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Restructuring, some sorting into folders
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parent
ac1fdc99be
commit
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36 changed files with 80 additions and 65 deletions
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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.Threading.Tasks;
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using Verse;
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using Verse.AI;
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using Verse.AI.Group;
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using RimWorld;
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using rjw;
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namespace RJW_Genes
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{
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public class IncidentWorker_SuccubusDreamVisit : IncidentWorker
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{
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//This incidint will only fire if there is a pawn asleep and sexneed is lower than 0.25
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protected override bool CanFireNowSub(IncidentParms parms)
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{
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if (!base.CanFireNowSub(parms))
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{
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return false;
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}
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Map map = (Map)parms.target;
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if (!map.mapTemperature.SeasonAcceptableFor(ThingDefOf.Human))
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{
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return false;
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}
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foreach (Pawn pawn in map.mapPawns.FreeColonistsAndPrisonersSpawned)
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{
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if (pawn.jobs.curDriver.asleep && xxx.need_some_sex(pawn) > 1f)
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{
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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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protected override bool TryExecuteWorker(IncidentParms parms)
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{
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Map map = (Map)parms.target;
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Pawn victim = ValidVictims(map).RandomElement();
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if (victim == null)
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{
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return false;
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}
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IntVec3 loc = victim.Position;
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Faction faction;
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if (!this.TryFindFormerFaction(out faction))
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{
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return false;
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}
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//Spawn succubus at pawn
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Pawn succubus = PawnGenerator.GeneratePawn(new PawnGenerationRequest(PawnKindDef.Named("rjw_genes_succubus"), faction, PawnGenerationContext.NonPlayer, -1,
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false, false, false, true, false, 1f, false, true, false, true, true, false, false, false, false, 0f, 0f, null, 1f, null, null,
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null, null, null, null, null, null, null, null, null, null, false, false, false, false, null, null, null, null, null, 0f,
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DevelopmentalStage.Adult, null, null, null, false));
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succubus.SetFaction(null, null);
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GenSpawn.Spawn(succubus, loc, map, WipeMode.Vanish);
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//Set succubus behaviour
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List<Pawn> list = new List<Pawn> {succubus};
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LordMaker.MakeNewLord(parms.faction, this.CreateLordJob(parms, succubus, victim), map, list);
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//Make succubus rape victim.
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if (RJWSettings.rape_enabled)
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{
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succubus.pather.StopDead();
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succubus.jobs.StopAll();
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Job newJob = JobMaker.MakeJob(xxx.RapeRandom, victim);
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succubus.jobs.StartJob(newJob, JobCondition.InterruptForced, null, false, true, null, null, false, false, null, false, true);
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}
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//Broken for now
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//Sends letter
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//string value = succubus.DevelopmentalStage.Child() ? "FeralChild".Translate().ToString() : succubus.KindLabel;
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//TaggedString value2 = succubus.DevelopmentalStage.Child() ? "Child".Translate() : "Person".Translate();
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//TaggedString baseLetterLabel = this.def.letterLabel.Formatted(value).CapitalizeFirst();
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//TaggedString baseLetterText = this.def.letterText.Formatted(succubus.NameShortColored, value2, succubus.Named("PAWN")).AdjustedFor(succubus, "PAWN", true).CapitalizeFirst();
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//PawnRelationUtility.TryAppendRelationsWithColonistsInfo(ref baseLetterText, ref baseLetterLabel, succubus);
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//base.SendStandardLetter(baseLetterLabel, baseLetterText, this.def.letterDef, parms, succubus, Array.Empty<NamedArgument>());
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return true;
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}
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private IEnumerable<Pawn> ValidVictims(Map map)
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{
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foreach (Pawn pawn in map.mapPawns.FreeColonistsAndPrisonersSpawned)
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{
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if (pawn.jobs.curDriver.asleep && xxx.need_some_sex(pawn) > 1f)
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{
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yield return pawn;
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}
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}
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yield break;
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}
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private bool TryFindFormerFaction(out Faction formerFaction)
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{
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return Find.FactionManager.TryGetRandomNonColonyHumanlikeFaction(out formerFaction, false, true, TechLevel.Undefined, false);
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}
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protected virtual LordJob_SuccubusVisit CreateLordJob(IncidentParms parms, Pawn succubus, Pawn target)
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{
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return new LordJob_SuccubusVisit(target);
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}
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}
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}
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@ -0,0 +1,90 @@
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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.Threading.Tasks;
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using Verse;
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using Verse.AI;
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using Verse.AI.Group;
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using RimWorld;
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namespace RJW_Genes
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{
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//Based on LordJob_VisitColony
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public class LordJob_SuccubusVisit : LordJob
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{
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public LordJob_SuccubusVisit()
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{
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}
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public LordJob_SuccubusVisit(Pawn target)
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{
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this.target = target;
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}
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//
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//Stategraph has lordtoils which say what a pawn should be doing
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//Transitions say when active lordtoil for pawn should change
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//
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public override StateGraph CreateGraph()
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{
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StateGraph stateGraph = new StateGraph();
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//Flirt
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LordToil_Flirt lordToil_Flirt = new LordToil_Flirt(this.target, 7f);
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stateGraph.AddToil(lordToil_Flirt);
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stateGraph.StartingToil = lordToil_Flirt;
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//Leave
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LordToil_ExitMapRandom lordToil_ExitMapRandom = new LordToil_ExitMapRandom();
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stateGraph.AddToil(lordToil_ExitMapRandom);
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LordToil_ExitMapAndDefendSelf lordToil_ExitMapAndDefendSelf = new LordToil_ExitMapAndDefendSelf();
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stateGraph.AddToil(lordToil_ExitMapAndDefendSelf);
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//Leave after some time
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Transition transition1 = new Transition(lordToil_Flirt, lordToil_ExitMapRandom, false, true);
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int tickLimit;
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if (this.durationTicks != null)
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{
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tickLimit = this.durationTicks.Value;
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}
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else
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{
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tickLimit = Rand.Range(60000, 180000); //~1-3 days
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}
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transition1.AddTrigger(new Trigger_TicksPassed(tickLimit));
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transition1.AddPreAction(new TransitionAction_Message("SuccubusLeaving".Translate(), null, 1f));
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stateGraph.AddTransition(transition1);
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//If they become hostile
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Transition transition3 = new Transition(lordToil_Flirt, lordToil_ExitMapAndDefendSelf, false, true);
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transition3.AddSource(lordToil_ExitMapRandom); //Not sure what this does
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transition3.AddTrigger(new Trigger_BecamePlayerEnemy());
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transition3.AddTrigger(new Trigger_PawnKilled());
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transition3.AddPostAction(new TransitionAction_EndAllJobs());
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stateGraph.AddTransition(transition3, false);
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Transition transition4 = new Transition(lordToil_ExitMapRandom, lordToil_ExitMapAndDefendSelf, false, true);
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transition4.AddSource(lordToil_Flirt); //Not sure what this does
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transition4.AddTrigger(new Trigger_PawnHarmed(1f, true, Faction.OfPlayer));
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stateGraph.AddTransition(transition4, false);
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return stateGraph;
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}
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//add toggleable gizmo to allow playes to have colonists sex the succubus into joining your colony
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//comfort pawn? cooldown?
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public override IEnumerable<Gizmo> GetPawnGizmos(Pawn p)
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{
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return base.GetPawnGizmos(p);
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}
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public override void ExposeData()
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{
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Scribe_Values.Look<int?>(ref this.durationTicks, "durationTicks", null, false);
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Scribe_References.Look<Pawn>(ref this.target, "target", false);
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}
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public Pawn target;
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private int? durationTicks;
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}
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}
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