veloren/world/src/sim/mod.rs

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mod location;
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// Reexports
pub use self::location::Location;
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use crate::{
all::ForestKind,
util::{StructureGen2d, Sampler},
CONFIG,
};
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use common::{
terrain::{BiomeKind, TerrainChunkSize},
vol::VolSize,
};
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use noise::{BasicMulti, HybridMulti, MultiFractal, NoiseFn, RidgedMulti, Seedable, OpenSimplex, SuperSimplex};
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use rand::{prng::XorShiftRng, Rng, SeedableRng};
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use std::{
ops::{Add, Div, Mul, Neg, Sub},
sync::Arc,
};
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use vek::*;
pub const WORLD_SIZE: Vec2<usize> = Vec2 { x: 1024, y: 1024 };
pub(crate) struct GenCtx {
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pub turb_x_nz: SuperSimplex,
pub turb_y_nz: SuperSimplex,
pub chaos_nz: RidgedMulti,
pub alt_nz: HybridMulti,
pub hill_nz: SuperSimplex,
pub temp_nz: SuperSimplex,
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pub dry_nz: BasicMulti,
pub small_nz: BasicMulti,
pub rock_nz: HybridMulti,
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pub cliff_nz: HybridMulti,
pub warp_nz: BasicMulti,
pub tree_nz: BasicMulti,
pub cave_0_nz: SuperSimplex,
pub cave_1_nz: SuperSimplex,
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pub tree_gen: StructureGen2d,
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pub cliff_gen: StructureGen2d,
}
pub struct WorldSim {
pub seed: u32,
pub(crate) chunks: Vec<SimChunk>,
pub(crate) gen_ctx: GenCtx,
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pub rng: XorShiftRng,
}
impl WorldSim {
pub fn generate(seed: u32) -> Self {
let mut gen_ctx = GenCtx {
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turb_x_nz: SuperSimplex::new().set_seed(seed + 0),
turb_y_nz: SuperSimplex::new().set_seed(seed + 1),
chaos_nz: RidgedMulti::new().set_octaves(7).set_seed(seed + 2),
hill_nz: SuperSimplex::new().set_seed(seed + 3),
alt_nz: HybridMulti::new()
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.set_octaves(8)
.set_persistence(0.1)
.set_seed(seed + 4),
temp_nz: SuperSimplex::new().set_seed(seed + 5),
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dry_nz: BasicMulti::new().set_seed(seed + 6),
small_nz: BasicMulti::new().set_octaves(2).set_seed(seed + 7),
rock_nz: HybridMulti::new().set_persistence(0.3).set_seed(seed + 8),
cliff_nz: HybridMulti::new().set_persistence(0.3).set_seed(seed + 9),
warp_nz: BasicMulti::new().set_octaves(3).set_seed(seed + 10),
tree_nz: BasicMulti::new()
.set_octaves(12)
.set_persistence(0.75)
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.set_seed(seed + 12),
cave_0_nz: SuperSimplex::new().set_seed(seed + 13),
cave_1_nz: SuperSimplex::new().set_seed(seed + 14),
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tree_gen: StructureGen2d::new(seed, 32, 24),
cliff_gen: StructureGen2d::new(seed, 80, 56),
};
let mut chunks = Vec::new();
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for x in 0..WORLD_SIZE.x as i32 {
for y in 0..WORLD_SIZE.y as i32 {
chunks.push(SimChunk::generate(Vec2::new(x, y), &mut gen_ctx));
}
}
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let mut this = Self {
seed,
chunks,
gen_ctx,
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rng: XorShiftRng::from_seed([
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(seed >> 0) as u8,
0,
0,
0,
(seed >> 8) as u8,
0,
0,
0,
(seed >> 16) as u8,
0,
0,
0,
(seed >> 24) as u8,
0,
0,
0,
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]),
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};
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this.seed_elements();
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this.simulate(0);
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this
}
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/// Prepare the world for simulation
pub fn seed_elements(&mut self) {
let mut rng = self.rng.clone();
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let cell_size = 32;
let grid_size = WORLD_SIZE / cell_size;
let loc_count = 250;
let mut locations = vec![None; grid_size.product()];
// Seed the world with some locations
for _ in 0..loc_count {
let cell_pos = Vec2::new(
self.rng.gen::<usize>() % grid_size.x,
self.rng.gen::<usize>() % grid_size.y,
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);
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let wpos = (cell_pos * cell_size)
.map2(
Vec2::from(TerrainChunkSize::SIZE),
|e, sz: u32| e as i32 * sz as i32,
);
locations[cell_pos.y * grid_size.x + cell_pos.x] = Some(Arc::new(Location::generate(wpos, &mut rng)));
}
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// Simulate invasion!
let invasion_cycles = 25;
for _ in 0..invasion_cycles {
for i in 0..grid_size.x {
for j in 0..grid_size.y {
if locations[j * grid_size.x + i].is_none() {
const R_COORDS: [i32; 5] = [-1, 0, 1, 0, -1];
let idx = self.rng.gen::<usize>() % 4;
let loc = Vec2::new(
i as i32 + R_COORDS[idx],
j as i32 + R_COORDS[idx + 1],
).map(|e| e as usize);
locations[j * grid_size.x + i] = locations
.get(loc.y * grid_size.x + loc.x)
.cloned()
.flatten();
}
}
}
}
// Place the locations onto the world
let gen = StructureGen2d::new(self.seed, cell_size as u32, cell_size as u32 / 2);
for i in 0..WORLD_SIZE.x {
for j in 0..WORLD_SIZE.y {
let chunk_pos = Vec2::new(i as i32, j as i32);
let cell_pos = Vec2::new(i / cell_size, j / cell_size);
// Find the distance to each region
let near = gen.get(chunk_pos);
let mut near = near
.iter()
.map(|(pos, seed)| RegionInfo {
chunk_pos: *pos,
block_pos: pos.map2(Vec2::from(TerrainChunkSize::SIZE), |e, sz: u32| e * sz as i32),
dist: (pos - chunk_pos).map(|e| e as f32).magnitude(),
seed: *seed,
})
.collect::<Vec<_>>();
// Sort regions based on distance
near.sort_by(|a, b| a.dist.partial_cmp(&b.dist).unwrap());
let nearest_cell_pos = near[0].chunk_pos.map(|e| e as usize) / cell_size;
self.get_mut(chunk_pos).unwrap().location = locations
.get(nearest_cell_pos.y * grid_size.x + nearest_cell_pos.x)
.cloned()
.unwrap_or(None)
.map(|loc| LocationInfo {
loc,
near,
});
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}
}
self.rng = rng;
}
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pub fn simulate(&mut self, cycles: usize) {
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let mut rng = self.rng.clone();
for _ in 0..cycles {
for i in 0..WORLD_SIZE.x as i32 {
for j in 0..WORLD_SIZE.y as i32 {
let pos = Vec2::new(i, j);
let location = self.get(pos).unwrap().location.clone();
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let rpos =
Vec2::new(rng.gen::<i32>(), rng.gen::<i32>()).map(|e| e.abs() % 3 - 1);
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if let Some(other) = &mut self.get_mut(pos + rpos) {
if other.location.is_none()
&& rng.gen::<f32>() > other.chaos * 1.5
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&& other.alt > CONFIG.sea_level
{
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other.location = location;
}
}
}
}
}
self.rng = rng;
}
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pub fn get(&self, chunk_pos: Vec2<i32>) -> Option<&SimChunk> {
if chunk_pos
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.map2(WORLD_SIZE, |e, sz| e >= 0 && e < sz as i32)
.reduce_and()
{
Some(&self.chunks[chunk_pos.y as usize * WORLD_SIZE.x + chunk_pos.x as usize])
} else {
None
}
}
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pub fn get_mut(&mut self, chunk_pos: Vec2<i32>) -> Option<&mut SimChunk> {
if chunk_pos
.map2(WORLD_SIZE, |e, sz| e >= 0 && e < sz as i32)
.reduce_and()
{
Some(&mut self.chunks[chunk_pos.y as usize * WORLD_SIZE.x + chunk_pos.x as usize])
} else {
None
}
}
pub fn get_base_z(&self, chunk_pos: Vec2<i32>) -> Option<f32> {
self.get(chunk_pos).and_then(|_| {
(0..2)
.map(|i| (0..2).map(move |j| (i, j)))
.flatten()
.map(|(i, j)| {
self.get(chunk_pos + Vec2::new(i, j))
.map(|c| c.get_base_z())
})
.flatten()
.fold(None, |a: Option<f32>, x| a.map(|a| a.min(x)).or(Some(x)))
})
}
pub fn get_interpolated<T, F>(&self, pos: Vec2<i32>, mut f: F) -> Option<T>
where
T: Copy + Default + Add<Output = T> + Mul<f32, Output = T>,
F: FnMut(&SimChunk) -> T,
{
let pos = pos.map2(TerrainChunkSize::SIZE.into(), |e, sz: u32| {
e as f64 / sz as f64
});
let cubic = |a: T, b: T, c: T, d: T, x: f32| -> T {
let x2 = x * x;
// Catmull-Rom splines
let co0 = a * -0.5 + b * 1.5 + c * -1.5 + d * 0.5;
let co1 = a + b * -2.5 + c * 2.0 + d * -0.5;
let co2 = a * -0.5 + c * 0.5;
let co3 = b;
co0 * x2 * x + co1 * x2 + co2 * x + co3
};
let mut x = [T::default(); 4];
for (x_idx, j) in (-1..3).enumerate() {
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let y0 = f(self.get(pos.map2(Vec2::new(j, -1), |e, q| e.max(0.0) as i32 + q))?);
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let y1 = f(self.get(pos.map2(Vec2::new(j, 0), |e, q| e.max(0.0) as i32 + q))?);
let y2 = f(self.get(pos.map2(Vec2::new(j, 1), |e, q| e.max(0.0) as i32 + q))?);
let y3 = f(self.get(pos.map2(Vec2::new(j, 2), |e, q| e.max(0.0) as i32 + q))?);
x[x_idx] = cubic(y0, y1, y2, y3, pos.y.fract() as f32);
}
Some(cubic(x[0], x[1], x[2], x[3], pos.x.fract() as f32))
}
}
const Z_TOLERANCE: (f32, f32) = (100.0, 128.0);
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pub struct SimChunk {
pub chaos: f32,
pub alt_base: f32,
pub alt: f32,
pub temp: f32,
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pub dryness: f32,
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pub rockiness: f32,
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pub cliffs: bool,
pub near_cliffs: bool,
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pub tree_density: f32,
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pub forest_kind: ForestKind,
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pub location: Option<LocationInfo>,
}
#[derive(Copy, Clone)]
pub struct RegionInfo {
pub chunk_pos: Vec2<i32>,
pub block_pos: Vec2<i32>,
pub dist: f32,
pub seed: u32,
}
#[derive(Clone)]
pub struct LocationInfo {
pub loc: Arc<Location>,
pub near: Vec<RegionInfo>,
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}
impl SimChunk {
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fn generate(pos: Vec2<i32>, gen_ctx: &mut GenCtx) -> Self {
let wposf = (pos * TerrainChunkSize::SIZE.map(|e| e as i32)).map(|e| e as f64);
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let hill = (0.0
+ gen_ctx
.hill_nz
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.get((wposf.div(1_500.0)).into_array())
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.mul(1.0) as f32
+ gen_ctx
.hill_nz
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.get((wposf.div(500.0)).into_array())
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.mul(0.3) as f32)
.add(0.3)
.max(0.0);
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let dryness = (gen_ctx.dry_nz.get(
(wposf
.add(Vec2::new(
gen_ctx
.dry_nz
.get((wposf.add(10000.0).div(500.0)).into_array())
* 150.0,
gen_ctx.dry_nz.get((wposf.add(0.0).div(500.0)).into_array()) * 150.0,
))
.div(2_000.0))
.into_array(),
) as f32);
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let chaos = (gen_ctx.chaos_nz.get((wposf.div(4_000.0)).into_array()) as f32)
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.add(1.0)
.mul(0.5)
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.mul(
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(gen_ctx.chaos_nz.get((wposf.div(6_000.0)).into_array()) as f32)
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.powf(2.0)
.add(0.5)
.min(1.0),
)
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.powf(1.5)
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.add(0.1 * hill);
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let chaos = chaos + chaos.mul(16.0).sin().mul(0.02);
let alt_base = gen_ctx.alt_nz.get((wposf.div(6_000.0)).into_array()) as f32;
let alt_base = alt_base
.mul(0.4)
.add(alt_base.mul(128.0).sin().mul(0.005))
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.mul(400.0);
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let alt_main = (gen_ctx.alt_nz.get((wposf.div(2_000.0)).into_array()) as f32)
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.abs()
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.powf(1.8);
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let alt = CONFIG.sea_level
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+ alt_base
+ (0.0
+ alt_main
+ gen_ctx.small_nz.get((wposf.div(300.0)).into_array()) as f32
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* alt_main.max(0.1)
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* chaos
* 1.6)
.add(1.0)
.mul(0.5)
.mul(chaos)
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.mul(CONFIG.mountain_scale);
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let temp = (gen_ctx.temp_nz.get((wposf.div(8192.0)).into_array()) as f32);
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let cliff = gen_ctx.cliff_nz.get((wposf.div(2048.0)).into_array()) as f32 + chaos * 0.2;
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Self {
chaos,
alt_base,
alt,
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temp,
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dryness,
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rockiness: (gen_ctx.rock_nz.get((wposf.div(1024.0)).into_array()) as f32)
.sub(0.1)
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.mul(1.3)
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.max(0.0),
cliffs: cliff > 0.5 && dryness > 0.05 && alt > CONFIG.sea_level + 5.0 && dryness.abs() > 0.075,
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near_cliffs: cliff > 0.4,
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tree_density: (gen_ctx.tree_nz.get((wposf.div(1024.0)).into_array()) as f32)
.add(1.0)
.mul(0.5)
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.mul(1.2 - chaos * 0.95)
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.add(0.1)
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.mul(if alt > CONFIG.sea_level + 5.0 {
1.0
} else {
0.0
}),
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forest_kind: if temp > 0.0 {
if temp > CONFIG.desert_temp {
ForestKind::Palm
} else {
ForestKind::Oak
}
} else {
if temp > CONFIG.snow_temp {
ForestKind::Pine
} else {
ForestKind::SnowPine
}
},
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location: None,
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}
}
pub fn get_base_z(&self) -> f32 {
self.alt - Z_TOLERANCE.0 * self.chaos
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}
pub fn get_min_z(&self) -> f32 {
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self.alt - Z_TOLERANCE.0 * (self.chaos * 1.2 + 0.3)
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}
pub fn get_max_z(&self) -> f32 {
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(self.alt + Z_TOLERANCE.1 * if self.near_cliffs { 1.0 } else { 0.5 }).max(CONFIG.sea_level + 2.0)
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}
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pub fn get_name(&self) -> Option<String> {
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self.location.as_ref().map(|l| l.loc.name().to_string())
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}
pub fn get_biome(&self) -> BiomeKind {
if self.alt < CONFIG.sea_level {
BiomeKind::Ocean
} else if self.chaos > 0.6 {
BiomeKind::Mountain
} else if self.temp > CONFIG.desert_temp {
BiomeKind::Desert
} else if self.temp < CONFIG.snow_temp {
BiomeKind::Snowlands
} else if self.tree_density > 0.65 {
BiomeKind::Forest
} else {
BiomeKind::Grassland
}
}
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}