fix: character fusion without player
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parent
ec7d04c8c8
commit
b42a032cfd
4 changed files with 67 additions and 115 deletions
119
src/game.rs
119
src/game.rs
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@ -6,9 +6,10 @@ pub use crate::filters::*;
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use crate::AppState;
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use bevy::{
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ecs::system::EntityCommands,
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input::{keyboard::KeyCode, Input},
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prelude::{shape::Quad, *},
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sprite::Mesh2dHandle, ecs::system::EntityCommands,
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sprite::Mesh2dHandle,
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};
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use bevy_rapier2d::prelude::*;
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@ -41,9 +42,9 @@ impl Plugin for GamePlugin {
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.with_system(player_movement_system)
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.with_system(move_camera)
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.with_system(character_particle_effect_system),
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)
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.add_system_set(
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SystemSet::on_update(AppState::Win)
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)
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.add_system_set(
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SystemSet::on_update(AppState::Win)
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.with_system(player_movement_system)
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.with_system(move_camera)
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.with_system(character_particle_effect_system),
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@ -107,34 +108,23 @@ fn setup(
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);
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}
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pub fn spawn_characters(
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pub fn spawn_characters<I: IntoIterator<Item = (Transform, Color)>>(
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commands: &mut Commands,
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character_meshes: &Res<CharacterMeshes>,
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materials: &mut ResMut<Assets<ColorMaterial>>,
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audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
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transforms: &mut Vec<Transform>,
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colors: &Vec<Color>,
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characters: I,
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) {
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spawn_character(
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commands,
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character_meshes,
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materials,
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audio,
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transforms[0],
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colors[0],
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true,
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);
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for c in 1 .. transforms.len() {
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for (i, (transform, color)) in characters.into_iter().enumerate() {
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spawn_character(
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commands,
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character_meshes,
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materials,
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audio,
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transforms[c],
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colors[c],
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false,
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transform,
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color,
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i == 0,
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);
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}
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}
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@ -198,8 +188,8 @@ fn collision_event_system(
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if flags.is_empty() {
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if let (
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Ok((c1_color, c1_transform, c1_player)),
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Ok((c2_color, c2_transform, c2_player))) =
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(character_query.get(*e1), character_query.get(*e2))
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Ok((c2_color, c2_transform, c2_player)),
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) = (character_query.get(*e1), character_query.get(*e2))
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{
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commands.entity(*e1).despawn_recursive();
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commands.entity(*e2).despawn_recursive();
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@ -215,28 +205,24 @@ fn collision_event_system(
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}
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// position character based on current player location
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if let Some(_player) = c1_player {
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spawn_character(
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&mut commands,
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&character_meshes,
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&mut materials,
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&audio,
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*c1_transform,
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new_color.into(),
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true,
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);
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} else if let Some(_player) = c2_player {
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spawn_character(
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&mut commands,
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&character_meshes,
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&mut materials,
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&audio,
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*c2_transform,
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new_color.into(),
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true,
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);
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}
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spawn_character(
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&mut commands,
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&character_meshes,
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&mut materials,
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&audio,
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if c1_player.is_some() {
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*c1_transform
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} else if c2_player.is_some() {
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*c2_transform
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} else {
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Transform::identity().with_translation(
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(c1_transform.translation + c2_transform.translation) / 2.,
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)
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},
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new_color.into(),
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c1_player.is_some() || c2_player.is_some(),
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);
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audio.send(AudioMsg::Fusion).ok();
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}
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}
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@ -251,14 +237,16 @@ fn change_character_system(
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characters: Query<(Entity, &CharacterColor, Option<&Player>)>,
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audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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) {
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if !keyboard_input.just_pressed(KeyCode::Tab) { return; }
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if !keyboard_input.just_pressed(KeyCode::Tab) {
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return;
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}
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let mut player_idx: usize = 0;
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let mut player_count: usize = 0;
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let mut player_idx: usize = 0;
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let mut player_count: usize = 0;
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// find player idx
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for (_entity, _color, player) in characters.iter() {
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if let Some(_player) = player {
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if player.is_some() {
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player_idx = player_count;
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}
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player_count += 1;
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@ -279,7 +267,7 @@ fn change_character_system(
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audio
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.send(AudioMsg::Color([color.0.r(), color.0.g(), color.0.b()]))
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.ok();
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audio.send(AudioMsg::Switch).ok();
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audio.send(AudioMsg::Switch).ok();
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}
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player_count += 1;
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@ -292,20 +280,19 @@ fn player_movement_system(
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mut app_state: ResMut<State<AppState>>,
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audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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) {
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let right_pressed: bool =
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keyboard_input.pressed(KeyCode::Right) || keyboard_input.pressed(KeyCode::D);
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let left_pressed: bool =
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keyboard_input.pressed(KeyCode::Left) || keyboard_input.pressed(KeyCode::A);
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let right_pressed: bool =
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keyboard_input.pressed(KeyCode::Right) || keyboard_input.pressed(KeyCode::D);
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let left_pressed: bool =
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keyboard_input.pressed(KeyCode::Left) || keyboard_input.pressed(KeyCode::A);
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for mut velocity in characters.iter_mut() {
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velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
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for mut velocity in characters.iter_mut() {
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velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
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if keyboard_input.just_pressed(KeyCode::Space) {
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audio.send(AudioMsg::Jump).ok();
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velocity.linvel.y = 500.;
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}
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}
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if keyboard_input.just_pressed(KeyCode::Space) {
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audio.send(AudioMsg::Jump).ok();
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velocity.linvel.y = 500.;
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}
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}
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if app_state.current() == &AppState::Win && keyboard_input.just_pressed(KeyCode::Return) {
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app_state.replace(AppState::Game).unwrap();
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@ -349,17 +336,17 @@ fn move_camera(
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const FOLLOW_SPEED: f32 = std::f32::consts::PI;
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for character_transform in characters.iter() {
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let (camera, mut camera_transform) =
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camera_query.single_mut();
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let (camera, mut camera_transform) = camera_query.single_mut();
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let size: Vec2 = camera.logical_viewport_size().unwrap();
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let half_height: f32 = size.y * 0.5;
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camera_transform.translation = camera_transform.translation.lerp(
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character_transform.translation, time.delta_seconds() * FOLLOW_SPEED
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character_transform.translation,
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time.delta_seconds() * FOLLOW_SPEED,
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);
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// prevent camera from going too low
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camera_transform.translation.y = camera_transform.translation.y.max(half_height-MARGIN);
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camera_transform.translation.y = camera_transform.translation.y.max(half_height - MARGIN);
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// always make sure that camera is away from the object in order to render them
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camera_transform.translation.z = 999.0;
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}
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