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@ -8,37 +8,221 @@ local _ENV = mkmodule('plugins.siege-engine')
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* clearTargetArea(building)
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* setTargetArea(building, point1, point2) -> true/false
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--]]
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* isLinkedToPile(building,pile) -> true/false
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* getStockpileLinks(building) -> {pile}
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* addStockpileLink(building,pile) -> true/false
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* removeStockpileLink(building,pile) -> true/false
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* saveWorkshopProfile(building) -> profile
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* getAmmoItem(building) -> item_type
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* setAmmoItem(building,item_type) -> true/false
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* isPassableTile(pos) -> true/false
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* isTreeTile(pos) -> true/false
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* isTargetableTile(pos) -> true/false
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* getTileStatus(building,pos) -> 'invalid/ok/out_of_range/blocked/semiblocked'
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* paintAimScreen(building,view_pos_xyz,left_top_xy,size_xy)
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* canTargetUnit(unit) -> true/false
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proj_info = { target = pos, [delta = float/pos], [factor = int] }
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* projPosAtStep(building,proj_info,step) -> pos
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* projPathMetrics(building,proj_info) -> {
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hit_type = 'wall/floor/ceiling/map_edge/tree',
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collision_step = int,
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collision_z_step = int,
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goal_distance = int,
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goal_step = int/nil,
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goal_z_step = int/nil,
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status = 'ok/out_of_range/blocked'
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}
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* adjustToTarget(building,pos) -> pos,ok=true/false
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* traceUnitPath(unit) -> { {x=int,y=int,z=int[,from=time][,to=time]} }
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* unitPosAtTime(unit, time) -> pos
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* proposeUnitHits(building) -> { {
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pos=pos, unit=unit, time=float, dist=int,
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[lmargin=float,] [rmargin=float,]
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} }
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* computeNearbyWeight(building,hits,{[id/unit]=score}[,fname])
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]]
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Z_STEP_COUNT = 15
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Z_STEP = 1/31
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function getMetrics(engine, path)
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path.metrics = path.metrics or projPathMetrics(engine, path)
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return path.metrics
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end
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function findShotHeight(engine, target)
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local path = { target = target, delta = 0.0 }
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if projPathMetrics(engine, path).goal_step then
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if getMetrics(engine, path).goal_step then
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return path
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end
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for i = 1,Z_STEP_COUNT do
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path.delta = i*Z_STEP
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if projPathMetrics(engine, path).goal_step then
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return path
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local tpath = { target = target, delta = Z_STEP_COUNT*Z_STEP }
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if getMetrics(engine, tpath).goal_step then
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for i = 1,Z_STEP_COUNT-1 do
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path = { target = target, delta = i*Z_STEP }
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if getMetrics(engine, path).goal_step then
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return path
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end
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end
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return tpath
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end
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tpath = { target = target, delta = -Z_STEP_COUNT*Z_STEP }
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if getMetrics(engine, tpath).goal_step then
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for i = 1,Z_STEP_COUNT-1 do
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path = { target = target, delta = -i*Z_STEP }
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if getMetrics(engine, path).goal_step then
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return path
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end
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end
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return tpath
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end
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end
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function findReachableTargets(engine, targets)
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local reachable = {}
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for _,tgt in ipairs(targets) do
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tgt.path = findShotHeight(engine, tgt.pos)
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if tgt.path then
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table.insert(reachable, tgt)
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end
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end
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return reachable
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end
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recent_targets = recent_targets or {}
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if dfhack.is_core_context then
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dfhack.onStateChange[_ENV] = function(code)
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if code == SC_MAP_LOADED then
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recent_targets = {}
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end
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end
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end
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function saveRecent(unit)
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local id = unit.id
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local tgt = recent_targets
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tgt[id] = (tgt[id] or 0) + 1
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dfhack.timeout(3, 'days', function()
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tgt[id] = math.max(0, tgt[id]-1)
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end)
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end
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function getBaseUnitWeight(unit)
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if dfhack.units.isCitizen(unit) then
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return -10
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elseif unit.flags1.diplomat or unit.flags1.merchant then
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return -2
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elseif unit.flags1.tame and unit.civ_id == df.global.ui.civ_id then
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return -1
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else
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local rv = 1
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if unit.flags1.marauder then rv = rv + 0.5 end
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if unit.flags1.active_invader then rv = rv + 1 end
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if unit.flags1.invader_origin then rv = rv + 1 end
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if unit.flags1.invades then rv = rv + 1 end
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if unit.flags1.hidden_ambusher then rv = rv + 1 end
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return rv
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end
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end
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function getUnitWeight(unit)
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local base = getBaseUnitWeight(unit)
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return base * math.pow(0.7, recent_targets[unit.id] or 0)
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end
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function unitWeightCache()
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local cache = {}
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return cache, function(unit)
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local id = unit.id
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cache[id] = cache[id] or getUnitWeight(unit)
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return cache[id]
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end
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end
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function scoreTargets(engine, reachable)
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local ucache, get_weight = unitWeightCache()
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for _,tgt in ipairs(reachable) do
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tgt.score = get_weight(tgt.unit)
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if tgt.lmargin and tgt.lmargin < 3 then
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tgt.score = tgt.score * tgt.lmargin / 3
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end
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if tgt.rmargin and tgt.rmargin < 3 then
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tgt.score = tgt.score * tgt.rmargin / 3
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end
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end
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computeNearbyWeight(engine, reachable, ucache)
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for _,tgt in ipairs(reachable) do
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tgt.score = (tgt.score + tgt.nearby_weight*0.7) * math.pow(0.995, tgt.time/3)
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end
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table.sort(reachable, function(a,b)
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return a.score > b.score or (a.score == b.score and a.time < b.time)
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end)
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end
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function pickUniqueTargets(reachable)
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local unique = {}
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path.delta = -i*Z_STEP
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if projPathMetrics(engine, path).goal_step then
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return path
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if #reachable > 0 then
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local pos_table = {}
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local first_score = reachable[1].score
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for i,tgt in ipairs(reachable) do
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if tgt.score < 0 or tgt.score < 0.1*first_score then
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break
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end
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local x,y,z = pos2xyz(tgt.pos)
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local key = x..':'..y..':'..z
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if pos_table[key] then
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table.insert(pos_table[key].units, tgt.unit)
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else
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table.insert(unique, tgt)
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pos_table[key] = tgt
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tgt.units = { tgt.unit }
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end
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end
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end
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return unique
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end
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function doAimProjectile(engine, item, target_min, target_max, skill)
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print(item, df.skill_rating[skill])
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local targets = proposeUnitHits(engine)
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if #targets > 0 then
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local rnd = math.random(#targets)
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return findShotHeight(engine, targets[rnd].pos)
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local reachable = findReachableTargets(engine, targets)
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scoreTargets(engine, reachable)
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local unique = pickUniqueTargets(reachable)
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if #unique > 0 then
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local cnt = math.max(math.min(#unique,5), math.min(10, math.floor(#unique/2)))
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local rnd = math.random(cnt)
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for _,u in ipairs(unique[rnd].units) do
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saveRecent(u)
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end
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return unique[rnd].path
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end
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end
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