split various flying behaviors into own files
This commit is contained in:
@@ -71,8 +71,7 @@ namespace OpenRa.Game
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get
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{
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var firstSprite = Render().FirstOrDefault();
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if( firstSprite.Sprite == null )
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return new float2( 0, 0 );
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if (firstSprite.Sprite == null) return float2.Zero;
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return firstSprite.Sprite.size;
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}
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}
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@@ -108,7 +108,9 @@
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<Compile Include="Support\PerfHistory.cs" />
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<Compile Include="Traits\AcceptsOre.cs" />
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<Compile Include="Traits\Activities\Attack.cs" />
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<Compile Include="Traits\Activities\Circle.cs" />
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<Compile Include="Traits\Activities\Fly.cs" />
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<Compile Include="Traits\Activities\FlyTimed.cs" />
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<Compile Include="Traits\Activities\IActivity.cs" />
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<Compile Include="Traits\Activities\DeliverOre.cs" />
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<Compile Include="Traits\Activities\DeployMcv.cs" />
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@@ -133,6 +135,8 @@
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<Compile Include="Graphics\OverlayRenderer.cs" />
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<Compile Include="Graphics\WorldRenderer.cs" />
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<Compile Include="Traits\Activities\Idle.cs" />
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<Compile Include="Traits\Activities\Land.cs" />
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<Compile Include="Traits\Activities\ReturnToBase.cs" />
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<Compile Include="Traits\Activities\Teleport.cs" />
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<Compile Include="BuildingInfluenceMap.cs" />
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<Compile Include="IOrderGenerator.cs" />
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@@ -179,6 +183,7 @@
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<Compile Include="Traits\Infantry.cs" />
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<Compile Include="Traits\Plane.cs" />
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<Compile Include="Traits\ProductionQueue.cs" />
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<Compile Include="Traits\ProductionSurround.cs" />
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<Compile Include="Traits\RenderBuildingCharge.cs" />
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<Compile Include="Traits\RenderInfantry.cs" />
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<Compile Include="Traits\McvDeploy.cs" />
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32
OpenRa.Game/Traits/Activities/Circle.cs
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32
OpenRa.Game/Traits/Activities/Circle.cs
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@@ -0,0 +1,32 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Game.Traits.Activities
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{
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class Circle : IActivity
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{
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public IActivity NextActivity { get; set; }
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bool isCanceled;
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readonly int2 Cell;
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public Circle(int2 cell) { Cell = cell; }
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public IActivity Tick(Actor self)
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{
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if (isCanceled) return NextActivity;
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var unit = self.traits.Get<Unit>();
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return new Fly(Util.CenterOfCell(Cell))
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{
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NextActivity =
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new FlyTimed(50, 20)
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{
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NextActivity = this
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}
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};
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}
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public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
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}
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}
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@@ -43,154 +43,4 @@ namespace OpenRa.Game.Traits.Activities
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public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
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}
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class Land : IActivity
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{
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readonly float2 Pos;
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bool isCanceled;
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public Land(float2 pos) { Pos = pos; }
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public IActivity NextActivity { get; set; }
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public IActivity Tick(Actor self)
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{
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if (isCanceled) return NextActivity;
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var d = Pos - self.CenterLocation;
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if (d.LengthSquared < 50) /* close enough */
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return NextActivity;
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var unit = self.traits.Get<Unit>();
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if (unit.Altitude > 0)
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--unit.Altitude;
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var desiredFacing = Util.GetFacing(d, unit.Facing);
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Util.TickFacing(ref unit.Facing, desiredFacing, self.Info.ROT);
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var speed = .2f * Util.GetEffectiveSpeed(self);
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var angle = unit.Facing / 128f * Math.PI;
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self.CenterLocation += speed * -float2.FromAngle((float)angle);
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self.Location = ((1 / 24f) * self.CenterLocation).ToInt2();
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return this;
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}
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public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
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}
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class FlyTimed : IActivity
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{
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public IActivity NextActivity { get; set; }
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int remainingTicks;
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int targetAltitude;
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public FlyTimed(int ticks, int targetAltitude) { remainingTicks = ticks; this.targetAltitude = targetAltitude; }
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public IActivity Tick(Actor self)
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{
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if (remainingTicks == 0)
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return NextActivity;
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--remainingTicks;
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var unit = self.traits.Get<Unit>();
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var speed = .2f * Util.GetEffectiveSpeed(self);
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var angle = unit.Facing / 128f * Math.PI;
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self.CenterLocation += speed * -float2.FromAngle((float)angle);
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self.Location = ((1 / 24f) * self.CenterLocation).ToInt2();
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unit.Altitude += Math.Sign(targetAltitude - unit.Altitude);
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return this;
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}
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public void Cancel(Actor self) { remainingTicks = 0; NextActivity = null; }
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}
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class Circle : IActivity
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{
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public IActivity NextActivity { get; set; }
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bool isCanceled;
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readonly int2 Cell;
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public Circle(int2 cell) { Cell = cell; }
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public IActivity Tick(Actor self)
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{
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if (isCanceled) return NextActivity;
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var unit = self.traits.Get<Unit>();
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return new Fly(Util.CenterOfCell(Cell))
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{
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NextActivity =
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new FlyTimed(50, 20)
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{
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NextActivity = this
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}
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};
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}
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public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
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}
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class ReturnToBase : IActivity
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{
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public IActivity NextActivity { get; set; }
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bool isCanceled;
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readonly float2 w1, w2, w3; /* tangent points to turn circles */
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readonly float2 landPoint;
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public ReturnToBase(Actor self, float2 landPos)
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{
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var unit = self.traits.Get<Unit>();
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var speed = .2f * Util.GetEffectiveSpeed(self);
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var approachStart = landPos - new float2(unit.Altitude * speed, 0);
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var turnRadius = (128f / self.Info.ROT) * speed / (float)Math.PI;
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/* work out the center points */
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var fwd = -float2.FromAngle(unit.Facing / 128f * (float)Math.PI);
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var side = new float2(-fwd.Y, fwd.X); /* rotate */
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var sideTowardBase = new [] { side, -side }
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.OrderBy( a => float2.Dot( a, self.CenterLocation - approachStart ) )
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.First();
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var c1 = self.CenterLocation + turnRadius * sideTowardBase;
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var c2 = approachStart + new float2(0,
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turnRadius * Math.Sign( self.CenterLocation.Y - approachStart.Y )); // above or below start point
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/* work out tangent points */
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var d = c2 - c1;
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var e = (turnRadius / d.Length) * d;
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var f = new float2(-e.Y, e.X); /* rotate */
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/* todo: support internal tangents, too! */
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if (f.X > 0) f = -f;
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w1 = c1 + f;
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w2 = c2 + f;
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w3 = approachStart;
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landPoint = landPos;
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}
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public IActivity Tick(Actor self)
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{
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if (isCanceled) return NextActivity;
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var unit = self.traits.Get<Unit>();
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return new Fly(w1)
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{
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NextActivity = new Fly(w2)
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{
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NextActivity = new Fly(w3)
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{
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NextActivity = new Land(landPoint)
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}
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}
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};
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}
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public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
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}
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}
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36
OpenRa.Game/Traits/Activities/FlyTimed.cs
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36
OpenRa.Game/Traits/Activities/FlyTimed.cs
Normal file
@@ -0,0 +1,36 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Game.Traits.Activities
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{
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class FlyTimed : IActivity
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{
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public IActivity NextActivity { get; set; }
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int remainingTicks;
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int targetAltitude;
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public FlyTimed(int ticks, int targetAltitude) { remainingTicks = ticks; this.targetAltitude = targetAltitude; }
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public IActivity Tick(Actor self)
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{
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if (remainingTicks == 0)
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return NextActivity;
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--remainingTicks;
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var unit = self.traits.Get<Unit>();
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var speed = .2f * Util.GetEffectiveSpeed(self);
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var angle = unit.Facing / 128f * Math.PI;
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self.CenterLocation += speed * -float2.FromAngle((float)angle);
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self.Location = ((1 / 24f) * self.CenterLocation).ToInt2();
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unit.Altitude += Math.Sign(targetAltitude - unit.Altitude);
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return this;
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}
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public void Cancel(Actor self) { remainingTicks = 0; NextActivity = null; }
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}
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}
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43
OpenRa.Game/Traits/Activities/Land.cs
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43
OpenRa.Game/Traits/Activities/Land.cs
Normal file
@@ -0,0 +1,43 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Game.Traits.Activities
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{
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class Land : IActivity
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{
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readonly float2 Pos;
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bool isCanceled;
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public Land(float2 pos) { Pos = pos; }
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public IActivity NextActivity { get; set; }
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public IActivity Tick(Actor self)
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{
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if (isCanceled) return NextActivity;
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var d = Pos - self.CenterLocation;
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if (d.LengthSquared < 50) /* close enough */
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return NextActivity;
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var unit = self.traits.Get<Unit>();
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if (unit.Altitude > 0)
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--unit.Altitude;
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var desiredFacing = Util.GetFacing(d, unit.Facing);
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Util.TickFacing(ref unit.Facing, desiredFacing, self.Info.ROT);
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var speed = .2f * Util.GetEffectiveSpeed(self);
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var angle = unit.Facing / 128f * Math.PI;
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self.CenterLocation += speed * -float2.FromAngle((float)angle);
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self.Location = ((1 / 24f) * self.CenterLocation).ToInt2();
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return this;
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}
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public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
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}
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}
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67
OpenRa.Game/Traits/Activities/ReturnToBase.cs
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67
OpenRa.Game/Traits/Activities/ReturnToBase.cs
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@@ -0,0 +1,67 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Game.Traits.Activities
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{
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class ReturnToBase : IActivity
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{
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public IActivity NextActivity { get; set; }
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bool isCanceled;
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readonly float2 w1, w2, w3; /* tangent points to turn circles */
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readonly float2 landPoint;
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public ReturnToBase(Actor self, float2 landPos)
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{
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var unit = self.traits.Get<Unit>();
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var speed = .2f * Util.GetEffectiveSpeed(self);
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var approachStart = landPos - new float2(unit.Altitude * speed, 0);
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var turnRadius = (128f / self.Info.ROT) * speed / (float)Math.PI;
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/* work out the center points */
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var fwd = -float2.FromAngle(unit.Facing / 128f * (float)Math.PI);
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var side = new float2(-fwd.Y, fwd.X); /* rotate */
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var sideTowardBase = new[] { side, -side }
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.OrderBy(a => float2.Dot(a, self.CenterLocation - approachStart))
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.First();
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var c1 = self.CenterLocation + turnRadius * sideTowardBase;
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var c2 = approachStart + new float2(0,
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turnRadius * Math.Sign(self.CenterLocation.Y - approachStart.Y)); // above or below start point
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/* work out tangent points */
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var d = c2 - c1;
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var e = (turnRadius / d.Length) * d;
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var f = new float2(-e.Y, e.X); /* rotate */
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/* todo: support internal tangents, too! */
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if (f.X > 0) f = -f;
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w1 = c1 + f;
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w2 = c2 + f;
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w3 = approachStart;
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landPoint = landPos;
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}
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public IActivity Tick(Actor self)
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{
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if (isCanceled) return NextActivity;
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var unit = self.traits.Get<Unit>();
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return new Fly(w1)
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{
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NextActivity = new Fly(w2)
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{
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NextActivity = new Fly(w3)
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{
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NextActivity = new Land(landPoint)
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}
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}
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};
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}
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public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
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}
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}
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@@ -57,34 +57,4 @@ namespace OpenRa.Game.Traits
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yield return (true) ? TagType.Primary : TagType.None;
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}
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}
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class ProductionSurround : Production
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{
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public ProductionSurround( Actor self ) : base( self ) { }
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static int2? FindAdjacentTile(Actor a, UnitMovementType umt)
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{
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var tiles = Footprint.Tiles(a, a.traits.Get<Traits.Building>());
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var min = tiles.Aggregate(int2.Min) - new int2(1, 1);
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var max = tiles.Aggregate(int2.Max) + new int2(1, 1);
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for (var j = min.Y; j <= max.Y; j++)
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for (var i = min.X; i <= max.X; i++)
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if (Game.IsCellBuildable(new int2(i, j), umt))
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return new int2(i, j);
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return null;
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}
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public override int2? CreationLocation( Actor self, UnitInfo producee )
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{
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return FindAdjacentTile( self, producee.WaterBound ?
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UnitMovementType.Float : UnitMovementType.Wheel); /* hackety hack */
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}
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public override int CreationFacing( Actor self, Actor newUnit )
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{
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return Util.GetFacing( newUnit.CenterLocation - self.CenterLocation, 128 );
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}
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}
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}
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38
OpenRa.Game/Traits/ProductionSurround.cs
Normal file
38
OpenRa.Game/Traits/ProductionSurround.cs
Normal file
@@ -0,0 +1,38 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.GameRules;
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namespace OpenRa.Game.Traits
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{
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class ProductionSurround : Production
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{
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public ProductionSurround(Actor self) : base(self) { }
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static int2? FindAdjacentTile(Actor a, UnitMovementType umt)
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{
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var tiles = Footprint.Tiles(a, a.traits.Get<Traits.Building>());
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var min = tiles.Aggregate(int2.Min) - new int2(1, 1);
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var max = tiles.Aggregate(int2.Max) + new int2(1, 1);
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for (var j = min.Y; j <= max.Y; j++)
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for (var i = min.X; i <= max.X; i++)
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if (Game.IsCellBuildable(new int2(i, j), umt))
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return new int2(i, j);
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return null;
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}
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public override int2? CreationLocation(Actor self, UnitInfo producee)
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{
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return FindAdjacentTile(self, producee.WaterBound ?
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UnitMovementType.Float : UnitMovementType.Wheel); /* hackety hack */
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}
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public override int CreationFacing(Actor self, Actor newUnit)
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{
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return Util.GetFacing(newUnit.CenterLocation - self.CenterLocation, 128);
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}
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}
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}
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