Adding big batch of structural code provided by Claude to start designing levels
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88
Assets/_Project/Scripts/Core/Enums.cs
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88
Assets/_Project/Scripts/Core/Enums.cs
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namespace TD.Core
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{
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/// <summary>
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/// Identifies a player slot in a match. Backed by byte to keep grid arrays compact.
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/// </summary>
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/// <remarks>
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/// <c>None</c> is a sentinel value used in <c>OwnerGrid</c> to mark tiles not owned by any player zone.
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/// Player1..Player9 cover the maximum supported player count. Maps using fewer players use a
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/// contiguous prefix (e.g., a 3-player map uses Player1, Player2, Player3 only).
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/// </remarks>
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public enum PlayerSlot : byte
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{
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None = 0,
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Player1 = 1,
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Player2 = 2,
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Player3 = 3,
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Player4 = 4,
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Player5 = 5,
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Player6 = 6,
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Player7 = 7,
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Player8 = 8,
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Player9 = 9,
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}
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/// <summary>
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/// Whether a volume permits tower placement on the tiles it covers.
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/// </summary>
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/// <remarks>
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/// Defaults: <c>Allowed</c> for <see cref="TD.Levels.PlayerZoneVolume"/>, <c>Invalid</c> for
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/// <see cref="TD.Levels.SpawnerVolume"/>, <see cref="TD.Levels.LeakExitVolume"/>, and
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/// <see cref="TD.Levels.GoalVolume"/>.
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/// Composition rule when volumes overlap: "Invalid wins" — any tile covered by an Invalid volume
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/// becomes <see cref="PlacementState.Restricted"/> regardless of other volumes covering it.
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/// </remarks>
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public enum PlacementValidity
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{
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Invalid = 0,
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Allowed = 1,
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}
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/// <summary>
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/// Cardinal direction for spawner facing. Used by gizmos (direction arrow) and may be used
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/// at runtime to bias initial enemy movement direction out of a spawner.
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/// </summary>
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public enum Direction
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{
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North,
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South,
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East,
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West,
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}
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/// <summary>
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/// Per-tile placement state in the baked <c>PlacementGrid</c>.
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/// </summary>
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/// <remarks>
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/// Backed by byte so default-initialized arrays (all zero) start as <c>Outside</c>, which is
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/// the correct default for any tile not covered by an authoring volume.
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/// </remarks>
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public enum PlacementState : byte
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{
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/// <summary>Tile is not covered by any authoring volume. Towers cannot be placed.</summary>
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Outside = 0,
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/// <summary>Tile is inside a player zone and not covered by any Invalid-validity volume.
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/// Towers can be placed here (subject to runtime checks: ownership, footprint, gold, path).</summary>
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Buildable = 1,
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/// <summary>Tile is covered by at least one Invalid-validity volume (spawner, leak exit, goal).
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/// Towers cannot be placed here. Note: this affects placement only; pathfinding still treats
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/// the tile as walkable.</summary>
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Restricted = 2,
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}
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/// <summary>
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/// Outcome of a bake operation, recorded on the baked <see cref="TD.Levels.LevelData"/> asset.
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/// </summary>
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/// <remarks>
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/// Failure is not represented here because failed bakes do not persist any state to the asset —
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/// the previous successful bake (if any) remains on disk untouched. Failure state lives in
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/// editor-only memory and is not part of the data schema.
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/// </remarks>
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public enum BakeOutcome
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{
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Success,
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SuccessWithWarnings,
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}
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}
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2
Assets/_Project/Scripts/Core/Enums.cs.meta
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Assets/_Project/Scripts/Core/Enums.cs.meta
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fileFormatVersion: 2
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guid: 7dd18da945084fc4fb2b403cf1557515
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82
Assets/_Project/Scripts/Core/PlayerColors.cs
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Assets/_Project/Scripts/Core/PlayerColors.cs
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using UnityEngine;
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namespace TD.Core
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{
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/// <summary>
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/// Canonical color palette for player slots, used by editor gizmos to color volumes by owner.
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/// </summary>
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/// <remarks>
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/// Color names follow the 9-player map design doc (red, green, blue, purple, yellow, gray,
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/// teal, olive, dark gray). The exact RGB values have been tuned for readability when drawn
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/// as translucent gizmos against Unity's default scene-view background. Tweak the constants
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/// below if any color reads poorly in practice.
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///
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/// The "ErrorPink" color is reserved for diagnostic use: if a volume's owner is
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/// <see cref="PlayerSlot.None"/> (which should never happen on a valid volume), the gizmo
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/// renders in error pink to make the bug obvious.
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/// </remarks>
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public static class PlayerColors
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{
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// Player colors. Hex values are RGB; alpha is set per-gizmo at draw time.
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// Values are tuned to be saturated enough to read against Unity's default scene background.
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private static readonly Color Player1Red = HexRGB(0xE0, 0x3A, 0x3A); // red
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private static readonly Color Player2Green = HexRGB(0x3A, 0xC0, 0x4A); // green
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private static readonly Color Player3Blue = HexRGB(0x3A, 0x7A, 0xE0); // blue
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private static readonly Color Player4Purple = HexRGB(0xA0, 0x4A, 0xC0); // purple
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private static readonly Color Player5Yellow = HexRGB(0xE0, 0xC8, 0x3A); // yellow
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private static readonly Color Player6Gray = HexRGB(0xB0, 0xB0, 0xB8); // gray (slightly cool)
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private static readonly Color Player7Teal = HexRGB(0x3A, 0xC0, 0xB8); // teal
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private static readonly Color Player8Olive = HexRGB(0x9A, 0x9A, 0x3A); // olive
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private static readonly Color Player9DarkGray = HexRGB(0x60, 0x60, 0x68); // dark gray (slightly cool)
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// Non-player colors.
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private static readonly Color GoalGold = HexRGB(0xE0, 0xB0, 0x20); // gold
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private static readonly Color ErrorPink = HexRGB(0xFF, 0x4A, 0xC8); // diagnostic
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/// <summary>
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/// Returns the canonical color for a player slot. Returns the diagnostic error pink if
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/// <paramref name="slot"/> is <see cref="PlayerSlot.None"/> or out of range.
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/// </summary>
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/// <param name="slot">The player slot to look up.</param>
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public static Color Get(PlayerSlot slot)
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{
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switch (slot)
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{
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case PlayerSlot.Player1: return Player1Red;
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case PlayerSlot.Player2: return Player2Green;
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case PlayerSlot.Player3: return Player3Blue;
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case PlayerSlot.Player4: return Player4Purple;
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case PlayerSlot.Player5: return Player5Yellow;
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case PlayerSlot.Player6: return Player6Gray;
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case PlayerSlot.Player7: return Player7Teal;
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case PlayerSlot.Player8: return Player8Olive;
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case PlayerSlot.Player9: return Player9DarkGray;
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case PlayerSlot.None:
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default:
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return ErrorPink;
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}
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}
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/// <summary>The canonical color used for goal volumes. Not tied to any player.</summary>
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public static Color Goal => GoalGold;
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/// <summary>Diagnostic color used when a volume has an invalid/missing owner.</summary>
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public static Color Error => ErrorPink;
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/// <summary>
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/// Returns a copy of <paramref name="color"/> with its alpha channel replaced by
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/// <paramref name="alpha"/>. Convenience for translucent gizmo fills.
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/// </summary>
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public static Color WithAlpha(Color color, float alpha)
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{
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color.a = alpha;
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return color;
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}
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// Helper: build a Color from 0-255 RGB byte channels (alpha defaults to 1.0).
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private static Color HexRGB(byte r, byte g, byte b)
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{
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return new Color(r / 255f, g / 255f, b / 255f, 1f);
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}
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}
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}
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Assets/_Project/Scripts/Core/PlayerColors.cs.meta
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Assets/_Project/Scripts/Core/PlayerColors.cs.meta
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guid: 7d03e9552345e7c4098b141ac5f587e2
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Assets/_Project/Scripts/Editor.meta
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Assets/_Project/Scripts/Editor.meta
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fileFormatVersion: 2
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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Assets/_Project/Scripts/Editor/Levels.meta
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8
Assets/_Project/Scripts/Editor/Levels.meta
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