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* Restructured all the files * Moved build/daggerheart.js to ./daggerheart.js. Changed rollup to use the css file instead of the less * Restored build/ folder * Mvoed config out form under application * Moved roll.mjs to module/dice and renamed to dhRolls.mjs * Update module/canvas/placeables/_module.mjs Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com> * Le massive export update * Removed unncessary import --------- Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com>
220 lines
8.2 KiB
JavaScript
220 lines
8.2 KiB
JavaScript
import { damageKeyToNumber, getDamageLabel } from '../../helpers/utils.mjs';
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const { ApplicationV2, HandlebarsApplicationMixin } = foundry.applications.api;
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export default class DamageReductionDialog extends HandlebarsApplicationMixin(ApplicationV2) {
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constructor(resolve, reject, actor, damage) {
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super({});
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this.resolve = resolve;
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this.reject = reject;
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this.actor = actor;
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this.damage = damage;
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const maxArmorMarks = Math.min(
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actor.system.armorScore - actor.system.armor.system.marks.value,
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actor.system.rules.maxArmorMarked.total
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);
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const armor = [...Array(maxArmorMarks).keys()].reduce((acc, _) => {
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acc[foundry.utils.randomID()] = { selected: false };
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return acc;
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}, {});
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const stress = [...Array(actor.system.rules.maxArmorMarked.stressExtra ?? 0).keys()].reduce((acc, _) => {
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acc[foundry.utils.randomID()] = { selected: false };
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return acc;
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}, {});
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this.marks = { armor, stress };
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this.availableStressReductions = Object.keys(actor.system.rules.stressDamageReduction).reduce((acc, key) => {
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const dr = actor.system.rules.stressDamageReduction[key];
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if (dr.enabled) {
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if (acc === null) acc = {};
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const damage = damageKeyToNumber(key);
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acc[damage] = {
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cost: dr.cost,
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selected: false,
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from: getDamageLabel(damage),
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to: getDamageLabel(damage - 1)
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};
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}
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return acc;
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}, null);
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}
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get title() {
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return game.i18n.localize('DAGGERHEART.DamageReduction.Title');
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}
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static DEFAULT_OPTIONS = {
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tag: 'form',
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classes: ['daggerheart', 'views', 'damage-reduction'],
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position: {
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width: 240,
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height: 'auto'
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},
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actions: {
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setMarks: this.setMarks,
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useStressReduction: this.useStressReduction,
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takeDamage: this.takeDamage
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},
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form: {
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handler: this.updateData,
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submitOnChange: true,
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closeOnSubmit: false
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}
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};
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/** @override */
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static PARTS = {
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damageSelection: {
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id: 'damageReduction',
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template: 'systems/daggerheart/templates/dialogs/damageReduction.hbs'
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}
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};
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/* -------------------------------------------- */
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/** @inheritDoc */
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get title() {
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return game.i18n.localize('DAGGERHEART.DamageReduction.Title');
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}
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async _prepareContext(_options) {
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const context = await super._prepareContext(_options);
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const { selectedArmorMarks, selectedStressMarks, stressReductions, currentMarks, currentDamage } =
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this.getDamageInfo();
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context.armorScore = this.actor.system.armorScore;
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context.armorMarks = currentMarks;
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context.basicMarksUsed = selectedArmorMarks.length === this.actor.system.rules.maxArmorMarked.total;
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const stressReductionStress = this.availableStressReductions
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? stressReductions.reduce((acc, red) => acc + red.cost, 0)
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: 0;
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context.stress =
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selectedStressMarks.length > 0 || this.availableStressReductions
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? {
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value:
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this.actor.system.resources.stress.value + selectedStressMarks.length + stressReductionStress,
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maxTotal: this.actor.system.resources.stress.maxTotal
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}
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: null;
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context.marks = this.marks;
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context.availableStressReductions = this.availableStressReductions;
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context.damage = getDamageLabel(this.damage);
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context.reducedDamage = currentDamage !== this.damage ? getDamageLabel(currentDamage) : null;
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context.currentDamage = context.reducedDamage ?? context.damage;
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return context;
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}
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static updateData(event, _, formData) {
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const form = foundry.utils.expandObject(formData.object);
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this.render(true);
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}
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getDamageInfo = () => {
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const selectedArmorMarks = Object.values(this.marks.armor).filter(x => x.selected);
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const selectedStressMarks = Object.values(this.marks.stress).filter(x => x.selected);
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const stressReductions = Object.values(this.availableStressReductions).filter(red => red.selected);
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const currentMarks =
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this.actor.system.armor.system.marks.value + selectedArmorMarks.length + selectedStressMarks.length;
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const currentDamage =
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this.damage - selectedArmorMarks.length - selectedStressMarks.length - stressReductions.length;
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return { selectedArmorMarks, selectedStressMarks, stressReductions, currentMarks, currentDamage };
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};
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static setMarks(_, target) {
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const currentMark = this.marks[target.dataset.type][target.dataset.key];
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const { selectedStressMarks, stressReductions, currentMarks, currentDamage } = this.getDamageInfo();
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if (!currentMark.selected && currentDamage === 0) {
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ui.notifications.info(game.i18n.localize('DAGGERHEART.DamageReduction.Notifications.DamageAlreadyNone'));
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return;
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}
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if (!currentMark.selected && currentMarks === this.actor.system.armorScore) {
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ui.notifications.info(
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game.i18n.localize('DAGGERHEART.DamageReduction.Notifications.NoAvailableArmorMarks')
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);
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return;
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}
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if (currentMark.selected) {
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const currentDamageLabel = getDamageLabel(currentDamage);
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for (let reduction of stressReductions) {
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if (reduction.selected && reduction.to === currentDamageLabel) {
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reduction.selected = false;
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}
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}
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if (target.dataset.type === 'armor' && selectedStressMarks.length > 0) {
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selectedStressMarks.forEach(mark => (mark.selected = false));
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}
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}
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currentMark.selected = !currentMark.selected;
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this.render();
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}
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static useStressReduction(_, target) {
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const damageValue = Number(target.dataset.reduction);
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const stressReduction = this.availableStressReductions[damageValue];
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const { currentDamage, selectedStressMarks, stressReductions } = this.getDamageInfo();
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if (stressReduction.selected) {
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stressReduction.selected = false;
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const currentDamageLabel = getDamageLabel(currentDamage);
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for (let reduction of stressReductions) {
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if (reduction.selected && reduction.to === currentDamageLabel) {
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reduction.selected = false;
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}
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}
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this.render();
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} else {
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const stressReductionStress = this.availableStressReductions
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? stressReductions.reduce((acc, red) => acc + red.cost, 0)
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: 0;
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const currentStress =
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this.actor.system.resources.stress.value + selectedStressMarks.length + stressReductionStress;
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if (currentStress + stressReduction.cost > this.actor.system.resources.stress.maxTotal) {
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ui.notifications.info(game.i18n.localize('DAGGERHEART.DamageReduction.Notifications.NotEnoughStress'));
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return;
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}
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const reducedDamage = currentDamage !== this.damage ? getDamageLabel(currentDamage) : null;
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const currentDamageLabel = reducedDamage ?? getDamageLabel(this.damage);
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if (stressReduction.from !== currentDamageLabel) return;
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stressReduction.selected = true;
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this.render();
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}
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}
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static async takeDamage() {
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const { selectedArmorMarks, selectedStressMarks, stressReductions, currentDamage } = this.getDamageInfo();
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const armorSpent = selectedArmorMarks.length + selectedStressMarks.length;
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const stressSpent = selectedStressMarks.length + stressReductions.reduce((acc, red) => acc + red.cost, 0);
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this.resolve({ modifiedDamage: currentDamage, armorSpent, stressSpent });
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await this.close(true);
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}
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async close(fromSave) {
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if (!fromSave) {
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this.reject();
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}
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await super.close({});
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}
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}
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