feat: Implements passive Detect Hidden mechanics (#2342)
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8 changed files with 480 additions and 50 deletions
213
Projects/UOContent.Tests/Tests/Skills/DetectHiddenTests.cs
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213
Projects/UOContent.Tests/Tests/Skills/DetectHiddenTests.cs
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using Server;
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using Server.Mobiles;
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using Server.SkillHandlers;
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using Server.Tests;
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using Xunit;
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namespace UOContent.Tests;
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[Collection("Sequential UOContent Tests")]
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public class DetectHiddenTests
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{
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// All coordinates use Y=500 to stay well within Felucca's 7168x4096 boundary.
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// X values are spread 200 tiles apart to avoid overlap with each other and
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// with the Tracking tests that use coordinates around (1000-4000, 1000-4000).
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/// <summary>
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/// A detector with higher Detect Hidden than the stealther's Hiding should reveal them.
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/// With PredictableRandom both rolls get the same offset, so detection succeeds
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/// when detectSkill >= hiding.
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/// </summary>
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[Fact]
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public void TryDetectStealther_Reveals_WhenDetectSkillExceedsHiding()
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{
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using var rng = new PredictableRandom(10);
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DetectHidden.ClearDebounceCache();
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var map = Map.Felucca;
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var detector = CreatePlayerMobile(map, new Point3D(1000, 500, 0));
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var stealther = CreatePlayerMobile(map, new Point3D(1001, 500, 0));
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try
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{
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detector.Skills.DetectHidden.BaseFixedPoint = 600; // 60.0
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stealther.Skills.Hiding.BaseFixedPoint = 500; // 50.0
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stealther.Hidden = true;
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var result = DetectHidden.TryDetectStealther(detector, stealther);
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Assert.True(result);
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Assert.False(stealther.Hidden);
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}
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finally
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{
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detector.Delete();
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stealther.Delete();
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DetectHidden.ClearDebounceCache();
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}
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}
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/// <summary>
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/// When detect skill exactly equals hiding, detection succeeds (ss >= ts).
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/// </summary>
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[Fact]
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public void TryDetectStealther_Reveals_WhenSkillsAreEqual()
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{
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using var rng = new PredictableRandom(10);
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DetectHidden.ClearDebounceCache();
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var map = Map.Felucca;
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var detector = CreatePlayerMobile(map, new Point3D(1200, 500, 0));
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var stealther = CreatePlayerMobile(map, new Point3D(1201, 500, 0));
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try
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{
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detector.Skills.DetectHidden.BaseFixedPoint = 500; // 50.0
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stealther.Skills.Hiding.BaseFixedPoint = 500; // 50.0
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stealther.Hidden = true;
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var result = DetectHidden.TryDetectStealther(detector, stealther);
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Assert.True(result);
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Assert.False(stealther.Hidden);
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}
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finally
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{
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detector.Delete();
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stealther.Delete();
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DetectHidden.ClearDebounceCache();
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}
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}
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/// <summary>
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/// When hiding skill exceeds detect skill, detection fails.
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/// </summary>
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[Fact]
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public void TryDetectStealther_DoesNotReveal_WhenHidingExceedsDetectSkill()
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{
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using var rng = new PredictableRandom(10);
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DetectHidden.ClearDebounceCache();
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var map = Map.Felucca;
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var detector = CreatePlayerMobile(map, new Point3D(1400, 500, 0));
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var stealther = CreatePlayerMobile(map, new Point3D(1401, 500, 0));
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try
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{
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detector.Skills.DetectHidden.BaseFixedPoint = 500; // 50.0
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stealther.Skills.Hiding.BaseFixedPoint = 600; // 60.0
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stealther.Hidden = true;
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var result = DetectHidden.TryDetectStealther(detector, stealther);
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Assert.False(result);
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Assert.True(stealther.Hidden);
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}
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finally
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{
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detector.Delete();
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stealther.Delete();
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DetectHidden.ClearDebounceCache();
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}
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}
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/// <summary>
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/// A detector with zero Detect Hidden skill should never passively detect anyone.
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/// Uses Elf race since Humans get a 20.0 racial bonus (Jack of All Trades).
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/// </summary>
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[Fact]
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public void TryDetectStealther_DoesNotReveal_WhenDetectorHasNoSkill()
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{
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using var rng = new PredictableRandom(10);
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DetectHidden.ClearDebounceCache();
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var map = Map.Felucca;
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var detector = CreatePlayerMobile(map, new Point3D(1600, 500, 0));
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var stealther = CreatePlayerMobile(map, new Point3D(1601, 500, 0));
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try
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{
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detector.Race = Race.Elf;
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detector.Skills.DetectHidden.BaseFixedPoint = 0; // 0.0
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stealther.Skills.Hiding.BaseFixedPoint = 0; // 0.0
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stealther.Hidden = true;
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var result = DetectHidden.TryDetectStealther(detector, stealther);
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Assert.False(result);
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Assert.True(stealther.Hidden);
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}
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finally
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{
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detector.Delete();
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stealther.Delete();
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DetectHidden.ClearDebounceCache();
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}
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}
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/// <summary>
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/// TryDetectStealther is a no-op when the target is not actually hidden.
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/// </summary>
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[Fact]
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public void TryDetectStealther_DoesNothing_WhenStealtherIsNotHidden()
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{
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using var rng = new PredictableRandom(10);
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DetectHidden.ClearDebounceCache();
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var map = Map.Felucca;
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var detector = CreatePlayerMobile(map, new Point3D(1800, 500, 0));
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var stealther = CreatePlayerMobile(map, new Point3D(1801, 500, 0));
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try
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{
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detector.Skills.DetectHidden.BaseFixedPoint = 1000;
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stealther.Hidden = false;
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var result = DetectHidden.TryDetectStealther(detector, stealther);
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Assert.False(result);
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Assert.False(stealther.Hidden);
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}
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finally
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{
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detector.Delete();
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stealther.Delete();
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DetectHidden.ClearDebounceCache();
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}
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}
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/// <summary>
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/// Passive detection only works on Felucca. A stealther on Trammel
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/// should never be revealed by passive detection.
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/// </summary>
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[Fact]
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public void TryDetectStealther_DoesNotReveal_WhenNotOnFelucca()
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{
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using var rng = new PredictableRandom(10);
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DetectHidden.ClearDebounceCache();
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var map = Map.Trammel;
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var detector = CreatePlayerMobile(map, new Point3D(2000, 500, 0));
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var stealther = CreatePlayerMobile(map, new Point3D(2001, 500, 0));
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try
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{
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detector.Skills.DetectHidden.BaseFixedPoint = 1000; // 100.0
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stealther.Skills.Hiding.BaseFixedPoint = 0; // 0.0
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stealther.Hidden = true;
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var result = DetectHidden.TryDetectStealther(detector, stealther);
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Assert.False(result);
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Assert.True(stealther.Hidden);
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}
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finally
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{
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detector.Delete();
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stealther.Delete();
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DetectHidden.ClearDebounceCache();
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}
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}
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private static PlayerMobile CreatePlayerMobile(Map map, Point3D location)
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{
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var mobile = new PlayerMobile(World.NewMobile);
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mobile.DefaultMobileInit();
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mobile.MoveToWorld(location, map);
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return mobile;
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}
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}
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