WIP grouped unit arrival
This commit is contained in:
443
core/src/mindustry/ai/UnitGroup.java
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443
core/src/mindustry/ai/UnitGroup.java
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package mindustry.ai;
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import arc.*;
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import arc.func.*;
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import arc.graphics.*;
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import arc.math.*;
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import arc.math.geom.*;
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import arc.struct.*;
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import mindustry.*;
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import mindustry.ai.Pathfinder.*;
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import mindustry.async.*;
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import mindustry.content.*;
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import mindustry.core.*;
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import mindustry.gen.*;
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public class UnitGroup{
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public Seq<Unit> units = new Seq<>();
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public float[] positions;
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public volatile boolean valid;
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public void calculateFormation(Vec2 dest, int collisionLayer){
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float cx = 0f, cy = 0f;
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for(Unit unit : units){
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cx += unit.x;
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cy += unit.y;
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}
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cx /= units.size;
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cy /= units.size;
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positions = new float[units.size * 2];
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//all positions are relative to the center
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for(int i = 0; i < units.size; i ++){
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Unit unit = units.get(i);
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positions[i * 2] = unit.x - cx;
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positions[i * 2 + 1] = unit.y - cy;
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unit.command().groupIndex = i;
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}
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//run on new thread to prevent stutter
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Vars.mainExecutor.submit(() -> {
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//unused space between circles that needs to be reached for compression to end
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float maxSpaceUsage = 0.7f;
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boolean compress = true;
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int compressionIterations = 0;
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int physicsIterations = 0;
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int totalIterations = 0;
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int maxPhysicsIterations = Math.min(1 + (int)(Math.pow(units.size, 0.65) / 10), 6);
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//yep, new allocations, because this is a new thread.
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IntQuadTree tree = new IntQuadTree(new Rect(0f, 0f, Vars.world.unitWidth(), Vars.world.unitHeight()),
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(index, hitbox) -> hitbox.setCentered(positions[index * 2], positions[index * 2 + 1], units.get(index).hitSize));
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IntSeq tmpseq = new IntSeq();
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Vec2 v1 = new Vec2();
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Vec2 v2 = new Vec2();
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//this algorithm basically squeezes all the circle colliders together, then proceeds to simulate physics to push them apart across several iterations.
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//it's rather slow, but shouldn't be too much of an issue when run in a different thread
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while(totalIterations++ < 40 && physicsIterations < maxPhysicsIterations){
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float spaceUsed = 0f;
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if(compress){
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compressionIterations ++;
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float maxDst = 1f, totalArea = 0f;
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for(int a = 0; a < units.size; a ++){
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v1.set(positions[a * 2], positions[a * 2 + 1]).lerp(v2.set(0f, 0f), 0.3f);
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positions[a * 2] = v1.x;
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positions[a * 2 + 1] = v1.y;
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float rad = units.get(a).hitSize/2f;
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maxDst = Math.max(maxDst, v1.dst(0f, 0f) + rad);
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totalArea += Mathf.PI * rad * rad;
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}
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//total area of bounding circle
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float boundingArea = Mathf.PI * maxDst * maxDst;
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spaceUsed = totalArea / boundingArea;
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//ex: 60% (0.6) of the total area is used, this will not be enough to satisfy a maxSpaceUsage of 70% (0.7)
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compress = spaceUsed <= maxSpaceUsage && compressionIterations < 20;
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}
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//uncompress units
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if(!compress || spaceUsed > 0.5f){
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physicsIterations++;
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tree.clear();
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for(int a = 0; a < units.size; a++){
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tree.insert(a);
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}
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for(int a = 0; a < units.size; a++){
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Unit unit = units.get(a);
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float x = positions[a * 2], y = positions[a * 2 + 1], radius = unit.hitSize/2f;
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tmpseq.clear();
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tree.intersect(x - radius, y - radius, radius * 2f, radius * 2f, tmpseq);
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for(int res = 0; res < tmpseq.size; res ++){
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int b = tmpseq.items[res];
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//simulate collision physics
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if(a != b){
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float ox = positions[b * 2], oy = positions[b * 2 + 1];
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Unit other = units.get(b);
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float rs = (radius + other.hitSize/2f) * 1.2f;
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float dst = Mathf.dst(x, y, ox, oy);
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if(dst < rs){
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v2.set(x - ox, y - oy).setLength(rs - dst);
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float mass1 = unit.hitSize, mass2 = other.hitSize;
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float ms = mass1 + mass2;
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float m1 = mass2 / ms, m2 = mass1 / ms;
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float scl = 1f;
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positions[a * 2] += v2.x * m1 * scl;
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positions[a * 2 + 1] += v2.y * m1 * scl;
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positions[b * 2] -= v2.x * m2 * scl;
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positions[b * 2 + 1] -= v2.y * m2 * scl;
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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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//raycast from the destination to the offset to make sure it's reachable
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if(collisionLayer != PhysicsProcess.layerFlying){
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for(int a = 0; a < units.size; a ++){
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//coordinates in world space
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float
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x = positions[a * 2] + dest.x,
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y = positions[a * 2 + 1] + dest.y;
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Unit unit = units.get(a);
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PathCost cost = unit.type.pathCost;
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int res = ControlPathfinder.raycastFast(unit.team.id, cost, World.toTile(dest.x), World.toTile(dest.y), World.toTile(x), World.toTile(y));
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//collision found, make th destination the point right before the collision
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if(res != 0){
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v1.set(Point2.x(res) * Vars.tilesize - dest.x, Point2.y(res) * Vars.tilesize - dest.y);
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v1.setLength(Math.max(v1.len() - Vars.tilesize - 4f, 0));
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positions[a * 2] = v1.x;
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positions[a * 2 + 1] = v1.y;
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}
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if(ControlPathfinder.showDebug){
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Core.app.post(() -> Fx.debugLine.at(unit.x, unit.y, 0f, Color.green, new Vec2[]{new Vec2(dest.x, dest.y), new Vec2(x, y)}));
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}
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}
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}
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valid = true;
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if(ControlPathfinder.showDebug){
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Core.app.post(() -> {
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for(int i = 0; i < units.size; i ++){
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float x = positions[i * 2], y = positions[i * 2 + 1];
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Fx.placeBlock.at(x + dest.x, y + dest.y, 1f, Color.green);
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}
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});
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}
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});
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}
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public static class IntQuadTree{
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protected final Rect tmp = new Rect();
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protected static final int maxObjectsPerNode = 5;
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public IntQuadTreeProvider prov;
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public Rect bounds;
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public IntSeq objects = new IntSeq(false, 10);
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public IntQuadTree botLeft, botRight, topLeft, topRight;
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public boolean leaf = true;
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public int totalObjects;
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public IntQuadTree(Rect bounds, IntQuadTreeProvider prov){
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this.bounds = bounds;
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this.prov = prov;
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}
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protected void split(){
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if(!leaf) return;
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float subW = bounds.width / 2;
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float subH = bounds.height / 2;
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if(botLeft == null){
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botLeft = newChild(new Rect(bounds.x, bounds.y, subW, subH));
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botRight = newChild(new Rect(bounds.x + subW, bounds.y, subW, subH));
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topLeft = newChild(new Rect(bounds.x, bounds.y + subH, subW, subH));
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topRight = newChild(new Rect(bounds.x + subW, bounds.y + subH, subW, subH));
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}
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leaf = false;
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// Transfer objects to children if they fit entirely in one
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for(int i = 0; i < objects.size; i ++){
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int obj = objects.items[i];
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hitbox(obj);
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IntQuadTree child = getFittingChild(tmp);
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if(child != null){
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child.insert(obj);
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objects.removeIndex(i);
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i --;
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}
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}
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}
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protected void unsplit(){
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if(leaf) return;
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objects.addAll(botLeft.objects);
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objects.addAll(botRight.objects);
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objects.addAll(topLeft.objects);
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objects.addAll(topRight.objects);
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botLeft.clear();
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botRight.clear();
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topLeft.clear();
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topRight.clear();
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leaf = true;
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}
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/**
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* Inserts an object into this node or its child nodes. This will split a leaf node if it exceeds the object limit.
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*/
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public void insert(int obj){
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hitbox(obj);
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if(!bounds.overlaps(tmp)){
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// New object not in quad tree, ignoring
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// throw an exception?
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return;
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}
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totalObjects ++;
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if(leaf && objects.size + 1 > maxObjectsPerNode) split();
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if(leaf){
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// Leaf, so no need to add to children, just add to root
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objects.add(obj);
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}else{
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hitbox(obj);
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// Add to relevant child, or root if can't fit completely in a child
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IntQuadTree child = getFittingChild(tmp);
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if(child != null){
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child.insert(obj);
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}else{
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objects.add(obj);
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}
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}
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}
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/**
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* Removes an object from this node or its child nodes.
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*/
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public boolean remove(int obj){
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boolean result;
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if(leaf){
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// Leaf, no children, remove from root
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result = objects.removeValue(obj);
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}else{
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// Remove from relevant child
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hitbox(obj);
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IntQuadTree child = getFittingChild(tmp);
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if(child != null){
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result = child.remove(obj);
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}else{
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// Or root if object doesn't fit in a child
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result = objects.removeValue(obj);
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}
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if(totalObjects <= maxObjectsPerNode) unsplit();
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}
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if(result){
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totalObjects --;
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}
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return result;
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}
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/** Removes all objects. */
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public void clear(){
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objects.clear();
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totalObjects = 0;
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if(!leaf){
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topLeft.clear();
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topRight.clear();
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botLeft.clear();
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botRight.clear();
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}
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leaf = true;
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}
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protected IntQuadTree getFittingChild(Rect boundingBox){
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float verticalMidpoint = bounds.x + (bounds.width / 2);
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float horizontalMidpoint = bounds.y + (bounds.height / 2);
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// Object can completely fit within the top quadrants
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boolean topQuadrant = boundingBox.y > horizontalMidpoint;
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// Object can completely fit within the bottom quadrants
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boolean bottomQuadrant = boundingBox.y < horizontalMidpoint && (boundingBox.y + boundingBox.height) < horizontalMidpoint;
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// Object can completely fit within the left quadrants
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if(boundingBox.x < verticalMidpoint && boundingBox.x + boundingBox.width < verticalMidpoint){
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if(topQuadrant){
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return topLeft;
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}else if(bottomQuadrant){
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return botLeft;
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}
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}else if(boundingBox.x > verticalMidpoint){ // Object can completely fit within the right quadrants
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if(topQuadrant){
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return topRight;
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}else if(bottomQuadrant){
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return botRight;
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}
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}
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// Else, object needs to be in parent cause it can't fit completely in a quadrant
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return null;
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}
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/**
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* Processes objects that may intersect the given rectangle.
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* <p>
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* This will never result in false positives.
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*/
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public void intersect(float x, float y, float width, float height, Intc out){
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if(!leaf){
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if(topLeft.bounds.overlaps(x, y, width, height)) topLeft.intersect(x, y, width, height, out);
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if(topRight.bounds.overlaps(x, y, width, height)) topRight.intersect(x, y, width, height, out);
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if(botLeft.bounds.overlaps(x, y, width, height)) botLeft.intersect(x, y, width, height, out);
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if(botRight.bounds.overlaps(x, y, width, height)) botRight.intersect(x, y, width, height, out);
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}
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IntSeq objects = this.objects;
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for(int i = 0; i < objects.size; i++){
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int item = objects.items[i];
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hitbox(item);
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if(tmp.overlaps(x, y, width, height)){
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out.get(item);
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}
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}
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}
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/**
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* @return whether an object overlaps this rectangle.
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* This will never result in false positives.
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*/
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public boolean any(float x, float y, float width, float height){
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if(!leaf){
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if(topLeft.bounds.overlaps(x, y, width, height) && topLeft.any(x, y, width, height)) return true;
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if(topRight.bounds.overlaps(x, y, width, height) && topRight.any(x, y, width, height)) return true;
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if(botLeft.bounds.overlaps(x, y, width, height) && botLeft.any(x, y, width, height)) return true;
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if(botRight.bounds.overlaps(x, y, width, height) && botRight.any(x, y, width, height))return true;
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}
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IntSeq objects = this.objects;
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for(int i = 0; i < objects.size; i++){
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int item = objects.items[i];
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hitbox(item);
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if(tmp.overlaps(x, y, width, height)){
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return true;
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}
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}
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return false;
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}
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/**
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* Processes objects that may intersect the given rectangle.
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* <p>
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* This will never result in false positives.
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*/
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public void intersect(Rect rect, Intc out){
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intersect(rect.x, rect.y, rect.width, rect.height, out);
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}
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/**
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* Fills the out parameter with any objects that may intersect the given rectangle.
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* <p>
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* This will result in false positives, but never a false negative.
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*/
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public void intersect(Rect toCheck, IntSeq out){
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intersect(toCheck.x, toCheck.y, toCheck.width, toCheck.height, out);
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}
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/**
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* Fills the out parameter with any objects that may intersect the given rectangle.
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*/
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public void intersect(float x, float y, float width, float height, IntSeq out){
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if(!leaf){
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if(topLeft.bounds.overlaps(x, y, width, height)) topLeft.intersect(x, y, width, height, out);
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if(topRight.bounds.overlaps(x, y, width, height)) topRight.intersect(x, y, width, height, out);
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if(botLeft.bounds.overlaps(x, y, width, height)) botLeft.intersect(x, y, width, height, out);
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if(botRight.bounds.overlaps(x, y, width, height)) botRight.intersect(x, y, width, height, out);
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}
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IntSeq objects = this.objects;
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for(int i = 0; i < objects.size; i++){
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int item = objects.items[i];
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hitbox(item);
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if(tmp.overlaps(x, y, width, height)){
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out.add(item);
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}
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}
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}
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/** Adds all quadtree objects to the specified Seq. */
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public void getObjects(IntSeq out){
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out.addAll(objects);
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if(!leaf){
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topLeft.getObjects(out);
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topRight.getObjects(out);
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botLeft.getObjects(out);
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botRight.getObjects(out);
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}
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}
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protected IntQuadTree newChild(Rect rect){
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return new IntQuadTree(rect, prov);
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}
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protected void hitbox(int t){
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prov.hitbox(t, tmp);
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}
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/**Represents an object in a QuadTree.*/
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public interface IntQuadTreeProvider{
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/**Fills the out parameter with this element's rough bounding box. This should never be smaller than the actual object, but may be larger.*/
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void hitbox(int object, Rect out);
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}
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}
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}
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