mirror of
https://github.com/Ragora/T2-DXAI.git
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213 lines
7.4 KiB
C#
213 lines
7.4 KiB
C#
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//------------------------------------------------------------------------------------------
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// aicommander.cs
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// Source file for the DXAI commander AI implementation.
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// https://github.com/Ragora/T2-DXAI.git
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//
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// Copyright (c) 2014 Robert MacGregor
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// This software is licensed under the MIT license. Refer to LICENSE.txt for more information.
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//------------------------------------------------------------------------------------------
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$DXAI::ActiveCommanderCount = 2;
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$DXAI::Priorities::DefendGenerator = 1;
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$DXAI::Priorities::DefendFlag = 2;
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$DXAI::Priorities::ScoutBase = 3;
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//-----------------------------------------------
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$DXAI::Priorities::CaptureFlag = 4;
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$DXAI::Priorities::CaptureObjective = 5;
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$DXAI::Priorities::AttackTurret = 6;
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$DXAI::Priorities::Count = 3;
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// # of bots assigned = mCeil(((totalPriorityValues / priorityCounts) * priority) / priorityCounts)
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// totalPriorityValues = 3 + 2
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// priorityCounts = 2
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// Priority for Gen: 2
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// Priority for Flag: 3
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// flagBots = ((5.0 / 2.0) * 3.0) / 2.0
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// Gen bots = ((5.0 / 2.0) * 2.0) / 2.0
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$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::DefendGenerator] = 2;
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$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::DefendFlag] = 3;
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$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::ScoutBase] = 1;
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function AICommander::setup(%this)
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{
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%this.botList = new SimSet();
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%this.idleBotList = new SimSet();
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for (%iteration = 0; %iteration < ClientGroup.getCount(); %iteration++)
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{
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%currentClient = ClientGroup.getObject(%iteration);
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if (%currentClient.isAIControlled() && %currentClient.team == %this.team)
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{
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%this.botList.add(%currentClient);
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%this.idleBotList.add(%currentClient);
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%currentClient.commander = %this;
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}
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}
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%this.setDefaultPriorities();
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// Also set the assignment tracker
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for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
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%this.assignments[%iteration] = 0;
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}
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function AICommander::assignTasks(%this)
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{
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// Calculate how much priority we have total, first
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%totalPriority = 0.0;
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for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
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{
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%totalPriority += %this.priorities[%iteration];
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%botAssignments[%iteration] = 0;
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}
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// We create a priority queue preemptively so we can sort task priorities as we go and save a little bit of time
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%priorityQueue = PriorityQueue::create();
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// Now calculate how many bots we need per objective, and count how many we will need in total
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%lostBots = false; // Used for a small optimization
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%botCountRequired = 0;
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for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
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{
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%botAssignments[%iteration] = mCeil(((%totalPriority / $DXAI::Priorities::Count) * %this.priorities[%iteration]) / $DXAI::Priorities::Count);
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%botAssignments[%iteration] -= %this.botAssignments[%iteration]; // If we already have bots doing this, then we don't need to replicate them
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%botCountRequired += %botAssignments[%iteration];
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if (%botAssignments[%iteration] < 0)
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%lostBots = true;
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else
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%priorityQueue.add(%iteration, %botAssignments[%iteration]);
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}
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// Deassign from objectives we need less bots for now and put them into the idle list
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// When we lose bots, our %botAssignments[%task] value will be a negative, so we just need
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// to ditch mAbs(%botAssignments[%task]) bots from that given task.
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for (%taskIteration = 0; %lostBots && %taskIteration < $DXAI::Priorities::Count; %taskiteration++)
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// Need to ditch some bots
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if (%botAssignments[%taskIteration] < 0)
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%this.deassignBots(%taskIteration, mAbs(%botAssignments[%taskIteration]);
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// Do we have enough idle bots to just shunt everyone into something?
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if (%this.idleBotList.getCount() >= %botCountRequired)
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{
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for (%taskIteration = 0; %taskIteration < $DXAI::Priorities::Count; %taskiteration++)
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for (%botIteration = 0; %botIteration < %botAssignments[%taskIteration]; %botIteration++)
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%this.assignTask(%taskIteration, %this.idleBotList.getObject(0));
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}
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// Okay, we don't have enough bots currently so we'll try to satisify the higher priority objectives first
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else
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while (!%priorityQueue.isEmpty() && %this.idleBotList.getCount() != 0)
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{
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%taskID = %priorityQueue.topKey();
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%requiredBots = %priorityQueue.topValue();
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%priorityQueue.pop();
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for (%botIteration = 0; %botIteration < %requiredBots && %this.idleBotList.getCount() != 0; %botIteration++)
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%this.assignTask(%taskID, %this.idleBotList.getObject(0));
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}
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// Regardless, we need to make sure we cleanup the queue
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// FIXME: Perhaps just create one per commander and reuse it?
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%priorityQueue.delete();
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}
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function AICommander::deassignBots(%this, %taskID, %count)
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{
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// TODO: More efficient removal?
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for (%iteration = 0; %count > 0 && %iteration < %this.botList.getCount(); %iteration++)
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{
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%bot = %this.botList.getObject(%iteration);
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if (%bot.assignment == %taskID)
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{
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%bot.clearTasks();
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%this.idleBotList.add(%bot);
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%count--;
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}
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}
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return %count == 0;
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}
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function AICommander::assignTask(%this, %taskID, %bot)
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{
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// Don't try to assign if the bot is already assigned something
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if (!%this.idleBotList.contains(%this))
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return;
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%this.idleBotList.remove(%this);
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switch (%taskID)
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{
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case $DXAI::Priorities::DefendGenerator:
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break;
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case $DXAI::Priorities::DefendFlag:
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break;
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case $DXAI::Priorities::ScoutBase:
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break;
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}
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%this.botAssignments[%taskID]++;
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%bot.assignment = %taskID;
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}
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function AICommander::setDefaultPriorities(%this)
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{
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for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
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%this.priorities[%iteration] = $DXAI::Priorities::DefaultPriorityValue[%iteration];
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}
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function AICommander::cleanUp(%this)
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{
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%this.botList.delete();
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%this.idleBotList.delete();
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}
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function AICommander::update(%this)
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{
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for (%iteration = 0; %iteration < %this.botList.getCount(); %iteration++)
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%this.botList.getObject(%iteration).update();
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}
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function AICommander::removeBot(%this, %bot)
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{
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%this.botList.remove(%bot);
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%this.idleBotList.remove(%bot);
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%bot.commander = -1;
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}
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function AICommander::addBot(%this, %bot)
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{
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if (!%this.botList.isMember(%bot))
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%this.botList.add(%bot);
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if (!%this.idleBotList.isMember(%bot))
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%this.idleBotList.add(%bot);
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%bot.commander = %this;
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}
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function AICommander::notifyPlayerDeath(%this, %killedClient, %killedByClient)
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{
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}
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function AICommander::notifyFlagGrab(%this, %grabbedByClient)
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{
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%this.priority[$DXAI::Priorities::DefendFlag]++;
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// ...well, balls, someone nipped me flag! Are there any bots sitting around being lazy?
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// TODO: We should also include nearby scouting bots into this, as well.
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if (%this.idleBotList.getCount() != 0)
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{
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// Go full-force and try to kill that jerk!
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for (%iteration = 0; %iteration < %this.idleBotList.getCount(); %iteration++)
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{
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%idleBot = %this.idleBotList.getObject(%iteration);
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%idleBot.attackTarget = %grabbedByClient.player;
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}
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}
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}
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