button validate answer
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parent
85b4949cb4
commit
101c7fc5e6
92
src/main.rs
92
src/main.rs
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@ -204,64 +204,57 @@ fn player_rotate(
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mut query: Query<(&mut Player, &mut Transform)>, // Query to get Player and Transform
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mut query: Query<(&mut Player, &mut Transform)>, // Query to get Player and Transform
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sky: Res<Sky>, // Res to access the Sky resource
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sky: Res<Sky>, // Res to access the Sky resource
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mut text_query: Query<&mut Text, With<AnswerButton>>,
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mut text_query: Query<&mut Text, With<AnswerButton>>,
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mut button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>, // Query to reset button colors
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) {
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) {
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for (mut player, mut transform) in query.iter_mut() {
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for (mut player, mut transform) in query.iter_mut() {
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// If the space key was just pressed
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// If the space key was just pressed
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if keys.just_pressed(KeyCode::Space) {
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if keys.just_pressed(KeyCode::Space) {
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info!("space pressed");
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// Select a random constellation from the Sky's content
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if sky.content.len() >= 4 {
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if sky.content.len() >= 4 {
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// Select 4 random constellations without repetition
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let mut rng = rand::thread_rng();
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let mut rng = rand::thread_rng();
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let mut selected_constellations = sky.content.clone();
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let mut selected_constellations = sky.content.clone();
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selected_constellations.shuffle(&mut rng);
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selected_constellations.shuffle(&mut rng);
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let constellations = &selected_constellations[0..4]; // Select 4 constellations
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let constellations = &selected_constellations[0..4];
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// Assign the first one as the target
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let target_index = rng.next_u32().rem_euclid(4) as usize;
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let target_index = rng.next_u32().rem_euclid(4) as usize;
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info!("target const index : {}", target_index);
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let target_constellation = &constellations[target_index];
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let target_constellation = &constellations[target_index];
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let target_rotation = Quat::from_rotation_arc(
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let target_rotation = Quat::from_rotation_arc(
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Vec3::Z,
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Vec3::Z,
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celestial_to_cartesian(target_constellation.rah, target_constellation.dec),
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celestial_to_cartesian(target_constellation.rah, target_constellation.dec),
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);
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);
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// Store the target rotation in the player component
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player.target_rotation = Some(target_rotation);
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player.target_rotation = Some(target_rotation);
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player.target_cons_name = Some(target_constellation.name.clone());
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player.target_cons_name = Some(target_constellation.name.clone());
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info!("Target constellation: {}", target_constellation.name);
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info!("Target constellation: {}", target_constellation.name);
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// Iterate over the button text query and assign each a constellation name
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for (i, mut text) in text_query.iter_mut().enumerate() {
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for (i, mut text) in text_query.iter_mut().enumerate() {
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// Assign the name of one of the 4 selected constellations to each button
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text.sections[0].value = constellations[i].name.clone();
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text.sections[0].value = constellations[i].name.clone();
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}
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}
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for (mut bg_color, mut border_color) in &mut button_query {
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*bg_color = NORMAL_BUTTON.into();
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*border_color = Color::BLACK.into();
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}
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} else {
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} else {
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// Handle case where there are not enough constellations
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info!("Not enough constellations in the sky (need 4)");
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info!("Not enough constellations in the sky (need 4)");
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}
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}
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}
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}
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// If there is a target rotation, smoothly rotate the player towards it
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if let Some(target_rotation) = player.target_rotation {
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if let Some(target_rotation) = player.target_rotation {
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// Get the current rotation of the player
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let current_rotation = transform.rotation;
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let current_rotation = transform.rotation;
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// Slerp between the current rotation and the target rotation
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transform.rotation = current_rotation.slerp(target_rotation, 0.1);
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transform.rotation = current_rotation.slerp(target_rotation, 0.1); // 0.1 is the interpolation factor
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// Optionally, you could clear the target rotation when close enough
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if transform.rotation.angle_between(target_rotation) < 0.01 {
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if transform.rotation.angle_between(target_rotation) < 0.01 {
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player.target_rotation = None; // Clear once the rotation is close enough
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player.target_rotation = None;
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}
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}
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}
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}
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}
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}
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}
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}
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const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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const PRESSED_BUTTON: Color = Color::srgb(0.50, 0.15, 0.15);
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const WRONG_BUTTON: Color = Color::srgb(0.50, 0.15, 0.15);
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const RIGHT_BUTTON: Color = Color::srgb(0.15, 0.50, 0.15);
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fn ui_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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fn ui_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Create a container node that places its children (buttons) at the bottom of the screen
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// Create a container node that places its children (buttons) at the bottom of the screen
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@ -330,36 +323,63 @@ fn button_system(
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&mut BorderColor,
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&mut BorderColor,
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&Children,
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&Children,
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),
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),
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(
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With<Button>,
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Changed<Interaction>,
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With<Button>
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),
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>,
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>,
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mut text_query: Query<&mut Text>,
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mut text_query: Query<&mut Text, With<AnswerButton>>,
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mut player_query: Query<&mut Player>,
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) {
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) {
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let mut pressed_button: Option<String> = None;
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for (
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for (
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interaction,
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interaction,
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_color,
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_border_color,
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children
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) in &mut interaction_query {
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if *interaction == Interaction::Pressed {
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if let Ok(text) = text_query.get_mut(children[0]) {
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pressed_button = Some(text.sections[0].value.clone());
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}
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}
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}
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if let Some(selected_cons) = pressed_button {
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let mut maybe_target_cons: Option<String> = None;
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for player in &mut player_query {
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maybe_target_cons = player.target_cons_name.clone();
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}
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if let Some(target_cons) = maybe_target_cons {
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if target_cons == selected_cons {
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info!("success");
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}
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for (
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_interaction,
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mut color,
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mut color,
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mut border_color,
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mut border_color,
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children
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children
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) in &mut interaction_query {
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) in &mut interaction_query {
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let mut text = text_query.get_mut(children[0]).unwrap();
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if let Ok(text) = text_query.get_mut(children[0]) {
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match *interaction {
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let button_text = text.sections[0].value.clone();
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Interaction::Pressed => {
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*color = PRESSED_BUTTON.into();
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*color = if button_text == target_cons {
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border_color.0 = Color::WHITE;
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RIGHT_BUTTON.into()
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info!("button pressed : {:?}", text.sections[0].value);
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} else {
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WRONG_BUTTON.into()
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};
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border_color.0 = if button_text == selected_cons {
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Color::WHITE
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} else {
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Color::BLACK
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};
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}
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}
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Interaction::Hovered => {
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*color = NORMAL_BUTTON.into();
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border_color.0 = Color::BLACK;
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}
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Interaction::None => {
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*color = NORMAL_BUTTON.into();
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border_color.0 = Color::BLACK;
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}
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}
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}
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}
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}
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}
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}
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}
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