Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
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OpenRA.Mods.Common/MapGenerator/NoiseUtils.cs
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208
OpenRA.Mods.Common/MapGenerator/NoiseUtils.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Numerics;
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using OpenRA.Support;
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namespace OpenRA.Mods.Common.MapGenerator
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{
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public static class NoiseUtils
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{
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const int Scale = 1024;
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const int ScaledSqrt2 = 1448;
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/// <summary>Amplitude is the same for all wavelengths.</summary>
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public static int WhiteAmplitude(int wavelength) => 1;
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/// <summary>Amplitude proportional to wavelength.</summary>
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public static int PinkAmplitude(int wavelength) => wavelength;
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/// <summary>
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/// <code>amplitude = wavelength ** (1 / (2 ** clumpiness))</code>
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/// Setting clumpiness to 0 is equivalent to pink noise.
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/// </summary>
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public static int ClumpinessAmplitude(int wavelength, int clumpiness)
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{
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var amplitude = wavelength;
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for (var i = 0; i < clumpiness; i++)
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amplitude = Exts.ISqrt(amplitude);
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return amplitude;
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}
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/// <summary>
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/// <para>
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/// Create noise by combining multiple layers of Perlin noise of halving wavelengths.
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/// </para>
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/// <para>
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/// featureSize defines the largest wavelength in 1024ths of a matrix cell.
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/// the output.
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/// </para>
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/// <para>
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/// ampFunc specifies the amplitude of each wavelength. PinkAmplitude is often a suitable
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/// choice.
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/// </para>
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/// </summary>
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public static Matrix<int> FractalNoise(
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MersenneTwister random,
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int2 size,
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int featureSize,
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Func<int, int> ampFunc)
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{
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var span = Math.Max(size.X, size.Y);
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var wavelengths = new int[BitOperations.Log2((uint)span)];
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for (var i = 0; i < wavelengths.Length; i++)
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wavelengths[i] = featureSize >> i;
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var noise = new Matrix<int>(size);
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foreach (var wavelength in wavelengths)
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{
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if (wavelength <= Scale / 2)
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break;
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var amps = ampFunc(wavelength);
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var subSpan = span * Scale / wavelength + 2;
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var subNoise = PerlinNoise(random, subSpan);
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// Offsets should align to grid.
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// (The wavelength is divided back out later.)
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var scaledOffsetX = (int)(random.NextUint() % (wavelength + 1));
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var scaledOffsetY = (int)(random.NextUint() % (wavelength + 1));
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for (var y = 0; y < size.Y; y++)
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for (var x = 0; x < size.X; x++)
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{
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var scaledMappedX = x * Scale + scaledOffsetX;
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var scaledMappedY = y * Scale + scaledOffsetY;
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noise[y * size.X + x] +=
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amps * MatrixUtils.IntegerInterpolate(
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subNoise,
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scaledMappedX / wavelength,
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scaledMappedY / wavelength,
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scaledMappedX % wavelength,
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scaledMappedY % wavelength,
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wavelength);
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}
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}
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return noise;
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}
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/// <summary>
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/// 2D Perlin Noise generator without interpolation, producing a span-by-span sized matrix.
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/// Output values range from -5792 to +5792.
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/// </summary>
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public static Matrix<int> PerlinNoise(MersenneTwister random, int span)
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{
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var noise = new Matrix<int>(span, span);
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for (var y = 0; y <= span; y++)
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for (var x = 0; x <= span; x++)
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{
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var phase = new WAngle((int)random.NextUint() % 1024);
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var vx = phase.Cos();
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var vy = phase.Sin();
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if (x > 0 && y > 0)
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noise[x - 1, y - 1] += -vx + -vy;
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if (x < span && y > 0)
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noise[x, y - 1] += vx + -vy;
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if (x > 0 && y < span)
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noise[x - 1, y] += -vx + vy;
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if (x < span && y < span)
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noise[x, y] += vx + vy;
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}
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return noise;
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}
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/// <summary>
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/// <para>
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/// Produce symmetric 2D noise by repeatedly applying some generated Perlin noise under
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/// rotation and mirroring.
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/// </para>
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/// <para>
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/// Note that the combination of multiple noise values with varying correlations creates a
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/// noise with different properties to simple Perlin noise.
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/// </para>
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/// </summary>
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public static Matrix<int> SymmetricFractalNoise(
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MersenneTwister random,
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int2 size,
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int rotations,
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Symmetry.Mirror mirror,
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int featureSize,
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Func<int, int> ampFunc)
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{
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if (rotations < 1)
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throw new ArgumentException("rotations must be >= 1");
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// Need higher resolution due to cropping and rotation artifacts
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var templateSpan = Math.Max(size.X, size.Y) * 2 + 2;
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var templateSize = new int2(templateSpan, templateSpan);
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var scaledTemplateCenter = new int2(templateSpan - 1, templateSpan - 1) * Scale / 2;
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var template = FractalNoise(random, templateSize, featureSize, ampFunc);
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var output = new Matrix<int>(size);
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var inclusiveOutputSize = size - new int2(1, 1);
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var scaledOutputMid = inclusiveOutputSize * Scale / 2;
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for (var y = 0; y < size.Y; y++)
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for (var x = 0; x < size.X; x++)
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{
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var outputXy = new int2(x, y);
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var scaledOutputXy = outputXy * Scale;
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var scaledOutputXyFromCenter = scaledOutputXy - scaledOutputMid;
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// Apply sqrt2 scaling so that diagonal samples don't alias.
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var scaledTemplateXyFromCenter = scaledOutputXyFromCenter * ScaledSqrt2 / Scale;
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var scaledTemplateXy = scaledTemplateXyFromCenter + scaledTemplateCenter;
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var projections = Symmetry.RotateAndMirrorPointAround(
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scaledTemplateXy, scaledTemplateCenter, rotations, mirror);
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foreach (var projection in projections)
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output[x, y] +=
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MatrixUtils.IntegerInterpolate(
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template,
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projection.X / Scale,
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projection.Y / Scale,
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projection.X % Scale,
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projection.Y % Scale,
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Scale);
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}
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return output;
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}
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/// <summary>
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/// Use SymmetricFractalNoise to fill a CellLayer. The noise is aligned to the CPos
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/// coordinate system.
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/// </summary>
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public static void SymmetricFractalNoiseIntoCellLayer(
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MersenneTwister random,
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CellLayer<int> cellLayer,
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int rotations,
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Symmetry.WMirror wmirror,
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int featureSize,
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Func<int, int> ampFunc)
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{
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var cellBounds = CellLayerUtils.CellBounds(cellLayer);
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var size = new int2(cellBounds.Size.Width, cellBounds.Size.Height);
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var noise = SymmetricFractalNoise(
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random,
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size,
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rotations,
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wmirror.ForCPos(),
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featureSize,
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ampFunc);
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CellLayerUtils.FromMatrix(cellLayer, noise);
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}
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}
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}
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