Fix and polish all ra production structures; remove some obsoleted Production subclasses
This commit is contained in:
@@ -45,7 +45,7 @@ namespace OpenRA.Mods.RA.Activities
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self.traits.Get<Helicopter>().reservation = res.Reserve(self);
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var pi = dest.traits.Get<Production>();
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var offset = pi != null ? pi.Spawns.First().Key : float2.Zero;
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var offset = pi != null ? pi.Spawns.First().First : float2.Zero;
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return Util.SequenceActivities(
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new HeliFly(dest.CenterLocation + offset),
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@@ -41,7 +41,9 @@ namespace OpenRA.Mods.RA
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public Aircraft( ActorInitializer init , AircraftInfo info)
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{
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this.Location = init.Get<LocationInit,int2>();
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if (init.Contains<LocationInit>())
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this.Location = init.Get<LocationInit,int2>();
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this.Facing = init.Contains<FacingInit>() ? init.Get<FacingInit,int>() : info.InitialFacing;
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this.Altitude = init.Contains<AltitudeInit>() ? init.Get<AltitudeInit,int>() : 0;
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Info = info;
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@@ -105,7 +105,7 @@ namespace OpenRA.Mods.RA
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reservation = res.Reserve(self);
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var pi = order.TargetActor.traits.Get<Production>();
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var offset = pi != null ? pi.Spawns.First().Key : float2.Zero;
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var offset = pi != null ? pi.Spawns.First().First : float2.Zero;
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if (self.Owner == self.World.LocalPlayer)
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self.World.AddFrameEndTask(w =>
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@@ -162,7 +162,6 @@
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<Compile Include="SupportPowers\ParatroopersPower.cs" />
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<Compile Include="Passenger.cs" />
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<Compile Include="Plane.cs" />
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<Compile Include="ProductionSurround.cs" />
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<Compile Include="Render\RenderBuildingCharge.cs" />
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<Compile Include="Render\RenderBuildingOre.cs" />
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<Compile Include="Render\RenderBuildingWall.cs" />
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@@ -215,7 +214,6 @@
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<Compile Include="Invulnerable.cs" />
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<Compile Include="ReplaceWithActor.cs" />
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<Compile Include="OreRefineryDockAction.cs" />
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<Compile Include="ProducesHelicopters.cs" />
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<Compile Include="StoresOre.cs" />
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<Compile Include="PaletteFromCurrentTheatre.cs" />
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<Compile Include="Widgets\Delegates\OrderButtonsChromeDelegate.cs" />
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@@ -1,74 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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using OpenRA.FileFormats;
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namespace OpenRA.Mods.RA
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{
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public class ProducesHelicoptersInfo : ProductionInfo
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{
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public override object Create(ActorInitializer init) { return new ProducesHelicopters(this); }
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}
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class ProducesHelicopters : Production
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{
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public ProducesHelicopters(ProducesHelicoptersInfo info) : base(info) {}
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// Hack around visibility bullshit in Production
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public override bool Produce( Actor self, ActorInfo producee )
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{
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// Pick an exit that we can move to
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var exit = int2.Zero;
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var spawn = float2.Zero;
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var success = false;
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// Pick a spawn/exit point
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// Todo: Reorder in a synced random way
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foreach (var s in Spawns)
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{
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exit = self.Location + s.Value;
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spawn = self.CenterLocation + s.Key;
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if (!self.World.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt( exit ).Any())
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{
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success = true;
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break;
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}
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}
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if (!success)
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return false;
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// Todo: Once Helicopter supports it, update UIM if its docked/landed
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var newUnit = self.World.CreateActor( producee.Name, new TypeDictionary
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{
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new LocationInit( exit ),
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new OwnerInit( self.Owner ),
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});
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newUnit.CenterLocation = spawn;
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var rp = self.traits.GetOrDefault<RallyPoint>();
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if( rp != null )
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{
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newUnit.QueueActivity( new Activities.HeliFly( Util.CenterOfCell(rp.rallyPoint)) );
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}
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foreach (var t in self.traits.WithInterface<INotifyProduction>())
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t.UnitProduced(self, newUnit, exit);
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Log.Write("debug", "{0} #{1} produced by {2} #{3}", newUnit.Info.Name, newUnit.ActorID, self.Info.Name, self.ActorID);
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return true;
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}
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}
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}
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@@ -1,51 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class ProductionSurroundInfo : ProductionInfo
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{
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public override object Create(ActorInitializer init) { return new ProductionSurround(this); }
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}
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class ProductionSurround : Production
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{
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public ProductionSurround(ProductionSurroundInfo info) : base(info) {}
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static int2? FindAdjacentTile(Actor self, bool waterBound)
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{
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var tiles = Footprint.Tiles(self);
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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 (self.World.IsCellBuildable(new int2(i, j), waterBound))
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return new int2(i, j);
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return null;
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}
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/*
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public override int2? CreationLocation(Actor self, ActorInfo producee)
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{
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return FindAdjacentTile(self, self.Info.Traits.Get<BuildingInfo>().WaterBound);
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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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}
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@@ -10,6 +10,8 @@
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using OpenRA.Traits;
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using System.Linq;
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using OpenRA.FileFormats;
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namespace OpenRA.Mods.RA
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{
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@@ -29,7 +31,35 @@ namespace OpenRA.Mods.RA
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if (Reservable.IsReserved(self))
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return false;
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return base.Produce(self, producee);
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// Pick a spawn/exit point
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// Todo: Reorder in a synced random way
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foreach (var s in Spawns)
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{
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var exit = self.Location + s.Second;
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var spawn = self.CenterLocation + s.First;
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if (!self.World.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt( exit ).Any())
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{
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var newUnit = self.World.CreateActor( producee.Name, new TypeDictionary
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{
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new LocationInit( exit ),
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new OwnerInit( self.Owner ),
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});
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newUnit.CenterLocation = spawn;
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var rp = self.traits.GetOrDefault<RallyPoint>();
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if( rp != null )
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{
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newUnit.QueueActivity( new Activities.HeliFly( Util.CenterOfCell(rp.rallyPoint)) );
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}
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foreach (var t in self.traits.WithInterface<INotifyProduction>())
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t.UnitProduced(self, newUnit, exit);
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Log.Write("debug", "{0} #{1} produced by {2} #{3}", newUnit.Info.Name, newUnit.ActorID, self.Info.Name, self.ActorID);
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return true;
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}
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}
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return false;
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}
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}
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}
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