feat(runtime): FA6 — RuntimeFriendlyTargetQuery, the friendly-target counterpart
RuntimeHostileTargetQuery only classifies hostile monsters (via CombatTargetPolicy.IsHostileMonster) — the FA6 two-bot fellowship/allegiance headless gate needs the OTHER bot's server guid as a FRIENDLY target instead. RuntimeFriendlyTargetQuery.FindClosestOtherPlayer mirrors the hostile query's shape exactly (same hidden/no-draw filtering, same landblock-absolute distance metric), substituting the retail PWD-bitfield IsPlayer bit (0x8, via the existing EntityCollisionFlagsExt.FromPwdBitfield decoder) for hostile classification. TryGetName resolves the streamed WeenieHeader name for reporting/logging. 4 new conformance tests mirror RuntimeHostileTargetQueryTests's fixture pattern: cross-landblock distance, hidden/no-draw/self/non-player rejection, null-without-player-or-target, and unresolved-guid name lookup. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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117
src/AcDream.Runtime/Gameplay/RuntimeFriendlyTargetQuery.cs
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src/AcDream.Runtime/Gameplay/RuntimeFriendlyTargetQuery.cs
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using System.Numerics;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Physics;
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using AcDream.Runtime.Entities;
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namespace AcDream.Runtime.Gameplay;
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/// <summary>
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/// Campaign FA slice FA6: presentation-independent FRIENDLY-target query —
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/// the counterpart <see cref="RuntimeHostileTargetQuery"/> does not provide
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/// (it classifies hostile monsters only, via <c>CombatTargetPolicy.
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/// IsHostileMonster</c>). Built for the two-bot fellowship/allegiance
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/// headless gate (docs/plans/2026-08-11-fellowship-allegiance-campaign.md
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/// D8; docs/research/2026-08-11-fa-acdream-seams.md §6.2): the recruiting
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/// bot needs the OTHER bot's server guid once both are in world near each
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/// other, and neither bot knows the other's identity ahead of time.
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///
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/// <para>
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/// "Friendly" here means exactly "another live player entity, not this
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/// player" — no PK/party/alignment reasoning, since the gate's own two
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/// accounts are never hostile to each other by construction. The PLAYER
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/// classification bit is the same retail <c>PublicWeenieDesc._bitfield</c>
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/// bit 3 (<c>BF_PLAYER = 0x8</c>) <see cref="RuntimeHostileTargetQuery"/>'s
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/// sibling collision code already decodes via
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/// <see cref="EntityCollisionFlagsExt.FromPwdBitfield"/> — reused here
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/// rather than re-deriving a second bit test.
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/// </para>
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/// </summary>
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public static class RuntimeFriendlyTargetQuery
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{
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/// <summary>
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/// The nearest OTHER player entity to the local player, or
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/// <see langword="null"/> when none is currently resolvable (not yet
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/// streamed in, or genuinely no other player online). Mirrors
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/// <see cref="RuntimeHostileTargetQuery.FindClosest"/>'s shape exactly,
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/// substituting the PWD-bitfield IsPlayer bit for the hostile-monster
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/// classification.
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/// </summary>
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public static uint? FindClosestOtherPlayer(GameRuntime runtime)
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{
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ArgumentNullException.ThrowIfNull(runtime);
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uint playerGuid = runtime.PlayerIdentity.ServerGuid;
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if (playerGuid == 0u
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|| !runtime.EntityObjects.Entities.TryGetActive(
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playerGuid,
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out RuntimeEntityRecord playerRecord)
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|| playerRecord.Snapshot.Position is not { } playerPosition)
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{
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return null;
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}
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Vector3 playerWorld = AbsolutePosition(playerPosition);
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uint? closest = null;
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float closestDistanceSquared = float.PositiveInfinity;
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foreach (RuntimeEntityRecord record
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in runtime.EntityObjects.Entities.ActiveRecords)
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{
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if (record.ServerGuid == playerGuid
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|| record.Snapshot.Position is not { } position
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|| (record.FinalPhysicsState
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& (PhysicsStateFlags.Hidden
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| PhysicsStateFlags.NoDraw)) != 0)
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{
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continue;
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}
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if (!IsPlayer(record))
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continue;
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float distanceSquared = Vector3.DistanceSquared(
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playerWorld,
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AbsolutePosition(position));
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if (distanceSquared >= closestDistanceSquared)
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continue;
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closestDistanceSquared = distanceSquared;
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closest = record.ServerGuid;
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}
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return closest;
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}
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/// <summary>
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/// The streamed-in <c>WeenieHeader</c> name for <paramref name="guid"/>,
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/// or <see langword="null"/> when the entity is not currently resolvable
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/// or never carried a name.
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/// </summary>
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public static string? TryGetName(GameRuntime runtime, uint guid)
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{
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ArgumentNullException.ThrowIfNull(runtime);
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return runtime.EntityObjects.Entities.TryGetActive(
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guid,
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out RuntimeEntityRecord record)
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? record.Snapshot.Name
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: null;
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}
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private static bool IsPlayer(RuntimeEntityRecord record) =>
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EntityCollisionFlagsExt
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.FromPwdBitfield(record.Snapshot.ObjectDescriptionFlags ?? 0u)
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.HasFlag(EntityCollisionFlags.IsPlayer);
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/// <summary>
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/// Same reconstruction <see cref="RuntimeHostileTargetQuery"/> and
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/// <see cref="RuntimeVendorRangeQuery"/> use: wire local XYZ plus the
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/// landblock-prefix world offset (each landblock is 192 m).
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/// </summary>
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private static Vector3 AbsolutePosition(
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CreateObject.ServerPosition position)
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{
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int landblockX =
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(int)((position.LandblockId >> 24) & 0xFFu);
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int landblockY =
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(int)((position.LandblockId >> 16) & 0xFFu);
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return new Vector3(
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position.PositionX + landblockX * 192f,
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position.PositionY + landblockY * 192f,
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position.PositionZ);
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}
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}
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using AcDream.Core.Combat;
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using AcDream.Core.Items;
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using AcDream.Core.Net;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Physics;
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using AcDream.Core.Spells;
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using AcDream.Runtime.Entities;
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using AcDream.Runtime.Gameplay;
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namespace AcDream.Runtime.Tests.Gameplay;
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/// <summary>
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/// Campaign FA slice FA6: conformance for
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/// <see cref="RuntimeFriendlyTargetQuery"/>, mirroring
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/// <c>RuntimeHostileTargetQueryTests</c>'s fixture shape but classifying
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/// PLAYER (PWD-bitfield bit <c>0x8</c>) rather than hostile-monster.
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/// </summary>
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public sealed class RuntimeFriendlyTargetQueryTests
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{
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private const uint Player = 0x50000001u;
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private const uint PlayerBit = 0x8u;
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[Fact]
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public void FindClosestOtherPlayer_UsesAbsoluteDerethCoordinatesAcrossLandblocks()
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{
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using GameRuntime runtime = Create();
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runtime.PlayerIdentity.ServerGuid = Player;
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Add(
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runtime,
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Player,
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landblock: 0x01010001u,
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x: 191f,
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y: 100f,
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name: "Self",
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objectDescriptionFlags: PlayerBit);
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Add(
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runtime,
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0x50000010u,
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landblock: 0x02010001u,
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x: 1f,
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y: 100f,
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name: "NearOtherPlayer",
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objectDescriptionFlags: PlayerBit);
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Add(
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runtime,
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0x50000011u,
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landblock: 0x01010001u,
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x: 180f,
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y: 100f,
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name: "FarOtherPlayer",
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objectDescriptionFlags: PlayerBit);
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// 0x50000010 sits one landblock (192 m) east of the player at local
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// x=1 (absolute x = 192 + 1 = 193, vs the player's 191 — an 2 m
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// gap); 0x50000011 sits in the SAME landblock at local x=180 (an
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// 11 m gap). The cross-landblock entity is genuinely closer, so a
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// query that forgot the landblock-prefix offset would pick the
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// wrong one.
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Assert.Equal(
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0x50000010u,
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RuntimeFriendlyTargetQuery.FindClosestOtherPlayer(runtime));
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Assert.Equal(
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"NearOtherPlayer",
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RuntimeFriendlyTargetQuery.TryGetName(runtime, 0x50000010u));
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}
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[Fact]
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public void FindClosestOtherPlayer_RejectsHiddenNoDrawSelfAndNonPlayerEntities()
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{
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using GameRuntime runtime = Create();
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runtime.PlayerIdentity.ServerGuid = Player;
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Add(runtime, Player, 0x01010001u, 10f, 10f, "Self", PlayerBit);
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Add(
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runtime,
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0x50000010u,
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0x01010001u,
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11f,
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10f,
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"Hidden",
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PlayerBit,
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PhysicsStateFlags.Hidden);
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Add(
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runtime,
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0x50000011u,
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0x01010001u,
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12f,
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10f,
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"NoDraw",
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PlayerBit,
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PhysicsStateFlags.NoDraw);
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Add(
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runtime,
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0x50000012u,
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0x01010001u,
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13f,
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10f,
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"NotAPlayer",
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objectDescriptionFlags: 0u);
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Add(
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runtime,
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0x50000013u,
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0x01010001u,
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14f,
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10f,
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"RealOtherPlayer",
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PlayerBit);
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Assert.Equal(
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0x50000013u,
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RuntimeFriendlyTargetQuery.FindClosestOtherPlayer(runtime));
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}
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[Fact]
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public void FindClosestOtherPlayer_ReturnsNullWithoutPlayerPositionOrOtherPlayer()
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{
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using GameRuntime runtime = Create();
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runtime.PlayerIdentity.ServerGuid = Player;
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Assert.Null(RuntimeFriendlyTargetQuery.FindClosestOtherPlayer(runtime));
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Add(runtime, Player, 0x01010001u, 10f, 10f, "Self", PlayerBit);
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Add(
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runtime,
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0x50000010u,
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0x01010001u,
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11f,
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10f,
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"NotAPlayer",
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objectDescriptionFlags: 0u);
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Assert.Null(RuntimeFriendlyTargetQuery.FindClosestOtherPlayer(runtime));
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}
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[Fact]
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public void TryGetName_ReturnsNullForAnUnresolvedGuid()
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{
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using GameRuntime runtime = Create();
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runtime.PlayerIdentity.ServerGuid = Player;
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Add(runtime, Player, 0x01010001u, 10f, 10f, "Self", PlayerBit);
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Assert.Null(RuntimeFriendlyTargetQuery.TryGetName(runtime, 0x50000099u));
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}
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private static GameRuntime Create()
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{
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var operations = new Operations();
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return new GameRuntime(new GameRuntimeDependencies(
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operations,
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operations,
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operations,
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operations));
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}
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private static void Add(
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GameRuntime runtime,
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uint guid,
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uint landblock,
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float x,
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float y,
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string name,
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uint objectDescriptionFlags,
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PhysicsStateFlags state = 0)
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{
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RuntimeEntityRecord record = runtime.EntityObjects
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.RegisterEntity(
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Spawn(guid, landblock, x, y, name, objectDescriptionFlags, state))
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.Canonical!;
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Assert.True(runtime.EntityObjects.ApplyAcceptedSpawn(
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record,
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record.CreateIntegrationVersion,
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record.Snapshot,
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replaceGeneration: false));
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}
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private static WorldSession.EntitySpawn Spawn(
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uint guid,
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uint landblock,
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float x,
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float y,
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string name,
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uint objectDescriptionFlags,
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PhysicsStateFlags state)
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{
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var position = new CreateObject.ServerPosition(
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landblock,
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x,
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y,
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5f,
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1f,
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0f,
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0f,
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0f);
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var timestamps = new PhysicsTimestamps(
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Position: 1,
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Movement: 1,
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State: 1,
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Vector: 1,
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Teleport: 0,
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ServerControlledMove: 1,
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ForcePosition: 0,
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ObjDesc: 1,
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Instance: 1);
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var physics = new PhysicsSpawnData(
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RawState: (uint)state,
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Position: position,
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Movement: null,
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AnimationFrame: null,
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SetupTableId: 0x02000001u,
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MotionTableId: null,
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SoundTableId: null,
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PhysicsScriptTableId: null,
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Parent: null,
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Children: null,
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Scale: null,
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Friction: null,
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Elasticity: null,
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Translucency: null,
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Velocity: null,
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Acceleration: null,
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AngularVelocity: null,
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DefaultScriptType: null,
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DefaultScriptIntensity: null,
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Timestamps: timestamps);
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return new WorldSession.EntitySpawn(
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guid,
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position,
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0x02000001u,
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[],
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[],
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[],
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null,
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null,
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name,
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null,
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null,
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null,
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PhysicsState: physics.RawState,
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ObjectDescriptionFlags: objectDescriptionFlags,
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InstanceSequence: 1,
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MovementSequence: 1,
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ServerControlSequence: 1,
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PositionSequence: 1,
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Physics: physics);
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}
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private sealed class Operations :
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IRuntimeCombatAttackOperations,
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IRuntimeCombatTargetOperations,
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IRuntimeCombatModeOperations,
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IRuntimeSpellCastOperations
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{
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public bool CanStartAttack() => false;
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public void PrepareAttackRequest() { }
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public bool SendAttack(AttackHeight height, float power) => false;
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public void SendCancelAttack() { }
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public bool IsDualWield => false;
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public bool PlayerReadyForAttack => false;
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public bool AutoRepeatAttack => false;
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public bool AutoTarget => false;
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public uint? SelectClosestTarget() => null;
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public bool IsInWorld => false;
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public IReadOnlyList<ClientObject> GetOrderedEquipment() => [];
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public void NotifyExplicitCombatModeRequest() { }
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public void SendChangeCombatMode(CombatMode mode) { }
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public uint LocalPlayerId => 0u;
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public bool CanSend => false;
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public bool HasRequiredComponents(uint spellId) => false;
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public bool IsTargetCompatible(
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uint targetId,
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SpellMetadata spell,
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bool showMessage) => false;
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public void StopCompletely() { }
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public void SendUntargeted(uint spellId) { }
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public void SendTargeted(uint targetId, uint spellId) { }
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public void DisplayMessage(string message) { }
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public void IncrementBusy() { }
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}
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}
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