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https://github.com/Relintai/broken_seals.git
synced 2024-12-25 01:17:10 +01:00
Initial Building implementation. The room transforms are still broken, will figure them out later.
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@ -6,40 +6,186 @@ export(PropData) var start_room : PropData
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export(Array, PropData) var rooms : Array
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export(Array, PropData) var rooms : Array
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export(bool) var generate : bool setget set_generate, get_generate
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export(bool) var generate : bool setget set_generate, get_generate
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#todo calc aabbs and store in PropData during prop conversion
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var room_aabbs : Dictionary
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var portal_map : Dictionary
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var portal_map : Dictionary
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var portals : Array
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var current_aabbs : Array
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var debug : bool = true
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var debug : bool = true
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func _enter_tree():
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func _enter_tree() -> void:
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if not Engine.editor_hint && generate_on_ready:
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if not Engine.editor_hint && generate_on_ready:
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call_deferred("generate")
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call_deferred("generate")
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func set_up_room_data():
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func set_up_room_data() -> void:
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clear_room_data()
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clear_room_data()
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process_prop(start_room)
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for r in rooms:
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process_prop(r)
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process_portals()
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func process_prop(room : PropData) -> void:
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if !room:
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return
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if !room.is_room:
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return
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if room in room_aabbs:
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return
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var ps : PoolVector3Array = room.room_bounds
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var aabb : AABB = AABB()
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for p in ps:
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aabb.expand(p)
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room_aabbs[room] = aabb
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for i in range(room.props.size()):
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var pe : PropDataEntry = room.props[i]
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if pe is PropDataPortal:
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portals.append([pe, room, i])
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func process_portals() -> void:
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for i in range(portals.size()):
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var pe = portals[i]
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var portal : PropDataPortal = pe[0]
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var room : PropData = pe[1]
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var portal_points : PoolVector2Array = portal.points
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if portal in portal_map:
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continue
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var map_data : Array = Array()
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for j in range(portals.size()):
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if i == j:
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continue
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var pp : Array = portals[j]
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var cportal : PropDataPortal = pp[0]
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var cportal_points : PoolVector2Array = cportal.points
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if (cportal_points.size() != portal_points.size()):
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continue
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var eq : bool = true
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for k in range(portal_points.size()):
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var p1 : Vector2 = portal_points[k]
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var p2 : Vector2 = cportal_points[k]
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if !p1.is_equal_approx(p2):
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eq = false
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break
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if !eq:
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continue
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var croom : PropData = pp[1]
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var cj : int = pp[2]
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func clear_room_data():
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map_data.append([ croom, cportal, cj ])
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portal_map[portal] = map_data
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#print(portal_map)
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func clear_room_data() -> void:
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portal_map.clear()
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portal_map.clear()
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portals.clear()
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room_aabbs.clear()
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current_aabbs.clear()
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func generate():
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func generate() -> void:
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clear()
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clear()
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set_up_room_data()
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set_up_room_data()
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spawn_room(Transform(), start_room)
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func clear():
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func spawn_room(tf : Transform, room : PropData, level : int = 0, current_portal : PropDataPortal = null) -> void:
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if not debug:
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if level > 2:
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for c in get_children():
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return
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if c.owner == self:
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#don't destroy the user's nodes
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var sr : PropInstanceMerger = PropInstanceMerger.new()
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sr.prop_data = start_room
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add_child(sr)
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sr.transform = tf
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if Engine.editor_hint and debug:
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sr.owner = get_tree().edited_scene_root
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var caabb : AABB = room_aabbs[room]
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caabb.position = tf.xform(Vector3())
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current_aabbs.push_back(caabb)
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for pe in room.props:
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if pe is PropDataPortal:
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if pe == current_portal:
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continue
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var ntf : Transform = pe.transform * tf
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var d : Array = portal_map[pe]
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if d.size() == 0:
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continue
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continue
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c.queue_delete()
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randomize()
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var new_room_data = d[randi() % d.size()]
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#[ croom, cportal, cj ]
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var new_room : PropData = new_room_data[0]
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var new_room_portal : PropDataPortal = new_room_data[1]
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#todo figure out the transforms
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var poffset : Vector3 = new_room_portal.transform.xform(Vector3())
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poffset.x += 1
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var offsert_ntf : Transform = ntf
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offsert_ntf = offsert_ntf.translated(-poffset)
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var ab : AABB = room_aabbs[new_room]
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ab.position = offsert_ntf.xform(Vector3())
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var can_spawn : bool = true
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for saab in current_aabbs:
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if ab.intersects(saab):
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#todo implement plugs
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can_spawn = false
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break
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if can_spawn:
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spawn_room(offsert_ntf, new_room, level + 1, new_room_portal)
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func clear() -> void:
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if Engine.editor_hint and debug:
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#don't destroy the user's nodes
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for c in get_children():
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if c.owner == get_tree().edited_scene_root:
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c.queue_free()
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else:
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else:
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for c in get_children():
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for c in get_children():
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c.queue_delete()
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c.queue_free()
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func set_generate(on):
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func set_generate(on) -> void:
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if on:
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if on:
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generate()
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generate()
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func get_generate():
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func get_generate() -> bool:
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return false
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return false
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@ -1,15 +1,21 @@
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[gd_scene load_steps=7 format=2]
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://scripts/dungeons/dungeon.gd" type="Script" id=1]
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[ext_resource path="res://scripts/dungeons/dungeon.gd" type="Script" id=1]
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[ext_resource path="res://test_rooms/Room1.tres" type="PropData" id=2]
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[ext_resource path="res://test_rooms/Room1.tres" type="PropData" id=2]
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[ext_resource path="res://test_rooms/Room2.tres" type="PropData" id=3]
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[ext_resource path="res://test_rooms/Room3.tres" type="PropData" id=4]
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[ext_resource path="res://test_rooms/Room3.tres" type="PropData" id=4]
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[ext_resource path="res://test_rooms/Room5.tres" type="PropData" id=5]
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[ext_resource path="res://test_rooms/Room5.tres" type="PropData" id=5]
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[ext_resource path="res://test_rooms/Room4.tres" type="PropData" id=6]
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[ext_resource path="res://test_rooms/Room4.tres" type="PropData" id=6]
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[node name="Dungtest" type="Spatial"]
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[node name="Dungtest" type="Spatial"]
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[node name="DirectionalLight" type="DirectionalLight" parent="."]
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transform = Transform( 1, 0, 0, 0, 0.618285, 0.785954, 0, -0.785954, 0.618285, 0, 7.04604, 18.7882 )
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[node name="Camera" type="Camera" parent="."]
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transform = Transform( 1, 0, 0, 0, 0.937221, 0.348736, 0, -0.348736, 0.937221, 0, 3.89185, 8.51114 )
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current = true
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[node name="Dungeon" type="Spatial" parent="."]
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[node name="Dungeon" type="Spatial" parent="."]
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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start_room = ExtResource( 2 )
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start_room = ExtResource( 2 )
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rooms = [ ExtResource( 2 ), ExtResource( 3 ), ExtResource( 4 ), ExtResource( 6 ), ExtResource( 5 ) ]
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rooms = [ ExtResource( 4 ), ExtResource( 6 ), ExtResource( 5 ) ]
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