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217 lines
6.5 KiB
Java
217 lines
6.5 KiB
Java
package electrosphere.entity.state.stance;
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import electrosphere.entity.btree.BehaviorTree;
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import electrosphere.engine.Globals;
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import electrosphere.entity.EntityDataStrings;
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import electrosphere.net.synchronization.server.ServerSynchronizationManager;
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import electrosphere.net.parser.net.message.SynchronizationMessage;
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import electrosphere.net.synchronization.enums.BehaviorTreeIdEnums;
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import electrosphere.entity.Entity;
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import electrosphere.net.synchronization.annotation.SyncedField;
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import electrosphere.net.synchronization.annotation.SynchronizableEnum;
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import electrosphere.net.synchronization.annotation.SynchronizedBehaviorTree;
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/**
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* Tracks the weapon/combat stance of the entity
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*/
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@SynchronizedBehaviorTree(
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name = "clientStanceComponent",
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isServer = false,
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correspondingTree = "serverStanceComponent",
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genStartInt = true
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)
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public class ClientStanceComponent implements BehaviorTree {
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@SynchronizableEnum
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public static enum CombatStance {
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/**
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* Not in attacking stance
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*/
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IDLE,
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/**
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* No weapon equipped, in attacking stance
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*/
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UNARMED,
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/**
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* Weapon equipped, in attacking stance
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*/
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ARMED,
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}
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@SyncedField
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CombatStance state = CombatStance.IDLE;
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/**
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* The parent entity
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*/
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Entity parent;
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/**
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* <p> (initially) Automatically generated </p>
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* <p>
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* Attaches this tree to the entity.
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* </p>
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* @param entity The entity to attach to
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* @param tree The behavior tree to attach
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* @param params Optional parameters that will be provided to the constructor
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*/
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public static ClientStanceComponent attachTree(Entity parent, Object ... params){
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ClientStanceComponent rVal = new ClientStanceComponent(parent,params);
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//!!WARNING!! from here below should not be touched
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//This was generated automatically to properly alert various systems that the btree exists and should be tracked
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parent.putData(EntityDataStrings.TREE_CLIENTSTANCECOMPONENT, rVal);
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Globals.clientSceneWrapper.getScene().registerBehaviorTree(rVal);
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Globals.entityValueTrackingService.attachTreeToEntity(parent, BehaviorTreeIdEnums.BTREE_CLIENTSTANCECOMPONENT_ID);
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return rVal;
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}
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/**
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* <p> Automatically generated </p>
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* <p>
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* Detatches this tree from the entity.
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* </p>
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* @param entity The entity to detach to
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* @param tree The behavior tree to detach
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*/
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public static void detachTree(Entity entity, BehaviorTree tree){
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Globals.entityValueTrackingService.detatchTreeFromEntity(entity, BehaviorTreeIdEnums.BTREE_CLIENTSTANCECOMPONENT_ID);
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}
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/**
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* <p> (initially) Automatically generated </p>
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* <p> Private constructor to enforce using the attach methods </p>
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* <p>
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* Constructor
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* </p>
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* @param parent The parent entity of this tree
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* @param params Optional parameters that can be provided when attaching the tree. All custom data required for creating this tree should be passed in this varargs.
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*/
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public ClientStanceComponent(Entity parent, Object ... params){
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this.parent = parent;
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}
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/**
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* <p>
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* Gets the ClientStanceComponent of the entity
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* </p>
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* @param entity the entity
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* @return The ClientStanceComponent
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*/
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public static ClientStanceComponent getClientStanceComponent(Entity entity){
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return (ClientStanceComponent)entity.getData(EntityDataStrings.TREE_CLIENTSTANCECOMPONENT);
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}
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/**
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* <p> Automatically generated </p>
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* <p>
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* Requests that the server start this btree
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* </p>
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*/
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public void start(){
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Globals.clientConnection.queueOutgoingMessage(
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SynchronizationMessage.constructClientRequestBTreeActionMessage(
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Globals.clientSceneWrapper.mapClientToServerId(parent.getId()),
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BehaviorTreeIdEnums.BTREE_CLIENTSTANCECOMPONENT_ID,
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ServerSynchronizationManager.SERVER_SYNC_START
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)
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);
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}
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/**
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* <p> Automatically generated </p>
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* <p>
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* Requests that the server start this btree
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* </p>
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*/
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public void interrupt(){
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Globals.clientConnection.queueOutgoingMessage(
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SynchronizationMessage.constructClientRequestBTreeActionMessage(
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Globals.clientSceneWrapper.mapClientToServerId(parent.getId()),
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BehaviorTreeIdEnums.BTREE_CLIENTSTANCECOMPONENT_ID,
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ServerSynchronizationManager.SERVER_SYNC_INTERRUPT
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)
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);
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}
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/**
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* <p> Automatically generated </p>
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* <p>
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* Sets state and handles the synchronization logic for it.
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* </p>
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* @param state The value to set state to.
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*/
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public void setState(CombatStance state){
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this.state = state;
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}
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/**
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* <p> Automatically generated </p>
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* <p>
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* Converts a short to the equivalent enum value
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* </p>
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* @param shortVal The short value
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* @return The enum value
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*/
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public static CombatStance getCombatStanceShortAsEnum(short shortVal){
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switch(shortVal){
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case 0:
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return CombatStance.IDLE;
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case 1:
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return CombatStance.UNARMED;
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case 2:
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return CombatStance.ARMED;
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default:
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return CombatStance.IDLE;
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}
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}
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/**
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* <p> Automatically generated </p>
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* <p>
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* Converts this enum type to an equivalent short value
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* </p>
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* @param enumVal The enum value
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* @return The short value
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*/
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public static short getCombatStanceEnumAsShort(CombatStance enumVal){
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switch(enumVal){
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case IDLE:
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return 0;
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case UNARMED:
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return 1;
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case ARMED:
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return 2;
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default:
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return 0;
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}
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}
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@Override
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public void simulate(float deltaTime) {
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throw new UnsupportedOperationException("Unimplemented method 'simulate'");
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}
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/**
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* <p> Automatically generated </p>
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* <p>
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* Gets state.
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* </p>
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*/
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public CombatStance getState(){
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return state;
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}
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/**
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* <p>
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* Checks if the entity has a ClientStanceComponent component
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* </p>
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* @param entity the entity
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* @return true if the entity contains the component, false otherwise
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*/
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public static boolean hasClientStanceComponent(Entity entity){
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return entity.containsKey(EntityDataStrings.TREE_CLIENTSTANCECOMPONENT);
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}
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}
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