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@ -45,20 +45,20 @@ inline void add_neighbors(PointList &neighbors, Matrix &closed, size_t y, size_t |
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* can run make_rooms and generate on. It will |
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* NOT be valid until you actually run generate. |
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*/ |
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Map::Map(size_t width, size_t height) : m_limit(1000) { |
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m_walls = Matrix(height, MatrixRow(width, INV_WALL)); |
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m_input_map = Matrix(height, MatrixRow(width, 1)); |
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Map::Map(size_t width, size_t height) : limit_(1000) { |
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walls_ = Matrix(height, MatrixRow(width, INV_WALL)); |
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input_map_ = Matrix(height, MatrixRow(width, 1)); |
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} |
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void Map::make_paths() { |
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size_t h = m_input_map.size(); |
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size_t w = m_input_map[0].size(); |
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size_t h = input_map_.size(); |
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size_t w = input_map_[0].size(); |
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// Initialize the new array with every pixel at limit distance
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// NOTE: this is normally ones() * limit
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int limit = m_limit == 0 ? h * w : m_limit; |
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int limit = limit_ == 0 ? h * w : limit_; |
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Matrix new_arr = Matrix(h, MatrixRow(w, limit)); |
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Matrix closed = m_walls; |
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Matrix closed = walls_; |
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PointList starting_pixels; |
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PointList open_pixels; |
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@ -66,7 +66,7 @@ void Map::make_paths() { |
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for(size_t counter = 0; counter < h * w; counter++) { |
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size_t x = counter % w; |
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size_t y = counter / w; |
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if(m_input_map[y][x] == 0) { |
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if(input_map_[y][x] == 0) { |
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new_arr[y][x] = 0; |
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closed[y][x] = 1; |
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starting_pixels.push_back({.x=x,.y=y}); |
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@ -94,7 +94,7 @@ void Map::make_paths() { |
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new_arr[sp.y][sp.x] = counter; |
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} |
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m_paths = new_arr; |
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paths_ = new_arr; |
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} |
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void Map::make_room(size_t origin_x, size_t origin_y, size_t w, size_t h) { |
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@ -104,10 +104,10 @@ void Map::make_room(size_t origin_x, size_t origin_y, size_t w, size_t h) { |
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dbc::pre("h out of bounds", h <= height()); |
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for(size_t y = origin_y; y < origin_y + h; ++y) { |
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dbc::check(y < m_walls.size(), "y is out of bounds"); |
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dbc::check(y < walls_.size(), "y is out of bounds"); |
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for(size_t x = origin_x; x < origin_x + w; ++x) { |
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dbc::check(x < m_walls[y].size(), "x is out of bounds"); |
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m_walls[y][x] = INV_SPACE; |
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dbc::check(x < walls_[y].size(), "x is out of bounds"); |
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walls_[y][x] = INV_SPACE; |
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} |
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} |
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} |
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@ -123,7 +123,7 @@ inline int make_split(Room &cur, bool horiz) { |
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void Map::partition_map(Room &cur, int depth) { |
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if(cur.width >= 5 && cur.width <= 10 && |
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cur.height >= 5 && cur.height <= 10) { |
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m_rooms.push_back(cur); |
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rooms_.push_back(cur); |
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return; |
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} |
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@ -158,7 +158,7 @@ void Map::partition_map(Room &cur, int depth) { |
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} |
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void Map::place_rooms(Room &cur) { |
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for(auto &cur : m_rooms) { |
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for(auto &cur : rooms_) { |
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cur.x += 2; |
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cur.y += 2; |
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cur.width -= 4; |
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@ -178,7 +178,7 @@ bool Map::neighbors(Point &out, bool greater) { |
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}}; |
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int zero_i = -1; |
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int cur = m_paths[out.y][out.x]; |
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int cur = paths_[out.y][out.x]; |
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if(cur == 1000) { |
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// BUG: sometimes the generation clips a door and we
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@ -188,7 +188,7 @@ bool Map::neighbors(Point &out, bool greater) { |
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for(int i = 0; i < 4; ++i) { |
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Point dir = dirs[i]; |
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int diff = inmap(dir.x, dir.y) ? cur - m_paths[dir.y][dir.x] : -1000; |
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int diff = inmap(dir.x, dir.y) ? cur - paths_[dir.y][dir.x] : -1000; |
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if(diff == 1) { |
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out = {.x=dir.x, .y=dir.y}; |
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@ -211,8 +211,8 @@ bool Map::inmap(size_t x, size_t y) { |
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} |
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void Map::set_door(Room &room, int value) { |
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m_walls[room.entry.y][room.entry.x] = value; |
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m_walls[room.exit.y][room.exit.x] = value; |
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walls_[room.entry.y][room.entry.x] = value; |
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walls_[room.exit.y][room.exit.x] = value; |
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} |
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void rand_side(Room &room, Point &door) { |
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@ -249,26 +249,26 @@ void Map::add_door(Room &room) { |
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bool Map::walk(Point &src, Point &target) { |
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// this sets the target for the path
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dbc::check(m_input_map[target.y][target.x] == 0, "target point not set to 0"); |
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dbc::check(input_map_[target.y][target.x] == 0, "target point not set to 0"); |
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m_walls[src.y][src.x] = INV_WALL; |
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m_walls[target.y][target.x] = INV_WALL; |
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walls_[src.y][src.x] = INV_WALL; |
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walls_[target.y][target.x] = INV_WALL; |
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// for the walk this needs to be walls since it's inverted?
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dbc::check(m_walls[src.y][src.x] == INV_WALL, |
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dbc::check(walls_[src.y][src.x] == INV_WALL, |
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"src room has a wall at exit door"); |
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dbc::check(m_walls[target.y][target.x] == INV_WALL, |
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dbc::check(walls_[target.y][target.x] == INV_WALL, |
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"target room has a wall at entry door"); |
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make_paths(); |
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bool found = false; |
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Point out{src.x, src.y}; |
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do { |
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m_walls[out.y][out.x] = INV_SPACE; |
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walls_[out.y][out.x] = INV_SPACE; |
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found = neighbors(out, true); |
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if(m_paths[out.y][out.x] == 0) { |
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m_walls[out.y][out.x] = INV_SPACE; |
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if(paths_[out.y][out.x] == 0) { |
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walls_[out.y][out.x] = INV_SPACE; |
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return true; |
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} |
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} while(found && out.x > 0 && out.y > 0); |
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@ -277,11 +277,11 @@ bool Map::walk(Point &src, Point &target) { |
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} |
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void Map::set_target(Point &at, int value) { |
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m_input_map[at.y][at.x] = 0; |
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input_map_[at.y][at.x] = 0; |
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} |
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void Map::clear_target(Point &at) { |
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m_input_map[at.y][at.x] = 1; |
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input_map_[at.y][at.x] = 1; |
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} |
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void Map::generate() { |
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@ -295,9 +295,9 @@ void Map::generate() { |
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partition_map(root, 10); |
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place_rooms(root); |
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for(size_t i = 0; i < m_rooms.size() - 1; i++) { |
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Room &src = m_rooms[i]; |
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Room &target = m_rooms[i+1]; |
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for(size_t i = 0; i < rooms_.size() - 1; i++) { |
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Room &src = rooms_[i]; |
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Room &target = rooms_[i+1]; |
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set_target(target.entry); |
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bool found = walk(src.exit, target.entry); |
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if(!found) { |
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@ -306,8 +306,8 @@ void Map::generate() { |
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clear_target(target.entry); |
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} |
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Room &src = m_rooms.back(); |
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Room &target = m_rooms.front(); |
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Room &src = rooms_.back(); |
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Room &target = rooms_.front(); |
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set_target(target.entry); |
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walk(src.exit, target.entry); |
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@ -315,18 +315,18 @@ void Map::generate() { |
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for(size_t y = 0; y < height(); ++y) { |
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for(size_t x = 0; x < width(); ++x) { |
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m_walls[y][x] = !m_walls[y][x]; |
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walls_[y][x] = !walls_[y][x]; |
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} |
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} |
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} |
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bool Map::iswall(size_t x, size_t y) { |
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return m_walls[y][x] == WALL_VALUE; |
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return walls_[y][x] == WALL_VALUE; |
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} |
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void Map::dump() { |
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dump_map("PATHS", m_paths); |
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dump_map("WALLS", m_walls); |
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dump_map("INPUT", m_input_map); |
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dump_map("PATHS", paths_); |
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dump_map("WALLS", walls_); |
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dump_map("INPUT", input_map_); |
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} |
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