210 lines
7.7 KiB
TypeScript
210 lines
7.7 KiB
TypeScript
import { useComputed, signal } from '@preact/signals';
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import { createGameHost, type GameModule } from 'boardgame-core';
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import Phaser from 'phaser';
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import { h } from 'preact';
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import { PhaserGame, PhaserScene } from 'boardgame-phaser';
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// 全局信号:从 GameScene 传递反击阶段的状态到 UI
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export const counterattackInfo = signal<{
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phase: string;
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selectedCards: string[];
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totalValue: number;
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maxHandValue: number; // 手牌最大可提供的点数
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requiredValue: number;
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canSubmit: boolean;
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canWin: boolean; // 手牌是否足以获胜
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error: string | null;
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}>({
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phase: '',
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selectedCards: [],
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totalValue: 0,
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maxHandValue: 0,
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requiredValue: 0,
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canSubmit: false,
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canWin: false,
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error: null,
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});
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// 全局信号:牌堆信息
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export const deckInfo = signal<{
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castleDeck: number; // 敌人牌堆剩余
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tavernDeck: number; // 酒馆牌堆剩余
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discardPile: number; // 弃牌堆数量
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hand: number; // 手牌数
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defeatedEnemies: number; // 已击败敌人数
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jestersUsed: number; // 已用小丑牌数
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}>({
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castleDeck: 0,
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tavernDeck: 0,
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discardPile: 0,
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hand: 0,
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defeatedEnemies: 0,
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jestersUsed: 0,
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});
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// 存储当前场景引用(由 GameScene 在 create 时设置)
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let currentGameScene: any = null;
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export function setGameSceneRef(scene: any) {
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currentGameScene = scene;
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}
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export default function App<TState extends Record<string, unknown>>(props: { gameModule: GameModule<TState>, gameScene: { new(): Phaser.Scene } }) {
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const gameHost = useComputed(() => {
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const gameHost = createGameHost(props.gameModule);
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return { gameHost };
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});
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const scene = useComputed(() => new props.gameScene());
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const handleReset = async () => {
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const result = await gameHost.value.gameHost.start();
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console.log('Game finished!', result);
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};
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const label = useComputed(() =>
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gameHost.value.gameHost.status.value === 'running' ? '重新开始' : '开始游戏'
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);
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// 反击阶段提交
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const handleSubmitCounterattack = () => {
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if (currentGameScene && typeof currentGameScene.submitCounterattack === 'function') {
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currentGameScene.submitCounterattack();
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}
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};
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// 反击阶段认输
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const handleSurrender = () => {
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if (currentGameScene && typeof currentGameScene.surrenderCounterattack === 'function') {
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currentGameScene.surrenderCounterattack();
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}
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};
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// Phaser 画布配置
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const phaserConfig = {
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type: Phaser.AUTO,
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width: 800,
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height: 700,
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backgroundColor: '#111827',
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};
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return (
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<div class="flex flex-col h-screen bg-gray-900">
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{/* Phaser 游戏场景 */}
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<div class="flex-1 relative flex items-center justify-center">
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<PhaserGame config={phaserConfig}>
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<PhaserScene sceneKey="RegicideGameScene" scene={scene.value} autoStart data={gameHost.value} />
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</PhaserGame>
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</div>
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{/* 底部控制栏 */}
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<div class="p-4 bg-gray-900 border-t border-gray-700 flex flex-col gap-3">
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{/* 牌堆信息 */}
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<div class="flex items-center justify-center gap-6 text-sm">
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<div class="flex items-center gap-1.5">
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<span class="text-lg">🏰</span>
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<span class="text-gray-400">城堡牌堆:</span>
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<span class="text-purple-400 font-bold">{deckInfo.value.castleDeck}</span>
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</div>
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<div class="flex items-center gap-1.5">
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<span class="text-lg">🍺</span>
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<span class="text-gray-400">酒馆牌堆:</span>
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<span class="text-amber-400 font-bold">{deckInfo.value.tavernDeck}</span>
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</div>
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<div class="flex items-center gap-1.5">
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<span class="text-lg">🗑️</span>
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<span class="text-gray-400">弃牌堆:</span>
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<span class="text-gray-300 font-bold">{deckInfo.value.discardPile}</span>
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</div>
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<div class="flex items-center gap-1.5">
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<span class="text-lg">🃏</span>
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<span class="text-gray-400">手牌:</span>
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<span class="text-blue-400 font-bold">{deckInfo.value.hand}</span>
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</div>
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<div class="flex items-center gap-1.5">
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<span class="text-lg">💀</span>
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<span class="text-gray-400">已击败:</span>
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<span class="text-red-400 font-bold">{deckInfo.value.defeatedEnemies}/12</span>
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</div>
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<div class="flex items-center gap-1.5">
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<span class="text-lg">🃏</span>
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<span class="text-gray-400">小丑牌:</span>
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<span class="text-green-400 font-bold">{2 - deckInfo.value.jestersUsed}/2</span>
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</div>
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</div>
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{/* 反击阶段信息 + 按钮 */}
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<div class="flex justify-between items-center">
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<div class="text-sm text-gray-400">
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⚔️ Regicide - 击败所有12个敌人
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</div>
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{/* 反击阶段信息面板 */}
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{counterattackInfo.value.phase === 'enemyCounterattack' && (
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<div class="flex items-center gap-4">
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<div class="text-sm text-gray-300">
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<span class="text-yellow-400 font-bold">💥 反击阶段</span>
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<span class="ml-2">需要: </span>
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<span class="text-red-400 font-bold">{counterattackInfo.value.requiredValue}</span>
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<span class="ml-2">| 手牌最多: </span>
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<span class={counterattackInfo.value.canWin ? 'text-green-400 font-bold' : 'text-red-400 font-bold'}>
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{counterattackInfo.value.maxHandValue}
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</span>
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</div>
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{counterattackInfo.value.selectedCards.length > 0 && (
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<div class="text-sm text-gray-300">
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<span>已选: </span>
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<span class="text-blue-400 font-bold">{counterattackInfo.value.selectedCards.length}张</span>
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<span class="ml-2">点数: </span>
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<span class={counterattackInfo.value.canSubmit ? 'text-green-400 font-bold' : 'text-orange-400 font-bold'}>
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{counterattackInfo.value.totalValue}
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</span>
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</div>
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)}
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{counterattackInfo.value.error && (
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<div class="text-sm text-red-400">
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❌ {counterattackInfo.value.error}
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</div>
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)}
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</div>
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)}
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<div class="flex gap-2">
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{/* 反击确认按钮 */}
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{counterattackInfo.value.phase === 'enemyCounterattack' && counterattackInfo.value.selectedCards.length > 0 && (
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<button
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onClick={handleSubmitCounterattack}
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disabled={!counterattackInfo.value.canSubmit}
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class={`px-4 py-2 rounded font-medium transition-colors ${
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counterattackInfo.value.canSubmit
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? 'bg-green-600 text-white hover:bg-green-700'
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: 'bg-gray-600 text-gray-400 cursor-not-allowed'
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}`}
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>
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✓ 确认出牌
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</button>
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)}
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{/* 认输按钮 */}
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{counterattackInfo.value.phase === 'enemyCounterattack' && !counterattackInfo.value.canWin && (
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<button
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onClick={handleSurrender}
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class="px-4 py-2 bg-red-600 text-white rounded hover:bg-red-700 transition-colors font-medium"
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>
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🏳️ 认输
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</button>
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)}
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<button
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onClick={handleReset}
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class="px-6 py-2 bg-yellow-600 text-white rounded hover:bg-yellow-700 disabled:bg-gray-600 disabled:cursor-not-allowed transition-colors font-medium"
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>
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{label}
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</button>
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</div>
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</div>
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</div>
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</div>
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);
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}
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