v0.1
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Xml.Linq;
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namespace Subsurface
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{
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class Skill
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{
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string name;
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int level;
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public string Name
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{
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get { return name; }
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}
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public int Level
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{
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get { return level; }
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}
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public Skill(string name, int level)
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{
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this.name = name;
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this.level = level;
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}
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}
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class Job
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{
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private JobPrefab prefab;
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private Dictionary<string, Skill> skills;
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public string Name
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{
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get { return prefab.Name; }
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}
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public string Description
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{
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get { return prefab.Description; }
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}
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public JobPrefab Prefab
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{
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get { return prefab; }
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}
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public List<string> SpawnItemNames
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{
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get { return prefab.ItemNames; }
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}
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public List<Skill> Skills
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{
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get { return skills.Values.ToList(); }
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}
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//public List<float> SkillLevels
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//{
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// get { return skills.Values.ToList(); }
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//}
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public Job(JobPrefab jobPrefab)
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{
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prefab = jobPrefab;
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skills = new Dictionary<string, Skill>();
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foreach (KeyValuePair<string, Vector2> skill in prefab.Skills)
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{
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skills.Add(
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skill.Key,
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new Skill( skill.Key, (int)Rand.Range(skill.Value.X, skill.Value.Y, false)));
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}
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}
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public Job(XElement element)
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{
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string name = ToolBox.GetAttributeString(element, "name", "").ToLower();
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prefab = JobPrefab.List.Find(jp => jp.Name.ToLower() == name);
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skills = new Dictionary<string, Skill>();
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLower() != "skill") continue;
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string skillName = ToolBox.GetAttributeString(subElement, "name", "");
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if (string.IsNullOrEmpty(name)) continue;
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skills.Add(
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skillName,
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new Skill(skillName, ToolBox.GetAttributeInt(subElement, "level", 0)));
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}
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}
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public static Job Random()
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{
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JobPrefab prefab = JobPrefab.List[Rand.Int(JobPrefab.List.Count-1, false)];
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return new Job(prefab);
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}
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public int GetSkillLevel(string skillName)
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{
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Skill skill = null;
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skills.TryGetValue(skillName, out skill);
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return (skill==null) ? 0 : skill.Level;
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}
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public virtual XElement Save(XElement parentElement)
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{
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XElement jobElement = new XElement("job");
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jobElement.Add(new XAttribute("name", Name));
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foreach (KeyValuePair<string, Skill> skill in skills)
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{
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jobElement.Add(new XElement("skill", new XAttribute("name", skill.Value.Name), new XAttribute("level", skill.Value.Level)));
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}
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parentElement.Add(jobElement);
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return jobElement;
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}
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}
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}
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@@ -0,0 +1,129 @@
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Xml.Linq;
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namespace Subsurface
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{
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class JobPrefab
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{
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public static List<JobPrefab> List;
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string name;
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string description;
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//how many crew members can have the job (only one captain etc)
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private int maxNumber;
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//how many crew members are REQUIRED to have a job
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//(i.e. if one captain is required, one captain is chosen even if all the players have set captain to lowest preference)
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private int minNumber;
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//if set to true, a client that has chosen this as their preferred job will get it no matter what
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public bool AllowAlways
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{
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get;
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private set;
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}
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//names of the items the character spawns with
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public List<string> ItemNames;
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public Dictionary<string, Vector2> Skills;
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public string Name
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{
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get { return name; }
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}
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public string Description
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{
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get { return description; }
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}
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public int MaxNumber
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{
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get { return maxNumber; }
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}
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public int MinNumber
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{
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get { return minNumber; }
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}
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public JobPrefab(XElement element)
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{
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name = element.Name.ToString();
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description = ToolBox.GetAttributeString(element, "description", "");
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minNumber = ToolBox.GetAttributeInt(element, "minnumber", 0);
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maxNumber = ToolBox.GetAttributeInt(element, "maxnumber", 10);
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AllowAlways = ToolBox.GetAttributeBool(element, "allowalways", false);
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ItemNames = new List<string>();
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Skills = new Dictionary<string, Vector2>();
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLower())
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{
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case "item":
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string itemName = ToolBox.GetAttributeString(subElement, "name", "");
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if (!string.IsNullOrEmpty(itemName)) ItemNames.Add(itemName);
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break;
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case "skills":
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LoadSkills(subElement);
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break;
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}
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}
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}
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public static JobPrefab Random()
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{
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return List[Rand.Int(List.Count)];
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}
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private void LoadSkills(XElement element)
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{
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foreach (XElement subElement in element.Elements())
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{
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string skillName = ToolBox.GetAttributeString(subElement, "name", "");
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if (string.IsNullOrEmpty(skillName) || Skills.ContainsKey(skillName)) continue;
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var levelString = ToolBox.GetAttributeString(subElement, "level", "");
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if (levelString.Contains(","))
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{
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Skills.Add(skillName, ToolBox.ParseToVector2(levelString, false));
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}
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else
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{
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float skillLevel = float.Parse(levelString, CultureInfo.InvariantCulture);
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Skills.Add(skillName, new Vector2(skillLevel, skillLevel));
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}
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}
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}
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public static void LoadAll(List<string> filePaths)
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{
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List = new List<JobPrefab>();
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foreach (string filePath in filePaths)
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{
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XDocument doc = ToolBox.TryLoadXml(filePath);
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if (doc == null) return;
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foreach (XElement element in doc.Root.Elements())
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{
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JobPrefab job = new JobPrefab(element);
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List.Add(job);
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}
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}
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}
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}
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}
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