new logic for Game
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f205ccf70e
commit
655e1e5c1c
2 changed files with 142 additions and 19 deletions
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@ -1,8 +1,17 @@
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import "./tile";
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import "./tile.js";
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class Group {
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constructor(tiles, stollenTile = null, dir = null) {
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this.tiles = tiles;
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this.stollenTile = stollenTile;
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this.dir = dir; // 1 for left, 2 for middle, 3 for right
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}
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}
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class Hand {
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constructor(tiles = []) {
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this.tiles = tiles;
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this.groups = [];
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this.drawn= null;
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}
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@ -34,6 +43,18 @@ class Hand {
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this.drawn = null;
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this.sort();
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}
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makeGroup(tiles, stollenTile = null, dir = null) {
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const group = new Group(tiles, stollenTile, dir);
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this.groups.push(group);
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for (let tile of tiles) {
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const index = this.tiles.findIndex(t => t.equals(tile));
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if (index !== -1) {
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this.tiles.splice(index, 1);
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}
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}
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this.flatten();
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}
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}
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class Draw {
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@ -74,6 +95,7 @@ class Discard {
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beeingStollen() {
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this.hiddenTiles.push(this.tiles.pop());
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return this.hiddenTiles[this.hiddenTiles.length - 1];
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}
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isIn(tile) {
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@ -83,27 +105,42 @@ class Discard {
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class Game {
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constructor() {
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this.discards = [new Discard(), new Discard(), new Discard(), new Discard()];
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this.draw = new Draw();
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this.hands = [
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new Hand(this.draw.drawHand()),
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new Hand(this.draw.drawHand()),
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new Hand(this.draw.drawHand()),
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new Hand(this.draw.drawHand())
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this.discards = [
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new Discard(),
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new Discard(),
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new Discard(),
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new Discard()
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];
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this.firstDealer = Math.floor(Math.random() * 4);
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this.wall = new Draw();
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this.hands = [
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this.wall.drawHand(),
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this.wall.drawHand(),
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this.wall.drawHand(),
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this.wall.drawHand()
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];
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for (let hand of this.hands) {
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hand.sort();
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}
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this.firstDealer = Math.floor(Math.random() * 4) * 0;
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this.turn = this.firstDealer;
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this.repeat = 0;
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this.draw(this.turn);
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}
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newDeal(hasRepeat = false) {
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this.discards = [new Discard(), new Discard(), new Discard(), new Discard()];
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this.draw = new Draw();
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this.discards = [
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new Discard(),
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new Discard(),
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new Discard(),
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new Discard()
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];
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this.wall = new Draw();
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this.hands = [
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new Hand(this.draw.drawHand()),
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new Hand(this.draw.drawHand()),
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new Hand(this.draw.drawHand()),
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new Hand(this.draw.drawHand())
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this.wall.drawHand(),
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this.wall.drawHand(),
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this.wall.drawHand(),
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this.wall.drawHand()
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];
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if (!hasRepeat) {
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this.turn = (this.firstDealer + 1) % 4;
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@ -111,4 +148,35 @@ class Game {
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this.repeat++;
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}
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}
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nextTurn() {
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this.turn = (this.turn + 1) % 4;
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}
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draw(player) {
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this.hands[player].drawTile(this.wall.drawTile());
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}
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discard(player, k) {
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const tile = this.hands[player].discard(k);
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this.discards[player].add(tile);
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this.hands[player].flatten();
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}
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chii(player, tiles, dir) {
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const hand = this.hands[player];
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dir = (player - this.turn) % 4;
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console.assert(dir == 1);
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this.hands[player].makeGroup(tiles, this.discards[player].beingStollen(), dir);
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}
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pon(player, tiles, dir) {
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const hand = this.hands[player];
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dir = (player - this.turn) % 4;
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console.assert(dir == 1);
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this.hands[player].makeGroup(tiles, this.discards[player].beingStollen(), dir);
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}
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}
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export { Discard, Draw, Game, Group, Hand };
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@ -131,7 +131,7 @@
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padding: 20px 0 0 20px;
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}
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#hand-0 div:hover {
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.player-tile:hover {
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transform: translateY(-15px);
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transition: transform 0.2s;
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z-index: 2;
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@ -158,8 +158,9 @@
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<script src="/frontend/js/fr/texts.js"></script>
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<script src="/frontend/js/tile.js"></script>
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<script src="/frontend/js/game.js"></script>
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<script>
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<script type="module">
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import { Game } from '/frontend/js/game.js';
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window.addEventListener('DOMContentLoaded', () => {
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// Charger le menu
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fetch('/components/menu.html')
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@ -180,6 +181,60 @@
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: '<img src="/img/tilineau/idle.png" alt="Tilineau">';
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});
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// Instancier une nouvelle partie et afficher les mains
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const game = new Game();
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function renderHands() {
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for (let i = 0; i < 4; i++) {
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const handDiv = document.getElementById(`hand-${i}`);
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handDiv.innerHTML = '';
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// Conteneur main + draw
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const handWithDraw = document.createElement('div');
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handWithDraw.className = 'hand-with-draw';
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// Sous-div pour les tuiles de la main
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const handTiles = document.createElement('div');
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handTiles.className = 'hand-tiles';
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for (const tile of game.hands[i].tiles) {
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const tileDiv = document.createElement('div');
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// Ajouter la classe 'player-tile' uniquement pour le joueur
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if (i === 0) {
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tileDiv.className = 'player-tile';
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tileDiv.innerHTML = tile.getSVG();
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} else {
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// Bots : afficher le dos
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tileDiv.innerHTML = `<svg class="tile tile-back" viewBox="0 0 310 410" height="82" width="60">
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<image href="/img/Regular/Gray.svg" x="10" y="10" height="410" width="310"/>
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<image href="/img/Regular/Back.svg" x="0" y="0" height="410" width="310"/>
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</svg>`;
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}
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handTiles.appendChild(tileDiv);
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}
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handWithDraw.appendChild(handTiles);
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// Afficher la tuile draw si elle existe
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if (game.hands[i].drawn) {
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const drawDiv = document.createElement('div');
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drawDiv.className = 'draw-tile';
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if (i === 0) {
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drawDiv.classList.add('player-tile');
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drawDiv.innerHTML = game.hands[i].drawn.getSVG();
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} else {
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drawDiv.innerHTML = `<svg class="tile tile-back" viewBox="0 0 310 410" height="82" width="60">
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<image href="/img/Regular/Gray.svg" x="10" y="10" height="410" width="310"/>
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<image href="/img/Regular/Back.svg" x="0" y="0" height="410" width="310"/>
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</svg>`;
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}
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handWithDraw.appendChild(drawDiv);
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}
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handDiv.appendChild(handWithDraw);
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}
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}
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renderHands();
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});
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</script>
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</body>
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