refactor: even tighter api
This commit is contained in:
+87
-64
@@ -1,120 +1,143 @@
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import {createGameCommand, createGameCommandRegistry, IGameContext} from '../core/game';
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import {createGameCommandRegistry} from '../core/game';
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import type { Part } from '../core/part';
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import {Entity, entity} from "../utils/entity";
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import {Region} from "../core/region";
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const BOARD_SIZE = 3;
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const MAX_TURNS = BOARD_SIZE * BOARD_SIZE;
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const WINNING_LINES: number[][][] = [
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[[0, 0], [0, 1], [0, 2]],
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[[1, 0], [1, 1], [1, 2]],
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[[2, 0], [2, 1], [2, 2]],
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[[0, 0], [1, 0], [2, 0]],
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[[0, 1], [1, 1], [2, 1]],
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[[0, 2], [1, 2], [2, 2]],
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[[0, 0], [1, 1], [2, 2]],
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[[0, 2], [1, 1], [2, 0]],
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];
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type PlayerType = 'X' | 'O';
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type WinnerType = 'X' | 'O' | 'draw' | null;
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type WinnerType = PlayerType | 'draw' | null;
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type TicTacToePart = Part & { player: PlayerType };
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export function createInitialState() {
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return {
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currentPlayer: 'O' as PlayerType,
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board: entity<Region>('board', {
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id: 'board',
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axes: [
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{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
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{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
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],
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children: [],
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}),
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parts: [] as Entity<TicTacToePart>[],
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currentPlayer: 'X' as PlayerType,
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winner: null as WinnerType,
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turn: 0,
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};
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}
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export type TicTacToeState = ReturnType<typeof createInitialState>;
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export const registry = createGameCommandRegistry<TicTacToeState>();
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createGameCommand(registry, 'setup', async function() {
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const {regions, state} = this.context;
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regions.add({
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id: 'board',
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axes: [
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{ name: 'x', min: 0, max: 2 },
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{ name: 'y', min: 0, max: 2 },
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],
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children: [],
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});
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const registration = createGameCommandRegistry<TicTacToeState>();
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export const registry = registration.registry;
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registration.add('setup', async function() {
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const {context} = this;
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while (true) {
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let player = 'X' as PlayerType;
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let turn = 0;
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state.produce(state => {
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player = state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
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turn = ++state.turn;
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});
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const turnOutput = await this.run<{winner: WinnerType}>(`turn ${player} ${turn}`);
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const currentPlayer = context.value.currentPlayer;
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const turnNumber = context.value.turn + 1;
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const turnOutput = await this.run<{winner: WinnerType}>(`turn ${currentPlayer} ${turnNumber}`);
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if (!turnOutput.success) throw new Error(turnOutput.error);
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state.produce(state => {
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context.produce(state => {
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state.winner = turnOutput.result.winner;
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if (!state.winner) {
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state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
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state.turn = turnNumber;
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}
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});
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if (state.value.winner) break;
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if (context.value.winner) break;
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}
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return state.value;
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return context.value;
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});
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createGameCommand(registry, 'turn <player> <turn:number>', async function(cmd) {
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const [turnPlayer, turnNumber] = cmd.params as [string, number];
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while (true) {
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const playCmd = await this.prompt('play <player> <row:number> <col:number>');
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const [player, row, col] = playCmd.params as [string, number, number];
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if(turnPlayer !== player) continue;
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registration.add('turn <player> <turn:number>', async function(cmd) {
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const [turnPlayer, turnNumber] = cmd.params as [PlayerType, number];
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const maxRetries = MAX_TURNS * 2;
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let retries = 0;
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if (isNaN(row) || isNaN(col) || row < 0 || row > 2 || col < 0 || col > 2) continue;
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while (retries < maxRetries) {
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retries++;
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const playCmd = await this.prompt('play <player> <row:number> <col:number>');
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const [player, row, col] = playCmd.params as [PlayerType, number, number];
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if (player !== turnPlayer) continue;
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if (!isValidMove(row, col)) continue;
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if (isCellOccupied(this.context, row, col)) continue;
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placePiece(this.context, row, col, turnNumber);
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placePiece(this.context, row, col, turnPlayer);
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const winner = checkWinner(this.context);
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if (winner) return { winner : winner as WinnerType };
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if (winner) return { winner };
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if (turnNumber >= MAX_TURNS) return { winner: 'draw' as WinnerType };
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if (turnNumber >= 9) return { winner: 'draw' as WinnerType};
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return { winner: null };
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}
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throw new Error('Too many invalid attempts');
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});
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export function getBoardRegion(host: IGameContext<TicTacToeState>) {
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return host.regions.get('board');
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function isValidMove(row: number, col: number): boolean {
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return !isNaN(row) && !isNaN(col) && row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE;
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}
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export function isCellOccupied(host: IGameContext<TicTacToeState>, row: number, col: number): boolean {
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export function getBoardRegion(host: Entity<TicTacToeState>) {
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return host.value.board;
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}
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export function isCellOccupied(host: Entity<TicTacToeState>, row: number, col: number): boolean {
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const board = getBoardRegion(host);
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return board.value.children.some(
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part => {
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return part.value.position[0] === row && part.value.position[1] === col;
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}
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part => part.value.position[0] === row && part.value.position[1] === col
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);
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}
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export function hasWinningLine(positions: number[][]): boolean {
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const lines = [
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[[0, 0], [0, 1], [0, 2]],
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[[1, 0], [1, 1], [1, 2]],
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[[2, 0], [2, 1], [2, 2]],
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[[0, 0], [1, 0], [2, 0]],
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[[0, 1], [1, 1], [2, 1]],
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[[0, 2], [1, 2], [2, 2]],
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[[0, 0], [1, 1], [2, 2]],
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[[0, 2], [1, 1], [2, 0]],
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];
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return lines.some(line =>
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return WINNING_LINES.some(line =>
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line.every(([r, c]) =>
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positions.some(([pr, pc]) => pr === r && pc === c)
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)
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);
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}
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export function checkWinner(host: IGameContext<TicTacToeState>): 'X' | 'O' | 'draw' | null {
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const parts = Object.values(host.parts.collection.value).map((s: { value: Part }) => s.value);
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export function checkWinner(host: Entity<TicTacToeState>): WinnerType {
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const parts = host.value.parts.map((e: Entity<TicTacToePart>) => e.value);
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const xPositions = parts.filter((_: Part, i: number) => i % 2 === 0).map((p: Part) => p.position);
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const oPositions = parts.filter((_: Part, i: number) => i % 2 === 1).map((p: Part) => p.position);
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const xPositions = parts.filter((p: TicTacToePart) => p.player === 'X').map((p: TicTacToePart) => p.position);
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const oPositions = parts.filter((p: TicTacToePart) => p.player === 'O').map((p: TicTacToePart) => p.position);
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if (hasWinningLine(xPositions)) return 'X';
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if (hasWinningLine(oPositions)) return 'O';
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if (parts.length >= MAX_TURNS) return 'draw';
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return null;
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}
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export function placePiece(host: IGameContext<TicTacToeState>, row: number, col: number, moveCount: number) {
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export function placePiece(host: Entity<TicTacToeState>, row: number, col: number, player: PlayerType) {
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const board = getBoardRegion(host);
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const piece: Part = {
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id: `piece-${moveCount}`,
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const moveNumber = host.value.parts.length + 1;
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const piece: TicTacToePart = {
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id: `piece-${player}-${moveNumber}`,
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region: board,
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position: [row, col],
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player,
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};
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host.parts.add(piece);
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board.produce(draft => {
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draft.children.push(host.parts.get(piece.id));
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host.produce(state => {
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const e = entity(piece.id, piece)
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state.parts.push(e);
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board.produce(draft => {
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draft.children.push(e);
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});
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});
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}
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}
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