Merge pull request 'racing_stat_prototype' (#2) from racing_stat_prototype into main
Reviewed-on: #2
This commit is contained in:
commit
09bee87258
@ -1,3 +1,40 @@
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local mode = {
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require("src.modes.racing"),
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require("src.modes.raising_sim")
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};
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local actor = require("src.entities.shared.actor")
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local player = actor.load("player")
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local mode_i = 1
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function love.load()
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print("hello")
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mode[mode_i].load(player)
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end
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function love.update(dt)
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mode[mode_i].update(dt)
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end
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function love.draw()
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mode[mode_i].draw()
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end
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function love.keyreleased(key, scancode)
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if (key == "right") then
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mode_i = mode_i + 1
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if (mode_i > 2) then
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mode_i = 1
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end
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mode[mode_i].load(player)
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end
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mode[mode_i].keyreleased(key, scancode)
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end
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function love.keypressed(key, scancode, isrepeat)
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mode[mode_i].keypressed(key, scancode, isrepeat)
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end
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function love.mousereleased(x, y, button, istouch, presses)
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mode[mode_i].mousereleased(x, y, button, istouch, presses)
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end
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49
game/src/entities/racing/racer.lua
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49
game/src/entities/racing/racer.lua
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@ -0,0 +1,49 @@
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local entity = {}
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entity.__index = entity
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function entity.load(actor, finish)
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local self = setmetatable({}, entity)
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self.data = {
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pos = {0, 100, 0},
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color = {255/255, 255/255, 255/255},
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actor = actor,
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current_speed = 0.0,
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current_accel = 0.0,
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finish = finish
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}
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return self
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end
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function entity:update(dt)
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if (self.data.pos[1] > self.data.finish[1]) then
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self.data.pos[1] = 0
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self.data.current_speed = 0
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self.data.current_accel = 0
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end
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self:accel(dt)
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self.data.pos[1] = self.data.pos[1] + self.data.current_speed * dt
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end
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function entity:accel(dt)
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if (self.data.current_accel <= self.data.actor.data.accel) then
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self.data.current_accel = self.data.current_accel + dt
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end
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if (self.data.current_speed <= self.data.actor.data.max_speed) then
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self.data.current_speed = self.data.current_speed + self.data.current_accel * dt
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end
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end
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function entity:draw()
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love.graphics.push()
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love.graphics.setColor(self.data.color[1], self.data.color[2], self.data.color[3])
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love.graphics.points(self.data.pos[1], self.data.pos[2])
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love.graphics.print(self.data.current_speed, self.data.pos[1], self.data.pos[2])
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love.graphics.print(string.format("Current Accel : %s", self.data.current_accel), 0, 40)
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love.graphics.pop()
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self.data.actor:draw()
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end
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return entity
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41
game/src/entities/raising/trainee.lua
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41
game/src/entities/raising/trainee.lua
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@ -0,0 +1,41 @@
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local entity = {}
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entity.__index = entity
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function entity.load(actor)
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local self = setmetatable({}, entity)
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self.data = {
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actor = actor,
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increase_max_speed = 1,
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increase_accel = 1
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}
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return self
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end
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function entity:update(dt)
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end
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function entity:draw()
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love.graphics.push()
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love.graphics.print(string.format("[(a)-Max Speed+(d)] : %s", self.data.increase_max_speed), 0, 40)
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love.graphics.print(string.format("[(q)-Accel+(e)] : %s", self.data.increase_accel), 0, 60)
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love.graphics.pop()
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self.data.actor:draw()
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end
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function entity:keyreleased(key, scancode)
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if (key == "a") then
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self.data.actor.data.max_speed = self.data.actor.data.max_speed - self.data.increase_max_speed
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elseif (key == "d") then
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self.data.actor.data.max_speed = self.data.actor.data.max_speed + self.data.increase_max_speed
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elseif (key == "q") then
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self.data.actor.data.accel = self.data.actor.data.accel - self.data.increase_accel
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elseif (key == "e") then
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self.data.actor.data.accel = self.data.actor.data.accel + self.data.increase_accel
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end
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end
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return entity
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26
game/src/entities/shared/actor.lua
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26
game/src/entities/shared/actor.lua
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@ -0,0 +1,26 @@
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local entity = {}
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entity.__index = entity
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function entity.load(name)
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local self = setmetatable({}, entity)
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self.data = {
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max_speed = 100.0,
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accel = 2.0,
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}
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return self
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end
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function entity:update(dt)
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end
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function entity:draw()
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love.graphics.push()
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love.graphics.print(string.format("Max Speed : %s", self.data.max_speed), 0, 0)
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love.graphics.print(string.format("Accel : %s", self.data.accel), 0, 20)
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love.graphics.pop()
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end
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return entity
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24
game/src/modes/mode.lua
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24
game/src/modes/mode.lua
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@ -0,0 +1,24 @@
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local mode = {}
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function mode.load(player)
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end
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function mode.update(dt)
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end
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function mode.draw()
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end
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function mode.keyreleased(key, scancode)
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end
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function mode.keypressed(key, scancode, isrepeat)
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end
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function mode.mousereleased(x, y, button, istouch, presses)
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end
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return mode
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30
game/src/modes/racing.lua
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30
game/src/modes/racing.lua
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@ -0,0 +1,30 @@
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local racer = require("src.entities.racing.racer")
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local mode = {}
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local finish = {100, 100, 0}
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local entities = {}
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function mode.load(player)
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entities.racer = racer.load(player, finish)
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end
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function mode.update(dt)
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entities.racer:update(dt)
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end
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function mode.draw()
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entities.racer:draw()
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end
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function mode.keyreleased(key, scancode)
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end
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function mode.keypressed(key, scancode, isrepeat)
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end
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function mode.mousereleased(x, y, button, istouch, presses)
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end
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return mode
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31
game/src/modes/raising_sim.lua
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31
game/src/modes/raising_sim.lua
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local trainee = require("src.entities.raising.trainee")
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local mode = {}
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local entities = {}
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function mode.load(player)
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entities.trainee = trainee.load(player)
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end
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function mode.update(dt)
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entities.trainee:update(dt)
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end
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function mode.draw()
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entities.trainee:draw()
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end
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function mode.keyreleased(key, scancode)
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entities.trainee:keyreleased(key, scancode)
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end
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function mode.keypressed(key, scancode, isrepeat)
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end
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function mode.mousereleased(x, y, button, istouch, presses)
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end
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return mode
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