- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`) - ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk" for every build stat); Stats.base uses stats_field_name - ludic.shooter: compare aim modes and fire patterns with AimMode.* and WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y - ludic.npcai: DecisionMade / brain_set_state use AiState.* - examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and BACKDROP named; strings.ludic header says what it prints - whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only), `0 - x` → `-x`, ASCII codes → char literals; every .ludic and every ```ludic fence reformatted with the fixed formatter (whitespace only) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
174 lines
7.8 KiB
Text
174 lines
7.8 KiB
Text
# shooter_demo.ludic — the ludic.shooter controller (#60) exercised headlessly and
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# deterministically: decoupled top-down movement, a data-driven weapon that fires
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# along the aim, a projectile that travels and damages an ENEMY (faction-filtered,
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# so friendly fire is ignored), a piercing shot that hits two enemies, a spread
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# weapon that emits several pellets, and the ProjectileSpawned mutable hook.
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#
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# A full run prints: 1 1 1 1 1 1 1 1 1 1 1
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#
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# Build (from the repo root):
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# LUDIC_MODULES=packages ludicc --headless examples/games/shooter_demo.ludic
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program ShooterDemo {
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import "ludic.shooter/shooter.ludic"
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property Position { x: int = 0, y: int = 0 }
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property Body {
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vx: fixed = 0.0, vy: fixed = 0.0, gravity: fixed = 0.0, max_fall: fixed = 0.0,
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rx: fixed = 0.0, ry: fixed = 0.0, policy: int = 1,
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on_ground: int = 0, hit_wall: int = 0, hit_ceiling: int = 0
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}
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property Collider {
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w: int = 0, h: int = 0, offx: int = 0, offy: int = 0,
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is_trigger: int = 0, one_way: int = 0, layer: int = 0, mask: int = 0,
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hit: int = 0, entered: int = 0, exited: int = 0
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}
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model Gunner { Position, Body, Collider, TopDown, Weapon, Faction, Stats }
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model Mob { Position, Collider, Faction, Stats }
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model Nest { Position, Spawner }
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@OnSpawn(Gunner) handler GInit { }
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@OnSpawn(Mob) handler MInit { }
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@OnSpawn(Nest) handler NInit { }
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var spawn_reqs: int = 0
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@On(SpawnRequested) handler OnSpawnReq { spawn_reqs += 1 }
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var waves_cleared: int = 0
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@On(WaveCleared) handler OnWaveClear { waves_cleared += 1 }
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var spawned: int = 0
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@On(ProjectileSpawned) handler CountSpawn { spawned += 1 }
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var hits: int = 0
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@On(ProjectileHit) handler CountHit { hits += 1 }
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# reap the dead (the realistic policy: a Died body leaves the world) so stale
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# corpses do not sit in the faction/targeting scans.
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var deaths: int = 0
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@On(Died) handler Reap { deaths += 1; despawn e }
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function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i += 1 } }
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function bi(b: bool) -> int { if b { return 1 }; return 0 }
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function hp_of(e: int) -> int {
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let P = World.prop_id("Stats")
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return World.get(e, P, World.field_id(P, "hp"))
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}
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# the mob is the Stats-carrying entity with no TopDown (Mob is a model, not a
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# queryable property — query by a component it actually has).
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function find_mob() -> int {
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let PS = World.prop_id("Stats")
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let PT = World.prop_id("TopDown")
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var e = World.query_next(PS, 0)
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while e >= 0 { if World.has(e, PT) == 0 { return e }; e = World.query_next(PS, e + 1) }
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return -1
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}
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# a mob still alive (hp > 0) — the dead one from an earlier test stays in the world.
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function find_live_mob() -> int {
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let PS = World.prop_id("Stats")
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let PT = World.prop_id("TopDown")
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let fhp = World.field_id(PS, "hp")
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var e = World.query_next(PS, 0)
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while e >= 0 {
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if (World.has(e, PT) == 0) and (World.get(e, PS, fhp) > 0) { return e }
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e = World.query_next(PS, e + 1)
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}
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return -1
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}
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entry {
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let PT = World.prop_id("TopDown")
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let PB = World.prop_id("Body")
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let PP = World.prop_id("Position")
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# weapons: a pistol (single) and a shotgun (spread cone of 5), plus a piercer.
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Weapon.def("pistol", 6, 10, 8, 0, 1, 0)
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Weapon.def("shotgun", 12, 6, 7, 30, 5, 1)
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Weapon.def("rifle", 4, 8, 10, 0, 1, 0)
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# player faction 1, enemies faction 2 (hostile by default).
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spawn Gunner { Position { x: 100, y: 100 }, Collider { w: 12, h: 12 },
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TopDown { move_speed: 4, aim_mode: 2 }, Weapon { def_id: 0 }, Faction { id: 1 },
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Stats { hp: 50, max_hp: 50 } }
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let g = World.query_next(PT, 0)
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# ---- A. decoupled movement: move right, body slides, aim follows move dir --
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TopDown.move(g, 1, 0)
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let x0 = World.get(g, PP, World.field_id(PP, "x"))
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tick_n(15)
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TopDown.move(g, 0, 0)
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let x1 = World.get(g, PP, World.field_id(PP, "x"))
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print(bi(x1 > x0 + 10)) # 1 — moved right
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print(bi(World.get(g, PT, World.field_id(PT, "aim_angle")) == 0)) # 1 — aim = move dir (+x = 0deg)
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# ---- B. fire the pistol straight at an enemy to the right --------------
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let gx = World.get(g, PP, World.field_id(PP, "x"))
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let gy = World.get(g, PP, World.field_id(PP, "y"))
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spawn Mob { Position { x: gx + 120, y: gy }, Collider { w: 16, h: 16 }, Faction { id: 2 }, Stats { hp: 100, max_hp: 100, def: 0 } }
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let mob = find_mob()
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World.set(g, PT, World.field_id(PT, "aim_mode"), 4) # manual aim for the firing tests
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TopDown.aim(g, 0) # aim +x
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Weapon.equip(g, "pistol")
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TopDown.fire(g, 1)
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tick_n(1) # one shot fires (cooldown gates the rest)
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TopDown.fire(g, 0)
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let hp_before = hp_of(mob)
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tick_n(40) # bullet flies ~120px and hits
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print(bi(spawned >= 1)) # 1 — a projectile spawned
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print(bi(hp_of(mob) < hp_before)) # 1 — enemy took damage
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# ---- C. friendly fire is ignored (same faction) ------------------------
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spawn Gunner { Position { x: gx + 40, y: gy }, Collider { w: 12, h: 12 },
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TopDown { aim_mode: 2 }, Weapon { def_id: 0 }, Faction { id: 1 }, Stats { hp: 50, max_hp: 50 } }
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var ally = World.query_next(PT, 0)
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if ally == g { ally = World.query_next(PT, g + 1) }
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let ally_hp = hp_of(ally)
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TopDown.aim(g, 0)
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TopDown.fire(g, 1); tick_n(1); TopDown.fire(g, 0)
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tick_n(20)
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print(bi(hp_of(ally) == ally_hp)) # 1 — ally unharmed (faction)
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# ---- D. shotgun spread emits multiple pellets in one shot ---------------
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let s0 = spawned
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Weapon.equip(g, "shotgun")
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TopDown.aim(g, 0)
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TopDown.fire(g, 1); tick_n(1); TopDown.fire(g, 0)
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print(bi(spawned - s0 == 5)) # 1 — 5 pellets
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# ---- E. a fresh enemy is eventually killed (Combat -> Died -> reaped) --
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let d0 = deaths
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Weapon.equip(g, "rifle")
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TopDown.aim(g, 0)
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var f = 0
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while (deaths == d0) and (f < 400) {
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TopDown.fire(g, 1); tick_fixed(); TopDown.fire(g, 0); tick_fixed()
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f += 1
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}
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print(bi(deaths == d0 + 1)) # 1 — enemy destroyed (Died fired)
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# ---- F. ring pattern (bullet-hell) emits N bullets around 360 ----------
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let r0 = spawned
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let ring = Weapon.def("nova", 30, 3, 6, 0, 8, 2) # pattern 2 = ring, 8 pellets
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Weapon.equip(g, "nova")
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TopDown.fire(g, 1); tick_n(1); TopDown.fire(g, 0)
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print(bi(spawned - r0 == 8)) # 1 — 8-way ring
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# ---- G. homing shot curves onto an off-axis enemy ----------------------
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let seek = Weapon.def("seeker", 30, 40, 6, 0, 1, 0)
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Weapon.set_homing(seek, 12) # 12 deg/frame turn
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let gx2 = World.get(g, PP, World.field_id(PP, "x"))
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let gy2 = World.get(g, PP, World.field_id(PP, "y"))
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spawn Mob { Position { x: gx2 + 60, y: gy2 + 60 }, Collider { w: 16, h: 16 }, Faction { id: 2 }, Stats { hp: 30, max_hp: 30 } }
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let mob2 = find_live_mob()
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let mob2_hp0 = hp_of(mob2)
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Weapon.equip(g, "seeker")
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TopDown.aim(g, 0) # fire +x, but the target is down-right
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TopDown.fire(g, 1); tick_n(1); TopDown.fire(g, 0)
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tick_n(60) # the shot should curve in and hit
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print(bi(hp_of(mob2) < mob2_hp0)) # 1 — homing connected
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# ---- H. wave spawner: budgeted, throttled SpawnRequested + WaveCleared --
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spawn Nest { Position { x: 300, y: 300 }, Spawner { rate: 3, budget: 4 } }
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tick_n(20) # 4 spawns at 3-frame spacing, then cleared
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print(bi(spawn_reqs == 4)) # 1 — exactly budget requests
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print(bi(waves_cleared == 1)) # 1 — wave cleared once
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quit()
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}
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}
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