mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
236 lines
5.5 KiB
C
236 lines
5.5 KiB
C
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/* $Id$ */
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#include "../stdafx.h"
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#include "../openttd.h"
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#include "../variables.h"
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#include "../command.h"
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#include "../network.h"
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#include "ai.h"
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/**
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* Dequeues commands put in the queue via AI_PutCommandInQueue.
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*/
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void AI_DequeueCommands(byte player)
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{
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AICommand *com, *entry_com;
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entry_com = _ai_player[player].queue;
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/* It happens that DoCommandP issues a new DoCommandAI which adds a new command
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* to this very same queue (don't argue about this, if it currently doesn't
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* happen I can tell you it will happen with AIScript -- TrueLight). If we
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* do not make the queue NULL, that commands will be dequeued immediatly.
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* Therefor we safe the entry-point to entry_com, and make the queue NULL, so
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* the new queue can be safely built up. */
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_ai_player[player].queue = NULL;
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_ai_player[player].queue_tail = NULL;
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/* Dequeue all commands */
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while ((com = entry_com) != NULL) {
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_current_player = player;
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/* Copy the DP back in place */
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memcpy(_decode_parameters, com->dp, sizeof(com->dp));
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DoCommandP(com->tile, com->p1, com->p2, NULL, com->procc);
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/* Free item */
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entry_com = com->next;
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free(com);
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}
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}
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/**
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* Needed for SP; we need to delay DoCommand with 1 tick, because else events
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* will make infinite loops (AIScript).
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*/
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void AI_PutCommandInQueue(byte player, uint tile, uint32 p1, uint32 p2, uint procc)
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{
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AICommand *com;
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if (_ai_player[player].queue_tail == NULL) {
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/* There is no item in the queue yet, create the queue */
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_ai_player[player].queue = malloc(sizeof(AICommand));
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_ai_player[player].queue_tail = _ai_player[player].queue;
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} else {
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/* Add an item at the end */
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_ai_player[player].queue_tail->next = malloc(sizeof(AICommand));
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_ai_player[player].queue_tail = _ai_player[player].queue_tail->next;
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}
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/* This is our new item */
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com = _ai_player[player].queue_tail;
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/* Assign the info */
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com->tile = tile;
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com->p1 = p1;
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com->p2 = p2;
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com->procc = procc;
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com->next = NULL;
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/* Copy the decode_parameters */
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memcpy(com->dp, _decode_parameters, sizeof(com->dp));
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}
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/**
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* Executes a raw DoCommand for the AI.
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*/
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int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
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{
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byte old_lp;
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int32 res = 0;
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/* If you enable DC_EXEC with DC_QUERY_COST you are a really strange
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* person.. should we check for those funny jokes?
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*/
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/* First, do a test-run to see if we can do this */
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res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc);
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/* The command failed, or you didn't want to execute, or you are quering, return */
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if ((res & CMD_ERROR) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST))
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return res;
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/* If we did a DC_EXEC, and the command did not return an error, execute it
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over the network */
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if (flags & DC_AUTO) procc |= CMD_AUTO;
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if (flags & DC_NO_WATER) procc |= CMD_NO_WATER;
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/* NetworkSend_Command needs _local_player to be set correctly, so
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adjust it, and put it back right after the function */
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old_lp = _local_player;
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_local_player = _current_player;
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/* Send the command */
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if (_networking)
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/* Network is easy, send it to his handler */
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NetworkSend_Command(tile, p1, p2, procc, NULL);
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else
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/* If we execute BuildCommands directly in SP, we have a big problem with events
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* so we need to delay is for 1 tick */
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AI_PutCommandInQueue(_current_player, tile, p1, p2, procc);
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/* Set _local_player back */
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_local_player = old_lp;
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return res;
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}
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/**
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* Run 1 tick of the AI. Don't overdo it, keep it realistic.
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*/
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void AI_RunTick(byte player)
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{
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extern void AiNewDoGameLoop(Player *p);
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Player *p = GetPlayer(player);
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_current_player = player;
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if (_patches.ainew_active)
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AiNewDoGameLoop(p);
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else
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AiDoGameLoop(p);
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}
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/**
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* The gameloop for AIs.
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* Handles one tick for all the AIs.
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*/
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void AI_RunGameLoop(void)
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{
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/* Don't do anything if ai is disabled */
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if (!_ai.enabled)
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return;
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/* New tick */
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_ai.tick++;
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/* Make sure the AI follows the difficulty rule.. */
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switch (_opt.diff.competitor_speed) {
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case 0: // Very slow
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if (!(_ai.tick & 8)) return;
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break;
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case 1: // Slow
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if (!(_ai.tick & 4)) return;
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break;
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case 2: // Medium
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if (!(_ai.tick & 2)) return;
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break;
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case 3: // Fast
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if (!(_ai.tick & 1)) return;
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break;
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case 4: // Very fast
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default:
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break;
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}
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/* Check for AI-client (so joining a network with an AI) */
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if (_ai.network_client) {
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/* Run the script */
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AI_DequeueCommands(_ai.network_player);
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AI_RunTick(_ai.network_player);
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} else if (!_networking || _network_server) {
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/* Check if we want to run AIs (server or SP only) */
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Player *p;
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FOR_ALL_PLAYERS(p) {
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if (p->is_active && p->is_ai) {
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/* This should always be true, else something went wrong... */
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assert(_ai_player[p->index].active);
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/* Run the script */
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AI_DequeueCommands(p->index);
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AI_RunTick(p->index);
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}
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}
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}
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_current_player = OWNER_NONE;
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}
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/**
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* A new AI sees the day of light. You can do here what ever you think is needed.
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*/
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void AI_StartNewAI(byte player)
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{
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/* Called if a new AI is booted */
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_ai_player[player].active = true;
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}
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/**
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* This AI player died. Give it some chance to make a final puf.
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*/
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void AI_PlayerDied(byte player)
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{
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/* Called if this AI died */
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_ai_player[player].active = false;
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}
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/**
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* Initialize some AI-related stuff.
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*/
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void AI_Initialize(void)
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{
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memset(&_ai, 0, sizeof(_ai));
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memset(&_ai_player, 0, sizeof(_ai_player));
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_ai.enabled = true;
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}
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/**
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* Deinitializer for AI-related stuff.
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*/
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void AI_Uninitialize(void)
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{
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Player *p;
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FOR_ALL_PLAYERS(p) {
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if (p->is_active && p->is_ai) {
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AI_PlayerDied(p->index);
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}
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}
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}
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