The ritual UI is now a lot better using a FSM to control everything. Probably one more session to work out the remaining functionality.
This commit is contained in:
parent
8a1f42c0f1
commit
6269d10807
7 changed files with 184 additions and 25 deletions
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@ -4,6 +4,7 @@
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#include "color.hpp"
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#include "color.hpp"
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#include <array>
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#include <array>
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constexpr const int INV_SLOTS=24;
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constexpr const int TEXTURE_WIDTH=256;
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constexpr const int TEXTURE_WIDTH=256;
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constexpr const int TEXTURE_HEIGHT=256;
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constexpr const int TEXTURE_HEIGHT=256;
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constexpr const int RAY_VIEW_WIDTH=900;
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constexpr const int RAY_VIEW_WIDTH=900;
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@ -27,6 +27,15 @@ namespace guecs {
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text->setString(content);
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text->setString(content);
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}
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}
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void Sprite::update(const std::string& new_name) {
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if(new_name != name) {
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name = new_name;
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auto sprite_texture = textures::get(name);
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sprite->setTexture(*sprite_texture.texture);
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sprite->setTextureRect(sprite_texture.sprite->getTextureRect());
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}
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}
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void Sprite::init(lel::Cell &cell) {
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void Sprite::init(lel::Cell &cell) {
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auto sprite_texture = textures::get(name);
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auto sprite_texture = textures::get(name);
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@ -55,6 +55,7 @@ namespace guecs {
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std::shared_ptr<sf::Texture> texture = nullptr;
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std::shared_ptr<sf::Texture> texture = nullptr;
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void init(lel::Cell &cell);
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void init(lel::Cell &cell);
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void update(const std::string& new_name);
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};
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};
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struct Rectangle {
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struct Rectangle {
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161
ritual_ui.cpp
161
ritual_ui.cpp
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@ -11,10 +11,11 @@ namespace gui {
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using namespace guecs;
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using namespace guecs;
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using std::any, std::any_cast, std::string, std::make_any;
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using std::any, std::any_cast, std::string, std::make_any;
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void UI::event(Event ev) {
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void UI::event(Event ev, std::any data) {
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switch($state) {
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switch($state) {
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FSM_STATE(State, START, ev);
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FSM_STATE(State, START, ev);
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FSM_STATE(State, OPENED, ev);
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FSM_STATE(State, OPENED, ev, data);
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FSM_STATE(State, CRAFTING, ev, data);
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FSM_STATE(State, CLOSED, ev);
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FSM_STATE(State, CLOSED, ev);
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FSM_STATE(State, OPENING, ev);
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FSM_STATE(State, OPENING, ev);
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FSM_STATE(State, CLOSING, ev);
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FSM_STATE(State, CLOSING, ev);
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@ -28,17 +29,16 @@ namespace gui {
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state(State::CLOSED);
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state(State::CLOSED);
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$ritual_anim = animation::load("ritual_blanket");
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$ritual_anim = animation::load("ritual_blanket");
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for(auto& [name, cell] : $gui.cells()) {
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auto button = $gui.entity(name);
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$gui.set<Rectangle>(button, {GUECS_PADDING, {50, 50, 50, 150}});
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$gui.set<Clickable>(button, {
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[](auto ent, auto) { fmt::println("clicked {}", ent); }
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});
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}
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auto open_close_toggle = $gui.entity("ritual_ui");
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auto open_close_toggle = $gui.entity("ritual_ui");
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$gui.set<Clickable>(open_close_toggle, {
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$gui.set<Clickable>(open_close_toggle, {
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[&](auto, auto){ event(Event::TOGGLE); }
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[&](auto, auto){ event(Event::TOGGLE); }
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});
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auto combine = $gui.entity("combine");
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$gui.set<Rectangle>(combine, {});
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$gui.set<Label>(combine, {L"combine"});
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$gui.set<Clickable>(combine, {
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[&](auto, auto){ event(Event::COMBINE); }
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});
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});
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$gui.init();
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$gui.init();
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@ -46,15 +46,99 @@ namespace gui {
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state(State::CLOSED);
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state(State::CLOSED);
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}
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}
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void UI::OPENED(Event ev) {
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void UI::OPENED(Event ev, std::any data) {
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if(ev == Event::TOGGLE) {
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if(ev == Event::TOGGLE) {
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clear_blanket();
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state(State::CLOSING);
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state(State::CLOSING);
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} else if(ev == Event::SELECT) {
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// do this before transitioning
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$craft_state = $ritual_engine.start();
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state(State::CRAFTING);
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UI::CRAFTING(ev, data);
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}
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}
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}
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}
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void UI::CRAFTING(Event ev, std::any data) {
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if(ev == Event::TOGGLE) {
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clear_blanket();
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state(State::CLOSING);
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} else if(ev == Event::COMBINE) {
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if($craft_state.is_combined()) {
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auto ritual = $ritual_engine.finalize($craft_state);
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auto& belt = $level.world->get_the<::ritual::Belt>();
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belt.equip(belt.next(), ritual);
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$level.world->send<Events::GUI>(Events::GUI::NEW_RITUAL, $level.player, {});
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clear_craft_result();
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$blanket.reset();
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// BUG: need a way to clear selections
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load_blanket();
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$craft_state.reset();
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state(State::OPENED);
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}
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} else if(ev == Event::SELECT) {
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dbc::check(data.has_value(), "OPENED state given SELECT with no data");
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auto pair = std::any_cast<SelectedItem>(data);
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select_item(pair);
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if($blanket.no_selections()) {
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$craft_state.reset();
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clear_craft_result();
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state(State::OPENED);
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} else {
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run_crafting_engine();
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if(!$craft_state.is_combined()) {
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show_craft_failure();
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} else {
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show_craft_result();
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}
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}
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}
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}
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void UI::run_crafting_engine() {
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$craft_state.reset();
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for(auto [item_id, setting] : $blanket.selected) {
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auto& item = $blanket.get(item_id);
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$ritual_engine.load_junk($craft_state, item);
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}
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$ritual_engine.plan($craft_state);
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}
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void UI::show_craft_result() {
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using enum ::ritual::Element;
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auto ritual = $ritual_engine.finalize($craft_state);
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switch(ritual.element) {
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case FIRE:
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$gui.show_sprite("result_image", "broken_yoyo-64");
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break;
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case LIGHTNING:
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$gui.show_sprite("result_image", "pocket_watch-64");
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break;
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default:
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$gui.show_sprite("result_image", "severed_finger-64");
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}
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$gui.show_label("result_text", L"CRAFTING");
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}
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void UI::clear_craft_result() {
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$gui.close<Label>("result_text");
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$gui.close<Sprite>("result_image");
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}
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void UI::show_craft_failure() {
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$gui.close<Sprite>("result_image");
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$gui.show_label("result_text", L"FAILED!");
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}
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void UI::CLOSED(Event ev) {
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void UI::CLOSED(Event ev) {
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if(ev == Event::TOGGLE) {
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if(ev == Event::TOGGLE) {
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$ritual_anim.play();
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$ritual_anim.play();
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load_blanket();
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state(State::OPENING);
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state(State::OPENING);
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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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UI::UI(GameLevel level) :
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UI::UI(GameLevel level) :
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$level(level)
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$level(level),
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$blanket($level.world->get_the<::ritual::Blanket>())
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{
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{
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$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
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$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
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$gui.layout(
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$gui.layout(
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"[inv_slot4 | inv_slot5 | inv_slot6| inv_slot7]"
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"[inv_slot4 | inv_slot5 | inv_slot6| inv_slot7]"
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"[inv_slot8 | inv_slot9 | inv_slot10| inv_slot11]"
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"[inv_slot8 | inv_slot9 | inv_slot10| inv_slot11]"
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"[inv_slot12 | inv_slot13 | inv_slot14| inv_slot15]"
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"[inv_slot12 | inv_slot13 | inv_slot14| inv_slot15]"
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"[inv_slot16 | inv_slot17 | inv_slot18| inv_slot19]"
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"[inv_slot20 | inv_slot21 | inv_slot22| inv_slot23]"
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"[reset |*%(200,400)result_text|_]"
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"[reset |*%(200,400)result_text|_]"
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"[*%(100,200)result_image|_ |_]"
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"[*%(100,200)result_image|_ |_]"
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"[_|_|_]"
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"[_|_|_]"
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"[combine|_|_]"
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"[combine|_|_]"
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"[_|craft0|craft1|craft2|craft3|_]"
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"[_|craft4|craft5|craft6|craft7|_]"
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"[ ritual_ui ]");
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"[ ritual_ui ]");
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}
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}
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window.draw(*$ritual_ui.sprite);
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window.draw(*$ritual_ui.sprite);
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if(in_state(State::OPENED)) {
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if(in_state(State::OPENED) || in_state(State::CRAFTING)) {
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$gui.render(window);
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$gui.render(window);
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$gui.debug_layout(window);
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// $gui.debug_layout(window);
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}
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}
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void UI::clear_blanket() {
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for(int i = 0; i < INV_SLOTS; i++) {
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auto slot_id = $gui.entity("inv_slot", i);
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if($gui.has<Sprite>(slot_id)) {
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$gui.remove<Sprite>(slot_id);
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$gui.remove<Clickable>(slot_id);
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}
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}
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$blanket.reset();
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}
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void UI::select_item(SelectedItem pair) {
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auto& sprite = $gui.get<Sprite>(pair.slot_id);
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if($blanket.is_selected(pair.item_id)) {
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$blanket.deselect(pair.item_id);
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sprite.sprite->setColor({255, 255, 255, 255});
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} else {
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$blanket.select(pair.item_id);
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sprite.sprite->setColor({255, 200, 200, 200});
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}
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}
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void UI::load_blanket() {
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// update the list of available items
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int i = 0;
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for(auto& [item_id, item] : $blanket.contents) {
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auto slot_id = $gui.entity("inv_slot", i++);
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auto icon_name = fmt::format("{}-64", item);
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$gui.set_init<Sprite>(slot_id, {icon_name});
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$gui.set<Clickable>(slot_id, {
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[&, slot_id, item_id](auto, auto) {
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auto data = std::make_any<SelectedItem>(slot_id, item_id);
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event(Event::SELECT, data);
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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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#include "fsm.hpp"
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#include "fsm.hpp"
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namespace gui {
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namespace gui {
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namespace ritual {
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namespace ritual {
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enum class State {
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enum class State {
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START=0,
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START=0,
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OPENED=1,
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OPENED=1,
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CLOSED=2,
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CLOSED=2,
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OPENING=3,
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OPENING=3,
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CLOSING=4
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CLOSING=4,
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CRAFTING=5
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};
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};
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enum class Event {
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enum class Event {
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STARTED=0,
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STARTED=0,
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TOGGLE=1,
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TOGGLE=1,
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TICK=2
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TICK=2,
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SELECT=3,
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COMBINE=4
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};
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};
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class UI : public DeadSimpleFSM<State, Event>{
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struct SelectedItem {
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DinkyECS::Entity slot_id;
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DinkyECS::Entity item_id;
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};
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class UI : public DeadSimpleFSM<State, Event> {
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public:
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public:
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sf::IntRect $ritual_closed_rect{{0,0},{380,720}};
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sf::IntRect $ritual_closed_rect{{0,0},{380,720}};
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sf::IntRect $ritual_open_rect{{380 * 2,0},{380,720}};
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sf::IntRect $ritual_open_rect{{380 * 2,0},{380,720}};
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@ -33,12 +39,16 @@ namespace gui {
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guecs::UI $gui;
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guecs::UI $gui;
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GameLevel $level;
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GameLevel $level;
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textures::SpriteTexture $ritual_ui;
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textures::SpriteTexture $ritual_ui;
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::ritual::Blanket& $blanket;
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::ritual::Engine $ritual_engine;
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::ritual::CraftingState $craft_state;
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UI(GameLevel level);
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UI(GameLevel level);
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void event(Event ev);
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void event(Event ev, std::any data={});
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void START(Event);
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void START(Event);
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void OPENED(Event);
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void OPENED(Event, std::any data={});
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void CRAFTING(Event, std::any data={});
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void CLOSED(Event);
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void CLOSED(Event);
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void OPENING(Event);
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void OPENING(Event);
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void CLOSING(Event);
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void CLOSING(Event);
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@ -46,7 +56,13 @@ namespace gui {
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bool mouse(float x, float y, bool hover);
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bool mouse(float x, float y, bool hover);
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void render(sf::RenderWindow &window);
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void render(sf::RenderWindow &window);
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bool is_open();
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bool is_open();
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void load_blanket();
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void clear_blanket();
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void select_item(SelectedItem pair);
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void show_craft_result();
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void clear_craft_result();
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void show_craft_failure();
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void run_crafting_engine();
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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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@ -188,4 +188,8 @@ namespace ritual {
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void Blanket::reset() {
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void Blanket::reset() {
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selected.clear();
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selected.clear();
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}
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}
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bool Blanket::no_selections() {
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return selected.size() == 0;
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}
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}
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}
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@ -93,5 +93,6 @@ namespace ritual {
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void deselect(DinkyECS::Entity ent);
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void deselect(DinkyECS::Entity ent);
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void reset();
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void reset();
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bool is_selected(DinkyECS::Entity ent);
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bool is_selected(DinkyECS::Entity ent);
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bool no_selections();
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};
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};
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}
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}
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