implemented unit movement
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@@ -15,6 +15,7 @@ var visible_request: HTTPRequest
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var resources_request: HTTPRequest
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var units_request: HTTPRequest
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var train_unit_request: HTTPRequest
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var move_units_request: HTTPRequest
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var claim_request: HTTPRequest
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var build_request: HTTPRequest
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var refresh_request: HTTPRequest
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@@ -63,6 +64,9 @@ var selected_can_train_archer := false
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var selected_is_home := false
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var completed_scout_count := 0
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var completed_archer_count := 0
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var selected_archer_q := 9999
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var selected_archer_r := 9999
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var selected_archer_count := 0
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var refresh_prompt_active := false
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var refresh_request_active := false
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@@ -258,6 +262,10 @@ func _build_ui() -> void:
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train_unit_request.request_completed.connect(_on_train_unit_request_completed)
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add_child(train_unit_request)
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move_units_request = HTTPRequest.new()
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move_units_request.request_completed.connect(_on_move_units_request_completed)
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add_child(move_units_request)
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claim_request = HTTPRequest.new()
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claim_request.request_completed.connect(_on_claim_request_completed)
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add_child(claim_request)
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@@ -410,6 +418,9 @@ func _on_tile_hovered(q: int, r: int, terrain: String) -> void:
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func _on_tile_selected(q: int, r: int, terrain: String) -> void:
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if _handle_unit_selection_or_move(q, r):
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return
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selected_q = q
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selected_r = r
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selected_can_claim = terrain.contains("Unclaimed")
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@@ -423,6 +434,27 @@ func _on_tile_selected(q: int, r: int, terrain: String) -> void:
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coordinate_label.text = "Selected q:%d r:%d | %s territory" % [q, r, terrain]
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func _handle_unit_selection_or_move(q: int, r: int) -> bool:
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if not grid_view:
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return false
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var archer_count: int = grid_view.get_archer_count_at(q, r)
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if archer_count > 0:
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selected_archer_q = q
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selected_archer_r = r
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selected_archer_count = archer_count
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grid_view.set_selected_unit_tile(q, r)
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if coordinate_label:
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coordinate_label.text = "Selected Archer squad: %d at q:%d r:%d. Select a visible non-rival tile to move." % [archer_count, q, r]
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return true
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if selected_archer_count > 0:
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_move_selected_archers(q, r)
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return true
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return false
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func _can_build_log_camp_on_selected_tile() -> bool:
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return _can_build_on_selected_tile("Forest")
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@@ -481,6 +513,14 @@ func _update_action_buttons() -> void:
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build_barracks_button.disabled = false
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func _clear_selected_archers() -> void:
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selected_archer_q = 9999
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selected_archer_r = 9999
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selected_archer_count = 0
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if grid_view:
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grid_view.clear_selected_unit_tile()
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func _selected_tile_is_home() -> bool:
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if not grid_view:
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return false
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@@ -915,6 +955,60 @@ func _on_train_unit_request_completed(result: int, response_code: int, _headers:
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_refresh_player_state()
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func _move_selected_archers(to_q: int, to_r: int) -> void:
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if selected_archer_count <= 0:
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return
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if to_q == selected_archer_q and to_r == selected_archer_r:
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coordinate_label.text = "Archer squad is already on that tile."
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return
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if not grid_view.is_visible_non_rival_tile(to_q, to_r):
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coordinate_label.text = "Archers can only move to visible non-rival tiles."
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return
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var access_token: String = str(session.get("accessToken", ""))
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if access_token.is_empty():
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coordinate_label.text = "No auth token available. Archer squad was not moved."
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return
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if move_units_request.get_http_client_status() != HTTPClient.STATUS_DISCONNECTED:
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return
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coordinate_label.text = "Moving %d Archers to q:%d r:%d..." % [selected_archer_count, to_q, to_r]
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var error: int = move_units_request.request(
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LOCATIONS_BASE_URL + "/api/units/move",
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PackedStringArray([
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"Content-Type: application/json",
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"Authorization: Bearer %s" % access_token
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]),
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HTTPClient.METHOD_POST,
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JSON.stringify({
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"unitType": "Archer",
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"fromQ": selected_archer_q,
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"fromR": selected_archer_r,
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"toQ": to_q,
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"toR": to_r
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})
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)
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if error != OK:
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coordinate_label.text = "Could not contact the unit move service."
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func _on_move_units_request_completed(result: int, response_code: int, _headers: PackedStringArray, body: PackedByteArray) -> void:
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var text: String = body.get_string_from_utf8()
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if result != HTTPRequest.RESULT_SUCCESS:
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coordinate_label.text = "Archer move request failed."
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return
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if response_code < 200 or response_code >= 300:
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coordinate_label.text = "Archer move failed: %s" % text
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_refresh_player_state()
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return
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_clear_selected_archers()
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coordinate_label.text = "Archer squad moved."
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_refresh_player_state()
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func _claim_selected_tile() -> void:
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if not selected_can_claim:
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coordinate_label.text = "Select a visible unclaimed tile to send a scout."
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@@ -17,6 +17,7 @@ var drag_distance: float = 0.0
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var last_mouse_position: Vector2 = Vector2.ZERO
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var hovered_tile: Vector2i = Vector2i(9999, 9999)
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var selected_tile: Vector2i = Vector2i(9999, 9999)
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var selected_unit_tile: Vector2i = Vector2i(9999, 9999)
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var home_tile: Vector2i = Vector2i(9999, 9999)
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var tiles: Array[Dictionary] = []
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var visible_tiles: Dictionary = {}
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@@ -157,6 +158,8 @@ func _draw_tile(tile: Dictionary) -> void:
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if not tile_visible:
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draw_polyline(_closed_points(points), Color(0.11, 0.15, 0.15, 0.75), 1.0)
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elif coord == selected_unit_tile:
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draw_polyline(_closed_points(points), Color(0.90, 0.68, 0.28), 5.0)
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elif is_selected:
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draw_polyline(_closed_points(points), Color(0.95, 0.76, 0.28), 4.0)
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elif coord == home_tile:
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@@ -453,12 +456,20 @@ func _draw_archer_unit_marker(center: Vector2, height: float, count: int) -> voi
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draw_line(marker_center + Vector2(18.0, -1.0) * marker_scale, marker_center + Vector2(14.0, -4.0) * marker_scale, arrow_color, 1.2 * marker_scale)
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draw_line(marker_center + Vector2(18.0, -1.0) * marker_scale, marker_center + Vector2(14.0, 2.0) * marker_scale, arrow_color, 1.2 * marker_scale)
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if count > 1:
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var badge_center: Vector2 = marker_center + Vector2(10.0, 9.0) * marker_scale
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draw_circle(badge_center, 6.0 * marker_scale, badge_color)
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draw_arc(badge_center, 6.0 * marker_scale, 0.0, TAU, 18, badge_border, 1.4 * marker_scale)
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var font := ThemeDB.fallback_font
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draw_string(font, badge_center + Vector2(-3.5, 3.5) * marker_scale, str(min(count, 9)), HORIZONTAL_ALIGNMENT_LEFT, -1, 9 * marker_scale, Color(0.93, 0.86, 0.58))
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var count_text := str(count)
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var font := ThemeDB.fallback_font
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var badge_font_size := int(round(9.0 * marker_scale))
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var text_size := font.get_string_size(count_text, HORIZONTAL_ALIGNMENT_LEFT, -1, badge_font_size)
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var badge_size := Vector2(max(14.0 * marker_scale, text_size.x + 7.0 * marker_scale), 12.0 * marker_scale)
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var badge_rect := Rect2(marker_center + Vector2(5.0, 3.0) * marker_scale, badge_size)
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draw_rect(badge_rect, badge_color, true)
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draw_polyline(_closed_points(PackedVector2Array([
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badge_rect.position,
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badge_rect.position + Vector2(badge_rect.size.x, 0),
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badge_rect.position + badge_rect.size,
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badge_rect.position + Vector2(0, badge_rect.size.y)
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])), badge_border, 1.2 * marker_scale)
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draw_string(font, badge_rect.position + Vector2(3.5, 9.0) * marker_scale, count_text, HORIZONTAL_ALIGNMENT_LEFT, -1, badge_font_size, Color(0.93, 0.86, 0.58))
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func _tile_data(q: int, r: int) -> Dictionary:
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@@ -531,6 +542,25 @@ func set_unit_instances(units: Array) -> void:
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queue_redraw()
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func set_selected_unit_tile(q: int, r: int) -> void:
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selected_unit_tile = Vector2i(q, r)
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queue_redraw()
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func clear_selected_unit_tile() -> void:
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selected_unit_tile = Vector2i(9999, 9999)
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queue_redraw()
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func get_archer_count_at(q: int, r: int) -> int:
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return _archer_count_at(q, r)
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func is_visible_non_rival_tile(q: int, r: int) -> bool:
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var key := _tile_key(q, r)
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return visible_tiles.has(key) and not rival_tiles.has(key)
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func _tile_key(q: int, r: int) -> String:
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return "%d,%d" % [q, r]
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