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Prettier town houses
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@ -24,6 +24,11 @@ pub enum Primitive {
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aabb: Aabb<i32>,
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inset: i32,
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},
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Ramp {
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aabb: Aabb<i32>,
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inset: i32,
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dir: u8,
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},
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Gable {
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aabb: Aabb<i32>,
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inset: i32,
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@ -34,6 +39,8 @@ pub enum Primitive {
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Cone(Aabb<i32>),
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Sphere(Aabb<i32>),
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Plane(Aabr<i32>, Vec3<i32>, Vec2<f32>),
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/// A line segment from start to finish point
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Segment(LineSegment3<i32>),
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/// A sampling function is always a subset of another primitive to avoid
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/// needing infinite bounds
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Sampling(Id<Primitive>, Box<dyn Fn(Vec3<i32>) -> bool>),
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@ -75,6 +82,34 @@ impl Fill {
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Primitive::Empty => false,
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Primitive::Aabb(aabb) => aabb_contains(*aabb, pos),
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Primitive::Ramp { aabb, inset, dir } => {
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let inset = (*inset).max(aabb.size().reduce_min());
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let inner = match dir {
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0 => Aabr {
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min: Vec2::new(aabb.min.x - 1 + inset, aabb.min.y),
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max: Vec2::new(aabb.max.x, aabb.max.y),
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},
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1 => Aabr {
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min: Vec2::new(aabb.min.x, aabb.min.y),
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max: Vec2::new(aabb.max.x - inset, aabb.max.y),
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},
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2 => Aabr {
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min: Vec2::new(aabb.min.x, aabb.min.y - 1 + inset),
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max: Vec2::new(aabb.max.x, aabb.max.y),
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},
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_ => Aabr {
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min: Vec2::new(aabb.min.x, aabb.min.y),
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max: Vec2::new(aabb.max.x, aabb.max.y - inset),
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},
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};
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aabb_contains(*aabb, pos)
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&& (inner.projected_point(pos.xy()) - pos.xy())
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.map(|e| e.abs())
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.reduce_max() as f32
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/ (inset as f32)
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< 1.0
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- ((pos.z - aabb.min.z) as f32 + 0.5) / (aabb.max.z - aabb.min.z) as f32
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},
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Primitive::Pyramid { aabb, inset } => {
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let inset = (*inset).max(aabb.size().reduce_min());
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let inner = Aabr {
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@ -102,14 +137,14 @@ impl Fill {
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max: Vec2::new(aabb.max.x, aabb.max.y - inset),
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}
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};
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aabb_contains(*aabb, pos) &&
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(inner.projected_point(pos.xy()) - pos.xy())
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.map(|e| e.abs())
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.reduce_max() as f32
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/ (inset as f32)
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< 1.0
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aabb_contains(*aabb, pos)
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&& (inner.projected_point(pos.xy()) - pos.xy())
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.map(|e| e.abs())
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.reduce_max() as f32
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/ (inset as f32)
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< 1.0
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- ((pos.z - aabb.min.z) as f32 + 0.5) / (aabb.max.z - aabb.min.z) as f32
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}
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},
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Primitive::Cylinder(aabb) => {
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(aabb.min.z..aabb.max.z).contains(&pos.z)
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&& (pos
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@ -145,6 +180,12 @@ impl Fill {
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.as_()
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.dot(*gradient) as i32)
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},
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Primitive::Segment(segment) => {
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(segment.start.x..segment.end.x).contains(&pos.x)
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&& (segment.start.y..segment.end.y).contains(&pos.y)
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&& (segment.start.z..segment.end.z).contains(&pos.z)
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&& segment.as_().distance_to_point(pos.map(|e| e as f32)) < 0.75
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},
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Primitive::Sampling(a, f) => self.contains_at(tree, *a, pos) && f(pos),
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Primitive::Prefab(p) => !matches!(p.get(pos), Err(_) | Ok(StructureBlock::None)),
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Primitive::And(a, b) => {
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@ -228,6 +269,7 @@ impl Fill {
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Primitive::Aabb(aabb) => *aabb,
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Primitive::Pyramid { aabb, .. } => *aabb,
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Primitive::Gable { aabb, .. } => *aabb,
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Primitive::Ramp { aabb, .. } => *aabb,
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Primitive::Cylinder(aabb) => *aabb,
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Primitive::Cone(aabb) => *aabb,
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Primitive::Sphere(aabb) => *aabb,
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@ -248,6 +290,10 @@ impl Fill {
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};
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aabb.made_valid()
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},
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Primitive::Segment(segment) => Aabb {
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min: segment.start,
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max: segment.end,
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},
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Primitive::Sampling(a, _) => self.get_bounds_inner(tree, *a)?,
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Primitive::Prefab(p) => p.get_bounds(),
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Primitive::And(a, b) => or_zip_with(
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@ -192,6 +192,7 @@ enum RoomKind {
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Fight,
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Boss,
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Miniboss,
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#[allow(dead_code)]
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LavaPlatforming,
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}
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@ -202,7 +203,7 @@ pub struct Room {
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area: Rect<i32, i32>,
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height: i32,
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pillars: Option<i32>, // Pillars with the given separation
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pits: Option<i32>, // Pits filled with lava
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pits: Option<i32>, // Pits filled with lava
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difficulty: u32,
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}
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@ -514,17 +515,17 @@ impl Floor {
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pits: None,
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difficulty: self.difficulty,
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}),
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// Lava platforming room
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1 => self.create_room(Room {
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seed: ctx.rng.gen(),
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loot_density: 0.0,
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kind: RoomKind::LavaPlatforming,
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area,
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height: ctx.rng.gen_range(10..15),
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pillars: None,
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pits: Some(1),
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difficulty: self.difficulty,
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}),
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//// Lava platforming room
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//1 => self.create_room(Room {
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// seed: ctx.rng.gen(),
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// loot_density: 0.0,
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// kind: RoomKind::LavaPlatforming,
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// area,
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// height: ctx.rng.gen_range(10..15),
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// pillars: None,
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// pits: Some(1),
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// difficulty: self.difficulty,
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//}),
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// Fight room with enemies in it
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_ => self.create_room(Room {
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seed: ctx.rng.gen(),
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@ -1259,6 +1260,7 @@ impl Floor {
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}));
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chests = Some((chest_sprite, chest_sprite_fill));
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// If a room has pits, place them
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if room.pits.is_some() {
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// Make an air pit
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let tile_pit = prim(Primitive::Aabb(aabr_with_z(
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@ -1281,20 +1283,18 @@ impl Floor {
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if room
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.pits
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.map(|pit_space| {
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tile_pos
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.map(|e| e.rem_euclid(pit_space) == 0)
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.reduce_and()
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tile_pos.map(|e| e.rem_euclid(pit_space) == 0).reduce_and()
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})
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.unwrap_or(false) {
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.unwrap_or(false)
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{
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let platform = prim(Primitive::Aabb(Aabb {
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min: (tile_center - Vec2::broadcast(pillar_thickness - 1))
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.with_z(floor_z - 7),
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max: (tile_center + Vec2::broadcast(pillar_thickness))
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.with_z(floor_z),
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max: (tile_center + Vec2::broadcast(pillar_thickness)).with_z(floor_z),
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}));
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fill(platform, Fill::Block(stone));
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}
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// If a room has pillars, the current tile aligns with the pillar spacing, and
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// we're not too close to a wall (i.e. the adjacent tiles are rooms and not
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// hallways/solid), place a pillar
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