222 lines
5.9 KiB
C++
222 lines
5.9 KiB
C++
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#include <cmath>
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#include <iostream>
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#include "bonus.hpp"
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#include "arkanoid.hpp"
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#include "ball.hpp"
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#include "paddle.hpp"
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/* =============
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* ===Bonuses===
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* =============
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* */
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Bonus::Bonus(sf::Vector2f position): m_position(position)
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{
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m_time = 0;
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}
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void Bonus::update(float dt)
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{
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m_time += dt;
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m_position.y += speed * dt;
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}
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bool Bonus::isColiding(const Paddle& paddle) const
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{
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bool result = paddle.getBorder().intersects({m_position.x - radius, m_position.y - radius, 2 * radius, 2 * radius});
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return result;
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}
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/*
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* TripleBallBonus
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* */
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void TripleBallBonus::draw(sf::RenderWindow& window) const
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{
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static sf::CircleShape shape(radius);
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shape.setOrigin(radius, radius);
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shape.setFillColor(sf::Color{100, 200, 100});
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shape.setPosition(m_position);
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window.draw(shape);
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float angle = 0;
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static Ball ball {5, {0, 0}, {0, 0}};
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float ballRotationRadius = 7;
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ball.position = m_position + ballRotationRadius * sf::Vector2f(std::cos(angle), std::sin(angle));
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ball.draw(window);
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angle += 2.0 * M_PI / 3.0;
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ball.position = m_position + ballRotationRadius * sf::Vector2f(std::cos(angle), std::sin(angle));
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ball.draw(window);
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angle += 2.0 * M_PI / 3.0;
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ball.position = m_position + ballRotationRadius * sf::Vector2f(std::cos(angle), std::sin(angle));
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ball.draw(window);
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}
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void TripleBallBonus::activate(Arkanoid& game)
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{
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int numBalls = game.m_balls.size();
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std::list<Ball>::iterator it = game.m_balls.begin();
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bool isSlowed = false;
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bool toApply = true;
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Effect* slowing_effect = nullptr;
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for (auto it = game.m_effects.begin(); it != game.m_effects.end();) {
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if ((*it)->effectId == _EFFECT_SLOWING_ID) {
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isSlowed = true;
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slowing_effect = *it;
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break;
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}
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it++;
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}
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for (int i = 0; i < numBalls; i++)
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{
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float angle, vx, vy;
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if (game.isMaxBalls()) {
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toApply = false;
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}
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if (toApply) {
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angle = rand() % 1000 * (2 * M_PI / 1000);
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vx = Ball::initialVelocity * sin(angle);
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vy = Ball::initialVelocity * cos(angle);
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game.addBall({game.m_initialBall.radius, (*it).position, {vx, vy}});
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if (isSlowed) {
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slowing_effect->activate(game.m_balls.back());
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}
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}
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if (game.isMaxBalls()) {
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toApply = false;
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}
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if (toApply) {
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angle = rand() % 1000 * (2 * M_PI / 1000);
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vx = Ball::initialVelocity * sin(angle);
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vy = Ball::initialVelocity * cos(angle);
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game.addBall({game.m_initialBall.radius, (*it).position, {vx, vy}});
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if (isSlowed) {
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slowing_effect->activate(game.m_balls.back());
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}
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}
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it++;
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}
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}
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/*
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* EnlargePaddleBonus
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* */
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void EnlargePaddleBonus::draw(sf::RenderWindow& window) const
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{
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static sf::CircleShape shape(radius);
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shape.setOrigin(radius, radius);
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shape.setFillColor(sf::Color{100, 200, 100});
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shape.setPosition(m_position);
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window.draw(shape);
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static sf::RectangleShape rect(sf::Vector2f{radius, radius / 2});
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rect.setFillColor(sf::Color::Green);
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rect.setPosition(m_position - sf::Vector2f{radius /2, radius / 4});
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window.draw(rect);
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}
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void EnlargePaddleBonus::activate(Arkanoid& game)
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{
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if (game.m_paddle.size.x < 300) {
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game.m_paddle.size.x *= 1.5;
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}
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}
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/*
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* ShrinkPaddleBonus
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* */
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void ShrinkPaddleBonus::draw(sf::RenderWindow& window) const
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{
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static sf::CircleShape shape(radius);
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shape.setOrigin(radius, radius);
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shape.setFillColor(sf::Color{100, 200, 100});
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shape.setPosition(m_position);
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window.draw(shape);
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static sf::RectangleShape rect(sf::Vector2f{radius, radius / 2});
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rect.setFillColor(sf::Color::Red);
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rect.setPosition(m_position - sf::Vector2f{radius /2, radius / 4});
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window.draw(rect);
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}
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void ShrinkPaddleBonus::activate(Arkanoid& game)
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{
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if (game.m_paddle.size.x > 40) {
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game.m_paddle.size.x *= 0.8;
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}
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}
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/*
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* SlowingBonus
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* */
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void SlowingBonus::draw(sf::RenderWindow& window) const
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{
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static sf::CircleShape shape(radius);
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shape.setOrigin(radius, radius);
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shape.setFillColor(sf::Color{100, 200, 100});
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shape.setPosition(m_position);
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window.draw(shape);
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static sf::CircleShape clock(radius / 2);
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clock.setOutlineColor(sf::Color::Red);
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clock.setOutlineThickness(3);
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clock.setPosition(m_position - sf::Vector2f{radius /2, radius / 2});
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window.draw(clock);
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}
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void SlowingBonus::activate(Arkanoid& game)
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{
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bool isAlreadySlowed = false;
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for (auto it = game.m_effects.begin(); it != game.m_effects.end();) {
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if ((*it)->effectId == _EFFECT_SLOWING_ID) {
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(*it)->mDuration += mDuration;
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isAlreadySlowed = true;
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break;
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}
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it++;
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}
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if (!isAlreadySlowed) {
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game.m_effects.push_back(new SlowingEffect(game.m_time, mDuration));
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game.m_effects.back()->activate(game);
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}
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}
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/* =============
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* ===Effects===
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* =============
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* */
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Effect::Effect(char id, double start_time, double duration) : effectId(id), mStartTime(start_time), mDuration(duration) {};
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bool Effect::isExpired(double time) {
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if (mStartTime + mDuration > time)
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return false;
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return true;
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}
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SlowingEffect::SlowingEffect(double start_time, double duration) : Effect(_EFFECT_SLOWING_ID, start_time, duration) {};
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void SlowingEffect::activate(Arkanoid& game) {
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for (Ball& ball : game.m_balls) {
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ball.velocity = sf::Vector2f{ball.velocity.x * mSlowingFactor, ball.velocity.y * mSlowingFactor};
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}
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}
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void SlowingEffect::activate(Ball& ball) {
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ball.velocity = sf::Vector2f{ball.velocity.x * mSlowingFactor, ball.velocity.y * mSlowingFactor};
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}
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void SlowingEffect::deactivate(Arkanoid& game) {
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for (Ball& ball : game.m_balls) {
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ball.velocity = sf::Vector2f{ball.velocity.x / mSlowingFactor, ball.velocity.y / mSlowingFactor};
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}
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}
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