render progress bar
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@ -10,5 +10,11 @@
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"image": "image.png",
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"answer": [ "Вода", "Огонь", "Ветер", "Земля" ],
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"rightAnswer": "ОгоНЬ"
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},
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{
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"question": "При скольки градусов замерзает вода?",
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"image": "image.png",
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"answer": [ "0", "-1", "1", "-10" ],
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"rightAnswer": "0"
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}
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]
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@ -1,16 +1,16 @@
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// функции игры
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export function checkAnswer(question, answer) {
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if (question.rightAnswer.toLowerCase() == answer.toLowerCase())
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return true;
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else
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return false;
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}
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// передаёт следующий квест, либо возвращает окончание кввестов
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export function nextQuest(questions, questIndex) {
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export function nextQuest(questions, questIndex, answer) {
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if (questions[questIndex].rightAnswer.toLowerCase() == answer.toLowerCase())
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questions[questIndex].status = true;
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else
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questions[questIndex].status = false;
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if (questIndex < questions.length - 1) {
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return questIndex += 1;
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return true;
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}
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else {
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return false;
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}
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// TODO: make end quest return
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}
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116
app/js/index.js
116
app/js/index.js
@ -5,7 +5,7 @@ import gameData from '../gameData.json'; // game data
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import { getMousePos, isInside } from './buttons.js';
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import { clearContext, getCenterH, getCenterV } from './draw.js';
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import { checkAnswer, nextQuest } from './game.js';
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import { nextQuest } from './game.js';
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// Engine variables -------------------------------------
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let DEBUG = true;
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@ -38,15 +38,22 @@ window.onload = function() {
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// TODO: change quest by script
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questIndex: 0,
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quest: null,
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totalRightAnswers: 0, // количество правильных ответов
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};
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game.quest = gameData[game.questIndex];
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// присваем всем квестам статус не выполнен
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gameData.forEach(element => element.status = null);
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if (!orientation) {
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area = {
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answerButtons: { x: 10, y: cH - 340, w: cW - 20, h: 250 },
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questionLabel: { x: 10, y: cH - 340 - 80, w: cW - 20, h: 70 },
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uiButtons: { x: 10, y: cH - 80, w: cW - 20, h: 70 },
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questProgress: { x: 0, y: 0, w: 0, h: 0 },
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questProgress: { x: 10, y: 10, w: cW - 20, h: 20 },
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}
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}
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// TODO: add areas for landscape mode
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button = {
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info: { x: 10, y: cH - 80, w: 70, h: 70 },
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@ -77,24 +84,62 @@ window.onload = function() {
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// click by first answer button
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if (isInside(mousePos, button.answerButtons[0])) {
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if (checkAnswer(game.quest, button.answerButtons[0].data)) {
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game.quest = gameData[nextQuest(gameData, game.questIndex)];
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if (nextQuest(gameData, game.questIndex, button.answerButtons[0].data)) {
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game.quest = gameData[game.questIndex += 1];
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game.totalRightAnswers += 1;
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if (DEBUG) {
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console.log("Wow, right answer!!");
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console.log(`Total right answers ${game.totalRightAnswers}.`)
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}
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}
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else
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console.log("quest ALL end");
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}
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// click by second answer button
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if (isInside(mousePos, button.answerButtons[1])) {
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console.log(checkAnswer(game.quest, button.answerButtons[1].data));
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if (nextQuest(gameData, game.questIndex, button.answerButtons[1].data)) {
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game.quest = gameData[game.questIndex += 1];
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game.totalRightAnswers += 1;
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if (DEBUG) {
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console.log("Wow, right answer!!");
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console.log(`Total right answers ${game.totalRightAnswers}.`)
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}
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}
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else
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console.log("quest ALL end");
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}
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// click by third answer button
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if (isInside(mousePos, button.answerButtons[2])) {
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console.log(checkAnswer(game.quest, button.answerButtons[2].data));
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if (nextQuest(gameData, game.questIndex, button.answerButtons[2].data)) {
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game.quest = gameData[game.questIndex += 1];
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game.totalRightAnswers += 1;
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if (DEBUG) {
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console.log("Wow, right answer!!");
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console.log(`Total right answers ${game.totalRightAnswers}.`)
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}
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}
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else
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console.log("quest ALL end");
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}
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// click by four answer button
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if (isInside(mousePos, button.answerButtons[3])) {
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console.log(checkAnswer(game.quest, button.answerButtons[3].data));
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if (nextQuest(gameData, game.questIndex, button.answerButtons[3].data)) {
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game.quest = gameData[game.questIndex += 1];
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game.totalRightAnswers += 1;
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if (DEBUG) {
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console.log("Wow, right answer!!");
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console.log(`Total right answers ${game.totalRightAnswers}.`)
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}
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}
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else
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console.log("quest ALL end");
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}
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}, false);
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@ -122,21 +167,6 @@ function update() {
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function draw() {
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clearContext(canvas, config); // flush?! canvas
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// draw game areas
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if (DEBUG) {
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context.strokeStyle = "red";
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context.lineWidth = 2;
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// answer buttons area
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if (orientation)
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// TODO: draw answer buttons area by landscape
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console.log('TODO: draw answer buttons area by landscape');
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else
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for (const [key, value] of Object.entries(area)) {
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context.strokeRect(value.x, value.y, value.w, value.h);
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}
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}
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// draw question label
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context.font = "32px Ubuntu";
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context.textAlign = "center";
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@ -161,10 +191,35 @@ function draw() {
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context.fillStyle = "white";
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button.answerButtons.forEach(function callback(value) {
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//
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context.fillText(value.data, cW / 2, value.y + 35);
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});
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// draw progress bar
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let sizeProgressItem = area.questProgress.w / gameData.length;
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context.strokeStyle = "black";
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// for (const [key, value] of Object.entries(area)) {
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// context.strokeRect(value.x, value.y, value.w, value.h);
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// }
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for (let i = 0; i < gameData.length; i++) {
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// change progress item color by status answer
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switch (gameData[i].status) {
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case null:
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context.fillStyle = "gray";
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break;
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case true:
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context.fillStyle = "green";
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break;
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case false:
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context.fillStyle = "red";
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break;
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}
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context.fillRect(10 + (i * sizeProgressItem), 10, sizeProgressItem, 20);
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context.strokeRect(10 + (i * sizeProgressItem), 10, sizeProgressItem, 20);
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}
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// UI ------------------------------------------
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// TODO: переписать это всё г*
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@ -175,4 +230,19 @@ function draw() {
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context.strokeRect(button.info.x, button.info.y, button.info.w, button.info.h); // info button
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context.fillRect(button.sfx.x, button.sfx.y, button.sfx.w, button.sfx.h); // sfx button
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context.strokeRect(button.sfx.x, button.sfx.y, button.sfx.w, button.sfx.h); // sfx button
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// draw game areas
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if (DEBUG) {
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context.strokeStyle = "red";
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context.lineWidth = 2;
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// answer buttons area
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if (orientation)
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// TODO: draw answer buttons area by landscape
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console.log('TODO: draw answer buttons area by landscape');
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else
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for (const [key, value] of Object.entries(area)) {
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context.strokeRect(value.x, value.y, value.w, value.h);
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}
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}
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}
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