Dungeon building blocks
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57bdd8de1e
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144
src/main.rs
144
src/main.rs
@ -3,14 +3,15 @@
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#![allow(unused_mut)]
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#![allow(dead_code)]
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use std::cmp;
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use tcod::colors::*;
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use tcod::console::*;
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const MAP_WIDTH: i32 = 80;
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const MAP_HEIGHT: i32 = 45;
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const SCREEN_WIDTH: i32 = 80;
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const SCREEN_HEIGHT: i32 = 50;
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const FPS: i32 = 20;
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const MAP_WIDTH: i32 = 80;
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const MAP_HEIGHT: i32 = 45;
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const COLOR_DARK_WALL: Color = Color { r: 0, g: 0, b: 100 };
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const COLOR_DARK_GROUND: Color = Color {
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r: 50,
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@ -23,6 +24,7 @@ struct Tcod {
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con: Offscreen,
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}
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#[derive(Debug)]
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struct Object {
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x: i32,
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y: i32,
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@ -35,10 +37,12 @@ impl Object {
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Object { x, y, char, color }
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}
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// Move by given amount
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pub fn move_by(&mut self, dx: i32, dy: i32) {
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self.x += dx;
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self.y += dy;
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// Move by given amount, if the destination is not blocked
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pub fn move_by(&mut self, dx: i32, dy: i32, game: &Game) {
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if !game.map[(self.x + dx) as usize][(self.y + dy) as usize].blocked {
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self.x += dx;
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self.y += dy;
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}
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}
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// Set the color and then draw the character that represents this object at its position
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@ -70,11 +74,36 @@ impl Tile {
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}
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}
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fn handle_keys(tcod: &mut Tcod, player: &mut Object) -> bool {
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type Map = Vec<Vec<Tile>>;
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struct Game {
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map: Map,
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}
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// A rectangle on the map, used to characterise a room.
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#[derive(Clone, Copy, Debug)]
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struct Rect {
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x1: i32,
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y1: i32,
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x2: i32,
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y2: i32,
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}
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impl Rect {
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pub fn new(x: i32, y: i32, w: i32, h: i32) -> Self {
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Rect {
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x1: x,
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y1: y,
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x2: x + w,
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y2: y + h,
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}
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}
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}
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fn handle_keys(tcod: &mut Tcod, game: &Game, player: &mut Object) -> bool {
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use tcod::input::Key;
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use tcod::input::KeyCode::*;
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// todo: handle keys
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let key = tcod.root.wait_for_keypress(true);
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match key {
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Key {
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@ -88,16 +117,86 @@ fn handle_keys(tcod: &mut Tcod, player: &mut Object) -> bool {
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}
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Key { code: Escape, .. } => return true, // exit game
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Key { code: Up, .. } => player.move_by(0, -1),
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Key { code: Down, .. } => player.move_by(0, 1),
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Key { code: Left, .. } => player.move_by(-1, 0),
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Key { code: Right, .. } => player.move_by(1, 0),
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Key { code: Up, .. } => player.move_by(0, -1, game),
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Key { code: Down, .. } => player.move_by(0, 1, game),
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Key { code: Left, .. } => player.move_by(-1, 0, game),
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Key { code: Right, .. } => player.move_by(1, 0, game),
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_ => {}
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}
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false
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}
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fn make_map() -> Map {
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// Fill the map with unblocked tiles
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let mut map = vec![vec![Tile::wall(); MAP_HEIGHT as usize]; MAP_WIDTH as usize];
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// Create two rooms
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let room1 = Rect::new(20, 15, 10, 15);
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let room2 = Rect::new(50, 15, 10, 15);
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create_room(room1, &mut map);
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create_room(room2, &mut map);
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create_h_tunnel(25, 55, 23, &mut map);
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map
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}
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fn create_room(room: Rect, map: &mut Map) {
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// Go through the tiles in the rectangle and make them passable
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for x in (room.x1 + 1)..room.x2 {
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for y in (room.y1 + 1)..room.y2 {
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map[x as usize][y as usize] = Tile::empty();
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}
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}
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}
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fn create_h_tunnel(x1: i32, x2: i32, y: i32, map: &mut Map) {
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// Horizontal tunnel. `min()` and `max()` are used in case
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// `x1 > x2`
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for x in cmp::min(x1, x2)..(cmp::max(x1, x2) + 1) {
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map[x as usize][y as usize] = Tile::empty();
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}
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}
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fn create_v_tunnel(y1: i32, y2: i32, x: i32, map: &mut Map) {
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// Vertical tunnel
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for y in cmp::min(y1, y2)..(cmp::max(y1, y2) + 1) {
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map[x as usize][y as usize] = Tile::empty();
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}
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}
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fn render_all(tcod: &mut Tcod, game: &Game, objects: &[Object]) {
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// Draw all objects in the list
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for object in objects {
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object.draw(&mut tcod.con);
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}
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// Go through all tiles and set their background color
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for y in 0..MAP_HEIGHT {
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for x in 0..MAP_WIDTH {
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let wall = game.map[x as usize][y as usize].block_sight;
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if wall {
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tcod.con
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.set_char_background(x, y, COLOR_DARK_WALL, BackgroundFlag::Set);
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} else {
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tcod.con
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.set_char_background(x, y, COLOR_DARK_GROUND, BackgroundFlag::Set)
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}
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}
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}
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// Blit contents of "con" to the root console
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blit(
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&tcod.con,
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(0, 0),
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(MAP_WIDTH, MAP_HEIGHT),
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&mut tcod.root,
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(0, 0),
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1.0,
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1.0,
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);
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}
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fn main() {
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tcod::system::set_fps(FPS);
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@ -108,12 +207,12 @@ fn main() {
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.title("Rust/libtcod tutorial")
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.init();
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let con = Offscreen::new(SCREEN_WIDTH, SCREEN_HEIGHT);
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let con = Offscreen::new(MAP_WIDTH, MAP_HEIGHT);
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let mut tcod = Tcod { root, con };
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// Create player object
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let player = Object::new(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, '@', WHITE);
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let player = Object::new(25, 23, '@', WHITE);
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// // Create an NPC
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let npc = Object::new(SCREEN_WIDTH / 2 - 5, SCREEN_HEIGHT / 2, '@', YELLOW);
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@ -121,6 +220,11 @@ fn main() {
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// List of objects in the world
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let mut objects = [player, npc];
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let game = Game {
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// Generate map
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map: make_map(),
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};
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while !tcod.root.window_closed() {
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tcod.con.clear();
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@ -128,19 +232,11 @@ fn main() {
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object.draw(&mut tcod.con)
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}
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blit(
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&tcod.con,
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(0, 0),
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(SCREEN_WIDTH, SCREEN_HEIGHT),
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&mut tcod.root,
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(0, 0),
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1.0,
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1.0,
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);
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render_all(&mut tcod, &game, &objects);
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tcod.root.flush();
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let player = &mut objects[0];
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let exit = handle_keys(&mut tcod, player);
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let exit = handle_keys(&mut tcod, &game, player);
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if exit {
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break;
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}
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