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Also few cleanups and translate the mapnames in the correct place. This was SVN commit r18085.
202 lines
7 KiB
JavaScript
202 lines
7 KiB
JavaScript
const g_MaxHeadingTitle= 8;
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// const for filtering long collective headings
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const g_LongHeadingWidth = 250;
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// Vertical size of player box
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const g_PlayerBoxYSize = 30;
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// Gap between players boxes
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const g_PlayerBoxGap = 2;
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// Alpha for player box
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const g_PlayerBoxAlpha = " 32";
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// Alpha for player color box
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const g_PlayerColorBoxAlpha = " 255";
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// yStart value for spacing teams boxes (and noTeamsBox)
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const g_TeamsBoxYStart = 65;
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// Colors used for units and buildings
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const g_TrainedColor = '[color="201 255 200"]';
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const g_LostColor = '[color="255 213 213"]';
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const g_KilledColor = '[color="196 198 255"]';
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const g_BuildingsTypes = [ "total", "House", "Economic", "Outpost", "Military", "Fortress", "CivCentre", "Wonder" ];
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const g_UnitsTypes = [ "total", "Infantry", "Worker", "Cavalry", "Champion", "Hero", "Ship", "Trader" ];
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const g_ResourcesTypes = [ "food", "wood", "stone", "metal" ];
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// Colors used for gathered and traded resources
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const g_IncomeColor = '[color="201 255 200"]';
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const g_OutcomeColor = '[color="255 213 213"]';
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const g_DefaultDecimal = "0.00";
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const g_InfiniteSymbol = "\u221E";
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// Load data
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var g_CivData = loadCivData();
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var g_Teams = [];
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// TODO set g_PlayerCount as playerCounters.length
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var g_PlayerCount = 0;
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// Count players without team (or all if teams are not displayed)
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var g_WithoutTeam = 0;
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var g_GameData;
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/**
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* Select active panel
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* @param panelNumber Number of panel, which should get active state (integer)
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*/
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function selectPanel(panelNumber)
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{
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let panelNames = [ 'scorePanel', 'buildingsPanel', 'unitsPanel', 'resourcesPanel', 'marketPanel', 'miscPanel' ];
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function adjustTabDividers(tabSize)
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{
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let leftSpacer = Engine.GetGUIObjectByName("tabDividerLeft");
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let rightSpacer = Engine.GetGUIObjectByName("tabDividerRight");
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leftSpacer.size = "20 " + leftSpacer.size.top + " " + (tabSize.left + 2) + " " + leftSpacer.size.bottom;
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rightSpacer.size = (tabSize.right - 2) + " " + rightSpacer.size.top + " 100%-20 " + rightSpacer.size.bottom;
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}
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for (let i = 0; i < panelNames.length; ++i)
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Engine.GetGUIObjectByName(panelNames[i] + 'Button').sprite = "BackgroundTab";
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Engine.GetGUIObjectByName(panelNames[panelNumber] + 'Button').sprite = "ForegroundTab";
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adjustTabDividers(Engine.GetGUIObjectByName(panelNames[panelNumber] + 'Button').size);
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updatePanelData(g_ScorePanelsData[panelNumber]);
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}
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function updatePanelData(panelInfo)
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{
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resetGeneralPanel();
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resetDataHelpers();
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updateGeneralPanelHeadings(panelInfo.headings);
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updateGeneralPanelTitles(panelInfo.titleHeadings);
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let rowPlayerObjectWidth = updateGeneralPanelCounter(panelInfo.counters);
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updateGeneralPanelTeams();
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let playerBoxesCounts = [ ];
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for (let i = 0; i < g_PlayerCount; ++i)
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{
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let playerState = g_GameData.playerStates[i+1];
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if (!playerBoxesCounts[playerState.team+1])
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playerBoxesCounts[playerState.team+1] = 1;
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else
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playerBoxesCounts[playerState.team+1] += 1;
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let positionObject = playerBoxesCounts[playerState.team+1] - 1;
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let rowPlayer = "playerBox[" + positionObject + "]";
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let playerNameColumn = "playerName[" + positionObject + "]";
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let playerColorBoxColumn = "playerColorBox[" + positionObject + "]";
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let playerCivicBoxColumn = "civIcon[" + positionObject + "]";
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let playerCounterValue = "valueData[" + positionObject + "]";
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if (playerState.team != -1)
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{
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rowPlayer = "playerBoxt[" + playerState.team + "][" + positionObject + "]";
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playerNameColumn = "playerNamet[" + playerState.team + "][" + positionObject + "]";
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playerColorBoxColumn = "playerColorBoxt[" + playerState.team + "][" + positionObject + "]";
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playerCivicBoxColumn = "civIcont[" + playerState.team + "][" + positionObject + "]";
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playerCounterValue = "valueDataTeam[" + playerState.team + "][" + positionObject + "]";
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}
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let colorString = "color: "
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+ Math.floor(playerState.color.r * 255) + " "
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+ Math.floor(playerState.color.g * 255) + " "
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+ Math.floor(playerState.color.b * 255);
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let rowPlayerObject = Engine.GetGUIObjectByName(rowPlayer);
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rowPlayerObject.hidden = false;
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rowPlayerObject.sprite = colorString + g_PlayerBoxAlpha;
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let boxSize = rowPlayerObject.size;
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boxSize.right = rowPlayerObjectWidth;
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rowPlayerObject.size = boxSize;
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let playerColorBox = Engine.GetGUIObjectByName(playerColorBoxColumn);
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playerColorBox.sprite = colorString + g_PlayerColorBoxAlpha;
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Engine.GetGUIObjectByName(playerNameColumn).caption = g_GameData.players[i+1].name;
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let civIcon = Engine.GetGUIObjectByName(playerCivicBoxColumn);
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civIcon.sprite = "stretched:"+g_CivData[playerState.civ].Emblem;
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civIcon.tooltip = g_CivData[playerState.civ].Name;
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// Update counters
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updateCountersPlayer(playerState, panelInfo.counters, playerCounterValue);
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// Calculate g_TeamHelperData
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calculateTeamCounters(playerState);
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}
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// Update team counters
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let teamCounterFn = panelInfo.teamCounterFn;
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if (g_Teams && teamCounterFn)
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teamCounterFn(panelInfo.counters);
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}
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function startReplay()
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{
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if (Engine.HasXmppClient())
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Engine.StopXmppClient();
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Engine.StartVisualReplay(g_GameData.replayDirectory);
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Engine.SwitchGuiPage("page_loading.xml", {
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"attribs": Engine.GetReplayAttributes(g_GameData.replayDirectory),
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"isNetworked": false,
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"playerAssignments": {
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"local": {
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"name": translate("You"),
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"player": -1
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}
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},
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"savedGUIData": "",
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"isReplay": true,
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"replaySelectionData": g_GameData.replaySelectionData
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});
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}
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function init(data)
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{
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updateObjectPlayerPosition();
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g_GameData = data;
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let mapSize = data.mapSettings.Size ? g_Settings.MapSizes.find(size => size.Tiles == data.mapSettings.Size) : undefined;
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let mapType = g_Settings.MapTypes.find(mapType => mapType.Name == data.mapSettings.mapType);
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Engine.GetGUIObjectByName("timeElapsed").caption = sprintf(translate("Game time elapsed: %(time)s"), { "time": timeToString(data.timeElapsed) });
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Engine.GetGUIObjectByName("summaryText").caption = data.gameResult;
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Engine.GetGUIObjectByName("mapName").caption = sprintf(translate("%(mapName)s - %(mapType)s"), { "mapName": translate(data.mapSettings.Name), "mapType": mapSize ? mapSize.LongName : (mapType ? mapType.Title : "") });
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Engine.GetGUIObjectByName("replayButton").hidden = g_GameData.isInGame || !g_GameData.replayDirectory;
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// Panels
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g_PlayerCount = data.playerStates.length - 1;
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if (data.mapSettings.LockTeams) // teams ARE locked
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{
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// Count teams
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for (let t = 0; t < g_PlayerCount; ++t)
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{
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let playerTeam = data.playerStates[t+1].team;
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if (g_Teams[playerTeam])
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g_Teams[playerTeam]++;
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else
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g_Teams[playerTeam] = 1;
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}
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if (g_Teams.length == g_PlayerCount)
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g_Teams = false; // Each player has his own team. Displaying teams makes no sense.
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}
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else // teams are NOT locked
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g_Teams = false;
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// Erase teams data if teams are not displayed
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if (!g_Teams)
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{
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for (let p = 0; p < g_PlayerCount; ++p)
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data.playerStates[p+1].team = -1;
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}
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g_WithoutTeam = g_PlayerCount;
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if (g_Teams)
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{
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// Count players without team (or all if teams are not displayed)
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for (let i = 0; i < g_Teams.length; ++i)
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g_WithoutTeam -= g_Teams[i] ? g_Teams[i] : 0;
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}
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selectPanel(0);
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}
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