first pass at enemy upgrades
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// Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.EnemyAbilities
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{
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/// <summary>
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/// Base class for one enemy ability (e.g. "split into smaller enemies on death"). Rolled
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/// at random for each spawned enemy by <see cref="EnemyAbilityPool.RollRandom"/> and applied
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/// via <see cref="EnemyAbility.InitializeServer"/>.
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/// </summary>
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/// <remarks>
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/// <para><b>One asset per kind.</b> <see cref="Kind"/> is fixed per subclass, same as
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/// <see cref="BuilderSpells.BuilderSpellDefinition"/>. <see cref="EnemyAbilityPool"/> uses
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/// it to build a fixed-size, enum-indexed lookup table.</para>
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///
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/// <para><b>Server-only hooks.</b> All three hooks below only ever run on the server —
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/// <see cref="EnemyAbility"/> only calls them when <c>IsServer</c> is true. <see
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/// cref="ServerOnSpawn"/> and <see cref="ServerTick"/> are no-ops for abilities that don't
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/// need spawn-time setup or a per-frame timer (e.g. Split on Death uses neither); they exist
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/// so a future cooldown-driven ability (disable towers, teleport) doesn't need a base-class
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/// change.</para>
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/// </remarks>
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public abstract class EnemyAbilityDefinition : ScriptableObject
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{
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/// <summary>Which enemy ability this asset's data belongs to.</summary>
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public abstract EnemyAbilityKind Kind { get; }
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[Header("Presentation")]
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[Tooltip("Name shown in debug logs and future enemy-info UI.")]
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public string DisplayName;
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[Tooltip("Short description shown in future enemy-info UI.")]
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[TextArea(2, 4)]
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public string Description;
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[Header("Selection")]
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[Tooltip("Relative weight of this ability being rolled, vs. the pool's other abilities " +
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"and its no-ability chance. Same semantics as DraftOption.Weight.")]
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[Min(0f)]
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public float Weight = 1f;
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/// <summary>Server-only: called once, right after this ability is assigned (before the
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/// enemy's NetworkObject is spawned to clients). Default no-op.</summary>
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public virtual void ServerOnSpawn(EnemyAbility instance) { }
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/// <summary>Server-only: called every frame this ability is active on a live enemy.
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/// Default no-op.</summary>
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public virtual void ServerTick(EnemyAbility instance, float dt) { }
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/// <summary>Server-only: called the instant the enemy's HP reaches zero, before the
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/// death animation/despawn sequence plays. Default no-op.</summary>
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public virtual void ServerOnDeath(EnemyAbility instance, EnemyHealth health) { }
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}
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}
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fileFormatVersion: 2
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guid: 855f7f0848d3086868816d25295fcdd6
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// Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs
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using System;
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.EnemyAbilities
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{
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/// <summary>
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/// Scene singleton holding every <see cref="EnemyAbilityDefinition"/> available this match,
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/// authored as a flat array in the inspector for convenience. Internally it builds a
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/// fixed-size table indexed by <see cref="EnemyAbilityKind"/> so lookups are a single array
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/// access, not a scan. Mirrors <see cref="BuilderSpells.BuilderSpellPool"/> exactly.
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/// </summary>
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/// <remarks>
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/// Plain MonoBehaviour: identical on every peer (same assets), so there is nothing to sync.
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/// Only the server calls <see cref="RollRandom"/> (at enemy spawn time, in
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/// <c>WaveManager.SpawnEnemy</c>).
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/// </remarks>
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public class EnemyAbilityPool : MonoBehaviour
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{
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public static EnemyAbilityPool Instance { get; private set; }
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[Tooltip("Every EnemyAbilityDefinition asset available this match. One entry per " +
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"EnemyAbilityKind — order doesn't matter, Kind on the asset itself decides " +
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"its slot.")]
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[SerializeField] private EnemyAbilityDefinition[] abilities;
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[Tooltip("Relative weight of an enemy rolling no ability at all, vs. the combined " +
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"weight of every entry in 'abilities'. Higher = abilities are rarer.")]
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[Min(0f)]
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[SerializeField] private float noAbilityWeight = 20f;
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// Fixed-size, enum-indexed lookup built once in Awake. Sized to the enum's entry count,
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// not authored count, so an out-of-range Kind is a compile-time impossibility rather
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// than a bounds check we'd otherwise need on every Get().
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private EnemyAbilityDefinition[] byKind;
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Debug.LogError("[EnemyAbilityPool] Multiple instances detected. Only one per scene.");
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return;
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}
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Instance = this;
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int kindCount = Enum.GetValues(typeof(EnemyAbilityKind)).Length;
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byKind = new EnemyAbilityDefinition[kindCount];
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if (abilities == null) return;
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for (int i = 0; i < abilities.Length; i++)
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{
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var def = abilities[i];
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if (def == null) continue;
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byKind[(int)def.Kind] = def;
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}
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}
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private void OnDestroy()
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{
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if (Instance == this) Instance = null;
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}
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/// <summary>Returns the ability asset for <paramref name="kind"/>, or null if none is
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/// authored in this pool.</summary>
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public EnemyAbilityDefinition Get(EnemyAbilityKind kind)
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{
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int i = (int)kind;
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return (byKind != null && i >= 0 && i < byKind.Length) ? byKind[i] : null;
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}
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/// <summary>
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/// Server-only: weighted random draw across every authored ability plus the
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/// no-ability bucket. Returns null when "no ability" is drawn, or when the pool has
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/// nothing authored.
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/// </summary>
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public EnemyAbilityDefinition RollRandom()
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{
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if (abilities == null || abilities.Length == 0) return null;
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float total = noAbilityWeight;
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for (int i = 0; i < abilities.Length; i++)
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if (abilities[i] != null) total += abilities[i].Weight;
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if (total <= 0f) return null;
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float roll = UnityEngine.Random.Range(0f, total);
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if (roll < noAbilityWeight) return null;
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roll -= noAbilityWeight;
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for (int i = 0; i < abilities.Length; i++)
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{
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var def = abilities[i];
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if (def == null) continue;
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if (roll < def.Weight) return def;
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roll -= def.Weight;
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}
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return null;
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}
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}
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}
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fileFormatVersion: 2
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guid: 4409eb25a8be555de8dc3a73d4ed95db
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// Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.EnemyAbilities
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{
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/// <summary>
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/// On death, spawns <see cref="SplitCount"/> copies of <see cref="SplitInto"/> at the corpse's
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/// position, continuing on toward the goal instead of restarting from the wave's spawner.
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/// </summary>
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[CreateAssetMenu(fileName = "SplitOnDeathAbility", menuName = "TD/Enemy Abilities/Split On Death")]
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public class SplitOnDeathAbilityDefinition : EnemyAbilityDefinition
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{
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public override EnemyAbilityKind Kind => EnemyAbilityKind.SplitOnDeath;
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[Header("Split")]
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[Tooltip("Smaller enemy type spawned when this enemy dies.")]
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public EnemyDefinition SplitInto;
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[Tooltip("How many copies of SplitInto spawn on death.")]
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[Min(1)]
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public int SplitCount = 2;
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[Tooltip("Random scatter radius (world units) applied to each split spawn so they don't " +
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"spawn exactly on top of each other.")]
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[Min(0f)]
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public float ScatterRadius = 0.5f;
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public override void ServerOnDeath(EnemyAbility instance, EnemyHealth health)
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{
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if (SplitInto == null) return;
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var movement = instance.GetComponent<EnemyMovement>();
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var atTile = GridCoordinates.WorldToGrid(instance.transform.position);
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var ownerSlot = movement != null ? movement.OriginZone : PlayerSlot.None;
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WaveManager.Instance?.ServerSpawnSplitEnemies(SplitInto, SplitCount, atTile, ownerSlot, ScatterRadius);
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}
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}
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}
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fileFormatVersion: 2
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guid: 21543cb1b54f0b16e9c80584f68988b3
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