Started moving single player campaign logic to an abstract CampaignMode class to make it reusable in the eventual multiplayer campaign
This commit is contained in:
+49
-101
@@ -6,19 +6,10 @@ using System.Xml.Linq;
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namespace Barotrauma
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{
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class SinglePlayerMode : GameMode
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class SinglePlayerCampaign : CampaignMode
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{
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//private const int StartCharacterAmount = 3;
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//public readonly CrewManager CrewManager;
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//public readonly HireManager hireManager;
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private GUIButton endRoundButton;
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public readonly CargoManager CargoManager;
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public Map Map;
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private bool crewDead;
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private float endTimer;
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@@ -29,31 +20,14 @@ namespace Barotrauma
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private Submarine leavingSub;
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private bool atEndPosition;
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public override Mission Mission
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protected CrewManager CrewManager
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{
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get
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{
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return Map.SelectedConnection.Mission;
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}
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get { return GameMain.GameSession?.CrewManager; }
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}
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public int Money
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{
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get { return GameMain.GameSession.CrewManager.Money; }
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set { GameMain.GameSession.CrewManager.Money = value; }
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}
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private CrewManager CrewManager
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{
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get { return GameMain.GameSession.CrewManager; }
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}
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public SinglePlayerMode(GameModePreset preset, object param)
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public SinglePlayerCampaign(GameModePreset preset, object param)
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: base(preset, param)
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{
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CargoManager = new CargoManager();
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{
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endRoundButton = new GUIButton(new Rectangle(GameMain.GraphicsWidth - 220, 20, 200, 25), "End round", null, Alignment.TopLeft, Alignment.Center, "");
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endRoundButton.Font = GUI.SmallFont;
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endRoundButton.OnClicked = TryEndRound;
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@@ -73,48 +47,11 @@ namespace Barotrauma
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jobPrefab = JobPrefab.List.Find(jp => jp.Name == "Mechanic");
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break;
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}
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CharacterInfo characterInfo =
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new CharacterInfo(Character.HumanConfigFile, "", Gender.None, jobPrefab);
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CrewManager.characterInfos.Add(characterInfo);
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CrewManager.CharacterInfos.Add(new CharacterInfo(Character.HumanConfigFile, "", Gender.None, jobPrefab));
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}
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}
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public SinglePlayerMode(XElement element)
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: this(GameModePreset.list.Find(gm => gm.Name == "Single Player"), null)
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{
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "crew":
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GameMain.GameSession.CrewManager = new CrewManager(subElement);
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break;
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case "map":
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Map = Map.Load(subElement);
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break;
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}
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}
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//backwards compatibility with older save files
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if (Map==null)
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{
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string mapSeed = ToolBox.GetAttributeString(element, "mapseed", "a");
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GenerateMap(mapSeed);
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Map.SetLocation(ToolBox.GetAttributeInt(element, "currentlocation", 0));
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}
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savedOnStart = true;
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}
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public void GenerateMap(string seed)
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{
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Map = new Map(seed, 1000);
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}
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public override void Start()
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{
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CargoManager.CreateItems();
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@@ -134,22 +71,15 @@ namespace Barotrauma
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public bool TryHireCharacter(HireManager hireManager, CharacterInfo characterInfo)
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{
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if (CrewManager.Money < characterInfo.Salary) return false;
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if (Money < characterInfo.Salary) return false;
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hireManager.availableCharacters.Remove(characterInfo);
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CrewManager.characterInfos.Add(characterInfo);
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CrewManager.Money -= characterInfo.Salary;
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CrewManager.CharacterInfos.Add(characterInfo);
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Money -= characterInfo.Salary;
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return true;
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}
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public string GetMoney()
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{
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return "Money: " + CrewManager.Money;
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}
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private Submarine GetLeavingSub()
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{
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if (Character.Controlled != null && Character.Controlled.Submarine != null)
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@@ -170,15 +100,6 @@ namespace Barotrauma
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return null;
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}
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private List<Submarine> GetSubsToLeaveBehind(Submarine leavingSub)
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{
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//leave subs behind if they're not docked to the leaving sub and not at the same exit
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return Submarine.Loaded.FindAll(s =>
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s != leavingSub &&
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!leavingSub.DockedTo.Contains(s) &&
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(s.AtEndPosition != leavingSub.AtEndPosition || s.AtStartPosition != leavingSub.AtStartPosition));
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}
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public override void Draw(SpriteBatch spriteBatch)
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{
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if (!isRunning|| GUI.DisableHUD) return;
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@@ -218,9 +139,7 @@ namespace Barotrauma
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if (!isRunning) return;
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base.AddToGUIUpdateList();
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CrewManager.AddToGUIUpdateList();
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endRoundButton.AddToGUIUpdateList();
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}
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@@ -361,12 +280,12 @@ namespace Barotrauma
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List<Submarine> leavingSubs = obj as List<Submarine>;
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if (leavingSubs == null) leavingSubs = new List<Submarine>() { GetLeavingSub() };
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var cinematic = new TransitionCinematic(leavingSubs, GameMain.GameScreen.Cam, 5.0f);
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SoundPlayer.OverrideMusicType = CrewManager.characters.Any(c => !c.IsDead) ? "endround" : "crewdead";
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CoroutineManager.StartCoroutine(EndCinematic(cinematic),"EndCinematic");
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CoroutineManager.StartCoroutine(EndCinematic(cinematic), "EndCinematic");
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return true;
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}
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@@ -391,14 +310,43 @@ namespace Barotrauma
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yield return CoroutineStatus.Success;
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}
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public void Save(XElement element)
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public static SinglePlayerCampaign Load(XElement element)
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{
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//element.Add(new XAttribute("day", day));
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XElement modeElement = new XElement("gamemode");
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SinglePlayerCampaign campaign = new SinglePlayerCampaign(GameModePreset.list.Find(gm => gm.Name == "Single Player"), null);
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//modeElement.Add(new XAttribute("currentlocation", Map.CurrentLocationIndex));
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//modeElement.Add(new XAttribute("mapseed", Map.Seed));
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "crew":
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GameMain.GameSession.CrewManager = new CrewManager(subElement);
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break;
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case "map":
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campaign.map = Map.Load(subElement);
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break;
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}
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}
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campaign.Money = ToolBox.GetAttributeInt(element, "money", 0);
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//backwards compatibility with older save files
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if (campaign.map == null)
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{
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string mapSeed = ToolBox.GetAttributeString(element, "mapseed", "a");
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campaign.GenerateMap(mapSeed);
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campaign.map.SetLocation(ToolBox.GetAttributeInt(element, "currentlocation", 0));
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}
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campaign.savedOnStart = true;
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return campaign;
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}
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public override void Save(XElement element)
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{
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XElement modeElement = new XElement("gamemode");
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modeElement.Add(new XAttribute("money", Money));
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CrewManager.Save(modeElement);
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Map.Save(modeElement);
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@@ -37,11 +37,11 @@ namespace Barotrauma.Tutorials
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{
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GameMain.GameSession = new GameSession(Submarine.MainSub, "", GameModePreset.list.Find(gm => gm.Name.ToLowerInvariant() == "tutorial"));
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(GameMain.GameSession.gameMode as TutorialMode).tutorialType = this;
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(GameMain.GameSession.GameMode as TutorialMode).tutorialType = this;
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GameMain.GameSession.StartRound("tuto");
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GameMain.GameSession.TaskManager.Events.Clear();
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GameMain.GameSession.EventManager.Events.Clear();
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GameMain.GameScreen.Select();
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}
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