Adds three new test rooms to the gauntlet layout at coordinates that tile correctly with the existing Sprint 11 world. All rooms follow the canonical entity-registration pattern (StableId 55-62 assigned in spawn order). - sprint_gauntlet.rs: 32×22 room (StableId 55-57) — Npc_pacing, Npc_guard, Readable sign. Validates sprint suppression (D-055) at close range. - eavesdrop_alcove.rs: 24×16 room (StableId 58-60) — two NPC speakers, corner Readable marker. Validates eavesdrop positioning (D-071). - confrontation_stage.rs: 32×24 room (StableId 61-62) — Npc_target and peripheral passer-by NPC. Validates confrontation verb range (D-070). Updated test_world: mod.rs registers all new rooms, constants.rs adds GAUNTLET region constant and room spawn points, reset.rs clears all gauntlet rooms. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
212 lines
6.9 KiB
Rust
212 lines
6.9 KiB
Rust
//! Room reset trigger mechanism (#490).
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//!
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//! Restores a room's entities to their initial positions when the player
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//! interacts with a reset plate. Used during Gauntlet QA sessions to
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//! re-test a room without restarting the server.
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//!
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//! Components:
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//! - `RoomResetTrigger` — marks an entity as a reset plate for a room
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//!
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//! Resource:
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//! - `RoomSnapshots` — stores tick-0 entity positions per room
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//!
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//! Production path: `plan_reset` returns planned changes as a Vec, which
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//! the input system applies via Commands (see simulation::input). This
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//! avoids exclusive World access and is scheduler-friendly.
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//!
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//! Spec (workshop-outcomes.md Section 8):
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//! - Trigger: Interact with reset plate entity (verb "Reset")
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//! - Resets: entity positions, carried items from room returned to floor
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//! - Does NOT reset: other rooms, player position, session timer, SimRng
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//! - Debounce: 10-tick cooldown per room
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use bevy_ecs::prelude::*;
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use std::collections::BTreeMap;
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use crate::simulation::movement::TilePosition;
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/// Debounce cooldown in ticks between resets of the same room.
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pub const RESET_DEBOUNCE_TICKS: u64 = 10;
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/// Marks an entity as a room reset trigger (reset plate).
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/// The player interacts with this entity using the "Reset" verb
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/// to restore the room to its initial state.
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#[derive(Component, Debug, Clone)]
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pub struct RoomResetTrigger {
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pub room_name: String,
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}
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/// Snapshot of a single entity's initial position.
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#[derive(Debug, Clone)]
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struct EntitySnapshot {
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entity: Entity,
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position: TilePosition,
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/// Whether this entity was a floor item (had TilePosition + ItemName at spawn).
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is_floor_item: bool,
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}
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/// Per-room initial state snapshot.
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#[derive(Debug, Clone, Default)]
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struct RoomSnapshotData {
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entities: Vec<EntitySnapshot>,
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}
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/// Resource holding initial entity state per room and debounce tracking.
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#[derive(Resource, Debug, Default)]
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pub struct RoomSnapshots {
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snapshots: BTreeMap<String, RoomSnapshotData>,
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last_reset_tick: BTreeMap<String, u64>,
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}
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impl RoomSnapshots {
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/// Record the initial position of an entity in a room.
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pub fn record(
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&mut self,
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room_name: &str,
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entity: Entity,
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position: TilePosition,
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is_floor_item: bool,
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) {
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self.snapshots
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.entry(room_name.to_string())
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.or_default()
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.entities
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.push(EntitySnapshot {
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entity,
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position,
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is_floor_item,
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});
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}
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/// Check if a reset is allowed (debounce check).
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pub fn can_reset(&self, room_name: &str, current_tick: u64) -> bool {
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match self.last_reset_tick.get(room_name) {
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Some(&last) => current_tick >= last + RESET_DEBOUNCE_TICKS,
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None => true,
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}
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}
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/// Plan a room reset for use with Commands (system-friendly).
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/// Returns the list of (entity, position, is_floor_item) changes to apply,
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/// or None if debounced or unknown room. Updates debounce tracking.
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///
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/// This is the canonical production API — the input system applies the
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/// returned changes via Commands to avoid exclusive World access.
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pub fn plan_reset(
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&mut self,
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room_name: &str,
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current_tick: u64,
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) -> Option<Vec<(Entity, TilePosition, bool)>> {
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if !self.can_reset(room_name, current_tick) {
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return None;
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}
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let snapshot = self.snapshots.get(room_name)?;
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let changes: Vec<_> = snapshot
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.entities
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.iter()
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.map(|s| (s.entity, s.position, s.is_floor_item))
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.collect();
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self.last_reset_tick
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.insert(room_name.to_string(), current_tick);
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Some(changes)
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn plan_reset_returns_correct_changes() {
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let mut world = World::new();
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let entity = world.spawn(TilePosition::new(10, 20, 0)).id();
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let mut snapshots = RoomSnapshots::default();
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snapshots.record("test_room", entity, TilePosition::new(10, 20, 0), false);
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let changes = snapshots.plan_reset("test_room", 0);
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assert!(changes.is_some());
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let changes = changes.unwrap();
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assert_eq!(changes.len(), 1);
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assert_eq!(changes[0].0, entity);
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assert_eq!(changes[0].1, TilePosition::new(10, 20, 0));
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assert!(!changes[0].2); // not a floor item
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}
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#[test]
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fn plan_reset_includes_floor_items() {
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let mut world = World::new();
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let item = world.spawn(TilePosition::new(5, 5, 0)).id();
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let mut snapshots = RoomSnapshots::default();
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snapshots.record("warehouse", item, TilePosition::new(5, 5, 0), true);
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let changes = snapshots.plan_reset("warehouse", 0).unwrap();
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assert_eq!(changes.len(), 1);
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assert!(changes[0].2); // is a floor item
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}
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#[test]
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fn plan_reset_debounces() {
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let mut world = World::new();
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let entity = world.spawn(TilePosition::new(10, 20, 0)).id();
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let mut snapshots = RoomSnapshots::default();
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snapshots.record("test_room", entity, TilePosition::new(10, 20, 0), false);
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// First reset at tick 0
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assert!(snapshots.plan_reset("test_room", 0).is_some());
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// Second reset at tick 5 — should be debounced
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assert!(snapshots.plan_reset("test_room", 5).is_none());
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// Third reset at tick 10 — should succeed
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assert!(snapshots.plan_reset("test_room", 10).is_some());
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}
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#[test]
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fn plan_reset_debounce_exact_boundary() {
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let mut world = World::new();
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let entity = world.spawn(TilePosition::new(10, 20, 0)).id();
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let mut snapshots = RoomSnapshots::default();
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snapshots.record("test_room", entity, TilePosition::new(10, 20, 0), false);
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// Reset at tick 0
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assert!(snapshots.plan_reset("test_room", 0).is_some());
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// Tick 9: exactly one tick before debounce expires — must be rejected
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assert!(
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snapshots.plan_reset("test_room", 9).is_none(),
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"tick 9 should be rejected (debounce is 10 ticks)"
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);
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// Tick 10: exact debounce boundary — must be accepted
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assert!(
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snapshots.plan_reset("test_room", 10).is_some(),
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"tick 10 should be accepted (debounce elapsed)"
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);
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}
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#[test]
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fn plan_reset_unknown_room_returns_none() {
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let mut snapshots = RoomSnapshots::default();
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assert!(snapshots.plan_reset("nonexistent", 0).is_none());
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}
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#[test]
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fn can_reset_fresh_room() {
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let snapshots = RoomSnapshots::default();
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assert!(snapshots.can_reset("any_room", 0));
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}
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#[test]
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fn can_reset_after_debounce() {
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let mut snapshots = RoomSnapshots::default();
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snapshots.last_reset_tick.insert("room".to_string(), 100);
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assert!(!snapshots.can_reset("room", 105));
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assert!(snapshots.can_reset("room", 110));
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assert!(snapshots.can_reset("room", 200));
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}
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}
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