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Add decorator preview
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202
src/app/preview/DecoratorPreview.ts
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202
src/app/preview/DecoratorPreview.ts
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import { DataModel, Path, ModelPath } from "@mcschema/core"
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import seedrandom from "seedrandom"
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import { App } from "../App"
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import { clamp, hexId, stringToColor } from "../Utils"
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import { PerlinNoise } from "./noise/PerlinNoise"
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import { Preview } from './Preview'
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import { Octicon } from '../components/Octicon'
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import { View } from "../views/View"
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type BlockPos = [number, number, number]
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type Placement = { pos: BlockPos, feature: string }
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export class DecoratorPreview extends Preview {
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private seed: string
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private perspective: string
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constructor() {
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super()
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this.seed = hexId()
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this.perspective = 'top'
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}
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getName() {
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return 'decorator'
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}
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active(path: ModelPath) {
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return App.model.get()?.id === 'worldgen/feature'
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&& path.equals(new Path(['config', 'decorator']))
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&& path.pop().pop().push('type').get() === 'minecraft:decorated'
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}
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menu(view: View, redraw: () => void) {
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return `
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<div class="btn" data-id="${view.onClick(() => {
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this.perspective = this.perspective === 'top' ? 'side' : 'top'
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redraw()
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})}">
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${Octicon.package}
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</div>`
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}
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getSize(): [number, number] {
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return this.perspective === 'top' ? [4 * 16, 3 * 16] : [4 * 16, 128]
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}
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draw(model: DataModel, img: ImageData) {
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const featureData = JSON.parse(JSON.stringify(model.data))
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const random = seedrandom(this.seed)
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let placements: Placement[] = []
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for (let x = 0; x < 4; x += 1) {
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for (let z = 0; z < (this.perspective === 'top' ? 3 : 1); z += 1) {
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const p = getPlacements(random, [x * 16, 0, z * 16], featureData)
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placements = [...placements, ...p]
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}
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}
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const data = img.data
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img.data.fill(255)
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for (let {pos, feature} of placements) {
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const i = this.perspective === 'top'
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? (pos[2] * (img.width * 4)) + (pos[0] * 4)
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: ((127 - pos[1]) * (img.width * 4)) + (pos[0] * 4)
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const color = stringToColor(feature)
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data.set(color.map(c => clamp(30, 205, c)), i)
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}
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for (let x = 0; x < 4 * 16; x += 1) {
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for (let y = 0; y < (this.perspective === 'top' ? 3 * 16: 128); y += 1) {
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if ((Math.floor(x/16) + (this.perspective === 'top' ? Math.floor(y/16) : 0)) % 2 === 0) continue
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const i = (y * (img.width * 4)) + (x * 4)
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for (let j = 0; j < 4; j += 1) {
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data[i + j] = data[i + j] - 30
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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 biomeInfoNoise = new PerlinNoise(hexId(), 0, [1])
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function getPlacements (random: seedrandom.prng, pos: BlockPos, feature: any): Placement[] {
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if (typeof feature === 'string') {
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return [{ pos, feature }]
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}
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const type = feature?.type?.replace(/^minecraft:/, '')
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const featureFn = Features[type]
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if (!featureFn) {
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return [{ pos, feature: JSON.stringify(feature) }]
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}
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return featureFn(feature.config, random, pos)
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}
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function getPositions (random: seedrandom.prng, pos: BlockPos, decorator: any): BlockPos[] {
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const type = decorator?.type?.replace(/^minecraft:/, '')
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const decoratorFn = Decorators[type]
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if (!decoratorFn) {
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return [pos]
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}
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return decoratorFn(decorator?.config, random, pos)
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}
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const Features: {
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[key: string]: (config: any, random: seedrandom.prng, pos: BlockPos) => Placement[]
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} = {
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decorated: (config, random, pos) => {
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const positions = getPositions(random, pos, config?.decorator)
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return positions.flatMap(p => getPlacements(random, p, config?.feature))
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},
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random_boolean_selector: (config, random, pos) => {
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const feature = random() < 0.5 ? config?.feature_true : config?.feature_false
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return getPlacements(random, pos, feature)
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},
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random_selector: (config, random, pos) => {
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for (const f of config?.features ?? []) {
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if (random() < (f?.chance ?? 0)) {
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return getPlacements(random, pos, f.feature)
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}
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}
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return getPlacements(random, pos, config?.default)
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},
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simple_random_selector: (config, random, pos) => {
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const feature = config?.features?.[nextInt(random, config?.features?.length ?? 0)]
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return getPlacements(random, pos, feature)
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}
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}
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const Decorators: {
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[key: string]: (config: any, random: seedrandom.prng, pos: BlockPos) => BlockPos[]
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} = {
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count: (config, random, pos) => {
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return new Array(sampleUniformInt(random, config?.count ?? 1)).fill(pos)
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},
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count_extra: (config, random, pos) => {
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let count = config?.count ?? 1
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if (random() < config.extra_chance ?? 0){
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count += config.extra_count ?? 0
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}
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return new Array(count).fill(pos)
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},
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count_noise: (config, random, pos) => {
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const noise = biomeInfoNoise.getValue(pos[0] / 200, 0, pos[2] / 200)
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const count = noise < config.noise_level ? config.below_noise : config.above_noise
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return new Array(count).fill(pos)
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},
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count_noise_biased: (config, random, pos) => {
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const factor = Math.max(1, config.noise_factor)
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const noise = biomeInfoNoise.getValue(pos[0] / factor, 0, pos[2] / factor)
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const count = Math.max(0, Math.ceil((noise + config.noise_offset) * config.noise_to_count_ratio))
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return new Array(count).fill(pos)
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},
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decorated: (config, random, pos) => {
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return getPositions(random, pos, config?.outer).flatMap(p => {
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return getPositions(random, p, config?.inner)
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})
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},
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range: (config, random, pos) => {
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const y = nextInt(random, (config?.maximum ?? 1) - (config?.top_offset ?? 0)) + (config?.bottom_offset ?? 0)
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return decorateY(pos, y)
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},
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range_biased: (config, random, pos) => {
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const y = nextInt(random, nextInt(random, (config?.maximum ?? 1) - (config?.top_offset ?? 0)) + (config?.bottom_offset ?? 0))
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return decorateY(pos, y)
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},
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range_very_biased: (config, random, pos) => {
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const y = nextInt(random, nextInt(random, nextInt(random, (config?.maximum ?? 1) - (config?.top_offset ?? 0)) + (config?.bottom_offset ?? 0)) + (config?.bottom_offset ?? 0))
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return decorateY(pos, y)
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},
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spread_32_above: (config, random, pos) => {
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const y = nextInt(random, pos[1] + 32)
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return decorateY(pos, y)
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},
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magma: (config, random, pos) => {
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const y = nextInt(random, pos[1] + 32)
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return decorateY(pos, y)
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},
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square: (config, random, pos) => {
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return [[
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pos[0] + nextInt(random, 16),
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pos[1],
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pos[2] + nextInt(random, 16)
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]]
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}
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}
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function decorateY(pos: BlockPos, y: number): BlockPos[] {
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return [[ pos[0], y, pos[2] ]]
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}
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function sampleUniformInt(random: seedrandom.prng, value: any): number {
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if (typeof value === 'number') {
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return value
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} else {
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return (value.base ?? 1) + nextInt(random, 1 + (value.spread ?? 0))
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}
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}
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function nextInt(random: seedrandom.prng, max: number): number {
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return Math.floor(random() * max)
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}
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