atomising item use: ItemEquipSystem{} and remove system tweak
This commit is contained in:
parent
e02fa27ae4
commit
55202b241b
6 changed files with 150 additions and 55 deletions
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@ -4,7 +4,7 @@ use super::{
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Name, ObfuscatedName, Player, Point, Pools, Position, Prop, Renderable, RunState, Skill, Skills, State, Viewshed,
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Name, ObfuscatedName, Player, Point, Pools, Position, Prop, Renderable, RunState, Skill, Skills, State, Viewshed,
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Wand,
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Wand,
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};
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};
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use rltk::{Rltk, VirtualKeyCode, RGB};
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use rltk::prelude::*;
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use specs::prelude::*;
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use specs::prelude::*;
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use std::collections::BTreeMap;
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use std::collections::BTreeMap;
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mod cheat_menu;
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mod cheat_menu;
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@ -472,6 +472,33 @@ pub fn get_item_colour(ecs: &World, item: Entity) -> RGB {
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return RGB::named(rltk::WHITE);
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return RGB::named(rltk::WHITE);
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}
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}
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pub fn item_colour_u8(
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item: Entity,
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names: &ReadStorage<Name>,
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magic_items: &ReadStorage<MagicItem>,
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dm: &MasterDungeonMap,
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) -> (u8, u8, u8) {
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if let Some(name) = names.get(item) {
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if let Some(magic) = magic_items.get(item) {
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if dm.identified_items.contains(&name.name) {
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// If identified magic item, use rarity colour
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match magic.class {
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MagicItemClass::Common => return WHITE,
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MagicItemClass::Uncommon => return GREEN,
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MagicItemClass::Rare => return BLUE,
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MagicItemClass::VeryRare => return PURPLE,
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MagicItemClass::Legendary => return GOLD,
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}
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} else {
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// Unidentified magic item
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return GREY;
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}
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}
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}
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// If nonmagic, just use white
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return WHITE;
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}
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pub fn show_help(ctx: &mut Rltk) -> YesNoResult {
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pub fn show_help(ctx: &mut Rltk) -> YesNoResult {
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let mut x = 3;
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let mut x = 3;
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let mut y = 12;
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let mut y = 12;
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91
src/inventory/equip_system.rs
Normal file
91
src/inventory/equip_system.rs
Normal file
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@ -0,0 +1,91 @@
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use super::{
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gamelog, EquipmentChanged, Equippable, Equipped, InBackpack, MagicItem, MasterDungeonMap, Name, ObfuscatedName,
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WantsToUseItem,
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};
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use crate::gui::{item_colour_u8, obfuscate_name};
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use specs::prelude::*;
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pub struct ItemEquipSystem {}
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impl<'a> System<'a> for ItemEquipSystem {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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ReadExpect<'a, Entity>,
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Entities<'a>,
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WriteStorage<'a, WantsToUseItem>,
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ReadStorage<'a, Name>,
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ReadStorage<'a, Equippable>,
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WriteStorage<'a, Equipped>,
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WriteStorage<'a, InBackpack>,
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WriteStorage<'a, EquipmentChanged>,
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ReadStorage<'a, MagicItem>,
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ReadStorage<'a, ObfuscatedName>,
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ReadExpect<'a, MasterDungeonMap>,
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);
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#[allow(clippy::cognitive_complexity)]
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fn run(&mut self, data: Self::SystemData) {
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let (
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player_entity,
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entities,
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mut wants_to_use_item,
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names,
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equippable,
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mut equipped,
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mut backpack,
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mut dirty,
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magic_items,
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obfuscated_names,
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dm,
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) = data;
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let mut remove: Vec<Entity> = Vec::new();
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// For every item with a target, if the item is equippable, find the correct slot.
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for (target, wants_to_use_item) in (&entities, &wants_to_use_item).join() {
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if let Some(can_equip) = equippable.get(wants_to_use_item.item) {
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let target_slot = can_equip.slot;
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let mut logger = gamelog::Logger::new();
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// Remove any items target has in item's slot
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let mut to_unequip: Vec<Entity> = Vec::new();
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for (item_entity, already_equipped, _name) in (&entities, &equipped, &names).join() {
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if already_equipped.owner == target && already_equipped.slot == target_slot {
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to_unequip.push(item_entity);
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}
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}
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for item in to_unequip.iter() {
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equipped.remove(*item);
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backpack.insert(*item, InBackpack { owner: target }).expect("Unable to insert backpack");
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if target == *player_entity {
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logger = logger
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.append("You remove your")
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.append_n(obfuscate_name(*item, &names, &magic_items, &obfuscated_names, &dm, None).0)
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.colour(item_colour_u8(*item, &names, &magic_items, &dm))
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.period();
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}
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}
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// Wield the item
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equipped
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.insert(wants_to_use_item.item, Equipped { owner: target, slot: target_slot })
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.expect("Unable to insert equipped component");
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backpack.remove(wants_to_use_item.item);
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if target == *player_entity {
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logger = logger
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.append("You equip the")
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.append_n(
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obfuscate_name(wants_to_use_item.item, &names, &magic_items, &obfuscated_names, &dm, None)
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.0,
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)
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.colour(item_colour_u8(wants_to_use_item.item, &names, &magic_items, &dm))
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.period();
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logger.log();
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}
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remove.push(target);
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}
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}
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remove.iter().for_each(|e| {
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dirty.insert(*e, EquipmentChanged {}).expect("Unabble to insert EquipmentChanged");
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wants_to_use_item.remove(*e).expect("Unable to remove *e");
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})
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}
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}
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@ -8,11 +8,12 @@ use super::{
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mod collection_system;
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mod collection_system;
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mod drop_system;
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mod drop_system;
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mod equip_system;
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mod identification_system;
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mod identification_system;
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mod remove_system;
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mod remove_system;
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mod use_system;
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mod use_system;
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pub use {
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pub use {
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collection_system::ItemCollectionSystem, drop_system::ItemDropSystem,
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collection_system::ItemCollectionSystem, drop_system::ItemDropSystem, equip_system::ItemEquipSystem,
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identification_system::ItemIdentificationSystem, remove_system::ItemRemoveSystem, use_system::ItemUseSystem,
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identification_system::ItemIdentificationSystem, remove_system::ItemRemoveSystem, use_system::ItemUseSystem,
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};
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};
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@ -1,4 +1,5 @@
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use super::{gamelog, Equipped, InBackpack, Name, WantsToRemoveItem};
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use super::{gamelog, Equipped, InBackpack, MagicItem, MasterDungeonMap, Name, ObfuscatedName, WantsToRemoveItem};
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use crate::gui::{item_colour_u8, obfuscate_name};
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use specs::prelude::*;
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use specs::prelude::*;
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pub struct ItemRemoveSystem {}
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pub struct ItemRemoveSystem {}
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@ -12,16 +13,34 @@ impl<'a> System<'a> for ItemRemoveSystem {
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WriteStorage<'a, WantsToRemoveItem>,
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WriteStorage<'a, WantsToRemoveItem>,
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WriteStorage<'a, Equipped>,
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WriteStorage<'a, Equipped>,
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WriteStorage<'a, InBackpack>,
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WriteStorage<'a, InBackpack>,
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ReadStorage<'a, MagicItem>,
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ReadStorage<'a, ObfuscatedName>,
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ReadExpect<'a, MasterDungeonMap>,
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);
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);
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fn run(&mut self, data: Self::SystemData) {
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fn run(&mut self, data: Self::SystemData) {
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let (entities, player_entity, names, mut wants_remove, mut equipped, mut backpack) = data;
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let (
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entities,
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player_entity,
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names,
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mut wants_remove,
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mut equipped,
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mut backpack,
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magic_items,
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obfuscated_names,
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dm,
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) = data;
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for (entity, to_remove) in (&entities, &wants_remove).join() {
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for (entity, to_remove) in (&entities, &wants_remove).join() {
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equipped.remove(to_remove.item);
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equipped.remove(to_remove.item);
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if let Some(name) = names.get(to_remove.item) {
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if let Some(_) = names.get(to_remove.item) {
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if entity == *player_entity {
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if entity == *player_entity {
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gamelog::Logger::new().append("You unequip the").item_name_n(&name.name).period().log();
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gamelog::Logger::new()
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.append("You unequip the")
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.append_n(obfuscate_name(to_remove.item, &names, &magic_items, &obfuscated_names, &dm, None).0)
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.colour(item_colour_u8(to_remove.item, &names, &magic_items, &dm))
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.period()
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.log();
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}
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}
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}
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}
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backpack.insert(to_remove.item, InBackpack { owner: entity }).expect("Unable to insert backpack");
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backpack.insert(to_remove.item, InBackpack { owner: entity }).expect("Unable to insert backpack");
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@ -1,16 +1,14 @@
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use super::{
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use super::{
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gamelog, Confusion, Consumable, Cursed, Destructible, Digger, EquipmentChanged, Equippable, Equipped, HungerClock,
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gamelog, Confusion, Consumable, Cursed, Destructible, Digger, HungerClock, HungerState, IdentifiedItem,
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HungerState, IdentifiedItem, InBackpack, InflictsDamage, MagicMapper, Map, Name, ParticleBuilder, Point, Pools,
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InflictsDamage, MagicMapper, Map, Name, ParticleBuilder, Point, Pools, Position, ProvidesHealing,
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Position, ProvidesHealing, ProvidesNutrition, RandomNumberGenerator, RunState, SufferDamage, TileType, Viewshed,
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ProvidesNutrition, RandomNumberGenerator, RunState, SufferDamage, TileType, Viewshed, Wand, WantsToUseItem, AOE,
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Wand, WantsToUseItem, AOE, DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME,
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DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME,
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};
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};
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use specs::prelude::*;
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use specs::prelude::*;
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// Grouping together components because of type complexity issues - SystemData was too large.
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// Grouping together components because of type complexity issues - SystemData was too large.
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// This is a temporary solution that'll be fixed once inventory use is refactored into separate
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// This is a temporary solution that'll be fixed once inventory use is refactored into separate
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// systems.
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// systems.
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type EquipComponents<'a> =
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(ReadStorage<'a, Equippable>, WriteStorage<'a, Equipped>, WriteStorage<'a, EquipmentChanged>);
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type NameComponents<'a> = (ReadStorage<'a, Name>, WriteStorage<'a, IdentifiedItem>);
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type NameComponents<'a> = (ReadStorage<'a, Name>, WriteStorage<'a, IdentifiedItem>);
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pub struct ItemUseSystem {}
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pub struct ItemUseSystem {}
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@ -40,8 +38,6 @@ impl<'a> System<'a> for ItemUseSystem {
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WriteStorage<'a, Confusion>,
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WriteStorage<'a, Confusion>,
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ReadStorage<'a, MagicMapper>,
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ReadStorage<'a, MagicMapper>,
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WriteExpect<'a, RunState>,
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WriteExpect<'a, RunState>,
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EquipComponents<'a>,
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WriteStorage<'a, InBackpack>,
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WriteStorage<'a, Viewshed>,
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WriteStorage<'a, Viewshed>,
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);
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);
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@ -70,15 +66,10 @@ impl<'a> System<'a> for ItemUseSystem {
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mut confused,
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mut confused,
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magic_mapper,
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magic_mapper,
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mut runstate,
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mut runstate,
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(equippable, mut equipped, mut equipment_changed),
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mut backpack,
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mut viewsheds,
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mut viewsheds,
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) = data;
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) = data;
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for (entity, wants_to_use) in (&entities, &wants_to_use).join() {
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for (entity, wants_to_use) in (&entities, &wants_to_use).join() {
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// Could probably limit this insert only to if something is consumed/equipped/etc., but this is
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// safer and items aren't used nearly frequently enough for this to cause performance issues.
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equipment_changed.insert(entity, EquipmentChanged {}).expect("Unable to insert EquipmentChanged.");
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let mut verb = "use";
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let mut verb = "use";
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let mut used_item = true;
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let mut used_item = true;
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let mut aoe_item = false;
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let mut aoe_item = false;
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@ -107,10 +98,6 @@ impl<'a> System<'a> for ItemUseSystem {
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if let Some(_) = is_edible {
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if let Some(_) = is_edible {
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verb = "eat";
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verb = "eat";
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}
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}
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let item_equippable = equippable.get(wants_to_use.item);
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if let Some(_) = item_equippable {
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verb = "equip"
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}
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logger =
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logger =
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logger.append(format!("You {} the", verb)).item_name_n(format!("{}", &item_being_used.name)).period();
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logger.append(format!("You {} the", verb)).item_name_n(format!("{}", &item_being_used.name)).period();
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@ -187,38 +174,6 @@ impl<'a> System<'a> for ItemUseSystem {
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}
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}
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}
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}
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// EQUIPMENT
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match item_equippable {
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None => {}
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Some(can_equip) => {
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let target_slot = can_equip.slot;
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let target = targets[0];
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// Remove any items target has in item's slot
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let mut to_unequip: Vec<Entity> = Vec::new();
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for (item_entity, already_equipped, _name) in (&entities, &equipped, &names).join() {
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if already_equipped.owner == target && already_equipped.slot == target_slot {
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to_unequip.push(item_entity);
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}
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}
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for item in to_unequip.iter() {
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equipped.remove(*item);
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backpack.insert(*item, InBackpack { owner: target }).expect("Unable to insert backpack");
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if target == *player_entity {
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if let Some(name) = names.get(*item) {
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logger = logger.append("You remove your").item_name_n(&name.name).period();
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}
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}
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}
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// Wield the item
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equipped
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.insert(wants_to_use.item, Equipped { owner: target, slot: target_slot })
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.expect("Unable to insert equipped component");
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backpack.remove(wants_to_use.item);
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}
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}
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// HEALING ITEM
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// HEALING ITEM
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let item_heals = provides_healing.get(wants_to_use.item);
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let item_heals = provides_healing.get(wants_to_use.item);
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match item_heals {
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match item_heals {
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@ -99,6 +99,7 @@ impl State {
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let mut melee_system = MeleeCombatSystem {};
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let mut melee_system = MeleeCombatSystem {};
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let mut damage_system = DamageSystem {};
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let mut damage_system = DamageSystem {};
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let mut inventory_system = inventory::ItemCollectionSystem {};
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let mut inventory_system = inventory::ItemCollectionSystem {};
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let mut item_equip_system = inventory::ItemEquipSystem {};
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let mut item_use_system = inventory::ItemUseSystem {};
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let mut item_use_system = inventory::ItemUseSystem {};
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let mut item_drop_system = inventory::ItemDropSystem {};
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let mut item_drop_system = inventory::ItemDropSystem {};
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let mut item_remove_system = inventory::ItemRemoveSystem {};
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let mut item_remove_system = inventory::ItemRemoveSystem {};
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@ -116,6 +117,7 @@ impl State {
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self.run_ai();
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self.run_ai();
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trigger_system.run_now(&self.ecs);
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trigger_system.run_now(&self.ecs);
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inventory_system.run_now(&self.ecs);
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inventory_system.run_now(&self.ecs);
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item_equip_system.run_now(&self.ecs);
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item_use_system.run_now(&self.ecs);
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item_use_system.run_now(&self.ecs);
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item_drop_system.run_now(&self.ecs);
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item_drop_system.run_now(&self.ecs);
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item_remove_system.run_now(&self.ecs);
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item_remove_system.run_now(&self.ecs);
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