207 lines
8.1 KiB
TypeScript
Executable File
207 lines
8.1 KiB
TypeScript
Executable File
'use client';
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import { useState, useMemo } from 'react';
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import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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import { Button } from '@/components/ui/button';
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import { Badge } from '@/components/ui/badge';
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import { ScrollArea } from '@/components/ui/scroll-area';
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import { Save, Trash2, Star, ChevronUp } from 'lucide-react';
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import { useGameContext } from '../GameContext';
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import { SKILLS_DEF } from '@/lib/game/constants';
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import { getTierMultiplier, getBaseSkillId } from '@/lib/game/skill-evolution';
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import type { Memory } from '@/lib/game/types';
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interface MemorySlotPickerProps {
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onConfirm?: () => void;
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}
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export function MemorySlotPicker({ onConfirm }: MemorySlotPickerProps) {
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const { store } = useGameContext();
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const [selectedSkills, setSelectedSkills] = useState<Memory[]>(store.memories || []);
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// Get all skills that have progress and can be saved
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const saveableSkills = useMemo(() => {
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const skills: { skillId: string; level: number; tier: number; upgrades: string[]; name: string }[] = [];
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for (const [skillId, level] of Object.entries(store.skills)) {
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if (level && level > 0) {
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const baseSkillId = getBaseSkillId(skillId);
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const tier = store.skillTiers?.[baseSkillId] || 1;
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const tieredSkillId = tier > 1 ? `${baseSkillId}_t${tier}` : baseSkillId;
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const upgrades = store.skillUpgrades?.[tieredSkillId] || [];
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const skillDef = SKILLS_DEF[baseSkillId];
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// Only include if it's a base skill (not a tiered variant in the skills object)
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if (skillId === baseSkillId || skillId.includes('_t')) {
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// Get the actual skill ID and level
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const actualLevel = store.skills[tieredSkillId] || store.skills[baseSkillId] || 0;
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if (actualLevel > 0) {
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skills.push({
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skillId: baseSkillId,
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level: actualLevel,
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tier,
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upgrades,
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name: skillDef?.name || baseSkillId,
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});
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}
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}
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}
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}
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// Remove duplicates and keep highest tier/level
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const uniqueSkills = new Map<string, typeof skills[0]>();
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for (const skill of skills) {
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const existing = uniqueSkills.get(skill.skillId);
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if (!existing || skill.tier > existing.tier || (skill.tier === existing.tier && skill.level > existing.level)) {
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uniqueSkills.set(skill.skillId, skill);
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}
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}
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return Array.from(uniqueSkills.values()).sort((a, b) => {
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// Sort by tier then level then name
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if (a.tier !== b.tier) return b.tier - a.tier;
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if (a.level !== b.level) return b.level - a.level;
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return a.name.localeCompare(b.name);
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});
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}, [store.skills, store.skillTiers, store.skillUpgrades]);
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const isSkillSelected = (skillId: string) => selectedSkills.some(m => m.skillId === skillId);
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const canAddMore = selectedSkills.length < store.memorySlots;
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const toggleSkill = (skillId: string) => {
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const existingIndex = selectedSkills.findIndex(m => m.skillId === skillId);
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if (existingIndex >= 0) {
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// Remove it
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setSelectedSkills(selectedSkills.filter((_, i) => i !== existingIndex));
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} else if (canAddMore) {
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// Add it
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const skill = saveableSkills.find(s => s.skillId === skillId);
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if (skill) {
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setSelectedSkills([...selectedSkills, {
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skillId: skill.skillId,
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level: skill.level,
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tier: skill.tier,
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upgrades: skill.upgrades,
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}]);
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}
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}
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};
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const handleConfirm = () => {
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// Clear and re-add selected memories
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store.clearMemories();
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for (const memory of selectedSkills) {
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store.addMemory(memory);
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}
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onConfirm?.();
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};
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return (
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<Card className="bg-gray-900/80 border-gray-700">
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<CardHeader className="pb-2">
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<CardTitle className="text-amber-400 game-panel-title text-sm flex items-center gap-2">
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<Save className="w-4 h-4" />
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Memory Slots ({selectedSkills.length}/{store.memorySlots})
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</CardTitle>
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</CardHeader>
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<CardContent className="space-y-3">
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<p className="text-xs text-gray-400">
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Select skills to preserve in your memory. Saved skills will retain their level, tier, and upgrades in the next loop.
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</p>
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{/* Selected Skills */}
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{selectedSkills.length > 0 && (
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<div className="space-y-1">
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<div className="text-xs text-green-400 game-panel-title">Saved to Memory:</div>
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<div className="flex flex-wrap gap-1">
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{selectedSkills.map((memory) => {
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const skillDef = SKILLS_DEF[memory.skillId];
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return (
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<Badge
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key={memory.skillId}
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className="bg-amber-900/50 text-amber-200 cursor-pointer hover:bg-red-900/50"
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onClick={() => toggleSkill(memory.skillId)}
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>
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{skillDef?.name || memory.skillId}
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{' '}Lv.{memory.level}
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{memory.tier > 1 && ` T${memory.tier}`}
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{memory.upgrades.length > 0 && ` (${memory.upgrades.length}⭐)`}
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<Trash2 className="w-3 h-3 ml-1" />
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</Badge>
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);
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})}
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</div>
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</div>
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)}
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{/* Available Skills */}
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<div className="text-xs text-gray-400 game-panel-title">Skills to Save:</div>
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<ScrollArea className="h-48">
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<div className="space-y-1 pr-2">
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{saveableSkills.length === 0 ? (
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<div className="text-gray-500 text-xs text-center py-4">
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No skills with progress to save
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</div>
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) : (
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saveableSkills.map((skill) => {
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const isSelected = isSkillSelected(skill.skillId);
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const tierMult = getTierMultiplier(skill.tier > 1 ? `${skill.skillId}_t${skill.tier}` : skill.skillId);
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return (
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<div
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key={skill.skillId}
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className={`p-2 rounded border cursor-pointer transition-all ${
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isSelected
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? 'border-amber-500 bg-amber-900/30'
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: canAddMore
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? 'border-gray-700 bg-gray-800/50 hover:border-gray-600'
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: 'border-gray-800 bg-gray-900/30 opacity-50'
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}`}
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onClick={() => toggleSkill(skill.skillId)}
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>
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<div className="flex items-center justify-between">
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<div className="flex items-center gap-2">
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<span className="font-semibold text-sm">{skill.name}</span>
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{skill.tier > 1 && (
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<Badge className="bg-purple-600/50 text-purple-200 text-xs">
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Tier {skill.tier} ({tierMult}x)
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</Badge>
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)}
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</div>
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<div className="flex items-center gap-2">
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<span className="text-purple-400 text-sm">Lv.{skill.level}</span>
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{skill.upgrades.length > 0 && (
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<Badge className="bg-amber-700/50 text-amber-200 text-xs flex items-center gap-1">
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<Star className="w-3 h-3" />
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{skill.upgrades.length}
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</Badge>
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)}
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</div>
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</div>
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{skill.upgrades.length > 0 && (
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<div className="text-xs text-gray-500 mt-1">
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Upgrades: {skill.upgrades.length} selected
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</div>
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)}
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</div>
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);
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})
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)}
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</div>
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</ScrollArea>
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{/* Confirm Button */}
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<Button
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className="w-full bg-amber-600 hover:bg-amber-700"
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onClick={handleConfirm}
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>
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<Save className="w-4 h-4 mr-2" />
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Confirm Memories
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</Button>
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</CardContent>
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</Card>
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);
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}
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