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@ -5,6 +5,12 @@ import java.util.TreeMap;
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import com.badlogic.gdx.Input;
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import com.badlogic.gdx.Input;
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/**
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* Store key status for control the game
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* @author Rémi Heredero
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* @author Yann Sierro
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* @version 1.0.0
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*/
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public class Controller {
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public class Controller {
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public Map<Integer, Boolean> keyStatus = new TreeMap<Integer, Boolean>();
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public Map<Integer, Boolean> keyStatus = new TreeMap<Integer, Boolean>();
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@ -2,6 +2,12 @@ package Control;
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import Screen.ScreenPlayer;
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import Screen.ScreenPlayer;
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/**
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* Manage input from keyboard for write on controller
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* @author Rémi Heredero
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* @author Yann Sierro
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* @version 1.0.0
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*/
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public class Keyboard {
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public class Keyboard {
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public void keyDown(int keycode, ScreenPlayer sp, Controller c) {
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public void keyDown(int keycode, ScreenPlayer sp, Controller c) {
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c.keyStatus.put(keycode, true);
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c.keyStatus.put(keycode, true);
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@ -7,8 +7,15 @@ import com.badlogic.gdx.math.Vector2;
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import ch.hevs.gdx2d.components.bitmaps.Spritesheet;
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import ch.hevs.gdx2d.components.bitmaps.Spritesheet;
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import ch.hevs.gdx2d.lib.GdxGraphics;
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import ch.hevs.gdx2d.lib.GdxGraphics;
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/**
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* Class for manage all type of character. Player, enemy and why not some npc
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* @author Rémi Heredero
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* @author Yann Sierro
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* @version 1.0.0
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*/
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public abstract class Character extends Entity{
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public abstract class Character extends Entity{
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// Each character have a direction for orientation and where it will go
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public enum Direction{
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public enum Direction{
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UP,
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UP,
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DOWN,
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DOWN,
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@ -6,19 +6,28 @@ import Main.Settings;
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public class Enemy extends Character{
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public class Enemy extends Character{
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private String branch;
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private String subject;
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public int recoveredTime = Settings.RECOVERED;
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public int recoveredTime = Settings.RECOVERED;
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private int pvInit;
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private int pvInit;
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public Enemy(String name, int x, int y, String map, int pv, String branch) {
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/**
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* Create an enemy
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* @param name The name of this enemy
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* @param x Initial x position
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* @param y Initial y position
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* @param map Initial map for this enemy
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* @param pv Maximum pv of this enemy (it's also the maximum of XP the player can win)
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* @param subject The subject taught by the enemy
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*/
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public Enemy(String name, int x, int y, String map, int pv, String subject) {
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super(name, x, y, branch, map);
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super(name, x, y, subject, map);
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//generate his text
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//generate his text
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this.map = map;
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this.map = map;
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this.branch = branch;
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this.subject = subject;
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this.pv = pv;
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this.pv = pv;
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@ -42,7 +51,7 @@ public class Enemy extends Character{
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}
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}
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public String getBranch(){
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public String getBranch(){
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return branch;
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return subject;
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}
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}
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@Override
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@Override
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@ -6,6 +6,13 @@ import ch.hevs.gdx2d.components.bitmaps.Spritesheet;
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import ch.hevs.gdx2d.lib.GdxGraphics;
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import ch.hevs.gdx2d.lib.GdxGraphics;
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import ch.hevs.gdx2d.lib.interfaces.DrawableObject;
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import ch.hevs.gdx2d.lib.interfaces.DrawableObject;
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/**
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* Main class for manage entity
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* Can create all type of entity character or just stuff.
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* @author Rémi Heredero
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* @author Yann Sierro
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* @version 1.0.0
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*/
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public abstract class Entity implements DrawableObject {
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public abstract class Entity implements DrawableObject {
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protected String name;
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protected String name;
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protected String map;
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protected String map;
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@ -51,7 +58,6 @@ public abstract class Entity implements DrawableObject {
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}
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}
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public void graphicRender(GdxGraphics g){
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public void graphicRender(GdxGraphics g){
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}
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}
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/**
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/**
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@ -18,8 +18,14 @@ public class Player extends Character{
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public boolean onEnemy = false;
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public boolean onEnemy = false;
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private static final int XP_MAX = 6000;
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private static final int XP_MAX = 6000;
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public Player(int x, int y, String map) {
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/**
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super("Player", x, y, "sprite_sacha", map); //Character_flipped
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* Create a player
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* @param x initial x position
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* @param y initial y position
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* @param map initial map
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*/
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public Player(int x, int y, String map) {
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super("Player", x, y, "sprite_sacha", map);
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this.pv = Settings.TIME*60;
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this.pv = Settings.TIME*60;
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}
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}
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@ -31,7 +37,12 @@ public class Player extends Character{
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return xp;
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return xp;
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}
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}
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public void manageEntity(ScreenMap sm, Controller c) {
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/**
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* All action for manage the Player
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* @param sm the screenMap where is the player
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* @param c the controller of this player
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*/
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public void manageEntity(ScreenMap sm, Controller c) {
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boolean onDoor = sm.isDoor(getPosition());
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boolean onDoor = sm.isDoor(getPosition());
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@ -102,7 +113,13 @@ public class Player extends Character{
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}
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}
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}
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}
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private boolean enemy(ScreenMap sm, Vector2 nextPos) {
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/**
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* Return true if an enemy is on next position
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* @param sm Screen map where is the player
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* @param nextPos Vector of next position
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* @return true if an enemy is on next position
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*/
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private boolean enemy(ScreenMap sm, Vector2 nextPos) {
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Vector<Enemy> enemies = PokeMudry.getEnemies();
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Vector<Enemy> enemies = PokeMudry.getEnemies();
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for (Enemy enemy : enemies) {
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for (Enemy enemy : enemies) {
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boolean bMap = sm.map.equals(enemy.getMap());
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boolean bMap = sm.map.equals(enemy.getMap());
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@ -4,7 +4,7 @@ public class Settings {
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public static final boolean ANDROID = false;
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public static final boolean ANDROID = false;
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public static final int PLAYERS = 1;
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public static final int PLAYERS = 1;
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public static final int TIME = 10; // number of minutes for kill all enemy // should be 10
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public static final int TIME = 15; // number of minutes for kill all enemy // should be 10
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public static final int RECOVERED = 30; // number of seconds an enemy need for recovered
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public static final int RECOVERED = 30; // number of seconds an enemy need for recovered
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public static final int SWITCH_MAP_TIME = 250; // Number of milliseconds the player wait for switch map
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public static final int SWITCH_MAP_TIME = 250; // Number of milliseconds the player wait for switch map
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@ -6,7 +6,7 @@ import java.util.Arrays;
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import java.util.Random;
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import java.util.Random;
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public class TextEnemy {
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public class TextEnemy {
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private static final int CUT = 60;
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private static final int CUT = 55;
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public FightData fightData;
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public FightData fightData;
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public SpeechData speechData;
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public SpeechData speechData;
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