# Conflicts: # Content.Client/Construction/UI/ConstructionMenu.xaml # Content.Client/Construction/UI/ConstructionMenu.xaml.cs # Content.Client/Construction/UI/ConstructionMenuPresenter.cs # Content.Server/Warps/WarpPointSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Battery.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Construction/Steps/ArbitraryInsertConstructionGraphStep.cs # Content.Shared/Construction/Steps/MaterialConstructionGraphStep.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Weapons/Reflect/ReflectSystem.cs # Resources/Locale/en-US/_strings/plants/mutations.ftl # Resources/Locale/en-US/_strings/stack/stacks.ftl # Resources/Locale/en-US/_strings/teleportation/teleportation-menu-gui.ftl # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Objects/Power/powercells.yml # Resources/Prototypes/Entities/Objects/Specific/Cargo/cargo_pallet.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml # Resources/Prototypes/Entities/Stations/base.yml # Resources/Prototypes/Entities/Structures/Machines/nuke.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Construction/Graphs/clothing/clown_banana.yml # Resources/Prototypes/Recipes/Construction/Graphs/machines/computer.yml # Resources/Prototypes/Recipes/Construction/Graphs/mechs/hamtr_construction.yml # Resources/Prototypes/Recipes/Construction/Graphs/mechs/honker_construction.yml # Resources/Prototypes/Recipes/Construction/Graphs/mechs/ripley_construction.yml # Resources/Prototypes/Recipes/Construction/Graphs/mechs/vim_construction.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/airlock.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/airlock_clockwork.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/blast_door.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/conveyor.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/firelock.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/glassbox.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/secretdoor.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shuttle.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/windoor.yml # Resources/Prototypes/Recipes/Construction/Graphs/tools/logic_gate.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/APC.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/air_alarms.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/disposal_machines.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/intercom.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/lighting.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/station_maps.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/wallmount_generator.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/wallmount_substation.yml # Resources/Prototypes/Recipes/Construction/Graphs/weapons/bladed_hats.yml # Resources/Prototypes/Recipes/Construction/Graphs/weapons/bola.yml # Resources/Prototypes/Recipes/Construction/Graphs/weapons/improvised_arrow.yml # Resources/Prototypes/Recipes/Construction/Graphs/weapons/modular_grenade.yml # Resources/Prototypes/Recipes/Construction/Graphs/weapons/modular_mine.yml # Resources/Prototypes/Recipes/Construction/Graphs/weapons/shiv.yml # Resources/Prototypes/Recipes/Construction/Graphs/weapons/spear.yml # Resources/Prototypes/Recipes/Construction/structures.yml # Resources/Prototypes/Recipes/Crafting/Graphs/bots/cleanbot.yml # Resources/Prototypes/Recipes/Crafting/Graphs/bots/firebot.yml # Resources/Prototypes/Recipes/Crafting/Graphs/bots/honkbot.yml # Resources/Prototypes/Recipes/Crafting/Graphs/bots/medibot.yml # Resources/Prototypes/Recipes/Crafting/Graphs/bots/mimebot.yml # Resources/Prototypes/Recipes/Crafting/Graphs/bots/supplybot.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/firebomb.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/improvised_shotgun.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/improvised_shotgun_shell.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/pipebomb.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/pneumatic_cannon.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/potato.yml # Resources/Prototypes/Recipes/Crafting/Graphs/storage/cratefreezer.yml # Resources/Prototypes/Recipes/Crafting/Graphs/storage/tallbox.yml # Resources/Prototypes/Recipes/Crafting/Graphs/strawhat.yml # Resources/Prototypes/Recipes/Crafting/Graphs/toys.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/CentComm/official.yml # Resources/Textures/Clothing/Neck/mantles/cemantle.rsi/equipped-NECK.png # Resources/Textures/Clothing/Neck/mantles/cemantle.rsi/icon.png # Resources/Textures/Clothing/Neck/mantles/cemantle.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/mime.rsi/equipped-INNERCLOTHING.png # Resources/Textures/Clothing/Uniforms/Jumpskirt/mime.rsi/icon.png # Resources/Textures/Clothing/Uniforms/Jumpskirt/mime.rsi/inhand-left.png # Resources/Textures/Clothing/Uniforms/Jumpskirt/mime.rsi/inhand-right.png # Resources/Textures/Clothing/Uniforms/Jumpskirt/mime.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/mime.rsi/equipped-INNERCLOTHING.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/mime.rsi/icon.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/mime.rsi/inhand-left.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/mime.rsi/inhand-right.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/mime.rsi/meta.json
157 lines
4.8 KiB
C#
157 lines
4.8 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.HTN;
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using Content.Shared.CCVar;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.NPC;
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using Robust.Shared.Configuration;
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using Robust.Shared.Player;
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namespace Content.Server.NPC.Systems
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{
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/// <summary>
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/// Handles NPCs running every tick.
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/// </summary>
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public sealed partial class NPCSystem : EntitySystem
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{
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly HTNSystem _htn = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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/// <summary>
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/// Whether any NPCs are allowed to run at all.
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/// </summary>
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public bool Enabled { get; set; } = true;
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private int _maxUpdates;
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private int _count;
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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Subs.CVar(_configurationManager, CCVars.NPCEnabled, value => Enabled = value, true);
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Subs.CVar(_configurationManager, CCVars.NPCMaxUpdates, obj => _maxUpdates = obj, true);
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}
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public void OnPlayerNPCAttach(EntityUid uid, HTNComponent component, PlayerAttachedEvent args)
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{
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SleepNPC(uid, component);
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}
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public void OnPlayerNPCDetach(EntityUid uid, HTNComponent component, PlayerDetachedEvent args)
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{
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if (_mobState.IsIncapacitated(uid) || TerminatingOrDeleted(uid))
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return;
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// This NPC has an attached mind, so it should not wake up.
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if (TryComp<MindContainerComponent>(uid, out var mindContainer) && mindContainer.HasMind)
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return;
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WakeNPC(uid, component);
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}
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public void OnNPCMapInit(EntityUid uid, HTNComponent component, MapInitEvent args)
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{
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component.Blackboard.SetValue(NPCBlackboard.Owner, uid);
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WakeNPC(uid, component);
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}
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public void OnNPCShutdown(EntityUid uid, HTNComponent component, ComponentShutdown args)
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{
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SleepNPC(uid, component);
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}
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/// <summary>
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/// Is the NPC awake and updating?
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/// </summary>
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public bool IsAwake(EntityUid uid, HTNComponent component, ActiveNPCComponent? active = null)
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{
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return Resolve(uid, ref active, false);
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}
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public bool TryGetNpc(EntityUid uid, [NotNullWhen(true)] out NPCComponent? component)
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{
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// If you add your own NPC components then add them here.
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if (TryComp<HTNComponent>(uid, out var htn))
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{
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component = htn;
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return true;
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}
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component = null;
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return false;
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}
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/// <summary>
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/// Allows the NPC to actively be updated.
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/// </summary>
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public void WakeNPC(EntityUid uid, HTNComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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{
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return;
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}
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Log.Debug($"Waking {ToPrettyString(uid)}");
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EnsureComp<ActiveNPCComponent>(uid);
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}
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public void SleepNPC(EntityUid uid, HTNComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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{
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return;
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}
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// Don't bother with an event
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if (TryComp<HTNComponent>(uid, out var htn))
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{
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if (htn.Plan != null)
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{
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var currentOperator = htn.Plan.CurrentOperator;
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_htn.ShutdownTask(currentOperator, htn.Blackboard, HTNOperatorStatus.Failed);
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_htn.ShutdownPlan(htn);
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htn.Plan = null;
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}
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}
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Log.Debug($"Sleeping {ToPrettyString(uid)}");
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RemComp<ActiveNPCComponent>(uid);
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}
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/// <inheritdoc />
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!Enabled)
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return;
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// Add your system here.
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_htn.UpdateNPC(ref _count, _maxUpdates, frameTime);
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}
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public void OnMobStateChange(EntityUid uid, HTNComponent component, MobStateChangedEvent args)
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{
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if (HasComp<ActorComponent>(uid))
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return;
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switch (args.NewMobState)
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{
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case MobState.Alive:
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WakeNPC(uid, component);
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break;
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case MobState.Critical:
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case MobState.Dead:
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SleepNPC(uid, component);
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break;
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}
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}
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}
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}
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