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809810b8ce
| Author | SHA1 | Date | |
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| 809810b8ce | |||
| 29735e7426 |
14
src/event.rs
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14
src/event.rs
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@@ -0,0 +1,14 @@
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use bevy::prelude::*;
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/// Signals that the player's ship has been destroyed.
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/// Used when the player collides with an asteroid.
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#[derive(Event)]
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pub(crate) struct ShipDestroy;
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/// Signals that a particular asteroid has been destroyed.
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/// Used to split (or vanish) an asteroid when a bullet strikes it.
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#[derive(Event)]
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pub(crate) struct AsteroidDestroy(pub Entity);
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// TODO: BulletDestroy
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// Which depends on the still-pending Bullet component creation.
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88
src/lib.rs
88
src/lib.rs
@@ -1,11 +1,13 @@
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mod asteroids;
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pub mod config;
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mod event;
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mod preparation_widget;
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mod ship;
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mod title_screen;
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use crate::config::{BACKGROUND_COLOR, PLAYER_SHIP_COLOR, SHIP_ROTATION, SHIP_THRUST, WINDOW_SIZE};
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use asteroids::AsteroidSpawner;
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use asteroids::{Asteroid, AsteroidSpawner};
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use bevy::prelude::*;
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use bevy_inspector_egui::InspectorOptions;
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use bevy_inspector_egui::prelude::ReflectInspectorOptions;
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@@ -16,6 +18,7 @@ use bevy_rapier2d::{
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render::RapierDebugRenderPlugin,
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};
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use config::{ASTEROID_SMALL_COLOR, SHIP_THRUSTER_COLOR_ACTIVE, SHIP_THRUSTER_COLOR_INACTIVE};
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use ship::Ship;
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pub struct AsteroidPlugin;
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@@ -38,7 +41,7 @@ impl Plugin for AsteroidPlugin {
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.insert_resource(AsteroidSpawner::new())
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.init_resource::<GameAssets>()
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.add_systems(Startup, spawn_camera)
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.add_systems(OnEnter(GameState::Playing), (spawn_player, spawn_ui))
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.add_systems(OnEnter(GameState::Playing), (ship::spawn_player, spawn_ui))
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.add_systems(
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FixedUpdate,
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(
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@@ -47,6 +50,7 @@ impl Plugin for AsteroidPlugin {
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wrap_entities,
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asteroids::tick_asteroid_manager,
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asteroids::spawn_asteroid.after(asteroids::tick_asteroid_manager),
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collision_listener,
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// TODO: Remove debug printing
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debug_collision_event_printer,
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)
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@@ -57,7 +61,9 @@ impl Plugin for AsteroidPlugin {
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(integrate_velocity, update_positions, apply_rotation_to_mesh)
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.run_if(in_state(GameState::Playing)),
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)
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.add_event::<asteroids::SpawnAsteroid>();
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.add_event::<asteroids::SpawnAsteroid>()
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.add_event::<event::AsteroidDestroy>()
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.add_event::<event::ShipDestroy>();
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app.insert_state(GameState::TitleScreen);
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}
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}
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@@ -68,6 +74,54 @@ fn debug_collision_event_printer(mut collision_events: EventReader<CollisionEven
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}
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}
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/// The collision event routing system.
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///
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/// When a `CollisionEvent` occurrs, this system checks which things collided
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/// and emits secondary events accordignly.
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///
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/// | Objects | Response |
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/// |-|-|
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/// | Ship & Asteroid | emits event [`ShipDestroy`](`crate::event::ShipDestroy`) |
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/// | Asteroid & Bullet | emits event [`AsteroidDestroy`](`crate::event::AsteroidDestroy`) |
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/// | Asteroid & Asteroid | Nothing. Asteroids won't collide with each other |
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/// | Bullet & Bullet | Nothing. Bullets won't collide with each other (and probably can't under normal gameplay conditions) |
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/// | Bullet & Ship | Nothing. The player shouldn't be able to shoot themselves (and the Flying Saucer hasn't been impl.'d, so it's bullets don't count) |
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fn collision_listener(
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mut collisions: EventReader<CollisionEvent>,
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mut ship_writer: EventWriter<event::ShipDestroy>,
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mut asteroid_writer: EventWriter<event::AsteroidDestroy>,
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player: Single<Entity, With<Ship>>,
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rocks: Query<&Asteroid>,
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) {
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for event in collisions.read() {
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if let CollisionEvent::Started(one, two, _flags) = event {
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// Valid collisions are:
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//
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// - Ship & Asteroid
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// - Bullet & Asteroid
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//
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// Asteroids don't collide with each other, bullets don't collide
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// with each other, and bullets don't collide with the player ship.
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// Option 1: Ship & Asteroid
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if *one == *player {
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if rocks.contains(*two) {
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// player-asteroid collision
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dbg!("Writing ShipDestroy event");
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ship_writer.write(event::ShipDestroy);
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} // else, we don't care
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} else if *two == *player {
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if rocks.contains(*one) {
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dbg!("Writing ShipDestroy event");
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ship_writer.write(event::ShipDestroy);
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}
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}
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// TODO: Bullet-asteroid collisions
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}
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}
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}
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#[derive(Clone, Debug, Eq, Hash, PartialEq, States)]
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pub enum GameState {
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TitleScreen, // Program is started. Present title screen and await user start
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@@ -85,9 +139,6 @@ struct Velocity(bevy::math::Vec2);
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#[derive(Component)]
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struct Rotation(f32);
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#[derive(Component)]
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struct Ship;
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/// Marker for any entity that should wrap on screen edges
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#[derive(Component)]
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struct Wrapping;
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@@ -188,31 +239,6 @@ fn spawn_camera(mut commands: Commands) {
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commands.spawn(Camera2d);
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}
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fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
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commands
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.spawn((
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Collider::ball(0.7),
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Sensor,
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ActiveEvents::COLLISION_EVENTS,
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ActiveCollisionTypes::STATIC_STATIC,
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Ship,
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Wrapping,
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Position(Vec2::default()),
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Velocity(Vec2::ZERO),
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Rotation(0.0),
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Mesh2d(game_assets.ship().0),
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MeshMaterial2d(game_assets.ship().1),
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Transform::default().with_scale(Vec3::new(20.0, 20.0, 20.0)),
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))
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.with_child((
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Mesh2d(game_assets.thruster_mesh()),
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MeshMaterial2d(game_assets.thruster_mat_inactive()),
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Transform::default()
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.with_scale(Vec3::splat(0.5))
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.with_translation(Vec3::new(-0.5, 0.0, -0.1)),
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));
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}
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/*
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Checks if "W" is pressed and increases velocity accordingly.
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*/
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32
src/ship.rs
Normal file
32
src/ship.rs
Normal file
@@ -0,0 +1,32 @@
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use bevy::prelude::*;
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use bevy_rapier2d::prelude::*;
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use crate::{GameAssets, Position, Rotation, Velocity, Wrapping};
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#[derive(Component)]
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pub struct Ship;
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pub fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
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commands
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.spawn((
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Collider::ball(0.7),
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Sensor,
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ActiveEvents::COLLISION_EVENTS,
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ActiveCollisionTypes::STATIC_STATIC,
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Ship,
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Wrapping,
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Position(Vec2::default()),
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Velocity(Vec2::ZERO),
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Rotation(0.0),
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Mesh2d(game_assets.ship().0),
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MeshMaterial2d(game_assets.ship().1),
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Transform::default().with_scale(Vec3::new(20.0, 20.0, 20.0)),
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))
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.with_child((
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Mesh2d(game_assets.thruster_mesh()),
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MeshMaterial2d(game_assets.thruster_mat_inactive()),
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Transform::default()
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.with_scale(Vec3::splat(0.5))
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.with_translation(Vec3::new(-0.5, 0.0, -0.1)),
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));
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}
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