Add ability to load string map in the prefab map builder
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@ -9,6 +9,7 @@ use specs::prelude::*;
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#[allow(dead_code)]
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pub enum PrefabMode {
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RexLevel { template: &'static str },
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Constant { level: prefab_levels::PrefabLevel },
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}
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pub struct PrefabBuilder {
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@ -62,71 +63,17 @@ impl PrefabBuilder {
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starting_position: Position { x: 0, y: 0 },
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depth: new_depth,
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history: Vec::new(),
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mode: PrefabMode::RexLevel {
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template: "../resources/wfc-demo1.xp",
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mode: PrefabMode::Constant {
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level: prefab_levels::WFC_POPULATED,
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},
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spawns: Vec::new(),
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}
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}
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#[allow(dead_code)]
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fn load_rex_map(&mut self, path: &str) {
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let xp_file = rltk::rex::XpFile::from_resource(path).unwrap();
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for layer in &xp_file.layers {
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for y in 0..layer.height {
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for x in 0..layer.width {
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let cell = layer.get(x, y).unwrap();
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if x < self.map.width as usize && y < self.map.height as usize {
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let idx = self.map.xy_idx(x as i32, y as i32);
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// We're doing some nasty casting to make it easier to type things like '#' in the match
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match (cell.ch as u8) as char {
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' ' => self.map.tiles[idx] = TileType::Floor, // space
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'#' => self.map.tiles[idx] = TileType::Wall, // #
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'@' => {
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self.map.tiles[idx] = TileType::Floor;
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self.starting_position = Position {
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x: x as i32,
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y: y as i32,
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};
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}
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'>' => self.map.tiles[idx] = TileType::DownStairs,
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'g' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawns.push((idx, "Goblin".to_string()));
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}
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'o' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawns.push((idx, "Orc".to_string()));
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}
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'^' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawns.push((idx, "Bear Trap".to_string()));
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}
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'%' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawns.push((idx, "Rations".to_string()));
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}
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'!' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawns.push((idx, "Health Potion".to_string()));
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}
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_ => {
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rltk::console::log(format!(
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"Unknown glyph loading map: {}",
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(cell.ch as u8) as char
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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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fn build(&mut self) {
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match self.mode {
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PrefabMode::RexLevel { template } => self.load_rex_map(&template),
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PrefabMode::Constant { level } => self.load_ascii_map(&level),
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}
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self.take_snapshot();
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@ -157,4 +104,95 @@ impl PrefabBuilder {
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self.take_snapshot();
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}
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}
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fn char_to_map(&mut self, ch: char, idx: usize) {
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match ch {
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' ' => self.map.tiles[idx] = TileType::Floor,
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'#' => self.map.tiles[idx] = TileType::Wall,
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'@' => {
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let x = idx as i32 % self.map.width;
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let y = idx as i32 / self.map.width;
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self.map.tiles[idx] = TileType::Floor;
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self.starting_position = Position {
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x: x as i32,
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y: y as i32,
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};
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}
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'>' => self.map.tiles[idx] = TileType::DownStairs,
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'g' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawns.push((idx, "Goblin".to_string()));
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}
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'o' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawns.push((idx, "Orc".to_string()));
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}
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'^' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawns.push((idx, "Bear Trap".to_string()));
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}
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'%' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawns.push((idx, "Rations".to_string()));
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}
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'!' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawns.push((idx, "Health Potion".to_string()));
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}
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_ => {
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rltk::console::log(format!("Unknown glyph loading map: {}", (ch as u8) as char));
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}
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}
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}
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#[allow(dead_code)]
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fn load_rex_map(&mut self, path: &str) {
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let xp_file = rltk::rex::XpFile::from_resource(path).unwrap();
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for layer in &xp_file.layers {
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for y in 0..layer.height {
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for x in 0..layer.width {
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let cell = layer.get(x, y).unwrap();
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if x < self.map.width as usize && y < self.map.height as usize {
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let idx = self.map.xy_idx(x as i32, y as i32);
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// We're doing some nasty casting to make it easier to type things like '#' in the match
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self.char_to_map(cell.ch as u8 as char, idx);
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}
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}
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}
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}
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}
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fn read_ascii_to_vec(template: &str) -> Vec<char> {
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let mut string_vec: Vec<char> = template
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.chars()
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.filter(|a| *a != '\r' && *a != '\n')
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.collect();
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for c in string_vec.iter_mut() {
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if *c as u8 == 160_u8 {
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*c = ' ';
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}
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}
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string_vec
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}
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#[allow(dead_code)]
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fn load_ascii_map(&mut self, level: &prefab_levels::PrefabLevel) {
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// Start by converting to a vector, with newlines removed
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let string_vec = Self::read_ascii_to_vec(level.template);
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let mut i = 0;
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for ty in 0..level.height {
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for tx in 0..level.width {
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if tx < self.map.width as usize && ty < self.map.height as usize {
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let idx = self.map.xy_idx(tx as i32, ty as i32);
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self.char_to_map(string_vec[i], idx);
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}
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i += 1;
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}
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}
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}
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}
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@ -0,0 +1,60 @@
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#[derive(PartialEq, Copy, Clone)]
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pub struct PrefabLevel {
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pub template: &'static str,
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pub width: usize,
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pub height: usize,
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}
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#[allow(dead_code)]
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pub const WFC_POPULATED: PrefabLevel = PrefabLevel {
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template: LEVEL_MAP,
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width: 80,
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height: 43,
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};
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#[allow(dead_code)]
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const LEVEL_MAP: &str = "
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################################################################################
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# ######################################################## #########
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# @ ###### ######### #### ################### #######
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# #### g # ############### #####
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# #### # # ####### #### ############# ###
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##### ######### # # ####### ######### #### ##### ###
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##### ######### ###### ####### o ######### #### ## ##### ###
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## #### ######### ### ## o ###
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##### ######### ### #### ####### ## ##### ###
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##### ######### ### #### ####### # ### ## ##### ###
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##### ######### ### #### ####### ####### ##### o ###
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### ## ### #### ####### ################ ###
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### ## ### o ###### ########### # ############ ###
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### ## ### ###### ########### ### ###
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### % ###### ########### # ### ! ## ###
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### ## ### ###### ## ####### ## ###
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### ## ### ## ### ##### # ######################## #####
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### ## ### ## ### ##### # # ###################### #####
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#### ## ####### ###### ##### ### #### o ########### ###### #####
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#### ## ####### ###### #### ## #### # ######### ###### ######
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# ## ####### ###### #### ## #### ############ ##### ######
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# g ## ####### ###### #### ## % ########### o o #### # #
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# ## ### #### ## #### # ####### ## ## #### g #
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####### ####### #### ###### ! ! ### # #
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###### ##### #### # ###### ### ######
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##### ##### # ########## ### ######
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##### ! ### ###### # ########## o##o ### # ##
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##### ### ####### ## # ###### ### g ##
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# ## #### ######## ### o ####### ^########^ #### # ##
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# g # ###### ######## ##### ####### ^ ^ #### ######
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# ##g#### ###### ######## ################ ##### ######
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# ## ########## ########## ######## ################# ###### #
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##### ######### ########## % ######## ################### ######## ## #
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#### ### ######## ########## ######## #################### ########## # #
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### ##### ###### ######### ######## ########### ####### # g# #
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### ##### ############### ### ########### ####### #### #
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### ##### #### ############## ######## g g ########### #### # ^ #
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#### ###^#### ############# ######## ##### #### # g# #
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##### ###### ### ######## ##### g #### ! ####^^ #
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#!%^## ### ## ########## ######## gg g # > #
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#!%^ ### ### ############### ######## ##### g #### # g# #
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# %^## ^ ### ############### ######## ##### ##################
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################################################################################
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";
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