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// Learn TypeScript:
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// - https://docs.cocos.com/creator/manual/en/scripting/typescript.html
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// Learn Attribute:
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// - https://docs.cocos.com/creator/manual/en/scripting/reference/attributes.html
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// Learn life-cycle callbacks:
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// - https://docs.cocos.com/creator/manual/en/scripting/life-cycle-callbacks.html
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const {ccclass, property, } = cc._decorator;
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export enum moduleState {
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INIT1 = 0,
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INIT2 = 1,
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Ready = 2,
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SetSpin = 3,
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Spining = 4,
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Stopping = 5,
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};
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export interface columnCondition {
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finalResult:Array<number>; // 預期的最後結果 可為空
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delayTime:number; // 轉動前的延遲 單位 ms
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accelerateTime:number; // 加速時間 單位 s
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slowdownTime:number; // 減速時間 單位 s
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holdspeedTime:number; // delete
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N:number; // 持平速度的item數量 (-1 表示永動 需要手動停)
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};
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@ccclass("gameMY")
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export class gameMY extends cc.Component {
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@property
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columnCount:number = 5;
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@property
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itemSize:number = 240;
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@property(cc.Label)
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betString: cc.Label = null;
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@property(cc.Label)
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bigFrameString: cc.Label = null;
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@property(cc.Label)
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balanceString: cc.Label = null;
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@property({type: cc.Prefab})
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columnPrefab: cc.Prefab | null = null;
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@property(cc.Node)
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slotBoard: cc.Node = null;
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private betNumber: number;
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private balanceNumber: number;
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private bigFrameNumber: number;
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private isColumnSpin = {}; // 記錄各個 column 的是否旋轉
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private columnsID: Array<string> = []; // 記錄各個 column 的 node name
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keepSpin:boolean = false;
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columnConditionList = {}; // 放置所有 column spin codition
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nowState: moduleState = moduleState.INIT1; // 狀態機
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// item 圖片資源存放區
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itemNameMapping = {
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'item_01':1, 'item_02':2, 'item_03':3, 'item_04':4, 'item_9':5,
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'item_10':6, 'item_j':7, 'item_k':8, 'item_q':9, 'item_a':10,
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'item_scatter':51, 'item_wild':52
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} as const;
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item_spriteFrame = {};
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itemBlur_spriteFrame = {};
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protected onLoad () {
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this.unitTestInit(); // for engineer use
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this.onColumnsSignal();
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// 讀取 item 圖片資源
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cc.resources.loadDir('item',cc.SpriteFrame, (err: any, sF) => {
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sF.forEach( (eachSpriteFrame)=>{
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this.item_spriteFrame[ this.itemNameMapping[eachSpriteFrame.name] ] = eachSpriteFrame;
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})
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} );
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cc.resources.loadDir('item_blur',cc.SpriteFrame, (err: any, sF) => {
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sF.forEach( (eachSpriteFrame)=>{
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this.itemBlur_spriteFrame[ this.itemNameMapping[eachSpriteFrame.name] ] = eachSpriteFrame;
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})
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} );
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}
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protected start () {
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this.betNumber = 50;
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this.slotBoard.children[0].name = "0";
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this.slotBoard.addChild( cc.instantiate(this.columnPrefab), 1 , "1");
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this.slotBoard.addChild( cc.instantiate(this.columnPrefab), 2 , "2");
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this.slotBoard.addChild( cc.instantiate(this.columnPrefab), 3 , "3");
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this.slotBoard.addChild( cc.instantiate(this.columnPrefab), 4 , "4");
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}
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protected update (dt) {
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let isAnySpin:boolean = false;
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let isAllSpin:boolean = true;
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switch(this.nowState){
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case moduleState.INIT1:
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// 檢查圖片載入完成後
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// 將必要資訊餵給 column 後再 active column
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// 再完成初始化
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if((Object.keys(this.item_spriteFrame).length === Object.keys(this.itemNameMapping).length)){
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for(let i=0; i<this.columnCount; i++){
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this.slotBoard.children[i].getComponent('columnControl').gameModule = this.node;
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this.slotBoard.children[i].active = true;
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this.nowState = moduleState.INIT2;
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}
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}
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break;
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case moduleState.INIT2:
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for(let i=0; i<this.columnCount; i++){
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this.columnsID.push(this.slotBoard.children[i].name); // 直接取位置資訊當ID
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this.isColumnSpin[this.slotBoard.children[i].name] = false;
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}
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this.simulateCondition(); // dev
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// cc.log(this.columnsID) // dev
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// cc.log(this.isColumnSpin) // dev
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this.nowState = moduleState.Ready;
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break;
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case moduleState.Ready:
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break;
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case moduleState.SetSpin:
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Object.values(this.isColumnSpin).forEach((x:boolean)=>{
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isAllSpin = isAllSpin && x;
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});
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if(isAllSpin) {
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this.nowState = moduleState.Spining;
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// TODO: 避免重複使用 columnConditionList 應該適當處理
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}
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break;
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case moduleState.Spining:
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Object.values(this.isColumnSpin).forEach((x:boolean)=>{
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isAnySpin = isAnySpin || x;
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});
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if( !isAnySpin ){
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if(this.keepSpin){
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// get new condition
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this.nowState = moduleState.SetSpin;
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break;
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}else{
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this.nowState = moduleState.Stopping;
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}
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}
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break;
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case moduleState.Stopping:
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Object.values(this.isColumnSpin).forEach((x:boolean)=>{
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isAnySpin = isAnySpin || x;
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});
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if( !isAnySpin ) this.nowState = moduleState.Ready;
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break;
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default:
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break;
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}
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}
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onBetBtnClick(e: cc.Event.EventTouch): void {
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// let a = e.getCurrentTarget().name
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// cc.log(a)
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if(e.getCurrentTarget().name == 'btn_plus'){
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this.betNumber += 50;
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}
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else{
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this.betNumber -= 50;
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}
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this.betString.string = "" + this.betNumber;
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}
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onSpinBtnClick():void {
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switch(this.nowState){
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case moduleState.Ready:
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this.nowState = moduleState.SetSpin;
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break;
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case moduleState.Spining:
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this.nowState = moduleState.Stopping;
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break;
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default:
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cc.log("do nothing");
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break;
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}
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}
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onColumnsSignal():void {
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this.node.on('AColumnStop', (ID)=>{
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this.isColumnSpin[ID] = false;
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}, this)
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this.node.on('AColumnStart',(ID)=>{
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this.isColumnSpin[ID] = true;
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} ,this)
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}
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simulateCondition():void {
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for(let i=0; i<this.columnCount; i++){
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let a:columnCondition = {
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finalResult:[i+1,i+1,i+1],
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delayTime:200*i,
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accelerateTime:5,
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slowdownTime:2,
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holdspeedTime:0.5,
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N:3}
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this.columnConditionList[this.columnsID[i]]=a
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}
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}
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unitTestInit():void {
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// for unitTest 1
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this.node.on('Bob', (arg1)=>{
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cc.log("gameModule Recieve Bob say " + arg1);
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}, this)
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}
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}
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