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https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 11:15:33 +00:00
Spawn doors on walls
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parent
3fc39f63c4
commit
eab572ff2e
2 changed files with 41 additions and 65 deletions
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@ -20,12 +20,12 @@ public partial class RogueliteRoom : Node2D
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public Vector2I BottomLeft => GridPosition + new Vector2I(0, RoomResource.Size.Y - 1);
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private Vector2 BaseRoomSize => new Vector2(320, 160);
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public Vector2I RandomBottomExit()
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{
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return BottomLeft + new Vector2I(GD.RandRange(0, RoomResource.Size.X - 1), 0);
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}
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public Vector2I RandomExit(Direction direction)
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{
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return direction switch
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@ -37,10 +37,10 @@ public partial class RogueliteRoom : Node2D
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new Vector2I(0, GD.RandRange(0, RoomResource.Size.Y - 1)),
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_ => throw new ArgumentOutOfRangeException(nameof(direction), direction, null)
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};
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}
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}
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[Export] public PackedScene DoorPrefab { get; private set; }
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[Export] public PackedScene VerticalDoorPrefab { get; private set; }
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[Export] public PackedScene WallPrefab { get; private set; }
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@ -84,11 +84,11 @@ public partial class RogueliteRoom : Node2D
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private List<DoorMarker> GenerateDoors()
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{
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List<DoorMarker> doors = [];
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var doorsContainer = new Node2D();
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this.AddChild(doorsContainer);
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doorsContainer.Name = "Doors";
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// North
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for (int i = 0; i < RoomResource.Size.X; i++)
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{
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@ -96,7 +96,7 @@ public partial class RogueliteRoom : Node2D
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{
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doors.Add(MakeDoorMarker(DoorDirections.North, i));
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}
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if (RoomResource.HasDoors(DoorDirections.South))
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{
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doors.Add(MakeDoorMarker(DoorDirections.South, i));
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@ -122,7 +122,7 @@ public partial class RogueliteRoom : Node2D
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var doorMarker = new DoorMarker();
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doorMarker.Direction = direction;
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doorMarker.WallIndex = wallIndex;
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doorMarker.Position = GetDoorPosition(direction, wallIndex);
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return doorMarker;
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@ -131,7 +131,7 @@ public partial class RogueliteRoom : Node2D
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public void HandleDoors(Func<Vector2I, Vector2I, RoomConnection> connectionChecker)
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{
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var doors = GenerateDoors();
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foreach (DoorMarker marker in doors)
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{
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var baseDir = marker.GetWorldDirection();
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@ -154,19 +154,19 @@ public partial class RogueliteRoom : Node2D
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var connected = connection is not null;
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var door = this.CreateChildOf<Door>(marker, marker.Direction switch
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{
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DoorDirections.North => DoorPrefab,
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DoorDirections.South => DoorPrefab,
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DoorDirections.East => VerticalDoorPrefab,
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DoorDirections.West => VerticalDoorPrefab,
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_ => throw new ArgumentOutOfRangeException()
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}, marker.GlobalPosition);
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door.State = DoorState.Closed;
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if (connected)
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{
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var door = this.CreateChildOf<Door>(marker, marker.Direction switch
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{
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DoorDirections.North => DoorPrefab,
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DoorDirections.South => DoorPrefab,
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DoorDirections.East => VerticalDoorPrefab,
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DoorDirections.West => VerticalDoorPrefab,
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_ => throw new ArgumentOutOfRangeException()
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}, marker.GlobalPosition);
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door.State = DoorState.Closed;
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_doors.Add(door);
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if (doorEdge == connection.From)
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@ -179,41 +179,17 @@ public partial class RogueliteRoom : Node2D
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}
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else
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{
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GD.Print($"Door {door} connection was full: {connection.From} {connection.FromDoor} to {connection.To} {connection.ToDoor}");
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GD.Print(
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$"Door {door} connection was full: {connection.From} {connection.FromDoor} to {connection.To} {connection.ToDoor}");
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}
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// if (connection.FromDoor is null && connection.ToDoor != door)
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// {
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// connection.FromDoor = door;
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// }
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// else if (connection.ToDoor is null && connection.FromDoor != door)
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// {
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// connection.ToDoor = door;
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// }
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// else
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// {
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// GD.Print($"Door {door} connection was full: {connection.From} {connection.FromDoor} to {connection.To} {connection.ToDoor}");
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// }
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_connections.Add(connection);
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// var label = new Label();
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// label.Text = $"Door Edge: {doorEdge}, {connection}";
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// label.ZIndex = 10;
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//
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// door.AddChild(label);
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_connections.Add(connection);
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}
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else
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{
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var wall = this.CreateChild<Node2D>(WallPrefab, marker.GlobalPosition);
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// var label = new Label();
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// label.Text = $"Door Edge: {doorEdge}, Neighbor: {neighborPos}";
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// label.ZIndex = 10;
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//
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// marker.AddChild(label);
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// var wall = this.CreateChild<Node2D>(WallPrefab, marker.GlobalPosition);
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}
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}
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}
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@ -231,9 +207,9 @@ public partial class RogueliteRoom : Node2D
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var enemyScene = GD.Load<PackedScene>(e.PrefabPath);
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var spawnedEnemy = spawner.CreateChild<EnemyFSMProxy>(enemyScene);
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_enemies.Add(spawnedEnemy);
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spawnedEnemy.Death += SpawnedEnemyOnDeath;
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}
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}
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@ -270,7 +246,7 @@ public partial class RogueliteRoom : Node2D
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private void OnRoomEntered(Area2D area)
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{
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if (area is not InteractionController player) return;
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if (_enemies.Count <= 0)
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{
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OpenDoors();
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@ -280,12 +256,12 @@ public partial class RogueliteRoom : Node2D
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CloseDoors();
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}
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}
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private void OnRoomExited(Area2D area)
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{
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if (area is not InteractionController player) return;
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}
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public override string ToString()
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{
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return $"{GridPosition} {RoomResource}";
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@ -297,21 +273,22 @@ public partial class RogueliteRoom : Node2D
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{
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DoorDirections.North => new Vector2((BaseRoomSize.X / 2) + (BaseRoomSize.X * wallIndex), 32),
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DoorDirections.South => new Vector2((BaseRoomSize.X / 2) + (BaseRoomSize.X * wallIndex),
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((BaseRoomSize.Y) * RoomResource.Size.Y) +2 ),
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DoorDirections.East => new Vector2((BaseRoomSize.X * RoomResource.Size.X) - 12, (BaseRoomSize.Y / 2) + (BaseRoomSize.Y * wallIndex) - 8),
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((BaseRoomSize.Y) * RoomResource.Size.Y) + 2),
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DoorDirections.East => new Vector2((BaseRoomSize.X * RoomResource.Size.X) - 12,
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(BaseRoomSize.Y / 2) + (BaseRoomSize.Y * wallIndex) - 8),
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DoorDirections.West => new Vector2(12, (BaseRoomSize.Y / 2) + (BaseRoomSize.Y * wallIndex) - 8),
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_ => Vector2.Zero
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};
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}
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// [ExportToolButton("Arrange Doors")] public Callable ArrangeDoorsButton => Callable.From(ArrangeDoors);
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public void ArrangeDoors()
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{
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var doorNode = this.GetNode("Doors");
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var doors = doorNode.GetChildren();
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foreach (var node in doors)
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{
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if (node is DoorMarker doorMarker)
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@ -322,9 +299,10 @@ public partial class RogueliteRoom : Node2D
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Vector2 doorPosition = doorMarker.Direction switch
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{
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DoorDirections.North => new Vector2((baseGridSize.X / 2) + (baseGridSize.X * doorMarker.WallIndex), 32),
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DoorDirections.North => new Vector2((baseGridSize.X / 2) + (baseGridSize.X * doorMarker.WallIndex),
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32),
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DoorDirections.South => new Vector2((baseGridSize.X / 2) + (baseGridSize.X * doorMarker.WallIndex),
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((baseGridSize.Y) * RoomResource.Size.Y) +2 ),
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((baseGridSize.Y) * RoomResource.Size.Y) + 2),
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DoorDirections.East => doorMarker.Position,
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DoorDirections.West => doorMarker.Position,
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_ => doorMarker.Position
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@ -337,6 +315,5 @@ public partial class RogueliteRoom : Node2D
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GD.Print($"Node was something else: {node}");
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}
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}
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}
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}
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