Merge branch 'dev' into shops
This commit is contained in:
commit
486c1bb641
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@ -1,5 +1,7 @@
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local random = map_random
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local random = map_random
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local pits = {}
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local pits = {}
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local walls = {}
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local fences = {}
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local function readLayoutFile(file)
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local function readLayoutFile(file)
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local layoutfile = read_file(file)
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local layoutfile = read_file(file)
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@ -41,11 +43,44 @@ local function getTileStateFor(matrix, i, j, c)
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return above, below, left, right, above_left, above_right, below_left, below_right
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return above, below, left, right, above_left, above_right, below_left, below_right
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end
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end
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local function setPitTile(room, matrix, i, j)
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local function setBlockTile(room, matrix, i, j, tiles, char, decorTiles)
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if matrix[i][j] ~= "p" then
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local above, below, left, right, above_left, above_right, below_left, below_right = getTileStateFor(matrix, i, j, char);
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return
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end
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room.decor[i][j] = nil
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local tile = nil
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if above and below and left and right then
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tile = tiles.cross
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elseif not above and below and left and right then
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tile = tiles.top_t
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elseif not below and above and left and right then
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tile = tiles.bottom_t
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elseif not left and above and below and right then
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tile = tiles.left_t
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elseif not right and above and below and left then
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tile = tiles.right_t
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elseif not above and not left and right and below then
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tile = tiles.topleft
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elseif not above and not right and left and below then
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tile = tiles.topright
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elseif not below and not left and above and right then
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tile = tiles.bottomleft
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elseif not below and not right and above and left then
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tile = tiles.bottomright
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elseif not left and not right and below then
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tile = tiles.left
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elseif not above and not below and (left or right) then
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tile = tiles.top
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else
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tile = tiles.single
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end
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if decorTiles then
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room.decor[i][j] = tile
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else
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room.tiles[i][j] = tile
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end
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end
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local function setPitTile(room, matrix, i, j)
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local above, below, left, right, above_left, above_right, below_left, below_right = getTileStateFor(matrix, i, j, "p");
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local above, below, left, right, above_left, above_right, below_left, below_right = getTileStateFor(matrix, i, j, "p");
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room.decor[i][j] = nil
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room.decor[i][j] = nil
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@ -78,20 +113,56 @@ local module = {}
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function module.load_textures(map)
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function module.load_textures(map)
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local t_pit0 = add_texture(map, "Objects/Pit0.png")
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local t_pit0 = add_texture(map, "Objects/Pit0.png")
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local t_pit1 = add_texture(map, "Objects/Pit1.png")
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local t_pit1 = add_texture(map, "Objects/Pit1.png")
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local pit_yo = (random(5) + random(3)) * (16 * 2)
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local t_wall = add_texture(map, "Objects/Wall.png")
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local t_fence = add_texture(map, "Objects/Fence.png")
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local yoffset = (random(5) + random(3)) * (16 * 2)
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pits = {
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pits = {
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center = { t_pit0, t_pit1, 16, pit_yo + 16, false, false, false, true },
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center = { t_pit0, t_pit1, 16, yoffset + 16, false, false, false, true },
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top = { t_pit0, t_pit1, 16, pit_yo, false, false, false, true },
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top = { t_pit0, t_pit1, 16, yoffset, false, false, false, true },
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left = { t_pit0, t_pit1, 0, pit_yo + 16, false, false, false, true },
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left = { t_pit0, t_pit1, 0, yoffset + 16, false, false, false, true },
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right = { t_pit0, t_pit1, 32, pit_yo + 16, false, false, false, true },
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right = { t_pit0, t_pit1, 32, yoffset + 16, false, false, false, true },
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topleft = { t_pit0, t_pit1, 0, pit_yo, false, false, false, true },
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topleft = { t_pit0, t_pit1, 0, yoffset, false, false, false, true },
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topright = { t_pit0, t_pit1, 32, pit_yo, false, false, false, true },
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topright = { t_pit0, t_pit1, 32, yoffset, false, false, false, true },
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innerleft = { t_pit0, t_pit1, 80, pit_yo, false, false, false, true },
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innerleft = { t_pit0, t_pit1, 80, yoffset, false, false, false, true },
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innermid = { t_pit0, t_pit1, 96, pit_yo, false, false, false, true },
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innermid = { t_pit0, t_pit1, 96, yoffset, false, false, false, true },
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innerright = { t_pit0, t_pit1, 112, pit_yo, false, false, false, true },
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innerright = { t_pit0, t_pit1, 112, yoffset, false, false, false, true },
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topcrevice = { t_pit0, t_pit1, 64, pit_yo, false, false, false, true },
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topcrevice = { t_pit0, t_pit1, 64, yoffset, false, false, false, true },
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bottomcrevice = { t_pit0, t_pit1, 64, pit_yo + 16, false, false, false, true },
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bottomcrevice = { t_pit0, t_pit1, 64, yoffset + 16, false, false, false, true },
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}
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local yoffset = 48
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walls = {
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topleft = { t_wall, nil, 0, yoffset, true },
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top = { t_wall, nil, 16, yoffset, true },
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single = { t_wall, nil, 16, yoffset + 16, true },
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topright = { t_wall, nil, 32, yoffset, true },
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left = { t_wall, nil, 0, yoffset + 16, true },
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bottomleft = { t_wall, nil, 0, yoffset + 32, true },
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bottomright = { t_wall, nil, 32, yoffset + 32, true },
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center = { t_wall, nil, 48, yoffset, true },
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top_t = { t_wall, nil, 64, yoffset, true },
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left_t = { t_wall, nil, 48, yoffset + 16, true },
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cross = { t_wall, nil, 64, yoffset + 16, true },
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right_t = { t_wall, nil, 80, yoffset + 16, true },
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bottom_t = { t_wall, nil, 64, yoffset + 32, true },
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}
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local yoffset = 48
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fences = {
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topleft = { t_fence, nil, 0, yoffset, true },
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top = { t_fence, nil, 16, yoffset, true },
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single = { t_wall, nil, 16, yoffset + 16, true },
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topright = { t_fence, nil, 32, yoffset, true },
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left = { t_fence, nil, 0, yoffset + 16, true },
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bottomleft = { t_fence, nil, 0, yoffset + 32, true },
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bottomright = { t_fence, nil, 32, yoffset + 32, true },
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center = { t_fence, nil, 48, yoffset, true },
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top_t = { t_fence, nil, 64, yoffset, true },
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left_t = { t_fence, nil, 48, yoffset + 16, true },
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cross = { t_fence, nil, 64, yoffset + 16, true },
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right_t = { t_fence, nil, 80, yoffset + 16, true },
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bottom_t = { t_fence, nil, 64, yoffset + 32, true },
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}
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}
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end
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end
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@ -100,14 +171,25 @@ function module.add_pits_to_room(room)
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--return false
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--return false
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--end
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--end
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local matrix = readLayoutFile("pitlayouts.dat")
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local matrix = readLayoutFile("walllayouts.dat")
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--local matrix = readLayoutFile("pitlayouts.dat")
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-- Chose a random layout
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-- Chose a random layout
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matrix = matrix[random(#matrix)]
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matrix = matrix[random(#matrix)]
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for i=2,13 do
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for i=2,13 do
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for j=2,10 do
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for j=2,10 do
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setPitTile(room, matrix, i, j);
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if matrix[i][j] ~= nil then
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io.write("" .. matrix[i][j])
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end
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if matrix[i][j] == "p" then
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setPitTile(room, matrix, i, j);
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elseif matrix[i][j] == "#" then
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setBlockTile(room, matrix, i, j, walls, "#", false)
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elseif matrix[i][j] == "f" then
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setBlockTile(room, matrix, i, j, fences, "f", true)
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end
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end
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end
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print("")
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end
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end
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return true
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return true
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@ -0,0 +1,25 @@
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----------------
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----------------
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--#####---###---
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--#---#---###---
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--#--###--###---
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------#--#------
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------####------
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------------#---
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------------#---
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---#---####-#---
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----------------
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----------------
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----------------
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----------------
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--fffff---fff---
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--f---f---fff---
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--f--fff--fff---
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------f--f------
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------ffff------
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------------f---
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------------f---
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---f---ffff-f---
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----------------
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----------------
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