198 lines
7.2 KiB
Lua
198 lines
7.2 KiB
Lua
AtreidesBase = { ABarracks, AWindTrap1, AWindTrap2, AWindTrap3, ALightFactory, AOutpost, AConyard, ARefinery, ASilo1, ASilo2, ASilo3, ASilo4 }
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AtreidesBaseAreaTriggers =
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{
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{ CPos.New(10, 53), CPos.New(11, 53), CPos.New(12, 53), CPos.New(13, 53), CPos.New(14, 53), CPos.New(15, 53), CPos.New(16, 53), CPos.New(17, 53), CPos.New(17, 52), CPos.New(17, 51), CPos.New(17, 50), CPos.New(17, 49), CPos.New(17, 48), CPos.New(17, 47), CPos.New(17, 46), CPos.New(17, 45), CPos.New(17, 44), CPos.New(17, 43), CPos.New(17, 42), CPos.New(17, 41), CPos.New(17, 40), CPos.New(17, 39), CPos.New(17, 38), CPos.New(2, 35), CPos.New(3, 35), CPos.New(4, 35), CPos.New(5, 35), CPos.New(6, 35), CPos.New(7, 35), CPos.New(8, 35), CPos.New(9, 35), CPos.New(10, 35), CPos.New(11, 35), CPos.New(12, 35) },
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{ CPos.New(49, 25), CPos.New(50, 25), CPos.New(51, 25), CPos.New(52, 25), CPos.New(53, 25), CPos.New(54, 25), CPos.New(54, 26), CPos.New(54, 27), CPos.New(54, 28), CPos.New(54, 29) },
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{ CPos.New(19, 2), CPos.New(19, 3), CPos.New(19, 4), CPos.New(41, 2), CPos.New(41, 3), CPos.New(41, 4), CPos.New(41, 5), CPos.New(41, 6), CPos.New(41, 7), CPos.New(41, 8), CPos.New(41, 9), CPos.New(41, 10), CPos.New(41, 11) },
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{ CPos.New(2, 16), CPos.New(3, 16), CPos.New(4, 16), CPos.New(5, 16), CPos.New(19, 2), CPos.New(19, 3), CPos.New(19, 4) }
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}
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AtreidesReinforcements =
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{
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easy =
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{
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{ "light_inf", "trike", "trooper" },
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{ "light_inf", "trike", "quad" },
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{ "light_inf", "light_inf", "trooper", "trike", "trike", "quad" }
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},
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normal =
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{
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{ "light_inf", "trike", "trooper" },
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{ "light_inf", "trike", "trike" },
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{ "light_inf", "light_inf", "trooper", "trike", "trike", "quad" },
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{ "light_inf", "light_inf", "trooper", "trooper" },
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{ "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "light_inf", "trike", "quad", "quad" }
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},
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hard =
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{
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{ "trike", "trike", "quad" },
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{ "light_inf", "trike", "trike" },
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{ "trooper", "trooper", "light_inf", "trike" },
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{ "light_inf", "light_inf", "light_inf", "trike", "trike" },
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{ "light_inf", "light_inf", "trooper", "trooper" },
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{ "trike", "trike", "quad", "quad", "quad", "trike" },
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{ "light_inf", "light_inf", "light_inf", "trike", "trike" },
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{ "light_inf", "trike", "light_inf", "trooper", "trooper", "quad" },
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{ "trike", "trike", "quad", "quad", "quad", "trike" }
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}
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}
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AtreidesAttackDelay =
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{
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easy = DateTime.Minutes(5),
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normal = DateTime.Minutes(2) + DateTime.Seconds(40),
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hard = DateTime.Minutes(1) + DateTime.Seconds(20)
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}
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AtreidesAttackWaves =
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{
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easy = 3,
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normal = 6,
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hard = 9
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}
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AtreidesHunters =
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{
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{ "trooper", "trooper", "trooper" },
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{ "trike", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "trooper", "trooper", "trooper", "trike", "trike" },
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{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper", "trooper" }
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}
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AtreidesPaths =
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{
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{ AtreidesEntry4.Location, AtreidesRally4.Location },
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{ AtreidesEntry7.Location, AtreidesRally7.Location },
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{ AtreidesEntry8.Location, AtreidesRally8.Location }
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}
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AtreidesHunterPaths =
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{
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{ AtreidesEntry6.Location, AtreidesRally6.Location },
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{ AtreidesEntry5.Location, AtreidesRally5.Location },
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{ AtreidesEntry3.Location, AtreidesRally3.Location },
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{ AtreidesEntry1.Location, AtreidesRally1.Location }
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}
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AtreidesInitialPath = { AtreidesEntry2.Location, AtreidesRally2.Location }
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AtreidesInitialReinforcements = { "light_inf", "light_inf", "quad", "quad", "trike", "trike", "trooper", "trooper" }
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HarkonnenReinforcements = { "quad", "quad" }
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HarkonnenPath = { HarkonnenEntry.Location, HarkonnenRally.Location }
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HarkonnenBaseBuildings = { "barracks", "light_factory" }
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HarkonnenUpgrades = { "upgrade.barracks", "upgrade.light" }
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wave = 0
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SendAtreides = function()
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Trigger.AfterDelay(AtreidesAttackDelay[Map.LobbyOption("difficulty")], function()
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if player.IsObjectiveCompleted(KillAtreides) then
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return
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end
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wave = wave + 1
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if wave > AtreidesAttackWaves[Map.LobbyOption("difficulty")] then
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return
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end
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local path = Utils.Random(AtreidesPaths)
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local units = Reinforcements.ReinforceWithTransport(atreides, "carryall.reinforce", AtreidesReinforcements[Map.LobbyOption("difficulty")][wave], path, { path[1] })[2]
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Utils.Do(units, IdleHunt)
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SendAtreides()
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end)
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end
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MessageCheck = function(index)
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return #player.GetActorsByType(HarkonnenBaseBuildings[index]) > 0 and not player.HasPrerequisites({ HarkonnenUpgrades[index] })
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end
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SendHunters = function(areaTrigger, unit, path, check)
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Trigger.OnEnteredFootprint(areaTrigger, function(a, id)
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if not check and a.Owner == player then
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local units = Reinforcements.ReinforceWithTransport(atreides, "carryall.reinforce", unit, path, { path[1] })[2]
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Utils.Do(units, IdleHunt)
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check = true
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end
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end)
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end
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Tick = function()
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if player.HasNoRequiredUnits() then
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atreides.MarkCompletedObjective(KillHarkonnen)
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end
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if atreides.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillAtreides) then
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Media.DisplayMessage("The Atreides have been annihilated!", "Mentat")
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player.MarkCompletedObjective(KillAtreides)
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end
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if DateTime.GameTime % DateTime.Seconds(30) and HarvesterKilled then
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local units = atreides.GetActorsByType("harvester")
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if #units > 0 then
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HarvesterKilled = false
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ProtectHarvester(units[1])
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end
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end
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if DateTime.GameTime % DateTime.Seconds(32) == 0 and (MessageCheck(1) or MessageCheck(2)) then
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Media.DisplayMessage("Upgrade barracks and light factory to produce more advanced units.", "Mentat")
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end
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end
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WorldLoaded = function()
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atreides = Player.GetPlayer("Atreides")
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player = Player.GetPlayer("Harkonnen")
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InitObjectives()
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Camera.Position = HConyard.CenterPosition
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Trigger.OnAllKilled(AtreidesBase, function()
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Utils.Do(atreides.GetGroundAttackers(), IdleHunt)
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end)
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SendAtreides()
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ActivateAI()
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Trigger.AfterDelay(DateTime.Minutes(2) + DateTime.Seconds(30), function()
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Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", HarkonnenReinforcements, HarkonnenPath, { HarkonnenPath[1] })
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end)
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SendHunters(AtreidesBaseAreaTriggers[1], AtreidesHunters[1], AtreidesHunterPaths[1], HuntersSent1)
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SendHunters(AtreidesBaseAreaTriggers[2], AtreidesHunters[2], AtreidesHunterPaths[2], HuntersSent2)
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SendHunters(AtreidesBaseAreaTriggers[3], AtreidesHunters[3], AtreidesHunterPaths[3], HuntersSent3)
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SendHunters(AtreidesBaseAreaTriggers[4], AtreidesHunters[4], AtreidesHunterPaths[4], HuntersSent4)
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end
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InitObjectives = function()
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Trigger.OnObjectiveAdded(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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KillHarkonnen = atreides.AddPrimaryObjective("Kill all Harkonnen units.")
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KillAtreides = player.AddPrimaryObjective("Eliminate all Atreides units and reinforcements\nin the area.")
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Trigger.OnObjectiveCompleted(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerLost(player, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(player, "Lose")
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end)
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end)
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Trigger.OnPlayerWon(player, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(player, "Win")
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end)
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end)
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end
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