Refactor BlockType
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e88ff1ebe6
commit
c6308d5388
3 changed files with 97 additions and 75 deletions
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@ -1,17 +1,19 @@
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#pragma once
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#include <TileType.hpp>
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#include <vector>
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class BlockType {
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public:
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static BlockType i, j, l, o, s, t, z;
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static BlockType* list[];
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static BlockType* random() {
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return list[rand() % 7];
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}
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TileType* tile_type;
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std::vector<std::vector<bool>> grid;
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uint width, height, starting_line;
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bool rotate;
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BlockType(TileType* _tile_type, const std::vector<std::vector<bool>> _grid, bool _rotate = true);
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static BlockType* random();
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static void init();
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private:
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inline static std::vector<BlockType> list = {};
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inline static bool inited = false;
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};
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@ -1,7 +1,4 @@
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#include <cstdlib>
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#include <BlockType.hpp>
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#include <TileType.hpp>
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BlockType::BlockType(TileType* _tile_type, const std::vector<std::vector<bool>> _grid, bool _rotate) {
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tile_type = _tile_type;
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@ -25,4 +22,94 @@ BlockType::BlockType(TileType* _tile_type, const std::vector<std::vector<bool>>
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height = y + 1 - starting_line;
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}
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}
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}
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BlockType* BlockType::random() {
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init();
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return &list[rand() % list.size()];
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}
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void BlockType::init() {
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if (inited) {
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return;
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}
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// I block
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list.push_back(BlockType(new TileType(
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sf::IntRect(0, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(0, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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), {
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{0, 0, 0, 0},
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{1, 1, 1, 1},
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{0, 0, 0, 0},
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{0, 0, 0, 0}
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}
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));
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// J Block OK
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list.push_back(BlockType(new TileType(
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sf::IntRect(TILE_SIZE, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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), {
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{1, 0, 0},
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{1, 1, 1},
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{0, 0, 0}
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}
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));
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// L Block
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list.push_back(BlockType(new TileType(
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sf::IntRect(TILE_SIZE * 2, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 2, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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), {
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{0, 0, 1},
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{1, 1, 1},
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{0, 0, 0}
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}
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));
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// O Block
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list.push_back(BlockType(new TileType(
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sf::IntRect(TILE_SIZE * 3, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 3, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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), {
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{1, 1},
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{1, 1}
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}, false
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));
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// S Block OK
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list.push_back(BlockType(new TileType(
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sf::IntRect(TILE_SIZE * 4, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 4, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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), {
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{0, 1, 1},
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{1, 1, 0},
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{0, 0, 0}
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}
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));
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// T Block OK
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list.push_back(BlockType(new TileType(
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sf::IntRect(TILE_SIZE * 5, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 5, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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), {
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{0, 1, 0},
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{1, 1, 1},
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{0, 0, 0}
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}
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));
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// Z Block OK
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list.push_back(BlockType(new TileType(
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sf::IntRect(TILE_SIZE * 6, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 6, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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), {
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{1, 1, 0},
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{0, 1, 1},
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{0, 0, 0}
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}
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));
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inited = true;
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}
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67
src/Main.cpp
67
src/Main.cpp
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@ -16,73 +16,6 @@
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#include <BlockType.hpp>
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#include <Block.hpp>
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TileType tile_type_0(
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sf::IntRect(0, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(0, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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);
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TileType tile_type_1(
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sf::IntRect(TILE_SIZE, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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);
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TileType tile_type_2(
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sf::IntRect(TILE_SIZE * 2, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 2, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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);
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TileType tile_type_3(
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sf::IntRect(TILE_SIZE * 3, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 3, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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);
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TileType tile_type_4(
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sf::IntRect(TILE_SIZE * 4, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 4, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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);
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TileType tile_type_5(
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sf::IntRect(TILE_SIZE * 5, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 5, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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);
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TileType tile_type_6(
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sf::IntRect(TILE_SIZE * 6, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 6, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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);
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// https://gamedev.stackexchange.com/a/17978
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BlockType BlockType::i(&tile_type_0, {
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{0, 0, 0, 0},
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{1, 1, 1, 1},
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{0, 0, 0, 0},
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{0, 0, 0, 0}
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});
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BlockType BlockType::j(&tile_type_1, {
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{1, 0, 0},
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{1, 1, 1},
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{0, 0, 0}
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});
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BlockType BlockType::l(&tile_type_2, {
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{0, 0, 1},
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{1, 1, 1},
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{0, 0, 0}
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});
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BlockType BlockType::o(&tile_type_3, {
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{1, 1},
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{1, 1}
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}, false);
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BlockType BlockType::s(&tile_type_4, {
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{0, 1, 1},
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{1, 1, 0},
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{0, 0, 0}
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});
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BlockType BlockType::t(&tile_type_5, {
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{0, 1, 0},
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{1, 1, 1},
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{0, 0, 0}
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});
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BlockType BlockType::z(&tile_type_6, {
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{1, 1, 0},
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{0, 1, 1},
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{0, 0, 0}
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});
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BlockType* BlockType::list[] = {&i, &j, &l, &o, &s, &t, &z};
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uint get_level(int lines) {
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return std::min(lines / LINES_PER_LEVEL, 15);
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}
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