207 lines
7.5 KiB
Text
207 lines
7.5 KiB
Text
// === Game Calculator Module (Max 10 players) ===
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// Calculates dice types, pick requirements, and other game mechanics
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// This version chooses a dice size based on the number of players,
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// ensuring at least three numbers are available per player.
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integer MSG_GET_DICE_TYPE = 1001;
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integer MSG_DICE_TYPE_RESULT = 1005;
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integer MSG_GET_PICKS_REQUIRED = 1002;
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integer MSG_GET_PICKER_INDEX = 1003;
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integer MSG_SERIALIZE_GAME_STATE = 1004;
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integer MSG_SYNC_GAME_STATE = 107;
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integer MSG_SYNC_PICKQUEUE = 2001;
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list lives;
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list picksData;
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string perilPlayer;
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list names;
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list pickQueue;
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// List of supported dice sizes; ensure the last entry can accommodate 10 players × 3 picks = 30
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list STANDARD_DICE = [6, 12, 20, 30];
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// Determine which die to use based on player count.
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// Each player should have at least 3 numbers available to choose from.
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integer getDiceType(integer playerCount) {
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integer minimumSides = playerCount * 3;
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integer i;
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for (i = 0; i < llGetListLength(STANDARD_DICE); i++) {
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integer sides = llList2Integer(STANDARD_DICE, i);
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if (sides >= minimumSides) {
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return sides;
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}
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}
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// If no predefined die has enough sides, return the largest supported die (d30)
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return llList2Integer(STANDARD_DICE, llGetListLength(STANDARD_DICE) - 1);
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}
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// Determine how many picks a player should make based on the peril player's lives
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integer getPicksRequiredFromName(string name) {
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integer idx = llListFindList(names, [name]);
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if (idx == -1) {
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integer i;
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for (i = 0; i < llGetListLength(names); i++) {
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string testName = llList2String(names, i);
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if (llSubStringIndex(testName, name) != -1) {
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idx = i;
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i = llGetListLength(names);
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}
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}
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}
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if (idx == -1) return 0;
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integer lifeCount = (integer)llList2String(lives, idx);
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// Pick count = 4 - peril player's lives (3 lives=1 pick, 2 lives=2 picks, 1 life=3 picks)
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return 4 - lifeCount;
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}
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// Find the index of a player in the pickQueue by name
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integer getPickerIndex(string name) {
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return llListFindList(pickQueue, [name]);
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}
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// Serialize the current game state for syncing with other scripts
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string serializeGameState() {
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return llList2CSV(lives) + "~" + llList2CSV(picksData) + "~" + perilPlayer + "~" + llList2CSV(names);
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}
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// Show a pick management dialog for the owner.
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// LSL does not support a void return type, so this returns an integer which is ignored.
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integer showPickManager(string player, key id) {
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string searchName = player;
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if (llSubStringIndex(searchName, "~") != -1) {
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list parts = llParseString2List(searchName, ["~"], []);
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searchName = llList2String(parts, 1);
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}
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integer idx = llListFindList(names, [searchName]);
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if (idx == -1) {
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integer i;
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for (i = 0; i < llGetListLength(names); i++) {
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string testName = llList2String(names, i);
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if (llSubStringIndex(testName, searchName) != -1) {
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idx = i;
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llOwnerSay("✅ Matched pick list for: " + testName);
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i = llGetListLength(names);
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}
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}
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if (idx == -1) {
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llOwnerSay("⚠️ Could not find player: " + player);
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return 0;
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}
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}
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integer maxPicks = getPicksRequiredFromName(llList2String(names, idx));
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string currentData = llList2String(picksData, idx);
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list parts = llParseString2List(currentData, ["|"], []);
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list currentPicks = [];
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if (llGetListLength(parts) > 1) {
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currentPicks = llParseString2List(llList2String(parts, 1), [","], []);
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}
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list buttons = [];
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integer i;
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for (i = 1; i <= 6; i++) {
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string numStr = (string)i;
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if (llListFindList(currentPicks, [numStr]) != -1) {
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buttons += ["❌ " + numStr];
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} else if (llGetListLength(currentPicks) < maxPicks) {
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buttons += ["➕ " + numStr];
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}
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}
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// Don't show hardcoded dialog - let the Owner Dialog Handler manage this
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llOwnerSay("🧮 Calculator delegating pick management to dialog handler for: " + (string)id);
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// Return without showing dialog - this should be handled by the proper dialog handler
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// Return dummy value since LSL does not have a void return type
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return 0;
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}
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default {
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state_entry() {
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// Initialize/reset all state variables
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lives = [];
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picksData = [];
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perilPlayer = "";
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names = [];
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pickQueue = [];
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llOwnerSay("🧮 Game Calculator ready!");
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}
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on_rez(integer start_param) {
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llOwnerSay("🔄 Game Calculator rezzed - reinitializing...");
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// Reset all state variables on rez
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lives = [];
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picksData = [];
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perilPlayer = "";
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names = [];
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pickQueue = [];
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llOwnerSay("✅ Game Calculator reset complete after rez!");
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}
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link_message(integer sender, integer num, string str, key id) {
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// Handle full reset from main controller
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if (num == -99999 && str == "FULL_RESET") {
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// Reset helper state
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lives = [];
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picksData = [];
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perilPlayer = "";
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names = [];
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pickQueue = [];
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llOwnerSay("🧮 Calculator Module reset!");
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return;
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}
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if (num == MSG_SYNC_GAME_STATE) {
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list parts = llParseString2List(str, ["~"], []);
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if (llGetListLength(parts) < 4) {
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llOwnerSay("⚠️ Game Calculator: Incomplete sync message received, parts: " + (string)llGetListLength(parts));
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return;
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}
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lives = llCSV2List(llList2String(parts, 0));
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// Use ^ delimiter for picksData to avoid comma conflicts
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string picksDataStr = llList2String(parts, 1);
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if (picksDataStr == "" || picksDataStr == "EMPTY") {
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picksData = [];
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} else {
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picksData = llParseString2List(picksDataStr, ["^"], []);
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}
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string receivedPeril = llList2String(parts, 2);
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if (receivedPeril == "NONE") {
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perilPlayer = "";
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} else {
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perilPlayer = receivedPeril;
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}
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names = llCSV2List(llList2String(parts, 3));
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}
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else if (num == MSG_SYNC_PICKQUEUE) {
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pickQueue = llCSV2List(str);
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}
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else if (num == MSG_GET_DICE_TYPE) {
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integer playerCount = (integer)str;
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llOwnerSay("📈 Calculator: Calculating dice type for " + (string)playerCount + " players");
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integer result = getDiceType(playerCount);
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// Send result only to the requester (sender), not broadcast to everyone
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llMessageLinked(sender, MSG_DICE_TYPE_RESULT, (string)result, NULL_KEY);
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}
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else if (num == MSG_GET_PICKS_REQUIRED) {
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integer result = getPicksRequiredFromName(str);
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llMessageLinked(LINK_THIS, MSG_GET_PICKS_REQUIRED, (string)result, NULL_KEY);
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}
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else if (num == MSG_GET_PICKER_INDEX) {
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integer result = getPickerIndex(str);
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llMessageLinked(LINK_THIS, MSG_GET_PICKER_INDEX, (string)result, NULL_KEY);
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}
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else if (num == MSG_SERIALIZE_GAME_STATE) {
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llMessageLinked(LINK_THIS, MSG_SERIALIZE_GAME_STATE, serializeGameState(), NULL_KEY);
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}
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else if (num == 206) {
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llOwnerSay("📨 MSG 206 received for: " + str + " from: " + (string)id);
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showPickManager(str, id);
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}
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}
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}
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