Fix dropped/thrown item behavior

This commit is contained in:
2026-02-10 14:57:41 -08:00
parent fdc4a6f2c1
commit 97198afe18
1138 changed files with 20375 additions and 4110 deletions

View File

@@ -72,7 +72,7 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
#endregion
#region Node Dependencies
[Node] private IAnimationPlayer AnimationPlayer { get; set; } = default!;
[Node] private IAnimationPlayer WeaponAnimations { get; set; } = default!;
[Node] private IAnimationPlayer PlayerFXAnimations { get; set; } = default!;
@@ -112,117 +112,117 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
public void Initialize()
{
var container = new SimpleInjector.Container();
container.Register<IPlayerLogic, PlayerLogic>(Lifestyle.Singleton);
var container = new SimpleInjector.Container();
container.Register<IPlayerLogic, PlayerLogic>(Lifestyle.Singleton);
PlayerLogic = container.GetInstance<IPlayerLogic>();
PlayerLogic.Set(this as IPlayer);
PlayerLogic.Set(Settings);
PlayerLogic = container.GetInstance<IPlayerLogic>();
PlayerLogic.Set(this as IPlayer);
PlayerLogic.Set(Settings);
Inventory = new Inventory();
HealthComponent = new HealthComponent(InitialHP);
VTComponent = new VTComponent(InitialVT);
AttackComponent = new AttackComponent(InitialAttack);
DefenseComponent = new DefenseComponent(InitialDefense);
ExperiencePointsComponent = new ExperiencePointsComponent();
LuckComponent = new LuckComponent(InitialLuck);
EquipmentComponent = new EquipmentComponent();
Inventory = new Inventory();
HealthComponent = new HealthComponent(InitialHP);
VTComponent = new VTComponent(InitialVT);
AttackComponent = new AttackComponent(InitialAttack);
DefenseComponent = new DefenseComponent(InitialDefense);
ExperiencePointsComponent = new ExperiencePointsComponent();
LuckComponent = new LuckComponent(InitialLuck);
EquipmentComponent = new EquipmentComponent();
_itemReroller = new ItemReroller(ItemDatabase.Instance);
_playerEffectService = new PlayerEffectService(this);
_itemReroller = new ItemReroller(ItemDatabase.Instance);
_playerEffectService = new PlayerEffectService(this);
Settings = new PlayerLogic.Settings() { RotationSpeed = RotationSpeed, MoveSpeed = MoveSpeed, Acceleration = Acceleration };
Settings = new PlayerLogic.Settings() { RotationSpeed = RotationSpeed, MoveSpeed = MoveSpeed, Acceleration = Acceleration };
PlayerBinding = PlayerLogic.Bind();
PlayerBinding = PlayerLogic.Bind();
PlayerBinding
.Handle((in PlayerLogic.Output.ThrowItem output) =>
{
})
.Handle((in PlayerLogic.Output.Move output) =>
{
Move(output.delta);
});
PlayerBinding
.Handle((in PlayerLogic.Output.ThrowItem output) =>
{
})
.Handle((in PlayerLogic.Output.Move output) =>
{
Move(output.delta);
});
PlayerLogic.Start();
this.Provide();
PlayerLogic.Start();
this.Provide();
}
public void ResetPlayerData()
{
PlayerFXAnimations.Play("RESET");
PlayerFXAnimations.Play("RESET");
foreach (var item in Inventory.Items)
Inventory.Remove(item);
foreach (var item in Inventory.Items)
Inventory.Remove(item);
HealthComponent.Reset();
VTComponent.Reset();
AttackComponent.Reset();
DefenseComponent.Reset();
ExperiencePointsComponent.Reset();
LuckComponent.Reset();
EquipmentComponent.Reset();
HealthComponent.Reset();
VTComponent.Reset();
AttackComponent.Reset();
DefenseComponent.Reset();
ExperiencePointsComponent.Reset();
LuckComponent.Reset();
EquipmentComponent.Reset();
HealthTimer.Timeout += OnHealthTimerTimeout;
HealthTimer.Timeout += OnHealthTimerTimeout;
}
#region Initialization
public void OnReady()
{
Hitbox.AreaEntered += Hitbox_AreaEntered;
CollisionDetector.AreaEntered += CollisionDetector_AreaEntered;
HealthComponent.CurrentHP.Changed += InverseHPToAttackPowerSync;
HealthComponent.HealthReachedZero += Die;
ExperiencePointsComponent.PlayerLevelUp += OnLevelUp;
PlayerFXAnimations.AnimationFinished += PlayerFXAnimations_AnimationFinished;
HealthTimer.WaitTime = _healthTimerWaitTime;
SetProcessInput(false);
SetPhysicsProcess(false);
Hitbox.AreaEntered += Hitbox_AreaEntered;
CollisionDetector.AreaEntered += CollisionDetector_AreaEntered;
HealthComponent.CurrentHP.Changed += InverseHPToAttackPowerSync;
HealthComponent.HealthReachedZero += Die;
ExperiencePointsComponent.PlayerLevelUp += OnLevelUp;
PlayerFXAnimations.AnimationFinished += PlayerFXAnimations_AnimationFinished;
HealthTimer.WaitTime = _healthTimerWaitTime;
SetProcessInput(false);
SetPhysicsProcess(false);
}
#endregion
public void Activate()
{
SetProcessInput(true);
SetPhysicsProcess(true);
SetHealthTimerStatus(HealthTimerIsActive);
SetProcessInput(true);
SetPhysicsProcess(true);
SetHealthTimerStatus(HealthTimerIsActive);
}
public void Deactivate()
{
Velocity = Vector3.Zero;
SetProcessInput(false);
SetPhysicsProcess(false);
SetHealthTimerStatus(false);
Velocity = Vector3.Zero;
SetProcessInput(false);
SetPhysicsProcess(false);
SetHealthTimerStatus(false);
}
public void SetHealthTimerStatus(bool isActive)
{
if (isActive)
HealthTimer.Start();
else
HealthTimer.Stop();
if (isActive)
HealthTimer.Start();
else
HealthTimer.Stop();
}
public void TeleportPlayer((Vector3 Rotation, Vector3 Position) newTransform)
{
Rotation = newTransform.Rotation;
Position = newTransform.Position;
Rotation = newTransform.Rotation;
Position = newTransform.Position;
}
public void TakeDamage(AttackData damage)
{
_camera3D.AddShake(1.0f);
TakeDamageAnimationPlayer.Play("take_damage");
var damageReceived = DamageCalculator.CalculateDamage(damage, TotalDefense, EquipmentComponent.ElementalResistance);
HealthComponent.Damage(damageReceived);
SfxDatabase.Instance.Play(SoundEffect.TakeDamage);
_camera3D.AddShake(1.0f);
TakeDamageAnimationPlayer.Play("take_damage");
var damageReceived = DamageCalculator.CalculateDamage(damage, TotalDefense, EquipmentComponent.ElementalResistance);
HealthComponent.Damage(damageReceived);
SfxDatabase.Instance.Play(SoundEffect.TakeDamage);
}
public void Knockback(float impulse)
{
_knockbackStrength = impulse;
_knockbackDirection = GlobalBasis.Z.Normalized();
_knockbackStrength = impulse;
_knockbackDirection = GlobalBasis.Z.Normalized();
}
public void PlayJumpScareAnimation() => PlayerFXAnimations.Play("jump_scare");
@@ -235,82 +235,82 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
public void LevelUp()
{
ExperiencePointsComponent.LevelUp();
ExperiencePointsComponent.LevelUp();
}
public void Die()
{
PlayerFXAnimations.Play("death");
HealthTimer.WaitTime = _healthTimerWaitTime;
HealthTimer.Timeout -= OnHealthTimerTimeout;
SetProcessInput(false);
SetPhysicsProcess(false);
PlayerFXAnimations.Play("death");
HealthTimer.WaitTime = _healthTimerWaitTime;
HealthTimer.Timeout -= OnHealthTimerTimeout;
SetProcessInput(false);
SetPhysicsProcess(false);
}
public override void _Input(InputEvent @event)
{
if (@event.IsActionPressed(GameInputs.Attack))
Attack();
if (@event.IsActionPressed(GameInputs.Sprint))
_debugSprint = true;
else if (@event.IsActionReleased(GameInputs.Sprint))
_debugSprint = false;
if (@event.IsActionPressed(GameInputs.Attack))
Attack();
if (@event.IsActionPressed(GameInputs.Sprint))
_debugSprint = true;
else if (@event.IsActionReleased(GameInputs.Sprint))
_debugSprint = false;
}
public void OnPhysicsProcess(double delta)
{
PlayerLogic.Input(new PlayerLogic.Input.PhysicsTick(delta));
PlayerLogic.Input(new PlayerLogic.Input.Moved(GlobalPosition, GlobalTransform));
PlayerLogic.Input(new PlayerLogic.Input.PhysicsTick(delta));
PlayerLogic.Input(new PlayerLogic.Input.Moved(GlobalPosition, GlobalTransform));
}
public void Equip(EquipableItem equipable)
{
if (equipable.ItemTag == ItemTag.MysteryItem)
{
var rerolledItem = _itemReroller.RerollItem(equipable, Inventory);
Equip(rerolledItem);
return;
}
if (equipable.ItemTag == ItemTag.MysteryItem)
{
var rerolledItem = _itemReroller.RerollItem(equipable, Inventory);
Equip(rerolledItem);
return;
}
HealthComponent.RaiseMaximumHP(equipable.BonusHP, false);
VTComponent.RaiseMaximumVT(equipable.BonusVT, false);
HealthComponent.RaiseMaximumHP(equipable.BonusHP, false);
VTComponent.RaiseMaximumVT(equipable.BonusVT, false);
EquipmentComponent.Equip(equipable);
EquipmentComponent.Equip(equipable);
}
public void Unequip(EquipableItem equipable)
{
HealthComponent.SetMaximumHealth(HealthComponent.MaximumHP.Value - equipable.BonusHP);
VTComponent.SetMaximumVT(VTComponent.MaximumVT.Value - equipable.BonusVT);
HealthComponent.SetMaximumHealth(HealthComponent.MaximumHP.Value - equipable.BonusHP);
VTComponent.SetMaximumVT(VTComponent.MaximumVT.Value - equipable.BonusVT);
EquipmentComponent.Unequip(equipable);
EquipmentComponent.Unequip(equipable);
}
private static Vector3 GlobalInputVector
{
get
{
var rawInput = Input.GetVector(GameInputs.MoveLeft, GameInputs.MoveRight, GameInputs.MoveUp, GameInputs.MoveDown);
var input = new Vector3
{
X = rawInput.X,
Z = rawInput.Y
};
return input with { Y = 0f };
}
get
{
var rawInput = Input.GetVector(GameInputs.MoveLeft, GameInputs.MoveRight, GameInputs.MoveUp, GameInputs.MoveDown);
var input = new Vector3
{
X = rawInput.X,
Z = rawInput.Y
};
return input with { Y = 0f };
}
}
private void OnLevelUp()
{
BoostPlayerHPFromLevelUp();
BoostPlayerHPFromLevelUp();
}
private void BoostPlayerHPFromLevelUp()
{
var rng = new RandomNumberGenerator();
rng.Randomize();
var hpIncrease = rng.RandiRange(3, 6);
HealthComponent.RaiseMaximumHP(hpIncrease);
var rng = new RandomNumberGenerator();
rng.Randomize();
var hpIncrease = rng.RandiRange(3, 6);
HealthComponent.RaiseMaximumHP(hpIncrease);
}
private static float LeftStrafeInputVector => Input.GetActionStrength(GameInputs.StrafeLeft);
@@ -319,176 +319,192 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
private void Attack()
{
if (PlayerIsHittingGeometry())
AnimationPlayer.Play("hit_wall");
else if (!AnimationPlayer.IsPlaying())
PlayAttackAnimation();
else
return;
if (PlayerIsHittingGeometry())
WeaponAnimations.Play("hit_wall");
else if (!WeaponAnimations.IsPlaying())
PlayAttackAnimation();
else
return;
var weapon = EquipmentComponent.EquippedWeapon.Value as Weapon;
if (weapon.WeaponTag == WeaponTag.DegradeOnSwing)
_playerEffectService.Degrade();
var weapon = EquipmentComponent.EquippedWeapon.Value as Weapon;
if (weapon.WeaponTag == WeaponTag.DegradeOnSwing)
_playerEffectService.Degrade();
else if (weapon.WeaponTag == WeaponTag.SelfDamage)
_playerEffectService.TakeSelfDamage(5);
}
private void ThrowItem()
{
var itemScene = GD.Load<PackedScene>("res://src/items/throwable/ThrowableItem.tscn");
var throwItem = itemScene.Instantiate<ThrowableItem>();
GetTree().Root.AddChildEx(throwItem);
throwItem.GlobalPosition = CurrentPosition + new Vector3(0, 3.5f, 0);
throwItem.GlobalRotation = GlobalRotation;
var itemScene = GD.Load<PackedScene>("res://src/items/throwable/ThrowableItem.tscn");
var throwItem = itemScene.Instantiate<ThrowableItem>();
GetTree().Root.AddChildEx(throwItem);
throwItem.GlobalPosition = CurrentPosition;
throwItem.GlobalRotation = GlobalRotation;
}
private void PlayAttackAnimation()
{
SfxDatabase.Instance.Play(((Weapon)EquipmentComponent.EquippedWeapon.Value).SoundEffect);
var attackSpeed = ((Weapon)EquipmentComponent.EquippedWeapon.Value).AttackSpeed;
AnimationPlayer.SetSpeedScale((float)attackSpeed);
AnimationPlayer.Play("attack");
var weapon = (Weapon)EquipmentComponent.EquippedWeapon.Value;
SfxDatabase.Instance.Play(weapon.SoundEffect);
WeaponAnimations.SetSpeedScale((float)weapon.AttackSpeed);
var potentialAnimName = weapon.Stats.Name?.Replace(" ", string.Empty);
if (WeaponAnimations.HasAnimation(potentialAnimName))
WeaponAnimations.Play(potentialAnimName);
else if (weapon.WeaponElement == ElementType.Aeolic)
WeaponAnimations.Play("AirSlash");
else if (weapon.WeaponElement == ElementType.Hydric)
WeaponAnimations.Play("WaterSlash");
else if (weapon.WeaponElement == ElementType.Igneous)
WeaponAnimations.Play("FireSlash");
else if (weapon.WeaponElement == ElementType.Telluric)
WeaponAnimations.Play("EarthSlash");
else if (string.IsNullOrWhiteSpace(potentialAnimName))
WeaponAnimations.Play("Unarmed");
else
WeaponAnimations.Play("NormalSlash");
}
private void PlayerFXAnimations_AnimationFinished(StringName animName)
{
if (animName == "death")
PlayerDied?.Invoke();
if (animName == "death")
PlayerDied?.Invoke();
}
private void InverseHPToAttackPowerSync(int obj)
{
var weapon = (Weapon)EquipmentComponent.EquippedWeapon.Value;
if (weapon.WeaponTag == WeaponTag.InverseHPAttackPower)
{
var healthPercentage = (HealthComponent.CurrentHP.Value * 10) / HealthComponent.MaximumHP.Value;
weapon.SetWeaponAttack(10 - healthPercentage);
EquipmentComponent.Equip(weapon);
}
var weapon = (Weapon)EquipmentComponent.EquippedWeapon.Value;
if (weapon.WeaponTag == WeaponTag.InverseHPAttackPower)
{
var healthPercentage = (HealthComponent.CurrentHP.Value * 10) / HealthComponent.MaximumHP.Value;
weapon.SetWeaponAttack(10 - healthPercentage);
EquipmentComponent.Equip(weapon);
}
}
private void OnExitTree()
{
PlayerLogic.Stop();
PlayerBinding.Dispose();
Hitbox.AreaEntered -= Hitbox_AreaEntered;
CollisionDetector.AreaEntered -= CollisionDetector_AreaEntered;
HealthComponent.HealthReachedZero -= Die;
HealthTimer.Timeout -= OnHealthTimerTimeout;
HealthComponent.CurrentHP.Changed -= InverseHPToAttackPowerSync;
HealthComponent.HealthReachedZero -= Die;
ExperiencePointsComponent.PlayerLevelUp -= OnLevelUp;
PlayerFXAnimations.AnimationFinished -= PlayerFXAnimations_AnimationFinished;
PlayerLogic.Stop();
PlayerBinding.Dispose();
Hitbox.AreaEntered -= Hitbox_AreaEntered;
CollisionDetector.AreaEntered -= CollisionDetector_AreaEntered;
HealthComponent.HealthReachedZero -= Die;
HealthTimer.Timeout -= OnHealthTimerTimeout;
HealthComponent.CurrentHP.Changed -= InverseHPToAttackPowerSync;
HealthComponent.HealthReachedZero -= Die;
ExperiencePointsComponent.PlayerLevelUp -= OnLevelUp;
PlayerFXAnimations.AnimationFinished -= PlayerFXAnimations_AnimationFinished;
}
private void Move(float delta)
{
var rawInput = GlobalInputVector;
var strafeLeftInput = LeftStrafeInputVector;
var strafeRightInput = RightStrafeInputVector;
var rawInput = GlobalInputVector;
var strafeLeftInput = LeftStrafeInputVector;
var strafeRightInput = RightStrafeInputVector;
var transform = Transform;
transform.Basis = new Basis(Vector3.Up, Settings.RotationSpeed * -rawInput.X * delta) * transform.Basis;
var moveDirection = new Vector3(strafeRightInput - strafeLeftInput, 0, rawInput.Z).Normalized();
var velocity = Basis * moveDirection * Settings.MoveSpeed * Settings.Acceleration;
if (_debugSprint)
velocity *= 2;
_knockbackStrength *= 0.9f;
Transform = Transform with { Basis = transform.Basis };
Velocity = velocity + (_knockbackDirection * _knockbackStrength);
var rng = new RandomNumberGenerator();
rng.Randomize();
var transform = Transform;
transform.Basis = new Basis(Vector3.Up, Settings.RotationSpeed * -rawInput.X * delta) * transform.Basis;
var moveDirection = new Vector3(strafeRightInput - strafeLeftInput, 0, rawInput.Z).Normalized();
var velocity = Basis * moveDirection * Settings.MoveSpeed * Settings.Acceleration;
if (_debugSprint)
velocity *= 2;
_knockbackStrength *= 0.9f;
Transform = Transform with { Basis = transform.Basis };
Velocity = velocity + (_knockbackDirection * _knockbackStrength);
var rng = new RandomNumberGenerator();
rng.Randomize();
WalkSFX.PitchScale = rng.RandfRange(0.5f, 1.5f);
if (!WalkSFX.Playing && !Velocity.IsZeroApprox())
WalkSFX.Play();
else if (Velocity.IsZeroApprox())
WalkSFX.Stop();
MoveAndSlide();
WalkSFX.PitchScale = rng.RandfRange(0.5f, 1.5f);
if (!WalkSFX.Playing && !Velocity.IsZeroApprox())
WalkSFX.Play();
else if (Velocity.IsZeroApprox())
WalkSFX.Stop();
MoveAndSlide();
}
private void OnPlayerPositionUpdated(Vector3 globalPosition) => GlobalPosition = globalPosition;
private void OnHealthTimerTimeout()
{
if (VTComponent.CurrentVT.Value > 0)
{
if (((Accessory)EquipmentComponent.EquippedAccessory.Value).AccessoryTag == AccessoryTag.HalfVTConsumption)
_healthTimerActive = !_healthTimerActive;
if (VTComponent.CurrentVT.Value > 0)
{
if (((Accessory)EquipmentComponent.EquippedAccessory.Value).AccessoryTag == AccessoryTag.HalfVTConsumption)
_healthTimerActive = !_healthTimerActive;
HealthComponent.Heal(1);
HealthComponent.Heal(1);
if (_healthTimerActive)
VTComponent.Reduce(1);
}
else
HealthComponent.Damage(1);
if (_healthTimerActive)
VTComponent.Reduce(1);
}
else
HealthComponent.Damage(1);
}
private void Hitbox_AreaEntered(Area3D area)
{
var target = area.GetOwner();
if (target is IEnemy enemy)
HitEnemy(enemy);
var target = area.GetOwner();
if (target is IEnemy enemy)
HitEnemy(enemy);
}
private void HitEnemy(IEnemy enemy)
{
var weapon = EquipmentComponent.EquippedWeapon.Value as Weapon;
var isCriticalHit = BattleExtensions.IsCriticalHit(TotalLuck);
var totalDamage = TotalAttack;
var weapon = EquipmentComponent.EquippedWeapon.Value as Weapon;
var isCriticalHit = BattleExtensions.IsCriticalHit(TotalLuck);
var totalDamage = TotalAttack;
if (isCriticalHit)
{
totalDamage += (int)(totalDamage * 0.5f);
SfxDatabase.Instance.Play(SoundEffect.Crit);
}
if (isCriticalHit)
{
totalDamage += (int)(totalDamage * 0.5f);
SfxDatabase.Instance.Play(SoundEffect.Crit);
}
var baseAttack = new AttackData(totalDamage, weapon.WeaponElement, weapon.WeaponTag == WeaponTag.IgnoreDefense, weapon.WeaponTag == WeaponTag.IgnoreAffinity);
var damageDealt = DamageCalculator.CalculateDamage(baseAttack, enemy.DefenseComponent.CurrentDefense.Value, enemy.ElementalResistanceSet);
enemy.HealthComponent.Damage(damageDealt);
var baseAttack = new AttackData(totalDamage, weapon.WeaponElement, weapon.WeaponTag == WeaponTag.IgnoreDefense, weapon.WeaponTag == WeaponTag.IgnoreAffinity);
var damageDealt = DamageCalculator.CalculateDamage(baseAttack, enemy.DefenseComponent.CurrentDefense.Value, enemy.ElementalResistanceSet);
enemy.HealthComponent.Damage(damageDealt);
if (weapon.WeaponTag == WeaponTag.Knockback && enemy is IKnockbackable knockbackable)
knockbackable.Knockback(0.3f, -CurrentBasis.Z.Normalized());
if (weapon.WeaponTag == WeaponTag.SelfDamage)
_playerEffectService.TakeSelfDamage(weapon.Stats.SelfDamage);
if (weapon.WeaponTag == WeaponTag.Instakill)
_playerEffectService.Instakill(enemy);
if (weapon.WeaponTag == WeaponTag.Knockback && enemy is IKnockbackable knockbackable)
knockbackable.Knockback(0.3f, -CurrentBasis.Z.Normalized());
if (weapon.WeaponTag == WeaponTag.SelfDamage)
_playerEffectService.TakeSelfDamage(weapon.Stats.SelfDamage);
if (weapon.WeaponTag == WeaponTag.Instakill)
_playerEffectService.Instakill(enemy);
}
private void CollisionDetector_AreaEntered(Area3D area)
{
if (area.GetParent() is InventoryItem inventoryItem)
{
var isAdded = Inventory.PickUpItem(inventoryItem);
if (isAdded)
inventoryItem.QueueFree();
}
if (area.GetParent() is DroppedItem droppedItem)
{
var isAdded = Inventory.PickUpItem(droppedItem.Item);
if (isAdded)
droppedItem.QueueFree();
}
if (area.GetParent() is ThrownItem thrownItem)
{
var isAdded = Inventory.PickUpItem(thrownItem.ItemThatIsThrown);
if (isAdded)
thrownItem.QueueFree();
}
if (area.GetParent() is Restorative restorative)
{
restorative.QueueFree();
}
if (area.GetParent() is InventoryItem inventoryItem)
{
var isAdded = Inventory.PickUpItem(inventoryItem);
if (isAdded)
inventoryItem.QueueFree();
}
if (area.GetParent() is DroppedItem droppedItem)
{
var isAdded = Inventory.PickUpItem(droppedItem.Item);
if (isAdded)
droppedItem.QueueFree();
}
if (area.GetParent() is ThrownItem thrownItem)
{
var isAdded = Inventory.PickUpItem(thrownItem.ItemThatIsThrown);
if (isAdded)
thrownItem.QueueFree();
}
if (area.GetParent() is Restorative restorative)
{
restorative.QueueFree();
}
}
private bool PlayerIsHittingGeometry()
{
var collisions = WallCheck.GetCollidingBodies();
return collisions.Count > 0;
var collisions = WallCheck.GetCollidingBodies();
return collisions.Count > 0;
}
private void WallCheck_BodyEntered(Node body)
{
GD.Print("Hit wall");
AnimationPlayer.Stop();
GD.Print("Hit wall");
WeaponAnimations.Stop();
}
}

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