Improves code structure, and performs some necessary work for commands
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package net.knarcraft.blacksmith.trait;
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import net.citizensnpcs.api.npc.NPC;
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import net.citizensnpcs.api.trait.Trait;
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import net.citizensnpcs.api.util.DataKey;
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import net.knarcraft.blacksmith.BlacksmithPlugin;
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import net.knarcraft.blacksmith.config.NPCSettings;
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import net.knarcraft.blacksmith.manager.EconomyManager;
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import org.bukkit.Bukkit;
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import org.bukkit.Material;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.Player;
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import org.bukkit.inventory.ItemStack;
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import org.bukkit.inventory.meta.Damageable;
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import java.util.Calendar;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.Objects;
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import java.util.UUID;
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/**
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* The class representing the Blacksmith NPC trait
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*/
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public class BlacksmithTrait extends Trait {
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private final Map<UUID, Calendar> coolDowns = new HashMap<>();
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private ReforgeSession session;
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private final NPCSettings config;
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private long _sessionStart = System.currentTimeMillis();
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/**
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* Instantiates a new blacksmith trait
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*/
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public BlacksmithTrait() {
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super("blacksmith");
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//This should crash if the blacksmith plugin hasn't been properly registered
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Bukkit.getServer().getPluginManager().getPlugin("Blacksmith");
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this.config = new NPCSettings(BlacksmithPlugin.getInstance().getSettings());
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}
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/**
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* Gets the current settings for this NPC
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*
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* @return <p>The current settings for this NPC</p>
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*/
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public NPCSettings getSettings() {
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return config;
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}
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/**
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* Gets whether this blacksmith is already in a re-forge session
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*
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* @return <p>Whether already in a re-forge session</p>
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*/
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public boolean hasSession() {
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return this.session != null;
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}
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/**
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* Adds a cool-down for the given player's next blacksmith reforge
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*
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* @param playerUUID <p>The ID of the player to add the cool-down for</p>
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* @param waitUntil <p>The time when the player can interact again</p>
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*/
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public void addCoolDown(UUID playerUUID, Calendar waitUntil) {
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coolDowns.put(playerUUID, waitUntil);
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}
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/**
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* Unsets the session of this blacksmith, making it ready for another round
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*/
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public void unsetSession() {
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this.session = null;
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}
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/**
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* Loads all config values stored in citizens' config file for this NPC
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*
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* @param key <p>The data key used for the config root</p>
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*/
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@Override
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public void load(DataKey key) {
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config.loadVariables(key);
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}
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/**
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* Saves all config values for this NPC
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*
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* @param key <p>The data key used for the config root</p>
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*/
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@Override
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public void save(DataKey key) {
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config.saveVariables(key);
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}
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/**
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* Performs necessary work before the session is started or continued
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*
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* @param player <p>The player to prepare the session for</p>
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* @return <p>True if preparations were successful. False if a session shouldn't be started</p>
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*/
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public boolean prepareForSession(Player player) {
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//If cool-down has been disabled after it was set for this player, remove the cool-down
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if (config.getDisableCoolDown() && coolDowns.get(player.getUniqueId()) != null) {
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coolDowns.remove(player.getUniqueId());
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}
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//Deny if permission is missing
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if (!player.hasPermission("blacksmith.reforge")) {
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return false;
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}
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//Deny if on cool-down, or remove cool-down if expired
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if (coolDowns.get(player.getUniqueId()) != null) {
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if (!Calendar.getInstance().after(coolDowns.get(player.getUniqueId()))) {
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player.sendMessage(config.getCoolDownUnexpiredMessage());
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return false;
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}
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coolDowns.remove(player.getUniqueId());
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}
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//If already in a session, but the player has failed to interact, or left the blacksmith, allow a new session
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if (session != null) {
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if (System.currentTimeMillis() > _sessionStart + 10 * 1000 ||
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this.npc.getEntity().getLocation().distance(session.getPlayer().getLocation()) > 20) {
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session = null;
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}
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}
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return true;
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}
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/**
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* Tries to continue the session for the given player
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*
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* @param player <p>The player to continue the session for</p>
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*/
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public void continueSession(Player player) {
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//Another player is using the blacksmith
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if (!session.isInSession(player)) {
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player.sendMessage(config.getBusyWithPlayerMessage());
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return;
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}
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//The blacksmith is already reforging for the player
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if (session.isRunning()) {
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player.sendMessage(config.getBusyReforgingMessage());
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return;
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}
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if (session.endSession()) {
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//Quit if the player cannot afford, or has changed their item
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session = null;
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} else {
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//Start reforging for the player
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reforge(npc, player);
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}
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}
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/**
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* Starts a new session, and prepares to repair the player's item
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*
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* @param player <p>The player to start the session for</p>
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*/
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public void startSession(Player player) {
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ItemStack hand = player.getInventory().getItemInMainHand();
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//Refuse if not repairable, or if reforge-able items is set, but doesn't include the held item
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List<Material> reforgeAbleItems = config.getReforgeAbleItems();
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if (!isRepairable(hand) || (!reforgeAbleItems.isEmpty() && !reforgeAbleItems.contains(hand.getType()))) {
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player.sendMessage(config.getInvalidItemMessage());
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return;
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}
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//Start a new reforge session for the player
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_sessionStart = System.currentTimeMillis();
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session = new ReforgeSession(this, player, npc, config);
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//Tell the player the cost of repairing the item
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String cost = EconomyManager.formatCost(player);
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String itemName = hand.getType().name().toLowerCase().replace('_', ' ');
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player.sendMessage(config.getCostMessage().replace("<price>", cost).replace("<item>", itemName));
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}
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/**
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* Starts reforging the player's item
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*
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* @param npc <p>The NPC performing the reforge</p>
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* @param player <p>The player that initiated the reforge</p>
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*/
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private void reforge(NPC npc, Player player) {
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player.sendMessage(config.getStartReforgeMessage());
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EconomyManager.withdraw(player);
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session.beginReforge();
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ItemStack heldItem = player.getInventory().getItemInMainHand();
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//Display the item in the NPC's hand
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if (npc.getEntity() instanceof Player) {
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((Player) npc.getEntity()).getInventory().setItemInMainHand(heldItem);
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} else {
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Objects.requireNonNull(((LivingEntity) npc.getEntity()).getEquipment()).setItemInMainHand(heldItem);
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}
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//Remove the item from the player's inventory
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player.getInventory().setItemInMainHand(null);
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}
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/**
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* Gets whether the given item is repairable
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*
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* @param item <p>The item to check</p>
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* @return <p>True if the item is repairable</p>
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*/
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private static boolean isRepairable(ItemStack item) {
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return item.getItemMeta() instanceof Damageable;
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}
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}
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