --敌人生命值<N%时,每回合触发
Passive.HP_UP_SELF = 7 --自身生命值>N%时,每回合触发
Passive.HP_UP_TEAM = 8 --敌人生命值>N%时,每回合触发
Passive.SELF_ATK = 9 --自身攻击N次后,触发1次 < discard >
Passive.SELF_HURT = 10 --自身受击buff后,触发1次
Passive.TEAM_ATK = 11 --队友攻击N次后,触发1次 < discard >
Passive.TEAM_HURT = 12 --队友受击buff后,触发1次 
Passive.MONSTER_COUNT_UP = 13  --场上存在N个以上怪物,每回合触发
Passive.MONSTER_COUNT_LOW = 14  --场上存在N个以下怪物,每回合触发
Passive.SELF_DEAD = 15 --自身死亡后,触发1次
Passive.TEAM_DEAD = 16 --队友死亡后,触发1次
Passive.TARGET_SKILL = 17 --目标每使用N次技能,触发1次
Passive.TEAM_SKILL = 18 --队友每使用N次技能,触发1次

Passive.HAVE_MONSTER = 20 --场上拥有指定怪时 回合触发
Passive.SKILL_KILL = 21 --技能击杀怪物时 触发1次
Passive.CLICK_TRAP = 22 --触发陷阱时 触发1次
Passive.DOWN_LAYER = 23 --下层时 触发1次
Passive.ADV_OVER = 24 --结算时 触发1次
Passive.BATTLE_WIN = 25 --战斗胜利x次时
Passive.CLICK_DROP = 26 --拾取drop x次时
Passive.AFTER_ROUND = 27 --经过 x回合时
Passive.GET_BUFF = 28 --获得指定buff
Passive.OPEN_BLOCK = 29 --翻开格子
Passive.OPEN_MONSTER = 30 --翻开怪物
Passive.PLAYER_BUFF = 31 --玩家获得buff

Passive.PLAYER_BUFF_CLASSIFY = 35 -- 获得指定标签的buff

-- 不同的开启条件
local PassiveCondFactory = {}
PassiveCondFactory[Passive.HURT_PERCENT_SELF] = function(_Passive)
	_Passive._trigger = function(self, params)
		local value = params.value or 1
		self.rv = math.floor(self.rv + value)
		if self.rv >= self.passiveData.value then
			self.rv = self.rv % self.passiveData.value  -- 取余
			return true
		end
	end
	_Passive._initDB = function(self, data)
		self.rv = data.rv or 0
	end
	_Passive._getDB = function(self)
		return {rv = self.rv}
	end
end

PassiveCondFactory[Passive.HURT_PERCENT_TEAM] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
PassiveCondFactory[Passive.SELF_ATK] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
PassiveCondFactory[Passive.TEAM_ATK] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
PassiveCondFactory[Passive.TARGET_SKILL] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
PassiveCondFactory[Passive.TEAM_SKILL] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
PassiveCondFactory[Passive.BATTLE_WIN] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
PassiveCondFactory[Passive.CLICK_DROP] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
PassiveCondFactory[Passive.AFTER_ROUND] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
PassiveCondFactory[Passive.OPEN_BLOCK] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同

PassiveCondFactory[Passive.SELF_HURT] = function(_Passive)
	_Passive._trigger = function(self, params)
		local buffId = params.buffId
		if not buffId then return end
		local data = csvdb["adv_map_buffCsv"][buffId]
		if not data then return end
		if data.classify:sismember(self.passiveData.value, " ") then
			return true
		end
	end
end
PassiveCondFactory[Passive.TEAM_HURT] = PassiveCondFactory[Passive.SELF_HURT]  --逻辑相同


PassiveCondFactory[Passive.ROOM_SHOW] = function(_Passive)
	_Passive._trigger = function(self, params)
		local roomId = params.roomId
		if self.owner.roomId == roomId then
			return true
		end
	end
end

PassiveCondFactory[Passive.GET_BUFF] = function(_Passive)
	_Passive._trigger = function(self, params)
		if self.passiveData.value == params.buffId then
			return true
		end
	end
end
PassiveCondFactory[Passive.PLAYER_BUFF] = PassiveCondFactory[Passive.GET_BUFF]

PassiveCondFactory[Passive.PLAYER_BUFF_CLASSIFY] = function(_Passive)
	_Passive._trigger = function(self, params)
		if params.classify:sismember(self.passiveData.value, " ") then
			return true
		end
	end
end


PassiveCondFactory[Passive.BORN_ONCE] = function(_Passive)
	_Passive._afterRound = function(self)
		if not self.owner.lock then
			self:trigger(Passive.BORN_ONCE)
		end
	end
end

PassiveCondFactory[Passive.HAVE_MONSTER] = function(_Passive)
	_Passive._afterRound = function(self)
		for _, player in ipairs(self.owner.battle.player:getTeam(2)) do
			if player.monsterId == self.passiveData.value then
				self:trigger(Passive.HAVE_MONSTER)
				break
			end
		end
	end
end

PassiveCondFactory[Passive.HP_LOW_SELF] = function(_Passive)
	_Passive._afterRound = function(self)
		if self.owner.hp / self.owner.hpMax * 100 < self.passiveData.value then
			self:trigger(Passive.HP_LOW_SELF)
		end
	end
end

PassiveCondFactory[Passive.HP_LOW_TEAM] = function(_Passive)
	_Passive._afterRound = function(self)
		for _, player in ipairs(self.owner:getTeam(2)) do
			if player.hp / player.hpMax * 100 < self.passiveData.value then
				self:trigger(Passive.HP_LOW_TEAM, {trigger = player})
			end
		end
	end
end

PassiveCondFactory[Passive.HP_UP_SELF] = function(_Passive)
	_Passive._afterRound = function(self)
		if self.owner.hp / self.owner.hpMax * 100 > self.passiveData.value then
			self:trigger(Passive.HP_UP_SELF)
		end
	end
end

PassiveCondFactory[Passive.HP_UP_TEAM] = function(_Passive)
	_Passive._afterRound = function(self)
		for _, player in ipairs(self.owner:getTeam(2)) do
			if player.hp / player.hpMax * 100 > self.passiveData.value then
				self:trigger(Passive.HP_UP_TEAM, {trigger = player})
			end
		end
	end
end

PassiveCondFactory[Passive.MONSTER_COUNT_UP] = function(_Passive)
	_Passive._afterRound = function(self)
		local monsters = self.owner.battle.player:getTeam(2)
		if #monsters > self.passiveData.value then
			self:trigger(Passive.MONSTER_COUNT_UP)
		end
	end
end

PassiveCondFactory[Passive.MONSTER_COUNT_LOW] = function(_Passive)
	_Passive._afterRound = function(self)
		local monsters = self.owner.battle.player:getTeam(2)
		if #monsters < self.passiveData.value then
			self:trigger(Passive.MONSTER_COUNT_LOW)
		end
	end
end


function Passive:ctor(owner, data)
	self.owner = owner
	self.id = data.id
	self.level = data.level or 1
	self.passiveData = csvdb["adv_map_passiveCsv"][self.id][self.level]
	self.isDel = false
	self.round = data.round or 0	--触发剩余回合数
	self.count = data.count or self.passiveData.count	--触发剩余次数
	self.delay = data.delay or self.passiveData.delayRound    --触发延迟回合数
	if self.passiveData.mapLock == 1 and not self.mapId then
		self.mapId = self.owner.battle.adv:getCurMap().mapId
	end

	self.effects = self.passiveData.effect:toTableArray(true)
	self.filters = {}

	if self.passiveData.count < 0 then -- count < 0 无限次触发
		self.count = 999
	end
	
	if PassiveCondFactory[self.passiveData.condition] then
		PassiveCondFactory[self.passiveData.condition](self)
	end
	self:initFilter()
	if self._initDB then
		self:_initDB(data)
	end
end

function Passive:initFilter()
	local filterList = self.passiveData.filter:toTableArray(true)
	for _, fParams in ipairs(filterList) do
		local filter = Filter.new({owner = self.owner, skill = self, oType = fParams[1], fType = fParams[2], value = fParams[3] })
		table.insert(self.filters, filter)
	end
end

function Passive:getCondType()
	return self.passiveData.condition, self.passiveData.value
end

-- effect 生效篩選
function Passive:canEffect(effType, effValue)
	if self.owner.lock and effType ~= 3 then -- 锁定的只能触发翻开自己格子的固有技
		return
	end
	--禁用被动技
	local count = self.owner:getDisablePassiveCount()
	local idx = self.owner:getPassiveIdx(self)
	if count and idx and (count == 0 or idx <= count) then
		return
	end
	return true
end

function Passive:effect(triggerPms)
	for _, effect in ipairs(self.effects) do
		local effType = effect[1]
		local effValue = effect[2]
		local otherPms = {}
		for i = 3, #effect do
			table.insert(otherPms, effect[i])
		end
		if self:canEffect(effType, effValue) then
			self["effect" .. effType](self, effValue, triggerPms, table.unpack(otherPms))
		end
	end

	if self.count > 0 then
		self.count = self.count < 999 and self.count - 1 or self.count
		self.round = self.passiveData.round
	end
	
	if self.count <= 0 then  -- 次数 <= 0 并且一次冒险内不刷新,被动可以直接移除
		self.isDel = true
	end
end

function Passive:afterRound()
	if self.isDel or self.owner.isDead or self.owner.lock or self:isHide() then return end
	if self.round > 0 then  --回合触发的
		self.round = self.round - 1
	end
	if self.delay > 0 then
		self.delay = self.delay - 1
	end
	if self._afterRound then
		self:_afterRound()  --有的触发自己检测在这里检查
	end
end

function Passive:afterLayer()
	if self.passiveData.mapLock == 1 or self.passiveData.floorType == 1 then
		self.isDel = true
	end
end

-- 在当前阶段不可用 小透明 < 不会回合遍历  不会查找遍历  可以删除遍历  可以下层遍历 >
function Passive:isHide()
	if self.isDel then
		return true
	end
	if self.passiveData.mapLock == 1 and self.mapId and self.owner.battle.adv:getCurMap().mapId ~= self.mapId  then
		return true
	end
	return false
end

-- 可以触发
function  Passive:canTrigger( )
	return self.count > 0 and self.delay <= 0 and not self:isHide()
end

function Passive:trigger(condType, params) --触发检查
	params = params or {}
	if self.isDel or self.owner.isDead then return end
	if self:getCondType() ~= condType then return end
	if not self:canTrigger() then return end
	if self._trigger then
		if not self:_trigger(params) then return end  --检查
	end
	if not self:filter(params) then
		return
	end
	if math.randomInt(1, 100) > self.passiveData.chance then
		return
	end
	if self.round and self.round > 0 then  -- cd
		return
	end
	self.owner.battle.adv:pushBackEvent(AdvBackEventType.PassiveEffect, {show = self.passiveData.show, roomId = self.owner.roomId, blockId = self.owner.blockId })
	self:effect(params)
end

function Passive:filter(params)
	for _, filter in ipairs(self.filters) do
		if not filter:execute(params) then
			return
		end
	end
	return true
end

function Passive:getDB()
	local db = {}
	if self._getDB then
		db = self:_getDB()
	end
	db.id = self.id
	db.level = self.level
	db.round = self.round
	db.count = self.count
	db.delay = self.delay
	if self.mapId then
		db.mapId = self.mapId
	end
	return db
end

--默认=0=使用技能,
function Passive:effect0(value)
	self.owner:releaseSkill(value)
end
--1=自身获得buff
function Passive:effect1(value)
	self.owner:addBuff(value, self.owner)
end
--2=触发目标获得buff
function Passive:effect2(value, triggerPms)
	local aim = triggerPms.trigger or self.owner.battle.player
	if aim then
		aim:addBuff(value, self.owner)
	end
end

--3=翻开自己所在格子
function Passive:effect3(value)
	if not self.owner.roomId or not self.owner.blockId then return end
	if value == 0 then
		self.owner.battle.adv:getCurMap():openBlock(self.owner.roomId, self.owner.blockId)
	elseif value > 0 then
		self.owner.battle.adv:getCurMap():openBlocksBySize(self.owner.roomId, self.owner.blockId, value)
	elseif value == -1 then -- 当前房间
		self.owner.battle.adv:getCurMap():openBlocksByRoom(self.owner.roomId)
	elseif value == -2 then  -- 当前层
		self.owner.battle.adv:getCurMap():openAllBlocks(not self.owner.monsterId)
	end
end
--4=逃跑
function Passive:effect4()
	self.owner.isDead = 1 --跑了
end

--5=召唤怪物
function Passive:effect5(monsterId)
	for _, buff in ipairs(self.owner.battle.player.buffs) do
		if not buff.isDel and buff:getType() == buff.Buff_NO_PASSIVE_MONSTER then
			local effect = buff:effect()
			if effect == 0 or effect == monsterId then
				return
			end
		end
	end
	self.owner.battle.adv:getCurMap():addNewMonsterRand(monsterId)
	self.owner.battle.adv:pushBackEvent(AdvBackEventType.Monster, {id = monsterId})

end

--6=给所有场上怪物增加buff 《 限定 怪 id》
function Passive:effect6(value, triggerPms, enemyId)
	local aims = self.owner.battle.player:getTeam(2)
	for k , aim in pairs(aims) do
		if not enemyId or enemyId == 0 or aim.monsterId == enemyId then
			aim:addBuff(value, self.owner)
		end
	end
end

--7=给自己加一個被動技能  --废弃
-- function Passive:effect7(value)
-- 	self.owner:addPassive({id = value})
-- end

--8=获得drop,直接进入背包
function Passive:effect8(dropId)
	local dropData = csvdb["event_dropCsv"][dropId]
	if not dropData then
		skynet.error(string.format("CSVDATA Error  adv_map_passive %s effect 8 not id %s in event_drop", self.id, dropId))
	end
	local item = dropData["range"]:randWeight(true)
	self.owner.battle.adv:award({[item[1]] = item[2]}, {log = {desc = "passive", int1 = self.id}}, {roomId = self.owner.roomId, blockId = self.owner.blockId})
	
end

--9=直接获得item(可在结算触发时使用)
function Passive:effect9(itemId, triggerPms, ratio, max)
	local cond = nil
	if self.passiveData.value == 0 then
		cond = triggerPms.score
	elseif self.passiveData.value == 1 then
		cond = triggerPms.level
	else
		return
	end
	if not cond then return end
	self.owner.battle.adv:award({[itemId] = math.floor(math.max(0, math.min(max, cond / ratio)))}, {log = {desc = "passive", int1 = self.id}}, {roomId = self.owner.roomId, blockId = self.owner.blockId})
end

--10=战斗额外掉落次数
function Passive:effect10(count, triggerPms)
	if triggerPms.drops then
		for _, drop in pairs(triggerPms.drops) do
			drop[2] = drop[2] + math.floor(drop[2] * count)
		end
	end
end

-- 将地图上的A事件替换成B事件					
function Passive:effect11(eventTypeF, triggerPms, eventIdF, eventTypeT, eventIdT, count)
	local change = self.owner.battle.adv:getCurMap():eventChangeToOther(eventTypeF, eventIdF, eventTypeT, eventIdT, count)
	for _, one in ipairs(change) do
		self.owner.battle.adv:backBlockChange(one[1].roomId, one[2].blockId)
	end
end

-- 在指定地点召唤event项目							
function Passive:effect12(eventType, triggerPms, eventId, count, stage)
	local change = self.owner.battle.adv:getCurMap():layEventToStage(eventType, eventId, count, stage)
	for _, one in ipairs(change) do
		self.owner.battle.adv:backBlockChange(one[1].roomId, one[2].blockId)
	end
end

-- 移除指定项目					
function Passive:effect13(eventType, triggerPms, eventId, count)
	local exclude = {}
	if self.owner:is("Enemy") then
		exclude[self.owner.roomId] = {[self.owner.blockId] = 1}
	end
	local change = self.owner.battle.adv:getCurMap():clearEventById(eventType, eventId, count, exclude)
	for _, one in ipairs(change) do
		self.owner.battle.adv:backBlockChange(one[1].roomId, one[2].blockId)
	end
end

--14=给所有场上怪物增加buff 《 限定 怪 id》 除了自己
function Passive:effect14(value, triggerPms, enemyId)
	local aims = self.owner.battle.player:getTeam(2)
	for k , aim in pairs(aims) do
		if aim ~= self.owner then
			if not enemyId or enemyId == 0 or aim.monsterId == enemyId then
				aim:addBuff(value, self.owner)
			end
		end
	end
end

--15=翻开房间内的count 个怪 并且增加一个buff
function Passive:effect15(count, triggerPms, buffId)
	local roomId = self.owner.roomId
	if not roomId then return end
	local enemys = self.owner.battle.adv:getCurMap():openBlocksIsMonsterByRoom(roomId, count)
	for _, e in ipairs(enemys) do
		e:addBuff(buffId)
	end
end

--16=转变 value 范围内的掉落物 为 id count
function Passive:effect16(value, triggerPms, changeType)
	if not self.owner.roomId or not self.owner.blockId then return end
	local blocks = self.owner.battle.adv:getCurMap():getBlocksBySize(self.owner.roomId, self.owner.blockId, value)
	self.owner.battle.adv:blockDropChange(changeType, blocks)
end


return Passive